dugman
dugman
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My guess is next week, maybe the following week if they run behind. 🤷♂️
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2871444#Comment_2871444
That's only with an addon and granted it's a really nice addition to get.
Like the addon changes are looking really good, but the basekit stuff is just nice bonuses that don't really change much themselves. Sometimes you do happen to mark multiple survivors at once and these changes could actually help in those situations, but overall their impact is going to be on the lower side.
Which to an extent I am glad, because I like Ghostface how he is and I didn't want to see him get drastically changed.
I agree, I doubt Ghost Face needed a major buff, the minor ones they’re doing are probably fine.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2871392#Comment_2871392
The 15 seconds on marked duration really isn't that impactful. Ultimately if you are stalking as Ghostface, you should 99 stalks until you get the survivor out of position for the quick down. There's not much reason to chase a marked survivor since Ghostface has no way to quickly end chases.
The marked survivor not revealing is more useful for scoring since Ghostface has a score event for hitting survivors from Shroud which often you mark a survivor, they reveal you before the hit and you lost out on the extra points.
Really though, stalking ghostface is already the best way to play him since hit and run ghostface has been outclassed for a while even before boons came into existence.
I know what you’re saying about the 99%, but keep in mind that with this change Ghost Face gets a significant movement speed burst after Exposing someone and once Exposed they can’t break him out stalk. Plus he now refreshes his stalk a lot more easily too, so between all those things and the 60 second time limit he might have an easier time actually resetting and catching a previously Marked survivor even if they get away on the first attempt.
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@Kira4Evr said:
Does anyone know when this goes Live?
They didn’t give a date but given the details in the update it sounds like it could be next Tuesday or the following week for the PTB
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Looks like there’s some pretty cool stuff in 5.7 🙂
- Ghost Face not breaking out of stalk when Exposed people look at him is interesting! That combined with the 60 second base time on being Exposed could make stalking people more enticing for players who think it’s a bit weak.
- Legion getting a speed boost per Frenzy hit and also getting instant downs on a fifth hit in a row is also kind of cool sounding. So they now get +5% speed boost per hit, meaning by the fourth hit they’re moving an additional 20% faster relative to base speed on top of the large underlying boost they already get for Frenzy itself - that is pretty damn fast! And then to top it off getting an instant down on the fifth hit sounds pretty sick if you can pull it off. (And the idea of different chase music if you use mix tapes is kind of awesome. 🤘
- Looking forward to seeing the new Haddonfield. Layouts aside, I really like all the map reworks aethestically, I think they all have great looks to them.
- No mention in the update of when 5.7.0 will be but I’m guessing the PTB will be up next Tuesday since they’re making this announcement now?
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/2871320#Comment_2871320
Hahahaha you do know that will never happen right?
They won't show what your MMR is because of elitism/toxicity, so little to no chance that it will be shown during a test.
If they do show it during the test, then i will eat my cap 🤣
On a tangent I never understood argument personally since they still show the Grades which leads to just as much elitism as the MMR, only of course it’s sillier in that case because Grades aren’t even part of the matchmaking at all but a lot of people still see them and assume if you’re higher/lower grade then it means whether or not something you say matters.
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@Mandy said:
I understand what's being said on this thread...can I suggest trying the MMR tests and supplying your feedback based on those tests - without preconceived ideas about whether it's going to work or not?
I can assure you, as you can see by the fact we created a separate section for this alone, the feedback is something we're taking very seriously. And I will be monitoring it daily.
Just a quick suggestion, it doesn’t look like the matchmaking forum subfolder has any instructions or anything, just a folder for March 28. You might want to pin a short message saying what sort of format or feedback you’re looking for if you want anything specific.
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@mischiefmanaged said:
If one side isn't "sweating" then the other side is just getting... destroyed even though they're trying their hardest? This is the weirdest request because you're essentially saying you want to have easy games because winning is fun. Maybe you should consider playing a single player game?
At least statements like "the matches feel unbalanced for me and I feel like I have to try too hard to get a single hook/have a single generator done" are an actual complaint with the matchmaking. "I don't want to try but I want to win" is just not a reasonable request for a multiplayer PVP game.
Agreed, these posts basically saying total matchmaking anarchy is better are mainly from high rated players that want to be able to stomp weaker players without “sweating”.
If a match makes you feel like you actually have to try to win to do well then that’s a sign matchmaking is working properly, not poorly. If most of your games are ones you can win without trying then that’s a sign matchmaking isn’t doing its job.
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It’s from the old Rob Schneider skits on SNL where he sits there in the copy room calling people things like “The Doug Man”, “The Doug-meister”, “The Big Doug”.
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That article has some misleading info. When you drill into it more the actual ratio is very close to 24.5% of players are killers at peak times, not 10%.
Basically the article only looks at players waiting in lobbies, but obviously the vast majority of players aren’t in a lobby, they’re in a match. For example, in that article its chart at peak 4PM time it shows about 750 survivors in a lobby and 50 killers (which makes sense since it’s putting killers in the matches immediately and survivors are waiting a bit). But at 4PM Steamcharts shows about 46,000 players playing the game, so there are thousands and thousands of additional players in actual games versus the lobby. When you take that into account it works out to more like 24.7% of players are killers, not 10%.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2870452#Comment_2870452
Well then it is dependent on the lobby to active trial ratio. We know that the survivor/killer-ratio in-game must be 4:1 and out of game during prime time (?) It's closer to 9:1.
So the percentage of killers from the whole player population ranges between 10-20%.
But it should complicated to get the true queue to trial ratio as the state is in constant motion of ending and starting games.
And another point would be dcing/dead survivor that leave an active trial and go back into queue.
Here’s an example. From the article, at 4 PM there are 750 survivors in queue and 50 killers in queue. But according to Steamcharts there are about 46,000 people playing at a given moment at 4PM, so the actual totals are about 11,200 killers and 45,350 survivors, making the ratio 24.7% of players are killer at 4PM. In other words there are way, way more people in matches than in the lobby so the ratio is much closer to 25%.
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Looking this over
- All the stealth killers are kind of in the same bucket in that stealth is powerful against average survivors but weak against survivors with strong awareness of their surroundings. The problem being if you give all the stealth killers major buffs to be able to compete better against really skilled survivors then in the average games which represent the bulk of the matches they could be too strong. That’s probably why the devs are hesitant to pull the trigger on major buffs to them. They are working on Ghost Face though so we’ll see what happens there, and Sadako hasn’t gotten her first full balance pass yet either so if she actually os statistically underperforming she’ll probably get a buff. 🤷♂️
- As far as add-ons go, they should revamp all the add-ons which put the killer at a handicap in exchange for higher scoring events (e.g. Padded Jaws which makes traps not injure survivors but increases their scoring events.) “Balancing” an add-on based on bloodpoints is generally a terrible idea, they should be balanced based on their actual impact on the match. It’s why as far as I know nobody intentionally uses any of these other than as jokes. The bloodpoint bonuses on these should all be replaced by some concrete effect that helps you during play, such as for Padded Jaws maybe making the traps auto reset or more abundant or he can get Padded traps from lockers (with the oldest trap on the map disappearing.)
- Nemesis could use a tweak to his zombie AI, they get stuck a bit too often.
- I think Freddy is fun to play personally, I don’t think he needs a major rework. If I was going to make one change it would be make him able to swap between fake pallets and snares at will like Clown switches between bottles. Then make all his add-ons that specifically grant fake pallets enhance those pallets somehow.
- Nurse is the only killer I actively refuse to play, I can’t stand staring at the ground half the match. If they tweaked her so she could keep her head up while recovering from a blink I might play her, even if they compensated by slowing down her blink refresh timer slightly.
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@GhostyPlayzTTV said:
https://forum.deadbydaylight.com/en/discussion/comment/2743252#Comment_2743252
They can't reskin any characters from the Stranger Things chapter as BHVR doesn't have the rights to this anymore.
They can always reskin mechanics under different themes. Netflix doesn’t own the rights to a “generic lunge attack“ for example.
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One I think could be fun that isn't on this list would be the Deer Woman.
Deer Woman, sometimes known as the Deer Lady, is a spirit in Native American mythology whose associations and qualities vary, depending on situation and relationships. To women, children, and men who are respectful of women and children, she is associated with fertility and love.If anybody remembers the show Masters of Horror, there was even an episode about Deer Woman directed by John Landis that was pretty ok. 🙂
In a lodge, several drunk truckers are finding respite in booze and women. One trucker leaves the lodge to urinate and overhears a fellow trucker screaming in pain inside a truck. He checks the truck but leaves after it goes quiet. Moments later, the door is kicked open. -
This article is kind of misleading
- The times they looked at in the whole first half of the article are, frankly, bizarre. The main highlighted chart is from 3 AM to 7 AM, and the whole first half of the article is talking specifically about numbers at 3 AM. Why in the world would you focus on such an off-peak hour?
- Only once you get down toward the bottom does it talk about how killers outnumber survivors from about 9 AM to early afternoon. Because, not surprisingly, during the day the people who play tend to be playing solo and not with friends who are probably at work or school. Then when 4-5 PM rolls around everybody who wants to play with their friends logs in and suddenly the survivor numbers skyrocket.
- Finally you can't look at the ratio of people in queue and conclude that it's the ratio of people in the game because the queue numbers aren't counting anybody that's already in a match. Every single match has a 4-1 ratio of survivors to killers, so however many matches are going on at a given moment you have to add that many people in to the numbers shown for players in lobbies. If 400 players total are in lobbies and 4000 players total are playing the game at that moment then the "ratio of survivors to killers in the lobby" is only 10% of the people actually playing the game at that second, meaning the actual ratio of players would be very close to 4-1 in that scenario. And if everybody on one side gets into matches instantly, for example, then obviously that side's number in the lobby will be close to zero, even though there could be thousands of people playing that side at that moment.
So TLDR, it's certainly possible that overall on average fewer people play killer than survivor, but it's impossible to extract that from this article. And it's also obvious that the ratio of survivors to killers varies dramatically depending on the time of day you take the snapshot.
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@cordonrouge said:
https://forum.deadbydaylight.com/en/discussion/comment/2869975#Comment_2869975
now that you mention it you're right, swamp is slightly slanted. though i meant something more drastic, like a hill upon which you could see the lower level from above.
And no, I'm not expecting you to name a bunch of shapes, I responded to the question you typed in your original post
sure, you technically responded to my question correctly. sadly there is no prize for you because this isn't a game quiz. everyone else understood what i meant without overanalyzing my wording. like, we're all perfectly aware that the maps are not literal rectangles bro. chill.
Whatever dude, I'm not the one that can't accept I typed the wrong question.
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@cordonrouge said:
https://forum.deadbydaylight.com/en/discussion/comment/2869960#Comment_2869960
i know full well that maps aren't literal rectangles. you expected me to name all the irregular shapes with varying number of angles of all maps? lol. clearly the semanthics of my question meant that there are no undefined edges or circular ones in any given map. and @Voodoo_Thirsty 's response makes sense as to why that's not a thing. i imagine that because of the nature of ai generation it could cause problems with tiles half-clipping out of bounds. not that it's an unsourmountable issue, but it's bhvr we're talking about. i wouldn't even dare imagine.
anyway, i would also like to add that the maps are completely flat. like, despite some having two levels, both of those are 2d. there are no slanted terrains or anything like that, and that's pretty sad too honestly.
But there is slanted terrain. The swamp for instance has slanted terrain, and in fact it kind of messes up the pathing of Artist's crows.
And no, I'm not expecting you to name a bunch of shapes, I responded to the question you typed in your original post, i.e. "WHY ARE ALL THE MAPS SQUARE OR RECTANGULAR?" Don't get snippy with me because you didn't ask the question you thought you asked.
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@James4125 said:
https://forum.deadbydaylight.com/en/discussion/comment/2869567#Comment_2869567
Thats true to some extent but consider this. If you're running unrelenting and don't miss a lot you only save a few seconds at best and missing out on a perk slot that will always gain you considerably longer. Let's say you get 5 successful (or would it be unsuccessful?) uses from Unrelenting, that gains you about 5 seconds.
Now let's look at Trail of torment for instance, 1 successful use alone can save you 10 seconds easily, longer if they are already injured and don't have dead hard. Look where trail is on this?
Yeah, I don't know why he rates Trail of Torment so low. It's ok.
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@Voodoo_Thirsty said:
https://forum.deadbydaylight.com/en/discussion/comment/2869584#Comment_2869584
No. Tiles as in the actual single piece of the maps. Those are rectangular.
The original poster was asking about why maps (not tiles) are rectangular. But some of the maps aren't rectangles.
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@Voodoo_Thirsty said:
Because the maps are designed using tiles and tiles happen to be of rectangular shape.
Circular maps or any maps with excessive corners will not only cause balancing issues, but also coding issues that would make things much more difficult for the devs.
Actually non rectangular maps exist, Groaning Storehouse for example is kind of an odd shaped map..
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@James4125 said:
No hex perk belongs anywhere above C tier because you have no control over the location or the survivors spawn.
NOED isn't even C tier. It doesn’t do anything for 90% of the game and you may not even need it.
Edit: Unrelenting is F and that's being generous.
To be fair to Unrelenting, how useful it is depends on how good the killer player is. If you are an excellent killer player and never miss swings then the perk is worthless, it never triggers. However if you are a bit clumsier (like me) and you sometimes get get juked while swinging then Unrelenting acts like Save the Best for Last in that it helps you stay closer to the survivor post-attack. STBFL is the better perk overall because hopefully you aren’t missing too many swings as a killer, but if you do find yourself missing a lot of attacks then Unrelenting is actually not that bad, it can definitely make up the difference.
So it’s a reasonable perk if you’re a new or maybe average killer whose timing is off, otherwise it’s worthless.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2868774#Comment_2868774
He popped into my feed after I posted a similar build to his on here....Google analytics?
Very wholesome streamer, imo.
Yeah, I just started watching his vids this month, I'm really liking his style. 🙂
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2867688#Comment_2867688
At top MMR they will all be on gens, even trying to exert the most pressure possible. Obviously a generalization but I would call it true 90% of the time. You aren't going to be effectively slugging against "good" survivors, average games sure. I believe the amount you're negating is quite negligible to the extent it is still over the threshold of over tuned. I feel you're picking exceptions rather than the general rule of how things would go.
That's objectively not true though. For example, check out RedsGamingGears, all the last couple of weeks he's been doing various slug heavy builds and strategies on a variety of killers and is doing quite well with them because even good survivors can't all be on gens when one or two people are slugged and another is being chased. In fact against a good killer all 4 survivors being on the gens simultaneously is the exception, not the rule.
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@Yippiekiyah said:
I’d rather see fire up buffed than brutal strength. The numbers on bs arent huge but at least it’s consistent from start of game, where as fire up only gets decent when u’ve lost the gens.
Yeah Fire Up is pretty bad, it does almost nothing until 3-5 gens are already gone.
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I gotta say, the trailer for that game definitely look better than I thought they would. I never got into Left 4 Dead but it certainly seems to have that same vibe of one player controlling the monsters and the rest controlling the good guys. Except with Bruce Campbell which is always a plus. 🙂
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Just for clarification, it sounds like the original thread is more about the Tombstone add-ons than the Mori offerings. Although they both let you kill a survivor with your bare hands the Tombstone add-on is obviously much more powerful than the Mori offerings since it lets you kill someone you maybe haven’t even hooked yet midchase while they’re still standing. Moris are ok, they can avoid an annoying stun if you try to pick up a survivor with Decisive Strike of who has a friend ready for a flashlight or pallet save, etc, but mostly that effect is pretty minor and the real reason to use Mori offerings is because you like watching the animations or whatever. 🙂
Either way, though, the answer to the main question in the original post is there is nothing wrong with using either Tombstone add-ons or Mori offerings. Just use whatever add-ons or offerings you want.
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@El_Gingero said:
https://forum.deadbydaylight.com/en/discussion/comment/2866758#Comment_2866758
A convenient little buzzword 😁
https://forum.deadbydaylight.com/en/discussion/comment/2866769#Comment_2866769
That’s an interesting interpretation.
Like I said, am I missing something?
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2863531#Comment_2863531
- - I actually never even mentioned the survivors time with doing the totems so the walk time wasn't excluded, I just never mentioned their time period, walk or lighting. I was only talking about the killer time associated. However if we do want to compare those it does take away "some" of the time given, but not nearly as much as your alluding to because once again it's a 4:1 ratio per time spent, so that walk time from the survivor is worth significantly less than the killers walk time.
- - This is actually a some what mute point. This is because when comparing balance we assume both sides playing well. IE we look at good vs good, not bad vs bad or good vs good groups. Looking at something from a perspective of expecting them to play badly leads to very over tuned perks or features, something we are suffering from currently and have been for a very long time. Against event remotely decent survivors they will all be on gens, to assume otherwise is disingenuous in terms of finding proper balance (just speaking generally here, not at you). Yes we can say the killer is choosing proper times to snuff the totem (after a hook), however that is not always the case as you will run into many times the totem is right there in your area (still roughly 6 seconds) and if you choose to wait till a hook that could now mean the totem is far out of the way ( significantly more than 6 seconds now ) negating a large margin of that efficiency enough to make it nearly a mute point. This is also very common and not a rare exception.
- I'll concede that there is some leeway from the points you've given that could lower the numbers I provided slightly. However I'll also say that the numbers I gave (6 seconds) were very generous. Much of the time I'd say it's more than 6 seconds but I was leaning on the conservative side. Either way even if we do shift the numbers slightly either direction it still leaves it way over tuned. That is to say that yes what you mentioned could change the numbers, but nothing significant enough to change the over all point of still being the same.
I get what you’re saying about survivors trying to stay on gens, but you can’t just assume all the survivors will always be on gens because if the killer is playing well they are exerting pressure to keep some of them off the gens as much as possible. (By the way, it’s “moot”, just FYI.) And this isn’t a negligible thing, especially if the killer player is making good use of slugging versus hooking.
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- Headless Horseman sounds cool if they could figure out a way to do a mounted killer. I also like the variant that pops up occasionally in TV of the headless motorcycle rider. 🙂
- Frankenstein’s Monster or something similar could be fun. Basically an unstoppable juggernaut melee killer. Kind of like Nemesis in a way but instead of Zombie just sheer power. (Maybe with the ability to literally move through pallets and walls but at 50% survivor speed, for instance. Kind of like a weaker version of Billy’s Chainsaw add-on that lets him barrel through pallets.) Or something fun like he can pick up dropped pallets or tear out breakable walls and hurl them at survivors as a massive ranged attack. They could even be the first 120% movement speed killer and have a somewhat milder Power button ability to compensate for being a solid basic chaser.
- Kujo seems a little limited, but a werewolf or something similar could be sweet. Give it a lunge kind of like Demogorgon, but instead of tunnels you can hold the power button and sense the rough direction to the closest survivor by sense of smell and predatory instinct.
- I’m not sure I really see Swamp Thing as a killer here. I could see a muck monster or something similar with plant attacks though.
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@Emeal said:
There is a part of the Community that refuses to engage with RPD, they try to say its about the map being bad. But having talked to a load of them, I think its just about them refusing to learn the layouts. They have put in their heads that RPD should not be learned and they never will.
Sad. because its one of my fav maps and I win so often on here.
I agree, I don't blame the map for me not knowing the layout as well as I should. And the times I do get in the swing of things on the layout I do ok on RPD.
That said, that one Boon spot at the top of the library is kind of a pain. 😠
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I’m definitely curious to see what they do in midchapter. Some possible things I think are in the pipeline
- They showed images of the new Haddonfield map so it might be ready for midchapter maybe
- It’s possible we’ll get the balance passes on either Legion or Ghost Face or both.
- Maybe an additional tweak on CoH if they don’t think the last nerf was quite enough?
- It might still be too early, but they also had those HUD icons for solo survivors to help them know what other survivors are doing
- It’s probably still too early for the full balance pass on Sadako, but if there’s something they particularly don’t like in her stats they might do a tweak. I think her actual full pass though would be in the summer.
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@El_Gingero said:
https://us.v-cdn.net/6030815/uploads/JAPC8AKBXLVK/9da3d50b-27b9-415e-83fd-3b460d0f79a8.jpeg
Anyone want to practice their mental gymnastics? 😁
That chart just looks like a list of games by popularity. Am I missing something or is it basically just saying “playing a video game uses electricity”? 🤷♂️
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I like using Call of Brine probably a bit more than Ruin. It gives some of the same advantages of Ruin but can’t be permanently destroyed and gives ok info on gens that are actively being worked on.
It’s not a silver bullet though, like other said survivors can still tap a gen to stabilize it, so if don’t notice there’s a survivor near the gen when you kick it they can halt the regression. Of course, if they actively work on it they can trigger the notification, so that does come with a little risk. And personally I like to pair Call of Brine with Pop or maybe Dragon’s Grip or Eruption, etc, so I get double benefit from a single kick. (Dragon’s Grip has some interesting synergy because it makes survivors either become Exposed if they try and tap the gen or they stay off the gen and it’s like you’ve kind of blocked them from touching it for at least 30 seconds.)
So it’s a pretty solid perk, probably not overpowered though and Ruin is still more powerful IF it stays up long enough.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2866459#Comment_2866459
Legion is way weaker than both of them.
Well, Legion does have decent mobility and tracking that neither Trapper nor Meyers have in their base kit which is valuable. And Trapper is pretty much just a basic killer if the survivors are strong enough to just avoid traps altogether (in fact in some ways he’s worse than a basic killer initially since he has to spend time setting up traps versus going out and immediately pressuring survivors from the outset). I probably would rate Trapper below Legion, and maybe Meyers too though taking his add-ons into account Meyers might be stronger.
Also for whatever it’s worth Otz has Meyers as the worst killer on his newest tier list this week and has Legion a little higher up (he thinks people underestimate Legion). Agree or not he does at least go into a lot of detail on exactly what he likes and doesn’t like about all the killers.
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They just this afternoon released snapshots of the new version of the map, so it's probably coming out next mid-chapter is my guess.
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Call of Brine is great. 🙂 Yeah it needs you to kick a gen but it works on as many gens as you can kick and not only do they regress really quickly but you also get periodic tracking info when people work on them, something Ruin doesn't even do and it's basically the Hex version of this effect.
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Looks great. 🙂
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Obviously there's lots of ways to tweak it, but personally I think I'd go with
- Remove the Obsession's 33% bonus to healing and unhooking. That bonus makes this one of the only perks that using it actually puts the killer at a disadvantage in the first few minutes of the match and then has to hope they can catch up enough to make up for it.
- Instead of just a flat 3% per hook, have it start out at 10% or 15% and then it increases by 2% per hook. That way the perk is doing something moderately useful right away versus not giving any impactful bonus until you've already gotten enough hooks that you're probably winning the match anyway.
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@squbax said:
https://forum.deadbydaylight.com/en/discussion/comment/2865345#Comment_2865345
I agree with that and its pretty obvious thats their balancing goal, so we can agree on that, however a 2k is still a lose for killer as I said before if you let 2 people escape you played badly.
We’ll have to agree to disagree. I think the way the game is designed it’s perfectly possible to play well as killer but if the survivors play just as well as you then the result is 1-3 kills. That doesn’t mean that you as killer “played badly”, it just means the survivors didn’t play badly.
Another way to say it might be that if you play well as killer you can reduce the chances you get no kills or only 1 kill but it’s difficult to force the survivors to all die if they’re also playing really well too.
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@squbax said:
https://forum.deadbydaylight.com/en/discussion/comment/2865077#Comment_2865077
On the contrary, I think its completely imposible both sides play equally well, one will undoubtely best the other, so yes I do believe the 50/50 is imposible because both sides being equally skilled is imposible.
There’s no literally purely objective way to tell precisely that one side play x% better than the other obviously, but generally speaking I think it’s reasonable to talk in broad terms that if all the players in a match have roughly the same experience and practice in the game and appear to not be making disproportionate numbers of unforced errors then they are likely playing roughly equally well. And statistically the balance goals are set so that hopefully if all the players are on the same skill level then the results will tend to be 1-3 kills most games versus being wild swings between 0 kills and 4 kills.
So really there’s two main metrics they’re looking at: average kills per match and the variance or swinginess of kills per match. They want the average to be about 2, since that is roughly where most people would expect close games to average, and they also don’t want the variance to be too high in that 0 and 4 kills are the exceptions and most games are in the 1-3 ballpark.
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I tell my friend I thought they said they were going to a Cheap Trick concert and be disappointed.
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They can’t reasonably ban people who just DC on rare occasion for more than a few minutes because crashes and such do happen sometimes. What they could possibly do is ramp up the penalty more quickly for repeat offenders who disconnect multiple times in a relatively short period.
And yes, players can still go afk or die on hook, but rage quitters aren’t necessarily all that patient, if they were they wouldn’t be flipping the table and disconnecting in the first place. Having the DC penalty serves the dual purpose of giving someone who might be angry a reason to take a moment to have a deep breath and then keep playing, and also to help weed out people who have so little self-control that they just dc on a whim with no regard to anybody else in the match. So even though you’ll still have sore losers throwing games the DC penalties do still improve the situation.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2865152#Comment_2865152
I don't have to put words in your mouth, you said solo survivors and SWF, 4 man is included in that SWF so there is no semantics argument to be found.
What you did not say is that there was an issue between killers and SWF and the language used matters.
You were trying to say I was -only- talking about 4-man swfs when I never said “4-man”. If I had intended to specifically talk about 4-man swfs I would had said that.
P.S. Here’s what I said again for reference
Of course they also have said they recognize that there is a balance gap between solo survivors and survivors on comms.
Notice I didn’t say “4-man swf”, I just said “survivors on comms”. That include 2- and 3-person swfs
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2865114#Comment_2865114
No, it's not tricky to balance around at all. You limit party creation to 2 man teams and the problem becomes insignificant. It's only difficult to balance around if you intend to allow 4 man enthusiasts to hold the game's balancing progress hostage as they have up until this point.
You stated there is a balance issue between solo survivor and 4 man SWF, you did not imply in your statement a balancing issue between killers and 4 man SWF.
I did NOT say “4-man swf” in my post. Please don’t put words in my mouth.
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@Chocolate_Cosmos said:
Having a game where no Survivor have DH.
Yep, the devs did say they’re looking at probably tweaking Dead Hard since its effectiveness and popularity both significantly increased once it started working correctly after hit validation went into effect.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2863058#Comment_2863058
https://forum.deadbydaylight.com/en/discussion/comment/2865089#Comment_2865089
The only balance issue you implied is that solo queues lack the ability to void perks by third party software. You also said the devs intended for voip to be used to do so which is odd to read.
I literally said in the post you quoted
Of course they also have said they recognize that there is a balance gap between solo survivors and survivors on comms. And to that end in the January update they said they're looking at ways to help solo survivors get some additional information in the HUD on what the other survivors are doing to help level the playing field between solo and swf.
I’m not sure what you think is odd here? They are ok with people using comms but they also recognize that comms give people an advantage and it’s tricky to balance around.
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Regardless of whether or not someone dislikes your playstyle, sandbagging other survivors by intentionally trying to get them killed is petty. It’s also probably reportable under Griefing (i.e. “Working with the opposite team to gain an advantage or grief teammates“ is a reportable category subject to temporary ban.)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2865074#Comment_2865074
It sounds as if you're saying SWF and Comms break the game by voiding perks.
Yeah, I already said comms present balance issues and that the devs have explicitly said as much.
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I’ve never intentionally not used an offering. I always do one web on the character I’m about to play, maybe more, and then I use all my slots up with whatever I have. I never use map offerings other than the one that cancels all map offerings. Typically I’ll use a bloodpoint offering or red mori for fun.
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@squbax said:
https://forum.deadbydaylight.com/en/discussion/comment/2864636#Comment_2864636
I never said its a 50/50 chance, the role who plays better determines the outcome, if the survivors manage to not only repair all gens but to escape no matter how many survs, you as a killer are objectively a failure.
You literally are saying above that “the side that plays better determines if the exits open” but that immediately implies you think if both sides play equally well it should be a 50/50 chance the gates open. Which conflicts with the design goal that most games be in the 1-3 kill range.
