dugman
dugman
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- Supernatural - Winchesters as the Survivors, a Demon who can briefly possess survivors as the killer, and the Bunker as the map (or maybe the Crossroads with Dean’s car parked nearby). My guess is if this was ever going to happen it would have happened when the show was on the air.
- The Final Destination - Have a killer that in an invisible avatar which uses the environment and props to kill survivors. Thematically it would be awesome but mechanically it would be a beast to figure out how to make it work so it’ll never happen.
- Child’s Play - Chucky would be hilarious, just not sure how they’d do hooks.
- Alien - Would fit well but it’s owned by Disney/Marvel and I doubt they’d grant the license.
- The Omen - I like the movie but Damien’s a kid so it would never be in the game (all the killers must be adults). (I guess unless they did the Sam Neil adult version from Omen 3?)
- Event Horizon - This would be such a cool map but I get the sense they don’t want something that sci fi? Also a Sam Neil bad guy. 😉
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@Mandy said:
I think this just proves what I've been saying for the past few months, that the word toxic has lost meaning.
Left hand side, the only two things that are an issue there are 1. DC'ing and 2. Body Blocking (hostage taking) - both of those are against our game rules.
I think the original poster is defining “toxic” as “doing something solely for the purpose of annoying someone else”. Something can fall under that definition but not be technically bannable.
For instance, doing flashlight saves because it helps save a buddy makes sense. Holding down a flashlight macro to make a really loud irritating noise in the killer’s headphones is just being irritating for its own sake. Slugging someone at the end of the game because you don’t think you can reach a hook makes sense. Slugging them solely because you just want to make them wait 4 minutes before the game ends is just being petty.
Personally I don’t typically use the word “toxic” myself because it’s so vague. But there are definitely behaviors in game that people do strictly to irritate other people and not because they have any tactical rationale.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2799615#Comment_2799615
They also talked about it a little bit in one of the more recent Q&A streams I think. Not sure if it was before or after DesignDads comment though.
I do remember they didn’t specifically talk about this particular question of removing grades from the screen, it was a question I submitted so I was watching for it. 😉 But they did talk about related things like MMR versus Grades in general.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2799602#Comment_2799602
It baffles me how they not just replace them with the characters profile pic.
i guess one reason they gave why they haven’t removed grades in Match end screen yet is that there are players that are used to see them after a match. But it’s very obvious that just causes confusion regarding matchmaking etc. And it’s not like they haven’t changed other stuff even though the playerbase was used to the known system (cough UI changes cough)
I’m not sure the current reasoning. I want to say it was @DesignDad who asked about it in December? (For some reason the search bar won’t let me search for his posts so I can’t find the link.) Hopefully I’m not misstating anything he said but I’m sure if he has time and wants to give a quick update he will, even though it would probably be “still thinking about it but too soon to tell” or something. 🤷♂️
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One of the devs asked in the forums in December if they should remove the opponent grades and that was the last I heard of it I think? The great consensus of the replies was to remove them but I don’t know if it’s something still in the works or they decided against it or what. 🤷♂️ One possibility might be they don’t want to remove them without replacing them with something else but aren’t sure what to have in its place yet. Or it could just be a low priority item compared to the development time, hard to say.
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@Altarf said:
https://forum.deadbydaylight.com/en/discussion/comment/2799462#Comment_2799462
It's more that the map is very long and very densely packed with pallets/loops, like old Ormond. It might not actually be "big", but every inch of space on this map is taken up by something, unlike larger maps that feel smaller like Wreckers' Yard. There's essentially no deadzones, there's a strong structure/guaranteed jungle gym in every single area of the map, usually leading directly into chained safe pallets, and the gens are spread very far apart and are notoriously difficult to defend, and have clear lines of sight to spot the killer and run to one of the many safe zones.
It functionally is very large. Like how Wretched Shop is functionally small despite being a pretty big map size-wize, Eyrie just has too much to contest with and too far distances to travel to properly patrol gens. You often have to pick one side to defend or you're essentially throwing, which poses a problem when you have the choice of god building connected to guaranteed jungle gym connected to guaranteed jungle gym with a load of good pallets in-between, or the shack connected to a bunch of good loops that can't really be mindgamed because of the low walls.
Again, I’m not saying anything else Otz said is wrong. But the map isn’t “large”. “Has a bad tile/gen layout” sounds like what you are trying to say maybe?
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@Maperson said:
https://forum.deadbydaylight.com/en/discussion/comment/2799467#Comment_2799467
i mean i like the idea and the killer, but didn't BHVR said that they won't ever make a killer like that?
I think they said something about it a long time ago? 🤷♂️ Based on their trailer I wouldn’t be surprised if their original thinking for Legion was to have them look like a survivor. So it’s quite possible they’ve experimented internally with mimickry and either didn’t think it was fun or had some technical hurdle.
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Blast Mines on generators. It’s annoying not because it causes the survivors to win games, but just because it’s like getting a pie slammed in your face when you kick the gen and then you have to kick it again. It may as well just show a giant troll face on your screen, so irritating! 😡
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No idea, I think most matches are in the 1-3 range but who knows? 🤷♂️ And not only is how good I am killer dependent, but MMR varies by killer so my weaker characters tend to go against weaker survivors. Like I’m bad with Hillbilly, I can’t hit Chainsaws in chases unless the person is careless, but I still eked out a four kill yesterday simply because the survivors were a weaker group.
On a tangent it would be nice if you could view your own stats by character in game. The devs mentioned having an issue with implementing that unfortunately, something about confusing players over when historical data started getting pulled if I remember right? (Which I very well might be misremembering, it was a while ago.) What’s a little frustrating is I think the game does store basic stats by character for achievement purposes, it just doesn’t have a way to present basic summaries.
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@Maperson said:
The problem with The Thing is that the swf exist, they could just ask their friend is that you and that would automatically put you in disadvantage
One thing to keep in mind though is that implied with mimicking a survivor is persistent Undetectability. Even if a swf can deduce you’re not a real survivor they still can have trouble keeping track of you since you have no red stain or terror radius if you choose to simply be a stealthy killer. So you don’t need to actually need to be able to literally fool people into thinking you’re a Survivor for that ability to be effective ambushing people.
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Minor point on Otz’s video but he mentions the map being “very large” as a complaint. That’s actually a persistent myth that refuses to go away. Eyrie is literally the median map size, 9984 square meters. 7 other maps are the same size as it, about 14 are smaller and 14 are larger. It’s most comparable to Ormond, which is the same size, and which also has a bright outdoors and a strong central building with a second floor overlooking a lower lobby and god pallets on that floor.
Everything else Otz says sounds accurate (eg. The main building is strong, the bright background is bad for Trapper, etc). I just wish people would stop saying Eyrie is “large” or “huge”, etc.
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I’m a killer main so it wouldn’t impact me. But I could see it being fun for survivors. 🤷♂️
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Hmm, tough one since I don’t know a ton of video game only characters. Video game adjacent though, would be Scarecrow from Batman games/comics. I did a pool a bit ago asking what Batman villains would be fun killers and Scarecrow was the most suggested answer. Probably sort of a mix of Clown and Doctor where the gas causes bizarre hallucinations and erratic movements.
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@Krimbar said:
https://forum.deadbydaylight.com/en/discussion/comment/2798321#Comment_2798321
that's not what this tooltip is referring to though, it clearly states that HOOKING is the primary goal of the killer, not killing them or stopping them from escaping necessarily. Hooking is the killer's goal, but the SBMM system doesn't care about the killers goal, but instead makes up it's own rules.
Again, it’s just a quick tool tip for brand new players who might be like “what am I supposed to do after I hit someone?” You’re reading way too much into the tool tip.
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I actually often play with no gen slowdown perks since I prestige killers and play with what I get on their webs. I’m not claiming it’s an optimal loadout but having perks that are useful for tracking and chases or that do other things like slow or stop healing, etc, are still fun. It just means the game will be finished more quickly but your chases will be a little quicker over the course of the match. If you can manage to get your first hook or two fast enough then you can still get 3-4 kills if you can maintain a quick pace on the chases since with one survivor hooked, another going for a rescue, and a third being chased, there’s only one left on gens and even without slowdown they can only do so much by themselves.
Whether that style is fun or not is a matter of preference. 🤷♂️
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@Krimbar said:
https://forum.deadbydaylight.com/en/discussion/comment/2798299#Comment_2798299
Alright, I thought in-game advice created by the devs would be a trustworthy source...
It is trustworthy, hooks are among the highest scoring bloodpoint events. But that’s not the only way to kill survivors as I’m sure you already know.
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You’re reading too much into a loading screen blurb. The goal is to kill the survivors. Usually hooks are how it’s done but that’s not the only method obviously.
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@Ripley said:
They join your lobby and spam some messages (cannot read most of it because of Japanese and Chinese being replaced by squares), usually have a name that is a stream of numbers, then leave lobby.
If they get caught out by match countdown timer they disconnect before match begins.
What to do about these? They seem to be mostly Steam accounts. Since you rarely get a match you cannot report them using the end game report.
Try recoding your lobbies and use the website’s support page to submit a report with the recording attached showing the chat and user name. That might be enough to get the account banned at least.
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@Zolfo16 said:
https://forum.deadbydaylight.com/en/discussion/309433/developers-please-dont-double-nerf-boil-over
I don't think they are going to nerf it again.
They might, they might not, hard to tell. 🤷♂️ They likely won’t touch the dropping from a height thing again after the upcoming nerf goes live next patch, but I wouldn’t be at all surprised if after that they still are monitoring the perk to see if they need to adjust how much extra stagger it gives. Honestly I miss more hooks due to the extra stagger than I have the falling from a height, sometimes you literally can’t even move forward because of it! 😯 I don’t know that it’s statistically overpowered, but it’s not entirely out of the realm of possibility they might want to tone the stagger down a bit if it turns out too many people are missing hooks from it, especially on indoor maps.
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In addition to the other suggestions, don’t forget Forced Penance which puts survivors who take a Protection hits be Broken for 60 seconds. It’s handy if you find yourself up against a lot of body blockers and hook traders.
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Trapper - You can grab traps from lockers. If you do the oldest trap on the map is destroyed. You can not see the auras of placed traps.
Wraith - Hitting a survivor automatically recloaks you at double cloaking speed.
Hillbilly - Your chain rev speed increases 100%. Once you start revving you can not cancel the rev.
Nurse - You move 115% speed. You can not attack after a blink.
Shape - During Evil 3 your speed breaking pallets, walls, damaging gens, vaulting, and recovering after a basic attack hit is increased 100%. You can not instant down survivors.
Hag - Your traps act as AI controlled zombies that chase survivors for 5 seconds before vanishing. You no longer teleport to traps.
Doctor - Survivors in Madness 3 have their movement controls reversed. Your Shock range is reduce 2 meters.
Huntress - Your hatchet charging speed is increased 100% and you move normal speed while charged. You can not make basic attacks.
Cannibal - Your chainsaw rev speed is increased 100%. You can not make basic attacks.
Nightmare - You are Undetectable and cloaked to awake survivors. Hitting awake survivors always puts them to sleep but does no damage.
Pig - Traps automatically arm when placed, you have unlimited traps, and the timer on traps decreases 10 seconds per trap placed. You can not hook survivors.
Clown - You move 120% speed. You can not throw pink bottles.
Spirit - Your phase recharges 100% faster and you can use basic attacks while phased (dropping you out of phase automatically). You automatically phase whenever it is charged
Legion - You look like one of the survivors and are Undetectable when not in Feral Frenzy. Your base movement speed is 110%.
Plague - Your basic attacks instantly fully infect survivors. You can not infect survivors at range.
Ghostface - You are always Undetectable. You can not stalk.
Demogorgon. - When holding the Power Button you detect the killer instinct of the closest survivor to you. You do not detect instincts near tunnels.
Oni - Your basic attack hits charge your ability 100% faster but do no damage
Deathslinger - Your movement speed is 115%. You must recharge your rifle at lockers
Executioner - Tormented survivors are Exposed. Your ranged attacked inflicts Torment but does no damage.
Blight - Your Rush tokens recharge 100% faster and your turn speed during rush is increased 30%. Your base movement speed is 110%.
Twins - The speed of switching between the Twins increases 100% and Victor recharges 100% faster when destroyed. Charlotte’s base movement speed is 110%.
Trickster - Your daggers ricochet 3 additional times. They only inflict damage after at least one ricochet
Nemesis - You have 3 additional zombies. You only see the aura of the closest zombie to you.
Cenobite - Survivors who open the box are Exposed for 60 seconds. Chain Hunt takes 15 seconds longer to activate
Artist - Your Dire Crows break pallets and breakable walls. Hitting a dropped pallet or breakable walls stops their flight.
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I think it’s fine in principle but 40 seconds is probably a little too short. Consider that No Way Out, for example, extends the game by 60 seconds if you’ve hooked all four survivors and tells you exactly where someone was when they touched a gate to activate it. So in a very real sense No Way Out is just objectively a more powerful version of Grim Embrace.
So either No Way Out is too powerful or Grim Embrace is too weak or both. There’s no reason they shouldn’t have the same duration.
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I definitely enjoy playing Bubba more than Hillbilly. It’s a lot easier to hit with Bubba’s chainsaw which just makes him more fun in chases.
Hillbilly strikes me as kind like a less maneuverable Blight combined with a less maneuverable Leatherface. It’s he can get around the map quickly like Blight, and can get an instant down like Bubba, but he’s worse at both. So if you mainly want instant downs and don’t care about moving high speed Leatherface is more fun, and vice versa with Blight. I’d just rather play one of those two instead of Hillbilly.
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A much easier buff if they need an across the board boost for all killers is simply add a few seconds to the time it takes to complete a gen. Changing that parameter is a simple numerical change in terms of programming and it can be fine tuned up or down in whatever increments are desired. I imagine at most they'd need to turn that completion time up a few seconds to compensate for Borrowed Time being base kit since it would probably only shift kill rates a few percent.
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- Beast of Prey (revamp) - Your Bloodlust increments trigger 2/3/4 seconds faster
- Furtive Chase - Every time you hook the Obsession gain a token. Your movement speed increases 0.2/0.4/0.6 % per token. Whenever your Obsession is rescued the rescuer becomes the new Obsession
- Let The Bodies Hit The Floor - You can drop a carried survivor 75% faster. If you drop a survivor they are Broken for 40/50/60 seconds. If the survivor is dropped within 2 meters of another survivor, the other survivor suffers an injury level. If you drop a survivor within 2 meters of a pallet or breakable wall is it destroyed. If you drop a survivor within 2 meters of a generator it begins regressing.
- Boon Bane - Sounds of Boons are amplified by 100% and auras of Boons within 8/10/12 meters are highlighted. Boon totems you snuff are destroyed.
- Send Them Reeling - Your basic attacks cause survivors to begin reeling, causing their directional movement controls to be reversed for 15 seconds. This ability has a 40/50/60 second cooldown.
- Cull the Weak - Survivors who have been hooked twice (aka on Deathhook) have a reddish tint. Your basic attack and lunge attack reach is increased 20/30/40% while chasing a survivor on Deathhook, and when the chase begins against a Deathhook survivor you can see their aura for 8 seconds.
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There’s no reason to not count bleed outs and slugs as a successful kill. Some killers and perks are intentionally geared toward potentially slugging for victory. A Hag who slugs three or four survivors isn’t any less successful a killer than one that gets 10-12 hooks.
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For a second I thought this was about making new perks that work kind of like the perk Dying Light (which I happened to use yesterday.)
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@Chilli_man2400 said:
I personally think the 6th anniversary will be either. Predator, Alien, Friday the 13th or Five nights at Freddy’s
Jaws dlc = confirmed 🦈 😉
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I don’t play survivor but on the killer side I think my favorite is Bloodhound (hence my avatar 🙂). It basically makes it almost impossible for an injured survivor to elude me if I’m looking for them. Crawling doesn’t help, neither do aura hiding perks like Shadowstep. And even on maps where the blood is normally more easily visible like Eyrie, Bloodhound makes the survivors blood trail last longer than normal. Especially in a meta where you want to be able to chase injured survivors and keep them from having time to heal it’s a fun perk to have. (The only killer I sometimes have trouble using it is Spirit because phasing erases the bloodtrails from sight, even if you only phase very briefly. Even then it’s still often useful out of phase to give you an idea of where to run toward to find an injured target.)
A runner up for me is Stridor. Sounds is huge in this game and anything that makes it easier to hear survivors is great.
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I see hexes cleansed pretty often.
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I enjoy playing basic attack killers more than ranged killers but it’s just a playstyle thing. 🤷♂️ The only time it’s an issue is when a map has a super strong tile area or building and the survivors just keep running to it over and over. Most of the time though not every survivor in a match plays like that and if you break off the ones who do and switch to the ones who don’t then you can down and eliminate the out of position ones and that allows you more time to catch the stronger runners afterward.
But yeah, if you have a full squad of people running to the same super safe tiles over and over it’s a rough time.
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If I could make one fundamental change it would be make survivors actually be treated as a fully cooperative team and give a single clear win condition where the game says “killer wins” or “survivors win” or maybe “draw” at the end. Semi-cooperative game design rarely works well and DbD is no exception, many of the things people complain about like ragequitting and sandbagging and reasonably altruistic sacrifices not being rewarded sufficiently all have this semi-cooperative design philosophy and unclear victory conditions as a root cause.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/2794822#Comment_2794822
I didn't say it has not scoring system, I said it has no clear scoring system. It has many scores, none of which decisively show who performed best which is why tournaments need their own score systems. At the end of a Smash game, there is a winner and a loser, and one can progress in the tournament the other does not. In DBD there are many metrics by which that can be judged.
A tournament and professional scene in a game is about finding who the best player/team is and having them move forward. Expecting teams to not play well, but instead play for capping bloodpoints doesn't show the better team. Especially since points are dependant on the other team. Did you stomp a killer and they got 1 hook? Your team has 0 altruism points and is going to lose to another team that got hooked a lot and got more points. That's an acceptable fact of pub matches, but trying to say that's a good way to score a professional tournament is downright ignoring issues out of stubbornness.
Are you really saying the teams who should win a tournament are those who play a farming match?
I’m saying that the statement “Smash Bros has a clear scoring win but DbD doesn’t” from the post I replied to is incorrect. DbD’s scoring system is clear, you get points for certain events and it tells you how many points everything is worth. The only reason people don’t use the inherent scoring system for tournaments is because the organizers prefer other metrics instead. But there’s nothing in principle preventing a tournament from just using the DbD scoring system as the win condition.
You can complain about whether DbD is fun to watch or play and whether the survivors should be scored as a team, etc, but you can’t claim there’s not an actual built in clear point system because there is. It’s just not one you like.
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I really like Nemesis' Zombies for tracking. It's like having two little radar stations all the time, just keep an eye on them and when they have their arms raised you know a survivor was near them in the direction they're shambling. Then just head over, try and maybe pincer them in between you and the Zombie, and hopefully get a down. Either way I usually then Whip the Zombie to force him to reappear somewhere else on the map so the survivors hopefully don't know where the zombies will be at a given moment (and to give myself extra infection as a bonus). Honestly to me the Zombies are the most fun part of his kit, I have more fun with them than the whip which I mainly just use to juggernaut through dropped pallets and breakable walls. 🙂
All that being said, I do kind of wish they'd improve the AI pathing of the zombies. It's unfortunately not all that rare to see them stuck on terrain. Giving them a bit of a speed boost would be nice too, but frankly for the tracking purposes they're fast enough so it's not that big a deal.
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@GuyFawx said:
legion lost any sort of pressure with boons as for bubba you can look them up there are plenty. Just dont bother playing legion until he/she is fixed
Ironically I got a 3k with Legion tonight with the add-ons that make people Broken and Mangled when you hit them during Feral Frenzy but I don't think they had Circle of Healing. 🤷♂️
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@KrazyAce13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2793244#Comment_2793244
the problem is is all it will do is make them bring flip flop and in this case he was running no mither so leaving him wasn't an option and im just sick of the just go after someone else and leave them that shouldnt be the mentality because now you know no matter what you do you are going to lose.
Flip Flop doesn't help if you pick them up right away. And once the Boil Over nerf is done it will eliminate the main abuse which was running to a second floor of a building that has no hooks on it (e.g. RPD library, Chapel) So it (hopefully) will normally be possible to hook someone with Flip Flop and Boil Over assuming you pick them up right after you down them and, if there's a drop, you do it right away as well.
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/2793776#Comment_2793776
Nah, I probably wouldn't use BBQ if it didn't have the BP boost. I feel like its popularity would shrink at least 50% of it didn't have it.
With that being said the most popular killer perk appears in 57.5% of matches whereas the most popular survivor perk appeared in 86% of matches. That being Deadhard.
I agree, I did a poll a while back and it was split between people who wouldn’t use BBQ if it didn’t have the bloodpoint bonus and people who would keep using it just for the aura.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/2794786#Comment_2794786
Yes, but I just gave you pretty clear cut examples where using bloodpoints as a score are objectively wrong when assessing who performed better across multiple matches. You're missing the point that a scoring system used in competitive has to be both clearly defined, and accurately compare how much better one team did than the other, and a system that completely rules out killers just because their BP scoring on their powers is awful doesn't do that.
How is what you described “objectively wrong”? If a bloodpoint tournament existed then all players would know those sorts of things going into it so would presumably play in certain ways and pick certain killers and loadouts to maximize score. Why would you go for a slug heavy strategy in that type of tournament when the object of the tournament is points?
P.S. And keep in mind his whole discussion came up because you were saying DbD had no scoring system for a Smash Bros type tournament. Clearly Smash Bros has characters are are better at scoring points than each other, that doesn’t prevent them from having tournaments though.
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@Lost_Boy said:
https://forum.deadbydaylight.com/en/discussion/comment/2794779#Comment_2794779
That nerf doesn't address the problem he is talking about though. The wiggle effect is way too strong in close proximity areas and makes it impossible to actually move. Not sure what is like on PC, but on console it's so broken that unless you're in the open next to a hook it's basically a waste of 15 seconds trying to hook someone, which forces you into either tunneling or slugging gameplay.
No doubt the stagger is strong on Boil Over! I lost a few hooks just to the stagger myself. I don’t know if the stagger alone is objectively overpowered or not but it’s definitely effective.
The thing is they need to let the upcoming nerf go into effect and then reevaluate the perk afterward. Trying to change the stagger simultaneously would muddy the waters too much. They know for sure the fall from a height part is literally broken so they’re addressing that first.
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@Sbrunch said:
https://forum.deadbydaylight.com/en/discussion/comment/2794779#Comment_2794779
Good to know, I thought the update was live already
No, whenever their next bug fix patch is would be when it goes live.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/2794777#Comment_2794777
Bloodpoints would be even further in the direction of bad scoring.
A Nurse can down all four survivors in under a minute and one hook all of them. They crushed the enemy team but come out with sub 10k points. A Plague plays a 12 hook match and ends with next to nothing in the deviousness category because her scoring is terrible. Do either of those deserve to lose to a killer who also got 12 hooks, but got more points because their power scores better and it took them longer to do it, resulting in more points?
I never said bloodpoints are good from a matchmaking perspective, I said in reply to your above comment that “Smash Brothers has a scoring system and a clear win condition” that DbD has a scoring system too and in principle that could be the objective win condition for a tournament. Whether or not you think a tournament that is based on the endgame score screen would be fun to watch is subjective, in principle though it would be totally fair for all parties.
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FYI The Boil Over nerf is still pending for the next update.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/2794747#Comment_2794747
Something that we've learnt from MMR is that kills don't necessarily reflect how well a game went. And with only 5 possible kill number outcomes, nearly every round robin of your suggestion would have to have tiebreakers.
Scoring exists in tournaments for DBD because there's a huge difference between a 4k with 5 gens remaining, and a 4k with the gates powered. Even 1 escape can be someone leaving out the gate while the other person is hooked vs getting hatch when the other 3 died before one gen went off. Those two cases in a Bo2 shouldn't be considered a tied match. DBD does not have a clear cut score that can be used to progress teams in a tournament reliably, and a tiebreaker always has to be another 2 matches to be even which can again tie. A more variable score is needed to assess matches and not force endless tiebreakers.
A game like Smash Bros is generally played 1v1 or in teams, and there will always be a winner and loser decisively based on the last one standing.
This is a tangent, but that’s something you say is true about MMR and there’s definitely not a consensus about it. I happen to think the MMR ratings are pretty accurate personally, most of the mismatches are due to other factors like the system trying to balance making people with outlying ratings wait a long time for a match versus putting them in an already available game, filling gaps in lobbies left by dodgers quickly, and how to calculate what MMR a killer should be when the survivors are in a swf with widely different ratings, for example.
Also you apparently misread my post about a tournament using the endgame score screen. To clarify, I said every player plays killer once and survivors four times. You add up your total endgame bloodpoint scores at the end and the person with the highest total points wins. It’s extremely unlikely that system would have any ties.
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It’s all psychological, something similar to loss aversion. People hate losing something they think they won much more than losing the chance to get something they never had. So nobody complains if a Haunted Ground pops early in the match and two people go down instantly from it and that snowballs into a 4k with the gens not being finished. But if the killer has 2k going into the end and the gens pop and they get another 1 or 2k because NOED got them 1 or 2 downs at the end of the match you can bet there will be enough salt to fill an ocean!
Finishing the gens feels like a win to a lot of survivors, so when they lose after that it really stings. It’s got nothing to do with whether or not the perk is actually effective, it’s all about this feeling of losing something you already earned.
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And yet people still try and say the old emblem system was a better reflection of what happened in the match than MMR. 🙄
I agree, this is an example of why I don’t bother worrying about Grades and pips. I noticed I had a game like this last night as well, 3k with Devour Hope and 3 kills from it, last person found the hatch, and a pretty decent score, but no pips. Pips are just goofy.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/2794341#Comment_2794341
Smash Bros has clear win conditions and scoring that are inherent to the game. The only parallel to DBD is that they need to turn anything resembling fun or interesting off, but even that has been baked into the game's settings since incredibly early days, if not the start. Even if DBD ever had some form of settings like "no good add ons" or "no duplicate perks" they'd never be applied to public matches and would only serve a purpose in competitive.
To be fair DbD has a scoring system too, the endgame score screen. Hypothetically you could have a tournament where the goal is to have the most total points at the end of a set of five round robin matches where everybody gets one chance to play killer for instance. There would still be luck involved in what map comes up and such but in principle there wouldn’t be anything fundamentally wrong with it.
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@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2794385#Comment_2794385
They did it with Iri head huntress. from 3 to 1.
Now you never see it.
And some people still complaint about that add-on being broken. 🙄
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Am I missing something? What’s wrong with a survivor leaving after the doors are open?
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Best killer generic is probably NOED, it's pretty effective at getting an extra down or two. Whispers and Fearmonger are also solid. (Fearmonger used to be a Demo teachable but now it's a general perk.)
I'm a killer main, but I'll take a stab and say Kindred is one of the best general survivor perks, at least for solo survivors. Spine Chill is also solid.
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@Barbarossa2020 said:
BBQ and borrowed time.
Those aren't general perks, they're teachables.