dugman
dugman
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@Mozic said:
* Killer gets a score event
* Killer can activate on-hit perks like STBFL
* Survivor gets deep wounds
* Survivor cannot rely on being able to use DH to extend loops after revealing they have the perk, because DBD Twitter confirmed the animation will still be there and the killer can just track who has revealed DH and bait it out like we already are used to doing
Seems like a better exchange overall than the current DH to me
Just FYI Endurance doesn’t trigger Deep Wounds, all it does is make you immune to damage. For example Mettle of Man gives the survivor Endurance with no Deep Wounds downside. They didn’t mention Deep Wounds in the dev blog post on Dead Hard so it’s quite possible it doesn’t inflict them and is just a 1 second period of damage invulnerability with no downside.
That said I don’t think this new Dead Hard is a buff because there are not uncommon scenarios where Endurance doesn’t protect you where the current version does, including
- Endurance can’t stop a window grab, but with the current version of Dead Hard you can lunge entirelu out of reach of a killer to immediately go into a vault and the killer can’t grab you. If you try that with this new Endurance version you might get grabbed if the killer was already close enough when you triggered the Endurance and vaulted.
- Endurance doesn’t stop non-damaging effects like Deathslinger’s spear hits and Trapper’s traps immobilozing you and Doctor’s Shocks, etc. All those are things the current version can evade.
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@some_guy1 said:
no, their perks became general perks
The good news is since they’re general perks they are very likely to show up early in your bloodwebs anyway.
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Yeah, I run Hexes quite a lot just for the heck of it. 🙂 Sure, there’s a chance a Hex will be destroyed really quickly, but there’s also a chance the survivors leave it alone most of the match. I think a lot of people remember the “bad times” and forget the “good times” in that respect, statistically I wouldn’t be surprised though if on average Hexes tend to stay up a pretty reasonable duration if we could actually pull the data on it. (Any dev curious enough about it to pull a quick average lifespan of Hexes? 😄)
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3027223#Comment_3027223
I suspect a lot of people who tend to play survivor otherwise are playing killer because the bloodpoint gains are higher, more reliable, and more flans can be obtained in the bloodweb.
Also could be Dredge is still relatively new and very popular apparently.
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@ArchAbhor said:
Thats just the result of a perfect storm. It's 50% the event 25% new chapter and 25% upcoming changes. Who knows how many will stay after the events over but i predict a huge drop off because of burn out. maybe 25% of the gain stays thats my guess
Heck, if the final net ends up 25% that’s still a big win. 👍
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If I was going to change Nurse it might be something like.
- Make Plaid Flannel base kit so new players can see where she’s teleporting (but make the targeting icon a bit smaller and less obstrusive, on consoles in particular it’s apparently so large as to be distracting).
- Let Nurse keep her head up after a Blink so she’s not staring at the ground all game. Letting her stay more aware of her surroundings during a Blink stun would make her a lot more fun to play.
- Change her base kit to the red add-on where she can only Blink once but has 105% movement speed base. That tones down her power level at higher MMR since it takes away the ability to get an instant followup Blink to attack, but still leaves open the core ability of being able to instantly hop through obstacles to get near a survivor for a hopefully quick chase. It also gives her just a little extra flexibility on map mobility. With this change replace any add-ons that give her additional blinks as well, have it be a hard limit of 1 Blink.
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Just FYI Playerbase is up a massive +45% over the last 30 days on Steamcharts. There must be a huge influx of people playing killer.
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What I’d love to see is a tab where you can scroll through as many prior endgame screens as you want. It would be a great way to track your personal data if you’re into that sort of thing.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/3027124#Comment_3027124
its only healing but still gonna be fun to have claudette ######### up her 80 second selfcare,.
Did they confirm it’s only healing? The dev update didn’t say that, it just said “skill check speed”.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3027171#Comment_3027171
Nah. How often do you see anyone use Iron Will tier 2? Sound is all or nothing in this game; if there's a sound, the killer can follow it. If someone can track breathing and footsteps, they can track muffled injured noises. Many killers have headsets anyway.
To be fair, it’s extremely easy to level any perk up to level 3 once you already have it at level 2. That’s why purple level 3 perks are so common in matches in general. So even if the current Iron Will level 2 is perfectly fine I’d totally expect to see way more Iron Will 3s simply because it take so little time for anybody who already has Iron Will 2 to get to that next level.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/3027165#Comment_3027165
Killers can not grab you out of fastvaults.
Maybe if you are vaulting into the Killer, but if you are vaulting away from them I do not believe a grab from a fastvault is possible. At least I have never seen one happen ever since they introduced the multiple vaulting types. And I do believe the old grabbing animation for when only one vault type existed (fastvaults) where the Killer grabs the Survivor at their foot and pulls them back in has since been retired.
I’m not sure that’s actually correct, there’s no distinction I can find in the wiki or elsewhere that says window grabs are different based on vault speeds. Fast vaults just have a shorter animation time, 0.5 seconds instead of 0.9 for a medium and 1.5 for a slow vault, so there’s a smaller window (no pun intended) to land the grab. Having only 1/3 the time to get the grab does mean you’ll see it a lot less often than with a medium, it’s not impossible though.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/3027131#Comment_3027131
No you can absolutely hit people during fastvaults.
Thats the whole thing I'm on about: Survivors will still be able to greed a loop and make actions that they should not have been able to using just this Perk, so they could affort to be in the Killers range for a while, because the Killer won't be able to attack them just like it is the case now (they'd E the attack, which has an increased punishment for the Killer now AND it won't screw them if they do it in a bad spot, because they are no longer dashing into one direction that might screw them out of a loop / force a medium vault on them), but they might potentially even be able to have DHs effect during an animation lock now, which previously wasn't the case.
Yeah but if you would be hit mid vault animation, regardless of which type of vault, and you’re injured then the killer gets a grab instead, but Endurance doesn’t stop grabs.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3027096#Comment_3027096
On a side note, he was great in this role. Needs his own show.
Peacemaker is a show that was way better than it had any right to be. Vigilante was easily the biggest breakout character in one of the most surprisingly fun breakout shows this year. 👍
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/3026247#Comment_3026247
That is true, but only for slow and medium vault scenarios.
With the right pathing, a Survivor would be able to fastvault and trigger DH right before that to, in theory, have the endurance status effect throughout the vault as well.
Now of course, we don't know the details on how this will work. Maybe the Devs have thought of this and removed the Survivors ability to interact with things during this second of Endurance, in which case this is a non concern. But that remains to be seen.
Well if they have the right pathing for a fast vault in the first place then it wouldn’t matter if they had Endurance or not, they’d get through unhit eiher way.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3027076#Comment_3027076
I'll ask again, are you new to these forums? Have you read the quantity of dumb posts on here specially the last few days?
Some things are not so obvious anymore.
“If you’re going to be sarcastic you should really warn people so there’s no confusion….”
https://youtu.be/OCOxIFvmuQ4 -
I could be wrong but I think DbD Mobile lets survivors see what loadouts the other survivors have.
On a tangent I honestly think killers seeing survivors in the lobby is causing problems with backfills in matchmaking since there are a lot of killers who dodge lobbies based on “I hate playing TTVs” and “Four med kits? I’m out”, etc. Not to mention that silly thing that nearly every lobby has some survivors waiting until the very last second to swap loadouts or character skins or whatever just to “fool the killer”.
I’d have no problem if as a killer when I hit Find a Match it just eventually automatically sent me straight into a match when a match was ready to go if it eliminated a lot of the backfills and the dumb 60 second wait time in the campfire lobby.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3027032#Comment_3027032
So why not show the graph with the stats this time?
I’d love to see a kill rate by MMR graph similar to the perk usage by MMR graphs they did in the big perk update blogs.
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@[Deleted User] said:
"this feature may be changed or scrapped entirely before it ever sees the light of day."
Considering they put this declaimer in it could be a situation of something that is never mentioned again. Let's hope not.
Oh for sure, I’m not upset or anything if it got scrapped. I’m just curious what’s up with it.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3027021#Comment_3027021
Solo Q needs a buff. Solo escape rates were already below 50%.
Last time they showed kill rates every killer was above 50%, and if the difference between solo and SWF survivability is 10-15%, just make the math there.
On a tangent, when the devs in this big midchapter update blog said that “kill rates are too low” they weren’t necessarily saying the overall 55% kill rates across all matches figure is too low. When they look at stats for balance purposes they actually look at them stratified by MMR bracket, such as in the charts they showed where they graphed out perk usage by MMR bracket. So what might be happening is that while the overall kill rate is 55% across all matches in the game, in the above average MMR games the kill rate is below 50% and they want to beef up the kill rates somewhat so that matches between relatively skilled players are around that 55% mark.
Hard to know for sure, though. I’d love to see a graph of kill rates in matches by MMR like they did for perk usage by MMR to see if I’m guessing right about that.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/3026954#Comment_3026954
Imagine if Deep Wounds didn't require mending (Deep Wounds causes exhaustion though), and if Resilience was twice as strong if you were in the Deep Wounds state...
What would be the point of Deep Wounds if it didn’t require mending?
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@Aven_Fallen said:
I dont think that the escape rate is that different. From what I remember, they once said that the escape rates as SWF are higher, but not by that much. So 50% compared to 80% is too much.
However, they dont really care about SoloQ and their latest Dev-Update shows it. I am surprised that they did not nerf Kindred as well, because they claim they know why some Perks are used, but this does not really reflect in their decisions.
SoloQ will be more frustrating and I am at the point where I think that anything below a 4 man-SWF is not really worth to play as Survivor. I can just imagine how frustrating it will be that a Gen was kicked with Overcharged and you have no way to tell others to stop it regressing...
The devs had an entire section of their January 2022 Developer Update blog dedicated to how they were working on adding additional icons to the HUD to help solo survivors because the escape rate difference between solo and swf survivors was as high as +15%. I have no idea what happened to the HUD icons they were working on in January, if it’s still something in the works or if it got postponed or cancelled, but they made a really big deal about it in that state of the game blog.
@Peanits said:
https://us.v-cdn.net/6030815/uploads/0ERF0P98HDK8/announcement.png
Happy New Year! We’re back after a quick break and jumping right back into things with another developer update. Like last time, there’s too much to go through in one sitting, so check back tomorrow for part 2. Most of this will appear in the upcoming Mid-Chapter, but we also wanted to be a bit more transparent with what we’re working on for the future. For the sake of clarity, we’ve marked anything that’s for a later update with “Future”.
https://us.v-cdn.net/6030815/uploads/G7427991HROQ/performance.png
Future: Patch Optimization Plans
Depending on where you play, it can either take a while to install a patch or patch sizes can be unusually large. Needless to say, this isn’t ideal: When new content releases, who wants to wait around for it? That’s why we’re working on improving the update process going forward.
First of all, why does it take so long? To keep it simple, the game is split up into small chunks. This way when the game updates, you only need to download the chunks that changed rather than the whole game. The trouble is, as the game has grown over the years, so have these chunks, which makes downloads and/or patch times (depending on which platform you’re on) longer.
So what are we doing about it? In the short term, for Steam only due to technical reasons, we will be compressing the files more starting this Mid-Chapter. This will make patch times as much as 50% faster and decrease the amount of disk space required by about 18 GB.
Next, we’ll be restructuring these chunks in a future update. This will affect all platforms and make patch times up to 200% faster!
IMPORTANT NOTE: In both cases, these improvements will require you to completely redownload the game. This means there will be a very large download when updating or opting into or out of the PTB. Don’t worry, this is normal! Afterwards, updates will go back to being much smaller.
https://us.v-cdn.net/6030815/uploads/H4VK1AGDPFQQ/matchmaking.png
Future: Matchmaking Optimization Plans
We’re a few months into Skill Based Matchmaking (SBMM), and we’d like to shed some light on what we’ve been working on and the improvements we’ll be making going forth. Though it may be polarizing, we want to be as transparent as possible when it comes to SBMM, as the discussions that stem from it are incredibly valuable to us as we continue to work on improvements.
The game and the community are constantly changing, and the matchmaking system should always be adapted to support them. This is why we’re constantly making changes behind the scenes. One recent example came from an influx of new players. We noticed that the default rating was placing first-time players against some fairly experienced opponents. So, to remedy this, we lowered the default rating for new players so they would be more likely to play amongst each other. We’re regularly making changes like this behind the scenes to find the best balance of fast queues and quality matches.
Beyond small tweaks, we’ve identified some areas where the system could be improved. Let’s run through each of them quickly:
Backfill Improvements
If someone leaves a lobby, the matchmaker needs to find a replacement (a.k.a. backfill). Right now, it heavily favours a quick replacement over a quality one. This can lead to some matches where one (or more) players are outside of their normal skill range. We’re going to work towards finding a good balance between quality and wait times.
Disconnection Handling
Currently, the SBMM system doesn’t handle disconnects as well as it could. We’re looking to make adjustments to handle them better and make sure disconnects are treated fairly when altering someone’s rating.
Extended Breaks
When someone takes an extended break from the game, their rating does not change. This isn’t ideal since you’re bound to be a little rusty after not playing for a while, and returning to difficult matches is a recipe for a frustrating night. We’re hoping to introduce a mechanic that adjusts your rating(s) when you’ve been gone for a while to ease you back in when you return.
General Improvements
This one is a little more technical: The game will detect which server you have the best connection to and match you with other players who are close to that server. This works well enough, but if you’re right between two servers, you’ll only be matched with one set of players. For players who have good connections to more than one server, we’d like to open up matchmaking and allow them to find matches with either set of players. This can help balance out queue times at off-peak hours and even improve the quality of the matches made.
As a note, these changes will take a while to develop, but we’re confident that these will make notable improvements on the matchmaking system.
https://us.v-cdn.net/6030815/uploads/JW8CDFZPQFJZ/lonelysurvivor.png
Future: Solo Survivor Experience
If you’re reading this, you’ve been left on the hook at some point. Okay, maybe not, but the chances are very high.
Thanks to Skill Based Matchmaking ratings, we’re able to see the impact playing with a premade group has on the outcome of a match at various skill levels. The data confirms our suspicions: As skill goes up, so does the gap in survival rates between solo survivors and premade groups. In the top end of skill levels, the difference in escape rates can be as much as 15%.
This isn’t great: This difference between solo Survivors and groups makes it difficult to find a perfect balance. If we balance Killers around premade groups, solo Survivors get left behind. Meanwhile, if we balance around solo Survivors, Killers will have a rough time against groups. With that in mind, we’re working on some measures to bridge the gap between solo Survivors and premade groups, which will allow us to better balance Killers as a result.
We’re aiming to strike a balance between making the solo player(s) feel like they’re a part of the team without being overbearing. For example, we want to share key pieces of information, like “What are my teammates doing?”, but not too much info, like showing everyone’s exact location. To put it simply, the idea is to bring solo Survivors up to the same level, not give people excessive information that makes even premade groups stronger.
We want to share a very early peek at one potential way of closing this gap. Before we do, we want to stress that this is in the very early stages; we’re curious to hear what you think, but please keep in mind that it may change or even be scrapped entirely.
One feature we are experimenting with is a status icon next to each Survivor’s portrait in the HUD that lets you know what they are doing. This way, solo Survivors can base their decision around what their teammates are doing, and partial groups get a better idea of their solo teammates’ contributions, making everyone feel like more of a team. This is something that can already be easily conveyed with a quick callout over voice chat, but is currently not available to solo Survivors.
Once again, this is a very early preview- so early that we’re still discussing this internally. Feel free to share your thoughts, but please keep in mind that none of this is final or confirmed. Depending on how things go, this feature may be changed or scrapped entirely before it ever sees the light of day. We wanted to be open about this and keep you in the loop: The gap between solo Survivors and groups is not going under the radar, it’s something we’re actively working on.
https://us.v-cdn.net/6030815/uploads/BN3EZSCKDCB1/performance.png
New Betas Tab
Sometimes we think up some experimental features that we’d love some feedback and data on, but they aren’t quite ready to release into the wild just yet. Enter the Betas tab!
Next time you head to the Settings menu, you’ll see a new Betas tab. Here, you’ll find betas for upcoming features that you can opt in or out of as you please. Want to share your thoughts on something early on? Awesome, opt in!
The icing on the cake: You’ll be rewarded with extra Bloodpoints for the first bunch of matches you play with a beta activated.
Unlike the Player Test Build, these Betas are also available on consoles. Everyone’s invited!
So, the only question is, what’s the first beta going to be? How about…
https://us.v-cdn.net/6030815/uploads/4H9ZQBKVMHFD/wiggle.png
Wiggle Update
Last year, we changed struggling from button mashing to skill checks, making it much more accessible and a lot easier on your buttons & keys. We’ve been working on a similar update to wiggling as well, and we’re finally ready to share it with you.
Instead of mashing buttons, you’ll see a skill check while being carried- only this one has two zones and doesn’t go away when you hit it. Instead, hitting the skill check successfully will cause it to switch directions and gradually fill your wiggle meter. Keep hitting those skill checks to keep wiggling!
This interaction keeps wiggling interactive while requiring far fewer inputs and is much easier on your joysticks, making it more accessible to players with repetitive strain injuries. Additionally, each side of the skill check can optionally be bound to a different button to further increase the gap between repeated button presses.
This update will first appear in the betas tab, allowing you to opt in as you please.
https://us.v-cdn.net/6030815/uploads/08PLAC60FA49/settings.png
Toggle Interactions
On the topic of accessibility, another feature that will be debuting with this update is a toggle mode for interactions. This new option, which can be enabled in the Settings, makes holding a button for long periods of time a thing of the past. Simply press the button to start the interaction and press it again to stop it.
To go with it, you’ll also find a new option to cancel interactions by sprinting. Enabling this will automatically cancel actions and cause you to start running whenever you sprint.
Our goals with these new settings are to make Dead by Daylight more accessible, and to provide an alternative for players that don’t wish to hold a button for the entire length of an interaction. Plus, this frees up a hand so you can take a drink while hitting skill checks! (We’ll still predict when you’re taking a drink and give you a skill check, though, that’s our favourite feature.)
If you’ve made it this far, you’ve earned yourself a break from reading - check back tomorrow for part 2! But before you go, we have one last bit of news for today: The Player Test Build opens Wednesday, January 5th. See you there!
The Dead by Daylight team
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@Brimp said:
Yeah idk why bbq didn't get a secondary effect but WGLF did when both people used it purely for the BP.
Actually a good chunk of people use BBQ and Chili specifically for the aura, not the bloodpoints. There have been a few polls about this over time and it seems like something like 40% or so of killers who use BBQ said they would use it even if it had no bloodpoint bonus just because they like its auras. (I’m not one of those killers, I like other tracking perks better, but it’s a playstyle preference.)
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@mischiefmanaged said:
I'm pretty convinced it will be stronger except against Trapper, Legion, and Deathslinger.
You'll still be able to use it to tank a hit and killers will still have to bait it out. If a killer whiffs, the penalty is worse. They get an extra speed boost, lose collision, and the killer does the longer weapon wipe instead of the missed attack.
At the current moment, if you miss, you can usually body block and get a second chance to hit when it's used badly. That'll be gone.
For Legion, he can put people in deep wound easily and prevent the attack from being used. His frenzy won't be interpret by hitting in dead hard.
No dead harding through a trap.
Deathslinger just hits straight through it.
Every other killer comes out worse. M1 killers still have to bait it so it can be used to get extra distance to a pallet. Killers that hit with powers can't aim to hit at the end of the dash. Think Plague and Pyramid Head.
It's definitely a buff to an already strong perk.
You forgot that Endurance doesn’t protect against grabs. The current version allows you to lunge forward to be entirely out of reach of a killer when you vault so there’s no possibility of a grab. This new version doesn’t do that, if the killer is close to you when you trigger Dead Hard and then vault they’ll be able to grab you during the vault animation. This isn’t an uncommon scenario, either, a lot of current Dead Hard lunges are literally lunges for distance when a killer is almost but not quite in range to swing and the survivor is almost but not quite to a window.
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I will definitely still be using Pain Resonance just for the 15% regression per hook. The explosion was just a bonus to me, not the main reason I used the perk.
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Just for reference, the devs commented in their big MMR blog post a couple of months ago that one change they’re working on is making MMR for survivors go up or down based on how many survivors escape as a group (i.e. something like 0-1 escape then all the survivors lose MMR, 3-4 escape they all go up, and 2 escape there’s no change). That way if a survivor sacrifices themselves to help the rest of the team escape then their MMR will go up, or if a survivor tanks the game by hiding all match to get hatch then their MMR will go down if everybody else died. If or when the devs implement this it should address your complaint about you sacrificing yourself to help your team.
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I agree that most complaints about camping and tunneling are just sore losing. That said, actual Face Camping where the killer just stands around a hook doing nothing waiting for survivors to come to them is something the devs want to find a way to discourage. Not because it’s “overpowered” (it generally is a bad strategy), but because when it happens it’s boring for everybody involved. The killer isn’t doing anything interesting just standing there, the hooked survivor obviously isn’t doing anything at all, and the other survivors’ best strategy is often to do gens as much as possible rather than mount an immediately rescue or hook trade and just sitting doing gens isn’t all that exciting either. So to that end if the devs can ever figure out a game mechanism that can steer killers away from actual face camping it would be pretty well received. The main issue here being nobody seems to have a solid, specific, detailed way to do that in the game that doesn’t break something else. Lots of people including the devs want to find a way to do it but nobody seems to know how so far.
As far as tunneling goes, the only thing worth trying to encourage killers to do is spreading out their downs a bit so the survivors all get to stay in the match a bit more evenly. Obviously the best strategy in general for the killer is to focus one specific survivor out of the game over spreading the hooks around between the whole group, but from the perspective of that unlucky survivor they’re spending most of the match down on the ground or on a hook. That’s why the devs are making a weakened form of Borrowed Time part of the base gameplay so survivors always have at least some minimal chance to get to safety after an unhook and maybe steer the killer into chasing a different target for a bit.
So yeah, especially as a killer main I definitely think almost all the complaints I get in chat complaining about tunneling and camping are just sour grapes after a loss. But there are a couple of legitimate areas that I think the devs try to keep on mind around survivors not being eliminated before having a chance to do anything interesting and steering killers to play a bit more proactively and seek out survivors to chase versus playing stationary defense.
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Off the top of my head
- A killer emote button. They could even have special emotes that can be linked to the button as Rift rewards in place of a few of the dozens and dozens of charms.
- A very small crosshair or aiming dot for Huntress, Trickster and maybe Plague. (Deathslinger’s rifle already acts as a crosshair obviously.) DbD is one of the only first person perspective action games I can think of which doesn’t have a crosshair for ranged attacks for some reason, and it’s just slightly annoying unless you play those characters a little regularly. (And no, I don’t want to install third party software or put tape on my TV just to mark the center of my screen.)
- A personal stats page that tracks your stats by character like kill rates and such. Also while I know the devs have shot down an actual replay system, it would still be nice to have a Match History tab where you can browse prior endgame scoring screens in case you’d like to collect your own data on your old matches.
- The devs mentioned in their big MMR change post a couple of months ago they are looking into updating MMR to go up pr down for survivors based on how many of the survivors escape as a group rather than individually (i.e. if 0-1 escape then all their MMRs will go down, if 3-4 escape they go up, and if 2 escape there’s no change). This would make it so if a survivor sacrifices themselves to help everybody else escape their MMR will actually go up rather than down. I’ve long said one of the fundamental flaws in DbD is treating survivors “semi-cooperatively” rather than as an actual team and if they can go through with this change it would be a nice step in the right direction in my opinion.
- Make it so survivors need to stay on a gen through a 2 second action to stabilize it and continue repairing it. Basically if a survivor holds the button on a gen for 2 seconds then the gen is instantly repaired for 2 seconds worth of time and goes into normal repair from there, but if the survivor doesn’t hold the button for 2 seconds then nothing happens and the gen continues to regress if it wasn’t already stable. This would get rid of that silly “instantly slap the gen to stabilize it midchase” thing. (It’s not even that doing that is “overpowered”, it’s just really, really dumb looking.)
- A Random Character Selection button on the character select screens (i.e. a portrait with a blank face and a ? or something like that.). Almost every fighting game and multiplayer hero shooter has this as a feature, I’m not sure why DbD doesn’t. Also along those lines it would be fun to have a Randomize Loadout button on the Loadout screen that puts in random perks and add-ons and offerings, etc. (There are some websites that generate sample random loadouts, but the disadvantage to those is they can give you settups that include things you might not have unlocked, so have this in DbD itself would be a cleaner way to do it.)
- A way for a killer to tell at a glance how many times they’ve hooked the survivor they’re chasing. This would be particularly handy when survivors are using identical skins to make it hard to tell them apart.
- Get rid of map offerings. They just exacerbate issues involving imbalanced or exploitable maps by allowing players to continuously force the game into them. Also along those lines have the random map selection intentionally not select any map that any of the five players in the map did in their prior match so people don’t randomly accidentally get the same map two or three times in a row.
- Rethink the “secret offerings”. Right now if survivors see a “secret killer offering” they know it’s a mori, so it being secret is totally pointless. And likewise if the killer sees a “secret survivor offering” they know the survivors are using the one that clumps them in the same spot at the start. What would be way more interesting would be if, instead of showing a face down offering, it instead showed the opponent a fake face-up bloodpoint offering or no offering at all to actually disguise the fact a “secret offering” is in play. Also they should think about a couple of different types of secret offerings for the game so there’s not just the moris and survivor groupings ones.
- Revamp Luck into something else. At the moment I’m pretty sure Luck is generally considered kind of a useless stat and the Luck related buffs are therefore too weak. Maybe have Luck be a small percentage chance of attacks being blocked ala an Endurance effect, for example, and/or have Luck increase the chances of getting high value items out of chests, or maybe have it be a small percentage chance of Great skill checks having larger than normal sizes. Basically have Luck give an interesting boost or two of some sort other than just pulling yourself off a hook.
- Replace the single “loud noise explosion” with some different sounds indicating what the noise actually is. So Spies from the Shadows for instance could make crow calls instead of the explosion sound. Or Trapper’s Traps could sound like Traps snapping shut, and Hag’s Traps could sound like the mud slurry, etc. Basically if the killer could distinguish what loud noises are from the actual sounds they make it would be both useful mechanically and more thematic.
- Have gates slowly regress after a few seconds of inactivity. That would discourage the 99% gate thing which is kind of silly. It should be a slow regression and only kick in after a few seconds of not holding the lever to help the last survivor still be able to open the gate to get out, but enough of a regression so that if a Gate is set to 99% and then abandoned for a while the gate will lose enough progress that it makes the survivor consider just opening it instead rather than walking off for a long time.
- Have the daily ritual journal have two separate tracks, one for survivor rituals and the other for killer rituals.
- Have a small ritual and mission tracker in the actual match in the upper right corner near where scoring events appear. So if you have a daily ritual to, for example, “Hit 4 survivors with Demogorgon’s Shred” then there is a line that says something like “1/4 Shred attacks hit”. Or if you have a Rift challenge to “break 25 generators” then there’s a line like “7/25 generators broken”, etc.
- Have a timer in the background where if no player scores any bloodpoints for, say, 5-8 minutes then the game just ends immediately in a draw. This would be a failsafe against the occasional issues of stalemates where the killer can’t find two survivors who are just crouching around hiding and not touching gens or where a killer has bodyblocked the last survivor and isn’t allowing the game to get to endgame collapse, etc. Basically it should be something where if it’s OBVIOUS the game is at a total standstill for both sides and reasonable players would want it to end then the game simply ends.
- The devs are adding custom matches with bots later this year. If that works well then I’d love to see bots take the place of disconnected players in normal matches. Obviously bots probably aren’t as good as good human players but they’re still (hopefully) better than no player at all, at least in that they can do generators and rescue and heal survivors and such. (Sure, there’s corner cases where a bot “feeds” a killer but if the bots are passable then on average those scenarios are outweighed by the rest of the times when the bots help advance gen progress or distract the killer away from the humans who are doing the gens or the bots heal the humans, etc).
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Dead Hard is not buffed. There are quite a few types of scenarios it won’t protect you that the current version does. For instance, the current one can hop over Trapper Traps and dodge Deathslinger spears, and it can be used preemptively to get distance toward a vault to eliminate the possibility of a grab mid animation. Endurance doesn’t help against any of those. And in a lot of cases where Endurance does work it won’t really be any better than the current Dead Hard, such as hitting it when you are 1 second from a vault or pallet to guarantee you can’t get downed before you go through won’t work any differently from the current version if the killer doesn’t actively hit you.
There are some possible situations where you’ll block an attack with Endurance and get a bit of extra distance from the speed boost, but overall I’m not seeing this perk as being buffed.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3023919#Comment_3023919
One of the biggest issues could be solved by also having a fixed animation for survivors. 2 seconds to stop the gen from regressing. Instead of tapping it mid chase.
I definitely agree that it’s silly survivors can stabilize gens by literally instantly giving it a high five ✋. It really should take two seconds to finish an action to start repairing a generator and stabilize it (they could even once those two seconds are up regress the generator the full two seconds spent immediately so no time is actually lost, it would just prevent the dumb instant tap midchase.)
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3023083#Comment_3023083
But it's so tiny and meaningless. Sure, it's better than before. But doesn't solve the reason why killers rarely kick gens outside of using some perks.
I rarely kick them, but sometimes it’s a good play, namely when you’ve already downed or chased off survivors from a gen so it’s reasonable to expect the gen to stay regressing for a little while. But yeah, 2.25 seconds of regression isn’t enough to just kick every gen.
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It’ll be interesting to see if Tricksters intentionally miss the last dagger to bait out Dead Hard. The dagger whiffs by a bit, the survivor uses up the charge for nothing, and then Trickster finishes them off a second later.
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I’d still love to see them get rid of map offerings altogether, I think they just exacerbate issues with specific maps by allowing people who want to abuse potentially broken map areas to force the game to them.
Really though everything about map balance is a separate thing from rebalancing the perks and gen speeds. The great majority of this rework sounds good, I’m definitely not going to complain about it. Are there some other things that can be improved too? Sure, but one thing at a time.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3023020#Comment_3023020
Yeah about that 2,5% regression per kick. I really wondered, why no one is talking about how useless it is. The killer is in a locked animation for 1,8 seconds. While those 2,5% regression are basically 2,25 seconds. So he gains 0,45 second per kick. Since the killers time is 4 times as valuable as the survivors. Means, its still worthwile for a survivor to loop the killer around the gen and tap it mid chase. Even with the additional regression, the rest of the team benefits from those extra time.
Compared to the current kicks which are 0 regression, 2.25 seconds is obviously a mild improvement, I’m certainly not going to complain about it even if I wouldn’t typically go out of my way to kick a gen solely for that with no other benefit. I don’t think anybody is shouting about how “awesome that 2.5% is”, but nobody is turning it down either.
With Pop though it’s just 2.25 seconds extra on top of the perk’s regression. So it’s just a free bonus that improves the perk a bit.
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@TerraEsram said:
https://forum.deadbydaylight.com/en/discussion/comment/3022986#Comment_3022986
Don't think it's a good idea, because,
1) The other survivor can cleanse the totem, so, you don't have a full "5 tokens" if I can say that like that
2) you have only 5 times max to unlock the perks, and against a Legion, a Oni, spirit, ... it's become pretty, with only five healing..
As to 1), that’s why I’m curious if it’ll be tried. If multiple people try that combo in the same match they’re competiting for resources. But if only one does it they get the full benefit.
As to 2), you probably shouldn’t be healing that much against Legion honestly. As far as the other killers, if you’re the only survivor with that cleanse combo then five uses is probably plenty. Keep in mind half the time you need to get healed there’s probably another survivor already near you to heal you directly which saves you having to use up a charge.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3022969#Comment_3022969
It's a 4vs1. Killer can't switch to Plague, if he sees 4 medkits. Killer is at the number disadvantage here and ideally can prepare for the match.
But killer enjoys a bunch of other innate advantages during the match, such as being immune to elimination. Just because it’s 4v1 doesn’t mean it’s necessary they see the survivors in advance.
It would be interesting to see stats on how many killers actually bother to change loadouts in the lobby based on what they see. Obviously some people do it but I suspect most don’t bother.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3022957#Comment_3022957
I would agree with you IF they didn't nuke the slowdown meta alongside with it.
All the meta slowdown perks are worthless now.
Killer slowdown wasn’t nerfed. Pain Resonance actually slows down gens slightly more in total seconds now (15% of 90 instead of 80) so I’m still definitely using it. And Pop Goes the Weasel likewise gives slightly more total regression in seconds if you catch a generator when it’s close to completion, it’s only worse when you kick a gen which doesn’t have much progress yet (and the extra 2.5% baseline all kicks do also helps that perk as well.)
In fact the only killer slowdown perks which were significantly nerfed were Ruin (which sounds bad now) and Corrupt Intervention (which actually sounds like it’s still ok on killers with a slow early game or who do hit and run to injure rather than down at first). All the other slowdown perks are either the same or buffed. Thanatophobia, Jolt, Eruption, Overcharge, for example, are all buffed. (Overcharge in fact got a major buff, it’s on par with Call of Brine and even stacks with Call of Brine!)
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3022928#Comment_3022928
I'm going to be running Agi+PR+GOP+FOR. Going to be a banger of a build.
For sure, I already like Scourge Hook builds. In fact I’ll probably skip Agitation and just use Monstrous Shrine, Pain Resonance, Gift of Pain and Floods of Rage. Four boosts all in one hook! 😄
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3022978#Comment_3022978
that's literally hunted grounds in a nutshell
Right, Haunted Grounds is another example. I just wanted to give a different example that doesn’t require the survivors to accidentally trigger a trap.
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I’m actually going to be curious to see if there’s an uptick in people using Inner Strength plus Overzealous. Basically they can cleanse a totem and get quick healing plus a nice gen speed boost all in one go. It’s also faster healing than CoH and not subject to the new killer perk which destroys Boons.
Self Care will see less use, but I suspect some people will still use it, there’s definitely people who value being able to heal anywhere any time they want with no restrictions, even if the healing is slow.
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There’s nothing wrong in principle with a Hex having a time limit. For instance, imagine a Hex that makes all survivors Exposed for the first 90 seconds of play (or until the Hex is found). It would almost certainly land you one to three instant downs before it ended which is worth a perk slot, even though it has a time limit and can also be destroyed early.
The new Ruin is probably a bit weak overall, but generally speaking a Hex having a time limit would be fine if its effect was strong enough to make it still worth using.
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I always felt Ruin was an ok perk but not my favorite. This new version is significantly weaker so I’m definitely less inclined to use it.
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@Tsulan said:
It's a 4vs1. The killer should have the chance to prepare accordingly.
After all, he can't switch killers in the lobby.
Why is it necessary for the killer to see the survivors in the lobby? The game would work perfectly find if they didn’t.
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@StarLost said:
Eh...
On one hand, yes. I already dodge 'ready' lobbies, as these tend to either be full 4man SWFs, backfilled lobbies or backfilled 4man SWF lobbies. Too many bad, bad experiences where I'm put up against a SWF with over 10k hours between them who bring 3x further hook offerings and a map offering rather than flans.
On the other hand, nothing is going to make me play out a game with a 4man with names like 'usuckuninstall' 'toxicsmurf3' 'imakenubsquit' 'urbadlol'.
You’re actually strengthening the argument for killers not seeing survivors in lobbies.
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@Tsulan said:
Yeah about that...
With the survivor meta getting buffed and basekit BT + SB. I'm afraid, the kill rate will go down.
The 10 second gen speed increase is significant. That alone should push kill rates up a couple percent.
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Dead Hard wasn’t buffed. This new version is completely useless in various scenarios that the current version works like dodging Deathslinger’s spear or going over Trapper’s traps or getting to a vault early to prevent a grab attempt. And in most cases it’s working basically the same way, guaranteeing you aren’t damaged as you reach a pallet or vault.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/3021190#Comment_3021190
? how does that not make no sense? Its literally a soft cap to mmr which bhvr uses to matchmake you. It matchmakes you with the soft mmr cap while there's no hard cap so your mmr keeps building and building if you keep sacrificing or escaping. All because they value queue times over fair matches.
They confirmed that very, very few players are over the soft cap, as in 1% or less. And you can see just how few it is in those graphs they posted in the blog posts, the thinnest lines are on the order of 10,000 people while the next thickest lines are in the orders of millions of people. The soft cap is almost totally irrelevant to the vast majority of matches.
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@JeanCharpentier said:
https://forum.deadbydaylight.com/en/discussion/comment/3021622#Comment_3021622
- a competent survivor never uses the speedboost to stop 3 meters away at a pallet. The surv will run as long as possible with the boost and then reach a pallet
- we will see but i highly doubt it
- CoH has been in all my games as killer and survivor and yes i was playing at high MMR as i was winning most of my games as survivor
- BT base kit = 1 more free slot, the way you particularly play does not change how it is, DbD balance is not determined by how Dugman plays DbD...
- you are overestimating it cause survivors are not AI bots, they will adapt the way they play and you will end up having the exact same 1 meter too far away to get the hit
- Right, currently they lunge toward the vault. But that lunge is a burst of extra distance that pushes them away from the killer and out of range of any grab attempt. This new version though doesn’t grant extra distance, so while the survivor is protected from taking damage from a hit the killer is still the same distance and closing in, so if the killer reaches them at the same time they reach the vault then there will be a grab animation if the survivor is already injured and the Endurance won’t stop it.
- The stats are public for CoH, it’s literally not in every game at the highest MMR bracket. It’s in 12% or so of loadouts, so about 1/8 survivors run it. It’s mathematically not a thing that you’re seeing it literally every game, you’re probably seeing it every other game on one survivor and forgetting the games you didn’t see it.
- I’m not saying DbD balance is based on how I play, I’m saying how I play isn’t affected by this change. You’re trying to argue the base kit Borrowed Time is overpowered but even it were that doesn’t mean killers are going to play any differently, they just might get fewer kills on average. (And that’s certainly not guaranteed either considering the other base game changes.)
- You literally above just tried to argue that they would be using Dead Hard at the last possible moment, now you’re arguing they won’t. Which is it?
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Doctor’s actually in an ok spot at the moment, he’s a solid average killer. And on a related note Overcharge is one of his starting perks and it’s getting a big buff mid-chapter, so yay! 🙂
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It’s 55% now across the board, I think overall killers are getting slightly buffed, so I’m in for 58%.
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Honestly I’ve never complained about a survivor hanging around me while I chase someone else. Doing that just means I’m keeping two people off the gens for the price of one chase.