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gilgamer

gilgamer

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gilgamer
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  • The problem is that whenever they release these stats they don't separate even moderate players and above from newer players which skews the data by a large degree making them kinda useless.

  • @enormous_bruh_moment said:

    https://forum.deadbydaylight.com/en/discussion/comment/2810074#Comment_2810074

    The fact the player can't choose to say "no thanks BHVR, I'm an adult, I can handle seeing words you don't like." is absurdly stupid.

    It's one thing for BHVR to have their absolutely ludicrous levels of censorship in their chat filter. Overzealous, ridiculous, needlessly behaving like a moral busibody? All that and more, but sure, maybe some particularly weak and pathetic, emotionally insecure people really do appreciate having that. Go for it.

    It's another thing entirely to have such an overreaching and restrictive system of censorship, and to NOT ALLOW ANYONE TO DISABLE IT.

    That's extremely controlling, oppressive, and tyrannical. Unless you're dealing with literal children there is zero justification for not allowing people to turn it off if they want to see what other people are saying.

    Seriously BHVR, who the hell do you think you are? What right of yours is it to control what I'm allowed to see? What business is it of yours what I choose to say to other players or what they say to me? Yes you made the game, but I'm the one playing it with someone else. Not you. Neither of us care what you think about what we say.

    If they do, they can leave the filter on! Just put a disclaimer in when you disable it "if you choose to disable this filter, you are taking responsibility for your own emotions and you will not be allowed to submit reports about toxic chats" or w/e.

    Again, my problem is not with the filter existing.

    You can try fruitlessly to babyproof the internet all you want. Knock yourself out. My problem is that you won't let us choose anything other than your censorship.

    I agree completely. Like this game is rated M already it's not meant for children. I'm fine with people not wanting to see slurs or anything of that nature and so a chat filter should exist but it not being toggleable is ######### stupid.

  • honestly the fact that the sensor even reacts to words other then slurs is kinda stupid.

  • @Mandy said:

    Reports are not taken on the forums. If you have the need to report a player and you are trying to send the evidence to Support, it's best to upload the video to youtube (you can keep this unlisted) and put the video link on the Support form.

    Will BHVR ever improve their report system cause you have to know requiring video evidence from a different player's perspective is an awful system.

  • im betting there to be a scourge hook perk and some other perks that are meant to be bandaid fixes to systemic problems in the game

  • It comes out tomorrow so prepare for disapointment

  • it use to work on most stuns and frankly, it was kinda OP so it's fine the way it is now. Pallet stuns are the majority of stuns you are gonna eat anyways unless you have xylophobia which if you do, you need to work on that.

  • Nah most are pretty appropriately rated. Problem is that most hex perks are imo too strong or too weak. I think the only hex perk that I think is well balanced is devour hope. It's very strong but hard to activate and get value out of

  • not even a little and even if i was i'd still forget about it the second elden ring comes out

  • @omegalul said:

    The grind is totally fine.

    Maybe the Devs should sell BP paket for Auric Cells, if so many people have a problem with the grind they can buy BP.

    We found the EA dev everyone

  • All those buffs and people still bring in the same ######### since 2017 with the one exception being CoH

  • unfortunately BP isnt a great incentive, especially if it will be capped at 8k like everything else

  • solo survivor is the weakest role in the game however 4 man SWF is the strongest. that simple disparity is the root cause for a lot of problems in this game.

  • @Aurelle said:

    Decisive Strike has went through many changes and its most recent change is a step in the right direction. But there's a couple things that prevent it from being a true anti-tunnel perk. So what needs changed?

    DS deactivates if:

    - A survivor fully healed by another survivor.

    - A survivor fully heals themselves (Whether it be with Inner Strength/Inner Healing, Second Wind/Renewal, etc.)

    - A survivor searches a chest

    DS is fine the way it is.

  • @Rivyn said:

    They didn't kill switch it with Boil Over exploit, they won't kill switch it with their ill thought out band aid patch.

    it's so ironic after them getting backlash for them calling the perk tier removal a bandaid fix than doing this stupid #########. I swear they operate like a company that has zero effective leadership

  • @CrashMADDS13 said:

    No. Just don't go near the library.

    And if a killer brings agitation iron grasp and a badge, then their intent to camp could have been done in the basement too in any map with bubba.

    Get over it

    I hope you're just trying to be the anti of the people who were equally dismissive of the complaints around boil over but you are acting like a child it's easy to recognize it's a problem so why stoop to those you found annoying before, makes no sense. Be better.

  • Unless it involves hooks apparently

  • this game isn't toxic yall just need to turn off end game chat and stop getting so pissy about someone tbagging or other stupid #########

  • just go in and lose a match bring zero game delay and just let them do gens

  • Its been stale for almost a year for me. I tried to push through and now I haven't played in almost 6 months.

  • Tombstone piece is OP and actually makes Myers decent, Tombstone itself only works on teams that aren't playing very well

  • I don't think you can derank in general anymore

  • @Sdyx said:

    As the title states, are there any impending nerfs for Nemesis T-Type? His entire kit is crazy broken. His tentacle strike, which while extended, is still a MELEE attack, is capable of hitting across walls and pallets, and his basic attacks have next to no cooldown after hitting someone, making it nearly impossible to try to get away when downed. I understand that he's still a fairly new killer, but he's also been out for a good amount of time that I'm sure all of these notes have been brought up multiple times. I'm still fairly new-ish, played a while back, took a long break, and came back, but this killer is egregiously OP when you compare them to any other killer, even killers with ranged attacks.

    Have you ever played nemesis? His m1 cooldowns aren't shorter then any other killers m1. I forget if his tentacle strike has a shorter cooldown but if it does it very minor the benefit is that he's able to move somewhat faster then other killers while in the cooldown from his Tstrike. His Tstrike also doesn't count as a basic attack and doesn't recieve the benefits of perks that do boost basic attacks as far as I'm aware.

    Nem is strong don't get me wrong the range of his tstrike can be quite good in some loops, especially shack, and his ability to blow through pallets is also quite good once he reaches tier 2. However he's by no means OP. Other killers do what he does but better and he has almost no map pressure from his zombies unless you are on an indoor map and then his power suffers anyways since he can't just hit through walls. Plus his zombies are slow as ######### and equally dumb and get stuck all the time. Having them face camp is kind of funny though.

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2792520#Comment_2792520

    Bubba is one of the most consistent killers tho.

    High playrate and one of the highest killrates.

    He just has a high skill floor. He's fairly easy to do well with and there's really only a few things to his kit that require much time to get the hang off. It's a similar problem to Freddy before his most recent nerfs. Though bubba doesn't have a bloated kit like Freddy, he does have the easiest base kit one shot in the game to land. So it's really not surprising to see his high kill rates especially when all skill groups are taken into account.

  • @WesCravenFan said:

    People understand how to play against Bubba. They just hate it, and think "This isn't fun for me!" is a valid argument to attack the way someone else plays and demand BHVR cater to them.

    I don't find Dead Hard fun, yet here it remains.

    Well tbf dead hard is also actually too strong bubba isn't even top 5 killers.

  • @Vampwire said:

    Billy has always been strong. Even with the overheat he still has a lot going for him. I don't get why people act like he's a helpless beaten dog.

    Well a lot of people crutched on his insta saw addons but he also just feels a lot worse and clunkier now. Plus most of his addons now are hot garbage. His strong base kit still certainly makes up for it and he's still in the top 10 killers in the game to me. He's just harder to use effectively then most killers and doesn't get as much payout for the skill required as say even bubba. The required to master Billy is not below that of nurse, blight, or huntress but he doesn't have as good of addons as them or the impact and snowballing capabilities they have. Plus there are killers that take much less skill that I'd argue are better the him.

  • @WishIcouldmain said:

    For those unaware I’m one of the 5 Hillbillies left even his rework didn’t phase me.(Even though there were 300 reasons it was stupid and makes me wish the devs weren’t so stubborn). And he is my top main. And I think he his well suited for the meta.

    1.Pre Drop pallets and Hold W. This is the most effective survivor strategy available. Killers have to waste their kicking and catching up. Hillbilly has an ability to shred pallets quick. And then immediately be up on them again.

    2.The instant down burns through so many meta perks. His built in instant-down by passes Circle of Healing, Dead Hard, and Iron Will. And I hate those last two so much.

    3. Hooks can be worth it for him. Personal experience. Hook trades work well with since he can down the saver right away and be upon the unhooked person quickly. And thanks to his mobility he can use perks like Pop or Resonance to his advantage quite well

    That’s my take. Now let’s hope there’ll be 6 Hillbillies in the world.

    Use to absolutely love Billy he's the first I really hooked onto and probably has a quarter of my total 800 killer hours alone but the rework really sapped a lot of the fun in his base kit out. I was the type to never use addons and it was always my goal to get through a game without using my m1 with him but he's certainly still strong. Not as powerful as he used to be but I've seen some people put him in like c tier which is just ridiculous.

  • Bubba, plague, and hag with an honorable mention of clown.

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2788807#Comment_2788807

    Fair enough.

    I still say I'd rather see maps tweaked and reworked than removed.

    Think about what it is about Macmillan that makes it more enjoyable and see if you can apply those suggestions to other maps.

    I really dislike RPD but its the vault and wall layout that make it bad. There are so many safe vaults that require you to circle around long walls, corridors that line up straight into safe vaults and choke points that can be body blocked by either side so easily.

    Its almost like it was a map designed by griefers for griefers. No surprise all the boil over abuse involves RPD and 3 hook offerings its the bad game grief map.

    I get they wanted a confined kind of layout but its a bit too confined, compare it to lery's hawkins, midwich, the game, they are indoors and generally more confined but there is still enough space to accommodate chases, alternate pathways (less so on midwich), ok mix of safe and dead zones (less so on the game), RPD just feels like a maze of walls and vaults that get in the way of gameplay rather than benefit it.

    Its like the office area on lerys, its confined with some pretty safe pallets and windows, it helps the survivors a lot but if the basement is there good luck getting out with how confined it is so the killer can utilize it too in some set ups. Its only one small piece of that map though, while RPD is just one giant Lery's office without any balanced iterations. Its a bad design.

    I don't want to see resident evil content deleted but I'd like to see RPD tweaked.

    I completely agree in that I'd rather the maps get fixed but frankly I just don't see that as a possibility with current bhvr

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2782387#Comment_2782387

    Yeah your dislike of a map is valid and there are plenty of maps that I think ah bummer when they drop, but to wish for content removal is really bad.

    If you got the same run of maps over and over again then things would get stale fast. Variety is far better than lack of, even if some of that variety isn't as good as others.

    Remember just because you don't like it doesn't mean it deserves to be removed, others may enjoy it.

    I'd significantly rather play MacMillan maps over and over then to ever play an rcpd. I'm not rooting for every map to eventually get taken out but frankly if the map is fun then I dont mind getting it more often I'm gonna get burnt out on the game regardless and frankly I already am and a large part of that is hating like half the map pool.

    Sure others might like it and that's fine, I'm not saying that's bad thing but likewise I hate it and if could not get those maps ever again I'd 100% hit that button.

  • We didn't forget but we know bhvr won't touch the perk again no matter what for at least 6 months minimum to accrue "sufficient data"

  • sluzzy and an us vs them post, name a better duo

  • @pseudechis said:

    loss of content is always bad.

    RPD is a crap map but I'd arther see it reworked than deleted.

    Hawkins was fun and the loss of it is kinda crummy. So few good jumpscare Myers maps.

    if the content is making the game worse for me I'd be completely fine with it being deleted and I hated Hawkins you can disagree and that's fine but I don't miss it one bit and also wouldn't mind if a few other maps "lost their licenses"

  • cause people enjoy playing this game competitively

  • I like to say it's horror themed

  • Sounds like a bug to me. The survivor not hearing your terror radius shouldn't prevent them from procing terror radius effects.

  • Yeah, it's getting pretty stupid honestly. Hope they start packaging some of their non-licensed dlcs into one or 2 packs up to the current or past year or pack the dlcs based on what year they came out in. They probably won't do this since, why would they? not really any business reason to do this unless their older dlcs start really hurting for sales.

  • oh yeah, an easy change like this will take 3-5 business years, give or take based on their willingness to do it.

  • Welcome to the realizing BHVR doesn't care about their games veteran players club

  • Idk just do as many gens and get as many points as I can before I die, if I'm in a good mood anyways.

  • @AngyKiller said:

    It's always amazing to meet people who can't comprehend anyone but themselves. Take OP, for example: They don't like charms so they can't understand that other people do enjoy having them. Thus, to them, charms should not exist because they don't like them, and people who do don't exist.

    How many of the hundreds of charms do you use regularly? cause to me, the vast majority of the charms are extremely low-effort placeholders meant to make the rifts seem worth more. I don't completely agree with the OP since a couple of them are cool and although they are extremely minor cosmetics that become an active detriment to use as a survivor, I play jeff usually anyways though so not like I care about that but such a large amount of them are so garbage and low effort that are just perks or already existing art in the game slapped on some flat shape and then recolored 5 times.

  • Neither do I so my only hope is that it stays disabled

  • @OnryosTapeRentals said:

    I don't think it's possible for Haddonfield to be worse than it currently is...

    2 words "breakable walls"

  • @Kaioken99 said:

    Don’t get me wrong, I’m okay with CoH being nerfed but the perk’s wording suggests that you can heal yourself at the regular rate and at an increased 75% rate.

    I’m pretty sure that self-healing is 16 charges and not 32 charges by default. Before the nerf, the fact that self-healing with CoH took 16 seconds suggested that base self-healing took 32 charges and the 100% bonus doubled your healing rate.

    Wouldn’t that imply that med-kits also double your self-healing speed without saying it?

    Again, I’m okay with the nerf, but shouldn’t it be working properly to then find the sweet spot to balance it?

    Because self healing as an action is half as fast as healing. A meditation heals you in 16s because a meditation gives you a 100% buff by default (which can go higher). The way the word things is weird though I agree.

  • @Heartbound said:

    Playing for hooks is more fun and lowers your MMR so you're also playing with people that play for fun.

    Personally I see it as an absolute win.

    I dont disagree with you tbh but placing people who are more skilled but intentionally handicap themselves doesn't seem like good design to me. I'd rather the game be balanced in a way where the more fun playstyle was the stronger option.

    Tunneling, camping, and slugging aren't really things I find fun doing and make me feel bad for ruining survivors games, so I do them less I know I've lost games because of it but I'm probably a more fun killer to play against so why should the game incentivize players who want to win to play like that?.

  • @DesignDad said:

    First off, amazing post and follow ups. Thank you for taking the time out of your day to help break down these very complex design challenges into a more readable and understandable form!

    PS – Love Trueskill, I remember reading papers about it many years ago. It solved some problems with matchmaking that are unique to videogames (ie building a fresh team for every game) in interesting ways.

    https://forum.deadbydaylight.com/en/discussion/comment/2768500#Comment_2768500

    It’s absolutely a challenge to communicated about this topic, as it is both extremely technical and complex. When doing a Q&A stream, I am trying to boil down years upon years of research and experience into a few sentences that are understandable, correct, and quick to deliver so that we can answer as many questions as possible. As much as I would love to talk to everyone for hours about Matchmaking, the mathematical nuance of Glicko-2, and how all of this needs to be modified to apply to an asymmetrical game… At some point I need to get back to working on the game. 😊

    https://forum.deadbydaylight.com/en/discussion/comment/2768605#Comment_2768605

    I’ll offer up a bit of clarification about this point: There is a “soft” cap for MMR as it is considered by the Matchmaking system. A player’s numerical MMR value is allowed to go as high (or as low) as the math says it should. However, when the Matchmaking system is looking at building matches from players in the queue it will effectively round down (or up) the extreme outliers to help them find a match. This was done in direct response to one of the MMR tests we ran last year: Some players were completely unable to find a match because they were such extreme outliers, no matches could actually be formed with them involved. The soft cap is a dynamic value that we can change at any time (and we have adjusted a few times already). Right now I think it’s around 2,000, so any players who have an MMR above that value are treated by the Matchmaker as though their MMR is 2,000 for the purposes of building a match. Post-match MMR adjustment is still based on their ACTUAL MMR, though.

    It's worth noting that this isn’t done because there are tons of players above the cap, it’s actually the opposite! The vast majority of our players fall within our lower and upper soft caps. The caps exist to handle the rare, but still real, edge case of extreme outliers. They deserve to play the game, too!

    https://forum.deadbydaylight.com/en/discussion/comment/2768229#Comment_2768229

    Sadly, in practice, it’s much more similar to the worst-case scenario. It still weighs MMR a bit when backfilling, but not in a meaningful manner. This is partially a hold-over from the Rank-Based Matchmaking days. But, as mentioned, it has been identified and is something we are actively working on addressing!

    https://forum.deadbydaylight.com/en/discussion/comment/2768500#Comment_2768500

    Improving the algorithm to take into account team results is also underway. Originally, we didn’t pursue this approach because Survivors can leave a game and start searching for their next one before the previous game had completed, meaning there were no results available for updating their MMR. This is one area where the solo-result system has an advantage, as soon as you are done in a game your MMR can be updated.

    In reality, the MMR adjustment from a single game is small enough that you likely won’t notice a difference in opponent from match to match as MMR adjustments are meant to show impact over many games, not just 1 or 2. Our hope is that we can hybridize the system and use both team results and personal results to generate an even more accurate MMR that contains the benefits of both approaches!

    As another note about the various posts talking about the 1v4 aspect of DbD as it pertains to the maths:

    Our batch update logic (that’s what updating with multiple results simultaneously) is based on the Glicko algorithm. It (Glicko) was designed to handle situations where you’ve got multiple results in a short period of time where there’s unlikely to be much difference in the skill of the player between those games. To put it another way, think about someone going and playing in a one-day tournament: They win some and they lose some, but their skill level at the game was probably the same the entire time. In DbD, we use this for Killers to process the results of a single game: 4 matchups that all happened simultaneously are “batched” together to make use of this approach.

    If you’re more curious about the maths, I encourage you to check out Mark Glickman’s website about it! He provides papers explaining the formula in detail. A quick search for “Glicko” on your search engine of choice should lead you there.

    We have made many customizations to the formula to reflect the asymmetric nature of DbD, but the core mathematical concepts remain the same. 😊

    It's worth noting that this isn’t done because there are tons of players above the cap, it’s actually the opposite! The vast majority of our players fall within our lower and upper soft caps.

    I honestly don't believe this, however there's an easy way to prove it. Make MMR visible. Without it being visible we as players cannot give you accurate feedback about what MMR feels like at different ranks when we don't even know what MMR we're at.

    I've been told in the past to just go off of how it "feels" to play with it on and frankly it was almost more variable then before with a slight average of higher skilled players. One game I'd be going up against survivors with all around my hours or higher and the next I'd be paired with survivors that barely had even a quarter of my hours and it was obvious.

    I dont even want the numbers to be displayed to other players just to myself and then I'd you make the softcap known we can get a clearer idea of how things work.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2774089#Comment_2774089

    Wait.. a different company? Which one is it?

    i just thought it was a different dev team but still BHVR?

    Oh you know what I think you are right it's just a completely different dev team

  • @selflessnea said:

    https://forum.deadbydaylight.com/en/discussion/comment/2774662#Comment_2774662

    I dont recall them saying it was going to be fixed with the mid chapter itself. Maybe a future patch. Could be wrong tho

    They said they'd work towards fixing it implying they will likely be testing it and since it's something on their end they also probably dont need to actually include it in an update.

  • @k0reant3a said:

    I give some positive vibes to the devs I play both sides and I am liking what ye are doing in the future patches with the game just wanna give ye a high five because ye don’t get it enough ❤️❤️🎉🎉🎉

    wish I could agree, but can't say I'm feeling the love on the devs end tbh.

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