dugman
dugman
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3215699#Comment_3215699
They did a few questionable but at a relatively decent amount changes for the first time in the past 5 years. It's cool and all but nowhere near enough.
Well they’re just about done with the 2022 roadmap at this point, all that’s left is the custom match bots and the new mori system that’s being tested out on PTB. So it’ll be interesting to see what they announce in January for 2023. They’ve already mentioned doing a bunch of work on mitigating cheating, and they have a couple of characters whose full balance passes got put on hold for everything else going on this year. So I wouldn’t be totally shocked if they make a second smaller pass than this years at more perks to maybe beef up some additional perks that are underused, and if the custom match bots work well I could maybe see them putting in a system like the Mobile game has where disconnected players get replaced by a bots. Also as part of their anti-cheating plan it sounded like maybe they might, possibly, be getting around to having the server save replay files for tickets to streamline reporting, which if so could ultimately lead to a replay system for players. (Or not, it’s hard to tell.)
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A lot of the 2022 changes have been quality of life and balance changes, not new characters. Heck, they literally just did a massive base game and perk rework this summer, they’re adding bots to custom matches soon, they updated matchmaking this spring, they revamped some of the maps, they overhauled the menus and challenge system, and they totally redid the Prestige and perk system. And that’s just off the top of my head from this year.
To say they’re not making a ton of quality of life changes is objectively false.
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@Smoe said:
https://forum.deadbydaylight.com/en/discussion/comment/3215671#Comment_3215671
So do i, but that doesn't change the fact that indoor maps are less popular than outdoor maps and i can imagine something like the overlook hotel would quickly become the new worst map in the game.
Actually Midwich seems to be relatively popular, and a lot of people liked Hawkins. I don’t have a problem with the Game or Lery’s either but Game is definitely more divisive.
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I’m not surprised Windows of Opportunity was mentioned so many times, but I am surprised Dead Hard wasn’t mentioned considering it and Windows are currently the two most used survivor perks on Nightlight.
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@Smoe said:
https://forum.deadbydaylight.com/en/discussion/comment/3215268#Comment_3215268
If people already dislike something like RPD, they're absolutely gonna hate something like the Overlook Hotel as a map simply because of how tight in size the corridors are and how large the entirety of the hotel is, that's not even mentioning the entirety of the outside itself and how huge the labyrinth would be to have.
I like the new RPD maps personally.
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/3215665#Comment_3215665
I really don't understand why new players start so high. This way, if the MMR bracket is too relaxed, situations like mine always happen.
Also, giving new players 5k hours killers and 5k hours killers new survivors shouldn't be a thing only because of smurfs.
It’s not only because of smurfs.
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/3215661#Comment_3215661
Well the current system where a 2016 player gets matched with someone who doesn't even know what the win requirement is doesn't seem better either.
There’s various reasons that can happen with any MMR system. They could be in a swf with a higher rated friend, someone with an outlier MMR could have been waiting a really long time for a match and had to be placed in the next available one so they aren’t waiting forever, it could be that someone dodged a lobby and left a gap and the system needed to fill the gap ASAP, etc. And if you just look at hours played it could even be someone who played before on a different system or different account who made a new one.
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@Carmina_is_cute said:
Forgive me if I got something wrong, but don't all players start with a baseline MMR, and after a few matches, the game adjusts the MMR accordingly? Wouldn't that cause new players to go against experienced high MMR players?
Yes, Mandy mention it’s something like you start at a below average MMR like 800 out of 1000 with a new account or new killer character unless you already have a killer character at the 1600 softcap in which case you start new killer characters at 1200.
Also in addition to the comments above about swfs and backfill, keep in mind sometimes people make new accounts who have played before.
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/3215657#Comment_3215657
It stays at 0. That's what happens. You will be faced with completely new players untill you get the hang of it.
The game can't entirely hand hold you. You only need a few games to get used to playing, then you'll win too.
That’s a terrible system, it would end up just having this massive clump of people all at about 0 who just win or lose against each other kind of randomly.
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/3215644#Comment_3215644
That would be straight up stupid. It should definitely be 0 MMR, then you grow.
That doesn’t work because what if, for instance, you are at 0 and lose a bunch of times in a row because you’re actually worse than the typical new player? You’re MMR needs to go down as you lose so it can’t just be at a hard cap floor.
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Actually I wouldn't be surprised the skill check failing if you get off when it appears is somewhat intentional by the devs in order to encourage survivors to stay on gens for more continuous stretches of time rather than hopping on and off them in little spurts. That's just pure speculation though, it could be unintentional for all I know. 🤷♂️
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Even better, make the daily ritual log have 2-3 killer rituals and 2-3 survivor rituals every day. That would be way more flexible and in line with the thinking of the tome challenge change on the PTB.
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@ThatOneDemoPlayer said:
PGTW is already bad, why nerf it further?
Pop Goes the Weasel isn't bad, it's just not quite as top tier great as it was. But it still gives a decent 10-20 seconds worth of regression per use assuming you don't waste it on gens with less than 50% progress. Especially if you combine it with a second gen that also triggers on kicks it's pretty solid.
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@Jangles said:
https://forum.deadbydaylight.com/en/discussion/comment/3215069#Comment_3215069
Because "Fun" means too strong. "Fun" means easy to win on. The same dichotomy exists in every game you play. Remember when such as such was "fun" then it got changed for being too strong? Remember when dead hard was "fun" to use? Remember when deathslinger was "fun" When spirit was "fun"
Strong things are fun to play because they require lower effort by the user.
Also yes, too much wesker. Even with the amount of variation he has while people settle on a meta build the game and chases still play out fundamentally the same and you're mostly on the back foot from the first hook against him due to how much he snowballs mid game.
Meanwhile I had someone else in a comment section telling me they're a "level 22 Wesker main" and "Wesker is bad, much weaker than Demogorgon" because "he can't land Bounds at 90% of loops, nobody ever gets fully infected, he has worse mobility, and his charge time is too slow". This is at the same time I'm watching another video of someone playing Wesker and landing at least four or five Bounds around corners and at 20 meter range that Demogorgon literally couldn't hit with a Pounce from the same position and multiple survivors who are fully infected. 😄
Don't get me wrong, I like Demogorgon, he's a solid killer. He and Wesker are both solid A tier killers. I'd probably put Wesker a little over Demogorgon overall because I think his power in chases slightly outweighs Demo's better tracking but that's just me. He's not trash, though. If someone is doing badly with Wesker it's probably the player, not the character.
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@Gandor said:
This would only be effective (from incentive-wise viewpoint) if only incentivized-side's dailies would be enabled. Otherwise this barely solves anything.
I also think that the underlying reason why daily exists is for people to play at least 1-2 maybe 3 games each day on average (no matter which side - it's just so that you at least play).
So there is possibility to mix these things together - allow dailies for that side, that needs more players. But it contradicts a little with the second goal - to make people play the game on whatever side (to at least be in a game even if you play just 1 side).
Don't take me wrong. From player's point of view, I would be happy for 4 slots instead of 3 + guaranteed 2 slots for the side that I play more. But I presume that will not work for BHVR. Hopefully I am wrong :)
The 2 and 2 system still incentivizes playing 1-2 games a day on average. The difference is if you also have a matchmaking incentive now those games would be on that side without losing the ability to do the ritual.
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Maps and related things I'd love to see
- The Overlook Hotel from The Shining. Both the hotel and its topiary maze would make for cool maps.
- The Event Horizon ship. (Such a great and creepy movie!)
- A killer I'd love to see is a Medusa that inflicts conditions on survivors who have her in their field of view. (Kind of like how they break Ghost Face out by having him in their field of view but in reverse where the survivors get Blind or Hindered or Incapitated or Exposed, etc, over time.) Alongside that though would be a map which is either a cavern or garden littered with the statues of her unwary victim and animals that passed through.
- A barricaded shopping mall, ala Dawn of the Dead and such.
- A sewer system or underground complex, ala the old Hawkins map.
- A haunted battlefield. Could be a medieval battle, or a Civil War or World War I or II style battlefield. (Which era it is would probably depend on what killer if any is associated with it.
- A creepy ghost cruise ship. (On a tangent, Triangle is an awesome creepy movie centered on an abandoned cruise ship, well worth seeing! 😄)
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Doing good, other than Hades kicking my butt. 😄
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I've never quit a game.
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I think of the three version in the poll I like removing the Exposed the best and keeping Iri Vial as starting eveybody off infected from the start. You might even be able to start them off half- or fully- infected at the start and get away with just that if you take out the Exposed portion of the add-on since that could lead to one early down early on against a fully infected survivor.
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@K139K05 said:
Interesting idea, but fortunately I already made a rework idea 🙂
In addition to its current effects, the screen gets darker (perhaps something like being in Deep Wounds, in terms of brightness). Or option b, the FoV gets smaller when affected by Third Seal. The latter one might be a problem for people that suffer from motion sickness, but at least it's something new.
You know, now that you mention it, adding Dredge’s Nightfall vision limitation to Third Seal Blindness is an interesting sounding buff too.
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@KillingWithAWrench said:
https://forum.deadbydaylight.com/en/discussion/comment/3214494#Comment_3214494
"61%. Killer was never as easy as is now": Clearly you are not a killer main, that is an opinion from a survivor sided perspective. Back then you can have more chill games rather than having to go all out for 3 hooks.
"then good riddance": Soon you can say good riddance to all of the killer mains and hello to all the killer bots that you might be playing because killers simply don't want to play this game anymore, read the rest of the section. Killer mains are quitting because they too noticed how hard it is to play.
"Survivors are being nerfed consecutively every patch": Oh wow, they nerfed Dead Hard poor you. Survivors aren't getting nerfed as half as much as killers are, killers just stay quiet because they know nothing will change survivors will still get theirs in the end.
The game is somewhat killer sided at the moment statistically by all accounts. The rework shifted kill rates up about 6-10% based on both the dev’s stats and unofficial aggregate site data. And just personally I’m running about a 70% kill rate but I’m honestly not even close to being a top tier player, I play one or two matches a night and certain killers I’m pretty bad at because I don’t play them often enough (e.g. my aim with Huntress and Deathslinger is bad, I have trouble hitting teleport attacks with Hag, Lethal Rushes with Blight, and chainsaw hits with Hillbilly). But even with all that I’m getting 3-4 kills most matches.
Sure, coordinated full swfs are the hardest players to beat, but why wouldn’t they be? 🤷♂️ That’s true in every multiplayer action game, not just here. And most games don’t have teams like that, 3-4 person swf games only represent about 20-25% or so of the matches I think. At least half of games are full solo queue and I think 50-60% of the rest have a 2 person swf. So in terms of who you’re facing most of the time it’s solos and pairs.
Mind you, I’m not saying survivors can’t win if they play well. I both lose to survivors who play really well and lose when I mistakes, player skill is still the biggest determining factor of who wins the match in this game. But when everybody in a match are all playing equally well then the skew is generally toward the killer, with bigger swfs having an easier time getting over that hump than solo survivors.
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@DredgeyEdgey said:
https://forum.deadbydaylight.com/en/discussion/comment/3214663#Comment_3214663
Bless this one for he dosent know the forbidden rule may this one never learn
Oh believe me, rule 34 is almost always true!
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If there’s one thing that’s true about the internet, it’s that you can Google “sexy” plus any character name and find thirsty people. (Except for Dredge, nobody seems to be pining for the hand turkey.)
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3214437#Comment_3214437
i think he's saying that people do not min-max his burst of speed so they think leatherface is bad. he has mobility in-chase and that is extremely important because it gives window of opportunity to down survivors if he times his chainsaw speed boost perfectly. a good way to describe leatherface chainsaw is a clown a super-yellow bottle that instant downs survivors and breaks pallets super quickly. leatherface has bad stigma for being camper and its hard to take leatherface seriously because he is like joke meme character. most leatherfaces in my experience are not very good.
he is a character that requires a lot of foresight, game sense and map knowledge to do well in a chase. most player just lack foresight, game sense and map knowledge to do well with him in chase which is awesome. you get no complaints on him. its weird because clown is often label as boring killer to face while leatherfaces is stronger pinky finger clown.
Right, I totally agree Bubba is really solid in a chase. Maybe I misread the other person’s reply, I thought he was talking about using Bubba’s chainsaw to travel long distances between chases. If they’re just saying Bubba is good and closing distance during a chase that’s true,
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@mizark3 said:
https://forum.deadbydaylight.com/en/discussion/comment/3214245#Comment_3214245
-no map mobility- That is both correct and incorrect. When you don't need charges for a down/pallet you can use them for the saw bonus speed. With basekit no add-ons it is more efficient than a standard hold-w if you use all 3 charges timed properly. With good enough add-ons this can be reduced to 2, and the increased effectiveness is based on the specific add-on combo.
Similar thing with Clown. If you use 4 Yellow Bottles and reload you technically gain net distance (if perfectly utilized for the full 20 potential seconds, or juice out an extra second more per bottle from walking in the close edge to the far edge). You gain net distance, and you also are bursting or frontloading your movement. Most Survs like to get off of an action when a Killer is a certain distance, and this gets you to that distance sooner. Even then you can reload bottles when they are cornered and have nowhere to escape to during the slowed 3s of reloading.
A strange thing with Legion is it is never efficient movement wise to use your power for mobility if you will enter fatigue. The speed loss from fatigue is greater than the gain from any add-on combo. There are only 2 good uses for Legion. The first being the TR pressure mentioned with Clown above, but that is only good if you are heading to an injured Surv. If you are going to someone healthy you are losing time by not getting an easier power hit. The second use is to pickup a slugged Surv while in power. This skips the fatigue so it is only free distance gained.
Most people don't like to look at the numbers and crank out every bit of efficiency of these Killers since they can just turn off their brain and get better results with Artist/Blight/Nurse/Spirit. When you see someone actually use these tools on Bubba and Clown, then you know they aren't there for their daily/tome. You need to bring your A-game because they will know more in that matchup than you do. There is far greater skill expression in the lower tier Killers since you need to actually learn even facet of their use, and aren't carried by easy or overbearing mechanics.
Just FYI Bubba only gains about 2.8 meters total using three charges of his chainsaw in a row versus simply walking without the chainsaw because of the roughly 2 seconds he moves more slowly while revving it up. So using it for map mobility is not gaining you much distance versus just walking normally. (Basically he moves about 4.4 meters first second of revving and 3.45 meters the second second of revving, then moves 5.3 m/s for up to six seconds in the chainsaw sprint using all three charges. When you add that all up it works out to about 39.6 meters versus if he just walked his normal 4.6 m/s for 8 seconds he’d travel 36.8 meters.)
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The main reason Learherface is usually rated 3 out of 5 or so is he’s solid in chase but has no map mobility or anything else. It’s similar the issue that Clown has, solid chase but nothing else to speak of. The top killers tend to have good mobility or pressure beyond just having a good chase ability.
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Personally what I’d like is for Freddy to have both snares and pallets automatically in his base kit and he can switch between by tapping the ability button like how Clown switches between yellow and pink gas. Then make his current fake pallet add-ons be solely buffs for them of various kinds. That would give Freddy more flexibility where he can place pallets out of chase and place snares at loops.
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Old Dead Hard was better than the new version, but the new version is still quite good. It was much easier to use the old Dead Hard to guarantee vaults and pallets than the new one, for one thing, and also there are various things in the game that the new version doesn't help with that the old one did such as Trapper's traps, Deathslinger's spear, Plague's infectious puke, Doctor's Shock, getting through bodyblocks, etc. The only thing the new version is better at is it gives a bigger speed boost when it triggers (the old one had a speed boost built in too but it wasn't as much total distance gained away from the killer.)
Really the main problem with Dead Hard is cheaters using auto-Dead Hard which was a problem before the rework too. Otherwise its usage is still only about half what it was prior to the rework.
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/3213122#Comment_3213122
If you do not give her something else then yes, it is asking for a strict nerf of the worst killer in the game. You can nerf those once she gets significant buffs/an entire rework. Which is likely not coming in the next year. Doing so without buffing her is just amateur hour development.
Actually Sadako is one of the ones next due for a balance pass so it could hypothetically be as soon as early 2023. The main reason the devs haven’t done a character balance pass in 2022 is they got tabled because of everything else in this year’s roadmap. Almost everything in that roadmap is done now though aside from bots in custom matches and the upcoming mori change now on the test server. Once those two things are done we could hypothetically see a character pass on someone as early as the following midchapter.
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@Bot_Salvo88 said:
https://forum.deadbydaylight.com/en/discussion/comment/3213619#Comment_3213619
Imagine if they used devotion for matchmaking.
It would be terrible.
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No, add-ons shouldn’t be removed, they add a lot of variety to the game. I switch up my add-ons all the time on most of my killers.
I have no problem with some weaker add-ons being buffed up though.
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Dredge is my favorite killer at the moment. I like stealth, I like teleporting around the map, and Dredge is great at both. It’s one of the few killers I’ve had survivors tell me in chat after a game I was jump scaring them, that alone means a lot to me. 🙂
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3212521#Comment_3212521
Again with the passive-aggressiveness. Wesker is fun. Dredge is fun. Even Sadako is fun. You know what's not fun? Clown: Throw bottle, slow survivor, hit them, rinse & repeat. Do this at every pallet and loop. Artist: Place Crows down at loop. Survivor leaves loop. Hit survivor on their way to the next loop. Rinse and repeat.
You get the gist. So, no, not every killer is boring. Anti-loop as a concept is boring.
I disagree, I think there’s plenty of other stuff going on at the macro level of the game where “looping” isn’t the only thing to do.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3213565#Comment_3213565
But with the old dead hard dead harding in the middle of nowhere did get them downed and it wasn't that effective compared to using for distance at loops. Yeah the script existed, but it was by far the weaker use.
Now it's much stronger given that you get hit and get the speed boost from being hit. They are still ways to counter it, but needing to play as if every survivor is running the script is a chore since specific things such as swing at pallet or intentional miss are the only ways to truly deal with it.
I agree, it’s even stronger now. I’m just saying it was used even before the rework.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3213424#Comment_3213424
This has nothing to do with the auto DH script that is active right now.
Technically it’s the same cheat that existed with the old Dead Hard, it just never went away.
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@Kaitsja said:
I'd like breakable walls to be removed from the perk tbh.
I think some survivors actually make use of that info to know if certain preset building loops are weaker because a breakable wall is gone or still there. But yeah, I agree for the most part the breakable walls aren’t as relevant most of the time as the pallet and vault aura.
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@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/3213285#Comment_3213285
The Game, yes. RPD? Midwich? The Main House on the corn maps? There are quite a lot of instances that already are rough for the Twins and will be far rougher when a 22s self-raise comes into effect.
The new RPDs are actually not that hard to get around now since they got rid of all the dead end rooms. Midwich is maybe the longest to get from the lower floor to the upper, although if you take a moment to break the walls to open the ramps in the corners it is a lot better.
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@BillysWife said:
I know itll be damn hard to program, but Id like for them to be able to do this with killers as well, so in Customs you could play against a killer of your choice. Even if they dont always use their power consistently or correctly. Could offer a way to learn and counter other killers.
Full Disclosure tho, I want to also be able to play against killers I miss seeing in live matches.
Just for the record DbD Mobile does have custom matches against killer bots. Of course the Mobile game was developed separately from the PC version but if it's possible there to have killer bots it's possible in this version too.
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Movies: John Carpenter's The Thing
Books: I'd love to see a Stephen King chapter, including maybe It, The Shining, or Carrie
Video Games: I can't think of any video games I've played that would fit DbD. (Although I'm sure a Binding of Isaac chapter would be... unusual.)
TV shows: Supernatural
Comic Books: Scarecrow from DC Comics as a killer
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Windows of Opportunity is one of the best and most used survivor perks. It doesn't need a buff.
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@RpTheHotrod said:
https://forum.deadbydaylight.com/en/discussion/comment/3210503#Comment_3210503
The problem is, he's really weak over all. He pretty much has to use his stealth recharge and faster marking to be competitive unless you're going all in and using rare addons....a couple of them are strong enough to use over his commons, but you can't rely on them since they are rare.
Frankly, the stealth recharge needs to be basekit. All the other stealthers can go stealth on demand. I mean heck, Myers and expose and down everyone at once. The Ghost Face can only realistically do one at a time. If he does happen to mark one, once he finishes his 3 hour chase, the other is already halfway across the globe.
Like I said, I don't normally use the Stealth recharge and I do fine with Ghost Face.
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@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/3212294#Comment_3212294
Actually, it's longer.. Remember, it's about 8 seconds from when you hit the switch from Victor to when Charlotte actually starts moving. And don't forget multi-level maps that make things even worse for Twins in particular.
Multi-level maps have smaller individual levels so they don't necessarily take longer to navigate on average than flat maps. The Game for instance is actually very quick to patrol because it has easy to access stairs and dropdowns across the level.
That 8 second switch time does hurt them though, no doubt.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3212873#Comment_3212873
Which they aren't. Pre-drop a pallet, and Victor can't get you. If he's about to, jump in a locker and break out before Charlotte comes back. If he attaches to you, hold him hostage. If he misses, very easy with the inconsistent hitbox, free kick. If Charlotte's chasing you, she's an M1 killer. If you've got CoH, you win.
If you're talking about hooks simply being close when they down someone, sure they can get that hook. But Twins takes too long to down with Victor, switch back, walk all the way over, pick up, walk to hook, hook, get far enough away from hook to use Victor (if he hasn't been killed by then), and THEN you can get back to chasing with Victor. It's not feasible going for hooks with them. You can't count on survivors being bad and say that's why the killer is fine.
I'm talking about the specific video above. She downed people with Charlotte, not Victor, and had hooks right there with no chance of a pallet stun. Easy hooks.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3212665#Comment_3212665
Twins don't win by hooking unless it's against bad survivors.
Twins can win by hooking when the hooks are easy to get.
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She simply refused to even try and hook a bunch of times when she was standing literally on top of them with Charlotte. Not a great example of Twins being worse honestly because it really seems like if she had hooked when she had the chances she could have won probably.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3212628#Comment_3212628
I think it's definitely better at matching Killer with Survivor. I'm just curious if it's working as well with matching survivors with other survivors of similar skill levels. It should but some survivors are amazing and then some others are obviously learning. It's an eclectic mix at times.
Yeah, some of that I think is either lobby dodging and/or people with an outlier MMR waiting too long for a match and the system putting them in the next available spot. Also brand new players start out with an average or slightly below average rating and then it goes down as they lose matches so a player who is brand new will probably be against some not-so-no players at first.
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Midwich is actually statistically killer sided if I remember right, I'm pretty sure it has one of the highest kill rates currently of any map. I also tend to do well on Midwich personally. Some of the reasons I think are:
- There are a couple of god pallets, but only a few (two in opposite corners of the map and a pair of them next to each other in the same closed loop in the center courtyard.) Most of the pallets in Midwich are reasonably gameable though.
- Midwich is a map where breaking the walls helps the killer. If you break the walls in the corners it gives you extra access ramps to the upper floor, and if you break the wall in a hallway near the vault on the bottom floor it significantly weakens that loop. So I typically break as many walls as I can in my initial patrol at the start of the match.
- Because the two floors are fairly small you can often hear generators even between floors without having to move around much. This helps give you a good picture of where everybody is. This also benefits killers with ranged abilities that can go through floors like Doctor and Nurse.
- The map has both long hallways for killers like Blight and Hillbilly for fast travel but also have lots of side rooms that are good for stealth killers like Ghost Face, etc.
- Finally in the endgame the two exits are in predictable spots and not too far from each other which can help sometimes keeping the last person from getting out.
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No, the MMR system is actually a better estimate from what I can tell. Evidence for that also came up when they did their big batch of MMR tests earlier this year, the closest matches were the ones where the algorithm most strictly followed the MMR to pair people up and was worst when it followed MMR more loosely or used Grades (which are the same as the old emblem system).
P.S. That's not to be confused with the matchmaking algorithm as a whole. MMR is the underlying rating every player has for survivor and for each killer they own. The matchmaking algorithm is what actually pairs people up. It tries to use the MMR as a guide but there are a lot of situations where it can end up ignoring MMR because of time constraints and lobby dodging and swfs and such and that's where you get most of the mismatches you might see.
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I agree that Garden of Joy’s main building needs a pass to tweak some things in it (especially how dark it is, it’s way too dark in places!)
I actually don’t mind the new Haddenfield, it’s mostly ok at least in my own games. 🤷♂️
Eyrie is basically fine, it’s on par with Ormond, they’re both median size maps with a similarly strong central building. Not my favorite maps as killer but I win matches on them so not totally broken either.
I definitely like the new RPD maps compared to the old one. They got rid of all those annoying dead end rooms and the maps are a bit smaller so actually I do pretty well on these new RPDs. (I don’t even remember losing on them yet.)
It would be interesting though to see a chart similar to the ones the devs did for perks in June where they graphed out kill rates by map by MMR. So each line would be a map, the x-axis would be MMR, the y-axis is kill rate, and the thickness of the line is the number of matches at that point.
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I went with The Shining not because I think any of these three are interesting in terms of game mechanics but because I think the hotel and topiary maze from The Shining would be a fantastic map. 🙂
