Avatar

dugman

dugman

About

Username
dugman
Joined
Visits
4,706
Last Active

Comments

  • @Nos37 said:

    Currently, it only shaves off a few frames of vaulting/breaking/dropping/picking up animations. After doing all those things 20-30 times throughout the match, it barely saves the killer a few seconds, yet the cost for the "benefits" is losing gens (on top of the perk slot).

    It's a simple number adjustment, not requiring a rework. Why not?

    To be fair, the benefit isn’t total time saved over the match but when the second it saves on an individual action makes a difference in getting a hit in a chase after breaking a pallet or vaulting a window or reaching a hook before it is sabo’d or someone wiggles free. For example, with 1 gen left it’s giving basically the same boost on breaking pallets as Brutal Strength and that perk is actually a decent perk for following up on a chase after a pallet break. (You zone the survivor to the “deader” side of the pallet, break it, and go for a followup hit.) And similarly it can boost mindgames involving window vaults.

    All that said, the biggest problem is that, at full force with 1 gen left, it’s only slightly better than Brutal Strength, but with 3-5 gens left it’s basically not doing much at all. So it’s like getting an “ok” perk only at the end of the match and nothing the rest of the match. And honestly you want those chase benefits more earlier in the match than later because the early game is when killers have the hardest time.

    I think if I was going to buff Fire Up it would be make it start out at, say, 10% bonus and then gain 2% per gen that finishes. That way it’s doing its useful effect over a longer time but is still ramping up thematically.

  • I only had one unusual match the whole time either way (it was one where all four players where Iri 1 grade, which is rare even for swfs. Normally someone in the match hasn’t quite gotten there yet even if they’re good enough to do it.) I only play killer so queue times aren’t ever an issue, at least at the time I play.

    Ironically last night was the oddest set of matches I’ve had in a while and the test was done the day before. Yesterday I played Huntress, who I’m terrible with since my aim is awful, and my first match was against what I’m pretty sure was a solid swf group - they all ran all purple teachable meta perks, had solid looping skills, and seemed to be coordinating which gen they wanted to work on as a group based on which survivor I was chasing and so forth. Tough match. But then the second match felt like average survivors, and the third match felt like all four survivors were pretty new to the game (they were diving into lockers to hide when I was able to see or hear them for instance). So it really ran the gamut. That’s actually pretty unusual, normally my matches are a little more consistent one way or another.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881473#Comment_2881473

    I disagree. It is a thing and not a "buzzword" but is it something to complain about or a negative thing? Well, that's a totally different discussion.

    There is no consensus on what tunneling even is let alone that it’s a negative thing.

  • Tunneling is a made up meaningless buzzword by sore losing survivors who don’t like getting downed or hit twice in a row.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2880806#Comment_2880806

    Which is...honestly pretty daft. Trickster was released in a pretty wretched state too - but got a lot of fiddling trying to make him decent.

    Onryo has a lot of stuff I like - but far too much comes down to her visual and audio design. Mechanically...she feels 3 years out of date. With how sophisticated survivors have gotten, even at intermediate levels - a killer with no reliable antiloop, a janky pseudo-stealth inferior to almost any other stealth in the game and a mediocre, RNG traversal tool...just doesn't cut it.

    Artist really made me hopeful regarding new killer design. I know some people find her a bit boring, but her kit was creative, intuitive and powerful - without being OP.

    It’s not daft, it’s only been less than a month since she came out which isn’t enough time for people to actually play her properly on both sides. And keep in mind that all Stealth killers in general are stronger than normal in average games but weaker than normal against survivors with strong awareness, so if they accidentally overtune her in the wrong way then she could be a beast in the bulk of the games even if she’s “just good” at high MMR which they presumably want to avoid.

    Not to mention it takes at least a month or two for them to make and test full character balances changes in general. And again, she’s only been out a few weeks, so there’s not enough time for them to have finished what they would be doing with her in time for the PTB next week.

  • @jamally093 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2880762#Comment_2880762

    It better happen I haven't played killer and already 2 bully squads like I haven't played killer in maybe a month now.

    If you lose your MMR does go down, it just doesn't change if you don't play.

  • The devs already said they're not planning to change her this soon after release, they want to give the meta more time to settle with her and continue collecting data for a couple months.

    Which is fine, she's not literally broken, she's perfectly playable. I even like her slightly better than Wraith. But hey, if statistically she needs a buff I wouldn't turn it down! 🙂

  • Another interesting thing the board game does is there's no player elimination. The killer wins by getting 8 total hook tokens built up. While a survivor is on a hook they generate one token per turn. So an analogy for the video game would be that, instead of players dying on hooks, they instead each fuel a ritual timer for the killer and once the timer is filled the killer wins. But until that happens no survivor actually dies or is out of the game entirely, it's just that the more survivors the killer can keep on hooks the faster their victory timer progresses. I don't know if that would be better or worse than the current system for the video game, but I can see some advantages to it in some respects.

  • Run whatever you like obviously. To clarify, though, there’s pretty broad consensus that Dead Hard is maybe the best Exhaustion perk if not one of the best survivor perks. It’s been a while since I saw anybody claim it’s a bad perk.

  • @MrPeanutbutter said:

    https://forum.deadbydaylight.com/en/discussion/comment/2879598#Comment_2879598

    I don’t see this as a positive at all if I’m BHVR. Past new chapters came with a fairly significant boost of players, and there has been no such boost with the latest new chapter. That’s a bad, bad sign for the game.

    That’s incorrect, there was a boost. The number of players actually increased from two weeks ago.

  • Keep in mind this is the month Sadako came out. The last 15 days of that 30 day average were boosted by people logging in for her and the related sales. The reason it’s still negative is it was running negative 5% or something for the first half of March.

  • @Tsulan said:

    People asking for NOED nerfs don't realize that without NOED, the kill rates would be far lower. Up to a point where killers are in for some heavy buffs.

    Remember that with NOED, the kill rates are slightly below 50%.

    I haven’t seen any stats indicating NOED increases the average kill rate more than other good perks.

  • @Cameragosha said:

    They should buff old perk. such as play with your food.

    Give PWYF have 5 tokens.

    https://us.v-cdn.net/6030815/uploads/D6ZL61GJJ4HJ/playwithyourfood.gif

    I don’t know statistically how good or bad the perk is, but hypothetically I think if I was going to buff Play With Your Food it might be to have it only lose tokens on a hit. If you miss with a basic or special attack let it keep the token.

  • DbD has too hard core a base at this point to die from a single competing game release. That’s not to say it can’t fade away over time through normal attrition and aging but games like VHS and Evil Dead and Elden Ring, etc, aren’t going to suddenly kill it.

    On a side note Evil Dead trailers look pretty spiffy. I’m actually more interested in that than both VHS and Elden Ring. 🙂

  • Interesting how half the posts say they never see her or nobody plays her and the other half are people who see her frequently.

  • @Blazelski said:

    I went up against a hacker bot Spirit a couple hours ago. They were even streaming and spamming in post game chat to go to a certain website to "get your own bot."

    Honestly I personally wouldn’t care if one of my opponents was a bot, provided they otherwise weren’t cheating in their loadout and played kind of like the bots in the mobile game. In fact I’d almost prefer it if the bots put up a decent match since with bots you don’t have to worry about them ragequitting if you down them.

  • By sheer coincidence I played Clown tonight with Nemesis and Play With Your Food as two of his perks. I got a 3k with one rage disconnect and two Obsession kills out of it. (If they hadn't disconnected it could have been 3 Obsession kills.) Basically just force the pallet stun, they become an Obsession, down them and hook them. Rinse and repeat.

    Of course that quest still takes a while because even with Nemesis you're probably only getting maybe 2 or 3 at a time even assuming you kill 3 or 4 survivors, and you might lose the match and not kill an Obsession at all! But Nemesis does definitely significantly increase your chances of killing the Obsession at least once if not multiple times.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2878301#Comment_2878301

    I don’t risk other healing perks being snuffed after spending 14-28 seconds (base) setting it up. Nor do I need to traverse to a 24m radius to utilize any other healing perk. All this assuming a totem is even available, as survivors still cleanse dull and hex totems. Not to mention the upcoming haemorrhage rework.

    One would probably get more value out of Autodidact or even Solidarity than new CoH as a solo queue survivor. Hence, Self-Care is the optimal choice for solos once more. CoH’s lifespan is over outside of coordinated SWF.

    But you're also not mentioning two other nice benefits of Circle of Healing

    • Your CoH perk can mean other survivors can heal themselves if necessary even if they couldn't normally do it. If the sole benefit of Circle of Healing was literally that you can heal yourself then there would have never been a reason to run this perk in the first place, you would have been better off running any of the other self-only healing perks.
    • CoH also boosts survivors healing each other. Even with this nerf it's still a 50% speed boost on survivors healing each other which isn't bad.

    I'm not saying the soon to be nerfed Circle of Healing is better than the other perks or worse, like you said it does have the limitations of having to be placed and then possibly snuffed out which takes time away from the gens. But if it stays up a while after its placed it can still provide quite a bit of benefit probably.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2878301#Comment_2878301

    Not only that, but it's the only healing perk that the whole team gets the benefit of, without having to be the one specifically healing them all.

    Right, it still seems like a good perk to me. 🤷‍♂️

  • @GoshJosh said:

    It was good while it lasted, it’s now basically a dead perk. No reason to run it over any other healing perk and/or a medkit. So long, Circle of Healing. Say hi to Boil Over for us in the graveyard of perks.

    Hypothetically, if it's on par with the other healing perks, doesn't that mean it's still good? It's not like people didn't run healing perks before Circle of Healing came along. This doesn't sound worse than those.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2877991#Comment_2877991

    No clue. The leaks I have on my discord. Posted the artist was coming.

    I’m not saying all leaks are bogus, I’m just saying there are a lot of bogus leaks.

  • Not so much. Like when they "leaked" that The Nun was the next killer when it was Artist? Or last summer when they "leaked" there was a spider killer?

  • @EntitySpawn said:

    I know what you was thinking, how typical someone says as killer nerf this killer perk but hear me out it's not what you think.

    So as survivor I dont really care for NOED, admittedly its abit annoying now due to MMR being escapes only so if I'm hooked near noed etc. I'm "bad" but it doesnt hinder my fun or annoy me game wise.

    As killer I never use NOED, think I did for a tome challenge near the first tome but other than that I dont care for it. I would rather have other perks to extend the game or ones that are more fun.

    The reason I actually hate it is data, I'm sure across all MMR brackets NOED is increasing the kill count. Even if noed just gets 1extra kill when it's used (can be 1-4 though). So why is this bad? Well it misleads data and might result in certain killers not getting the love they deserve, and in the end I want all killers to be decent not only to play as but also to verse. Versing a mixture of killers is what makes survivor fun imo

    The question to ask isn't "is NOED increasing kill rates", it's "is NOED increasing kill rates more than other good perks?" All good perks should in principle increase the average kill rate. A good slow down perk for instance gives the killer more time to kill people so their kill rate should be higher on average when they use it. Or for example if Make Your Choice or Haunted Grounds usage leads to snowball in the early game and increases the chance of a 4 kill with no gens done versus a 2 kill with the gates open then those also are increasing the kill rates.

    It's not at all clear that NOED actually increases kill rates more than other perks. It's quite possible that using NOED, for instance, hurts the killer in the early and mid game enough that their average kill rate is still the same because they're getting fewer 3 kills and 4 kills using NOED compared to if they used a perk that helped them sooner in the match.

    I haven't actually seen any data indicating NOED is overperforming other perks in this regard. And indeed, if it were actually doing so, it probably would have been nerfed by now. The fact it isn't nerfed to me implies the data is showing NOED isn't having a disproportionate impact on kill rate averages versus other good perks. But that's just a guess on my part, there's obviously no public data either way on it.


    P.S. I rarely use NOED personally, but that's more of a playstyle preference. I like using perks that help me in the early and midgame more than the end game typically. I think the only killer I currently have NOED equipped on is Hag and that's just because I'm running an all Hex build on her for fun. 🙂

  • @BabyCameron10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2876103#Comment_2876103

    Agreed. He is carried by his 2 strong add-ons. Infinite Tier 3 and Tombstone piece. Tombstone piece is the ONLY thing he has going for him at this point.

    Oni, Twins and Bubba slug better

    and He is definitely going to be overshadowed by Ghostface with his upcoming changes.

    And don’t forget his Red Tombstone is quite a bit weaker than his purple one too.

  • @Chusan said:

    What I meant is I just started playing as a Survivor and yet I'm matched against killers who played for more than 1k hours (31.9 hrs for the last week. I viewed the steam profile. Can see how long he played for the past week). Sorry for the misunderstanding.

    I'm using the skills that it is given to me along with the survivor but I'm up against killers who can sprint onto me and bang against the wall to "adjust" ^^"

    Personally, I feel that it's unfair for me to match against killers who are alot alot more experienced on the game while I'm totally new :( sorry. Just want to understand what's the definition behind the MMR system.

    Just to explain it in a little detail

    The game gives you a hidden Match Making Rating (MMR) when you start and as you escape or die as a survivor it goes up or down. How much it goes up or down depends on the relative ratings of your opponents you win or lose to and maybe some other factors. Initially your rating starts out below average probably, and then after a few games will shift up or down based on your performance.

    When you go to find a match the system will take a look and try and pair you with other people who have somewhat close MMRs to yours. If it doesn’t see any it will wait a bit to see if any show up, then expand its search. Eventually if nobody in your bracket is around then it will put you in whatever match has a free slot regardless of rating so you aren’t waiting forever. Similarly, if a lobby has five people in it, and someone leaves before the game starts, it will prioritize filling the gap so it doesn’t have four people waiting even longer for a match.

    So if you find yourself in a match with someone who appears to be way above or way below you in rating, what probably happened is either

    • There wasn’t anybody around in your bracket and it put you in the first available slot. If you waited a while for a match and then got to a lobby this is what probably happened
    • The other player had nobody in their bracket to match with so eventually got into a next available match which happened to be yours.
    • The mismatched player was in a swf with a friend who had a much lower rating than them.
  • Yeah, I don't normally think people are cheating, but I did have one guy the other day when I was playing Scratch Mirror Meyers who I swear was running the same speed as me. (For reference Meyers moves 105% at Evil 1, so he's slower than usual but still faster than a survivor, even a survivor under the new Dark Theory Boon.) I still managed to hit him a few times because he took bad pathing and I also was running Play With Your Food so sometimes has a stack or two. But there were stretches where I would be chasing him flat out in the open and not catching up, it was kind of suspicious.

  • @Alen_Starkly said:

    I agree with Marc_123, you could buy the levels that you are missing. Honestly, I feel that the rift grind has been a bit too easy, if you play at least semi-regularly, you can max it out quite fast.

    What do you consider “semi regularly”? I play two or three matches a night and I don’t think I’ve ever gotten close to maxing out a Rift.

  • Furtive Chase - lower terror radius in chases and obsession switches

    Beast of Prey - Undetectable in Bloodlust

    Monitor and Abuse - Lower terror radius outside a chase but higher terror radius in a chase

    Distressing - Larger terror radius for bonus scoring event points


    It’s the “Wait, can you hear me or not?” build.

  • @RAZERbladz13 said:

    I play roughly 5 hours a day and don't try and see "how fast can I win by doing gens/4king". I go for blood points and have fun and am normally iri 1 on both sides before the end of the month (not season). It's not that hard to get there, a lot of people just play sweaty which limits pips for themselves (not saying you do, just making a general statement) and the other side. The game likes drawn out matches where everyone gets to do everything, not ones that are done in 3 minutes because one side decided to speed run it.

    "5 hours a day" is probably the most important thing in that whole paragraph.

    • The great majority of games are lost by players making mistakes, not because of balance differences between perks and add-ons and killers. What character and load out you use really only matters when you and your opponents are playing about equally well. A killer who is outplaying the survivors will probably win no matter what they’re using, and vice versa for if they’re being outplayed. That’s not to say that balance issues don’t exist that affect higher level play where everybody does well and makes few mistakes. But most people aren’t in that category of player and lose games because of human error.
    • Gen speed is probably about where it should be. The game is supposed to work in such a way that if everybody is playing at equal level then 1-3 survivors escaping is the most common result, which means if the survivors do well the gates should probably be open most of the time even if the killer also played well. The gens being finished isn’t necessarily a sign of the killer being a bad player or of gens being too fast, it’s supposed to be happening most of the time, assuming that not everybody is escaping when that happens. If the bulk of games are in that 1-3 kill range then there’s probably nothing wrong with gen speeds.
    • Sadako is a little better than Wraith. She has good map mobility and unlike Wraith doesn’t have to come to a complete stop when Manifesting. She also is much shorter which helps her stealth and her invisibility in chase helps her with mindgames. Wraith does have faster cloaked movement speed, which keeps him in the same bucket as Sadako, but overall I think she’s just a touch better and more fun to play.
    • ”Tunneling” is a mostly meaningless buzzword that seems to be shorthand for “hitting the same survivor twice in a row” or “chasing a survivor a while”. I have yet to see an example of so called tunneling that is actually unsportsmanlike or unfair, and I’m convinced the majority of people who complain about tunneling after a game are just sore losers.
    • Bloodpoints aren’t that big a deal. I’m constantly at 900k+ and have to do extra bloodweb levels just to keep from hitting the cap, and I only play a couple times a night. Between daily missions, rift challenges, offerings and events and giveaway codes the only way you can run out of Bloodpoints is if you are drilling into webs for very specific perks on specific characters. But that’s a “gotta catch em all” user issue, if you’re like me and do a web a match and play with what you get then there are plenty of points.
    • I couldn’t care less about NFTs
    • People who say “Change My Mind” obviously have no interest in having their mind changed
    • Anime is mostly just “ok”
    • Calzone is at least as good as pizza
  • Or just get rid of map offerings altogether, they honestly cause more problems than benefits I think.

  • I definitely don’t think the maps need less pallets overall, that would just make things too easy for me as a killer. Some maps might need less safe pallets that aren’t gameable though. It’s having too many safe pallets that the killer absolutely must break that can make things repetitive, when pallets allow the killer a chance to mindgame a survivor who stays near them though then it’s more interesting for both parties.

    • The music is pretty great all around, I’m really looking forward to the new Legion mix tapes. 🙂
    • Character variety and map variety are top notch and it’s cool how they’ve managed to pull in so many well know characters from other franchises. When else are you going to see Ghost Face and Freddy and Sadako all in the same film or game?
    • Most importantly the main gameplay loop is a lot of fun as killer. (I’m not into the survivor gameplay but that’s just me.) Yeah it can be tricky sometimes, especially with so many killers if you’re playing them all kind of randomly like me, but it works well and is often pretty close overall. Aside from the endgame being a bit dull where you have only one or two survivors left to find, or when the gates are open and it’s just a matter of the survivors finally deciding to leave, the rest of the game is kind of tense and engaging.
  • @tesla said:

    why punish for using an intended mechanic of the game? should survivors be punished for doing gens effectively because it's not fun for the killer?

    I totally agree, “tunneling” is literally just a killer downing someone twice in a row or continuing a chase after injuring someone. The vast majority of tunneling complaints are sore losing.

    That being said, the devs have mentioned they actively want to find a mechanism to steer killers away from literal face camping where they stand around a hook waiting for survivors to come to them. That’s because that type of gameplay isn’t engaging for anybody - the killer is bored waiting for two minutes with nothing happening, the hooked survivor is obviously not doing anything interesting, and the other survivors if they’re smart are just doing gens until the last moment and then doing a hook trade. I think ideally what the devs want is something more like the Pyramid Head cages where the system is automatically steering the killer toward moving around the map proactively looking for other survivors versus staying in one spot.

    So tunneling, not a problem, and neither is zone defense aka “proxy camping” where you defend one half or one third of the map. Just standing in one place though is the thing they want to discourage, they just haven’t found a system to do it yet that they like.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2873021#Comment_2873021

    I kind of do it both ways. Break the absolute must breaks. And if a survivor goes down at the end of a hallway, I break those walls before I pick them up. Been burned too many times.

    Yeah, just as a general rule the first thing I do on all the maps typically is head to the main building along the way to find survivors and break walls in it. Most walls in main buildings are worth breaking since they either make loops stronger or block paths to hooks. (There are exceptions, it’s kind of crazy to try and break all the walls in Dead Dawg Saloon for instance!)

  • @BubbaDredge said:

    This is the worst post I've ever read.

    Killers get to play just like survivors do, you don't get to make rules for us, you don't get to restrict our choices. It's our game too. Play a single-player game if you want bots.

    I'll be nice to everyone if I want to. Throwing the game is cheating in lots of games, but not this game, not for killer. This game is asymetrical, it's not supposed to be fair, it's supposed to be fun. Don't expect fairness from me, I'm there to kill you.

    Sometimes it's a lot of fun having a little human interaction. A non-obnoxious Claudette gives me her toolbox because she doubts she'll find the hatch while I'm chasing. In my way of thinking, I already won. I owned the map. I decide she's right, Bubba can be empathetic when approached correctly, that's canon. So we find the hatch, she politely waits for me to chainsaw her and then hops in. That's fun sometimes. I think it puts us both in a good mood going into the next match. Mercy is a form of power, and it's a fun part of the game.

    And you have to understand what I gave up. According to BP, Claudette won that trial. I gave her my "No One Escaped" bonus along with enough points that she'll have the top score even if she did nothing. That would have been mine, but I thought it was worth it for that fun little interaction.

    I decide. You decide what happens when you win.

    Actually technically intentionally throwing the game by working with the opposing team or being afk with a bot can result in a temporary ban. It’s probably rare that survivors report a killer for doing it though.

  • @[Deleted User] said:

    Hook spawn logic doesn't take into account breakable walls needed to access said hooks. You can usually break a wall or two to access a hook, but you won't know that until you've picked up and dropped the survivor, at which point you can't make the hook anyway. It's really annoying.

    The first thing I always do on Midwich is break all the walls. I never leave a wall up on Midwich unless I’m already in a chase, they’re all useful to break.

  • @Yippiekiyah said:

    Hemorrage change is good but because healing sppeds are still so fast how many are you gonna be able to interrupt.

    It’s not that uncommon for me to see survivors healing a tiny amount mid chase after a pallet stun or whatever.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2872940#Comment_2872940

    It's the music that I want to see everyone's reactions to!

    I've been so excited about this

    The music is always top notch. 🙂

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2872677#Comment_2872677

    The movie is legitimately terrible, the TV show is where it's at.

    Yeah, it’s a little like Stargate that way. The shows are good, the original movie not so much.

  • I’ve never left a lobby.

  • Other than knowing there is a character called Slenderman I know almost nothing else so it wouldn’t mean anything to me honestly.

  • Never watched Buffy, saw the movie and it was ok I think? (It was decades ago now 🤷‍♂️) So wouldn’t mean anything to me personally, but I get that it’s popular.

  • I'm a killer main but I don't consider any perks to be "must haves". In fact I just Prestige my killers when they hit 50 to reset them and play with what I get, it kind of forces me to play with things I might otherwise not consider. Obviously some perks are better than others, but I've never been tempted to try and binge the bloodweb for a specific perk, there's plenty of decent perks to choose from so there's no particular reason to drill down for a specific one.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2872082#Comment_2872082

    Yep that's the correct way.

    But isn't a correct representation sadly. Steam player only make up a fraction of all players at a given time in DBD.

    All consoles together seem to heavily outnumber steam alone. Also from what I remember before crossplay was a.rhunf is that on console killer already was the minority role. We had many queue time threads coming from console which wasn/isn't surprising in a game were one side gets controller friendly thirds person and the other first person without any helpful form of aiming correction (the aimdressing behaviour has implemented over all us more detriment than aid).

    Therefore we don't really now the numbers at all times and the 750 survivors in queue might get way more increase than the 60 killer and the overall ratio between the 800 queue and 45000 trial player might also shift in one way or another.

    Like i originally said, when the queue ratio of killer and survivor is 1:10 (10%) and the ratio in trial is always 1:4 (20%), then the true value lies somewhere in between depending and the real ratio of player in queue and in trial, in your example 800 to 45000, so roughly 1:56 leading to the 0,2% difference from 20% to 19,8%.

    And again it is incredibly hard to really determine anything quantifiable since the number of player always fluctuates because trial end and start nonstop and even moreso survivor that did first/second might directly leave the trial and inflate the number of survivor in queue even more.

    Let's stop here, i think we are turning in circles.

    Yes, you are correct that the 10% aren't correct but also are wrong that it's the nice 20%. It remains a fact that survivor are stuck in queues between 5 and 15/20 minutes during prime time (8pm-1am) and therefore the killer percentage is absolutely not the perfect 20% but we can't defenitly say how much lower. It still depends on the difference between the number of all player in trial and all players in queue to define the correct deviation from the perfect 20%, which was my original point.

    And my original point was the article being quoted here is misleading and a lot of people are just posting snapshots of the lobby numbers and saying ridiculous things assuming those are the actual ratios of players when they're not.

  • @TheGrimQueefer said:

    Were they not going to look at (or plan on doing something about) the huge difference in experience of solo queue .v. SWF ?

    Yeah that was this

    • New HUD icons for survivors to help solo survivors track what others are doing. (It was mentioned in January)

    Specifically they were talking about how you could see a generator icon next to a survivor on the HUD if they were working on a gen for instance, or an icon of them running if they were in a chase or whatever else. The idea being that solo queue survivors would be able to tell at a glance what other survivors were up to, something players on comms get naturally.

  • @Marc_123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2872213#Comment_2872213

    Keys got reworked. Moris kind of. Sadako has a build in Mori now - like Pyramid Head. Maybe new killers will all get something like that.

    To clarify, the key and mori rework you're talking about (i.e. hatch only appears when one survivor is alive and red and green moris require two hooks) was prior to the reworks they said they were working on in the 5th anniversary dev chat. In the 5th anniversary they said that they were looking at making moris an innate base kit things for killers, so you'd always be able to mori a survivor if you met certain conditions and it wouldn't require bringing an offering. They also talked about something else with keys too.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2871611#Comment_2871611

    actual totals are about 11,200 killers and 45,350 survivors

    Didnt sound like that in your first post.

    And even then it is 45350 total players and a trial is made up by 4 survivors plus 1 killer aka 5 player and from that we get 45350:5= 9070, not 11200.

    Either way your math doesn't add up.

    Edit: And my point still stands that if only 10% of all players in queue are killer, then the true percentage of killer is still dependant of the ratio of player in queue to player in trial, since the latter is always 20% until a survivor is killer. But i addressed that complication already by mentioning the fluid state of trials and queues.

    Ah yeah, my math is a bit off as well, it should be closer to 20% not 25%. Let's try again:

    • From the article, at 4 PM there are 750 survivors in queue and 50 killers in queue.
    • According to Steamcharts there are about 46,000 people playing at a given moment at 4PM. That includes the 750 survivors and 50 killers in lobby above. That's 800 people in lobby and 45,200 not. Let's call is 45,000 people in matches for simplicity
    • If you have 45000 people in matches that's 9000 killers and 36,000 survivors. Adding in the 750 survivors in queue and 50 killers in queue that's 36750 survivors and 9050 killers. The total killer to survivor ratio is therefore 19.8%. (That makes more sense.)


    There we go, that's better. 🙂 It's still not anything like "10% of players are killers".

  • Agreed, they should limit the flashlight sound to only trigger once or twice per second. Even as a signal to other survivors there’s no need for it to be so fast with a macro it sounds like an old dialup modem.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2871058#Comment_2871058

    Ehm that's not how the necessary math for player percentage works?

    Taking your totals of 11200 killer and 45350 survivor player gives results as follows:

    Player total: 11200+45350=56550

    Killer percentage: 11200:55650=0,198

    so 19,8%

    And Survivor: 45350:56550=0,802

    80,2%

    Which isn't surprising when comparing 56550 player in trial with 800 in queue, which won't make much of a difference (here the 0,2% +/-) with a factor of over 70 times.

    (Btw i guess you calculated the killer to survivor RATIO not the respective percentages since 11200:45350=0,247, which is also not surprising given the natural 1:4 in any given trial)

    No, the 45359 includes the 11,200. You shouldn’t be adding those together.

1 … 78 79 80 81 82 … 171