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jesterkind

jesterkind

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jesterkind
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  • I saw one where someone (I forget their name, apologies) mused about whether Dr Horrible would be a good outfit for Doctor, and that was definitely unexpected.

    Spurred me to go listen to that soundtrack again, haha.

  • I like it, though I worry that it'd basically just be a fundamentally better Blood Warden that both cannibalises its effect and completely outclasses it.

    Not sure how to avoid that problem, unfortunately- which is a shame because I do like this idea.

  • Letting the last survivor live is more of a spur-of-the-moment decision for me.

    Also, no? Farming bloodpoints is boring as hell and not even slightly comparable to letting one guy live?

  • Yup! They're usable after the event ends, too, though you obviously won't be able to replace them. I've still got some of last year's cakes on my Nemesis.

  • We don't know what they're doing to basekit gen efficiency and slowdown to address the slowdown meta just yet, so it's totally possible whatever it is they do will also make Prove Thyself less useful than it is right now.

    Even if they don't, I'd rather deal with just Prove Thyself than Prove Thyself plus all the other current meta perks. It might be annoying, but it'll be something you can deal with on its own.

  • I've said it elsewhere, but I'm not personally convinced that Sprint Burst is gonna be the replacement of choice for a majority of survivors. It doesn't give the same kind of value as Dead Hard, and it takes a lot more micromanaging, so I think a hefty chunk of players will be looking elsewhere.

    Also, it's... fine? I don't know what changes you'd even give it beyond really minor number tweaks.

  • @Mozic said:

    https://forum.deadbydaylight.com/en/discussion/comment/3005076#Comment_3005076

    The most important and value outcome in my mind is the idea that we might genuinely see a healthy variety of exhaustion perks - they all fill their own little niches, where Dead Hard is (was?) too valuable by comparison to all of them.

    Absolutely. Right now, I personally see Lithe a hell of a lot more than Sprint Burst, so I suspect that'll be the most-used exhaustion perk if DH's usage goes down (which if they do this right, it should do, by a lot).

    But either way, there'll be more variety, and that's a good thing.

  • I'm not personally convinced that everyone is going to swap to Sprint Burst. On top of it requiring a lot more micromanaging than Dead Hard, it also provides a different kind of value- early chase value, specifically, when Dead Hard is used for mid chase value. A better replacement in my view would be something like Lithe, or maybe Balanced Landing.

    Some players definitely will, especially skilled players who are comfortable micromanaging their exhaustion status, but I don't think it'll be as overwhelming as some people think, at least not long-term.

  • I don't think Sprint Burst is as bad as Dead Hard, not even close. It's annoying to have someone motor away from you at the start of a chase, but at least you'll know they're exhausted afterwards-- not to mention that SB is weaker against the tools that killers can use to inflict Exhausted, like Fearmonger.

    Sprint Burst every match would get annoying, but something tells me most players aren't going to want to micromanage their exhaustion perk the way that Sprint Burst needs. I'd imagine most would rather pivot to Lithe, among a few others.

  • Strip the flesh, salt the wound...

    Anyway. Bit dramatic.

  • They couldn't possibly hope to get to every perk this time around, so I think this is fine. If anything, the only one I would've wanted to see on the list would be Shadowborn, since it could fit with a 'change accompanying basekit changes', by making it a toggle in the menu and giving it a new effect.

    Bloodhound is fundamentally fine and Predator does need some work, but again, they can't change everything that needs changing and it's okay that they're focusing more on meta perks.

  • You can't expect people not to play properly just because there's an event on. Survivors and killers are still gonna be playing the game, the event doesn't fundamentally change their goal or give them different gameplay options.

  • I have to admit that I've never really understood that either.

    Like, the appeal in flexing on the killer is pretty obvious, I 100% understand why you'd enjoy that, but I've had cocky survivors DC the second they actually get downed and that I just can't fathom. At least stick it out, get a second chance at bullying, jeez.

  • It is, and not a particularly funny or accurate one. There was like, a brief window really close to her release where she was nerfed a couple times in a row (deservedly) and then they didn't touch her at all for ages.

    That joke could've been funny if there actually were a lot of Pig nerfs over the years, but there weren't.

  • @Science_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3001663#Comment_3001663

    That's actually not true, lol.

    Granted, it's sort of become that because the initial core of the joke wouldn't make any sense to anyone who hears it nowadays. But the whole thing started as Nea being a killer because Nea was so unpopular for the first year of the game, i.e. she can't be a survivor because have you ever actually seen a Nea? Sam actually talks about this exact thing in some video of his.

    Ahhh, that's more fair.

    I still don't think it's particularly funny, but at least it's not also quite uncomfortable lmao

  • I'm given to understand that the core joke is "Nea is ugly" so, I'd daresay it was never particularly funny to begin with lol

  • I tried to do Mikaela's Adept challenge last night, and the very first game was a Plague, rendering two of my three perks useless. I feel your pain...

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/3000792#Comment_3000792

    I agree that the main thing responsible for bad player experience is balancing, though even with that in mind, MMR has (at least in my experience) caused those balancing issues to be more prominent in my games and cause them to be much less enjoyable overall.

    and when I said MMR was more competitive, I was trying to refer more towards what’s happening within the matches rather than the feedback the system gives to the player. I apologize if I caused a misunderstanding there.

    That means it's working, and was obviously a good idea.

    Any time you didn't see those balancing problems in the previous system, it's because you were very badly mismatched against newer or lesser skilled players- excepting for the occasional meme squad or fun player like you'd still see now. MMR didn't magically make people play sweaty; people who have played the game for a little while are gonna feel like harder opponents.

    As for what's happening within the matches, see above. It being more frequent is, paradoxically, a good thing. Especially now that we know the meta shakeup is coming soon(ish).

  • I find that the people who think MMR made the game worse, or just in general have disagreements with the system existing at all, invariably end up showing a fundamental misunderstanding either of what it currently does, or what it's meant to do.

    I also don't quite understand the idea that this system is somehow more competitive than the old one. It asks less of you, and sorts into general, invisible brackets, instead of showing you both your own ranks and the amount by which you're climbing each match. Assuming that ranks functioned, which they didn't, they'd be an immensely more competitive matchmaker system, since there's... ranks, like, there's a ladder to climb.

    It was obviously a good idea and, after I've looked into it a little, I feel confident saying that its basic concepts (IE, being win based) are also pretty obviously fine. It's made the game slightly better, and improvements to it will continue making the game better. Most of the bad experiences people have had with it are more of a balance thing, though, so improvements to the matchmaker probably won't be that obvious from the outside until the meta is in a healthier spot.

  • I've never understood what the community's definition of "M1 Killer" is since it encompasses killers I'd personally not give that label, but if Trickster somehow counts, I officially give up and declare it completely arbitrary.

  • I could see that as his main Tier 3 benefit, as a direct upgrade from the pallet/wall break.

    Not sure how balanced it'd be, but my gut instinct tells me it'd be pretty alright.

  • Hell yeah, I liked this promotion. I may not use the majority of the skins I got from it, but I sure do love getting free stuff!

    I liked the Blight one and the Meg one, too, so it wasn't a total wash.

  • @RavenBirb said:

    https://forum.deadbydaylight.com/en/discussion/comment/3000119#Comment_3000119

    No it's not, we don't know what they doing with the perks yet or if it will change anything or if they have DH even on the list to change. So no sir

    There's no way Dead Hard isn't on the list. It was actively acknowledged as a problem in a QnA, it'd be insanity to do a meta perk shakeup and not tackle the literal most used perk in the entire game, especially one causing as many as this one is.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3000119#Comment_3000119

    Input is invalid because they're doing some nebulous stuff at some undetermined point in the future? Nonsense.

    Right, but they've had years of the "input". Whatever they're doing, they're gonna do it; if it's a bad change then by all means, keep complaining on the forums, but right now just saying "DH bad" is kinda pointless.

    Also it's not undetermined, we have their goal for when they want it to be out if it's all ready.

  • I feel like these threads are pretty redundant and pointless now we know that the big 40-perk meta shakeup is coming.

  • I like this idea!

    I'd be wary of the flat movement speed buff unless it explicitly can't stack with other buffs of the same type, but in general I like the idea of being permanently Exhausted in exchange for buffs.

  • @FeelsBadMan said:

    Cause the current MMR is NOT working. A recent game as example:

    https://us.v-cdn.net/6030815/uploads/O7P2D3FV9JI4/1.png

    I have 4.5k hours ingame btw...

    That Wraith got two kills, so it seems like it is working.

  • Killer players really like Huntress, that's what I can conclude from this!

    It's interesting- anecdotally, Huntress was the killer that I was drawn to most when I started playing too. Apparently that's a far more common impulse than I might've thought...

  • Sincerely, not as a bit or a joke or a goof, you should take a break from this game.

    I get joking about a game's flaws if you're enjoying it, but stuff like this really reads like you aren't enjoying it at all, so... why play?

  • My guess is that a lot of people aren't measuring their matchmaking experience when they're talking about how much MMR sucks, they're measuring their play experience.

    I've seen a lot of people say the MMR system doesn't work, and then cite things like "sweaty players" or "meta perks" or "tryhards", which are all indications that the system is working. But, since the meta isn't particularly fun right now, going against players who know what it is and intend to use it more consistently can definitely be quite annoying; while the old system categorically didn't work, there's a selfish urge to say "well i had easy/relaxed games sometimes" and ignore that getting those games is why the old system didn't work. It's the thing that they needed to fix, not a side effect of good or bad matchmaking.

    There's also the misunderstanding of how MMR systems work leading to the "it doesn't accurately measure skill" take reinforcing this, even though it's wrong. Other factors definitely intensify it, but I think the core is that people aren't evaluating matchmaking, they're evaluating the games they're playing on pure fun factor.

  • I'm still feeling it out right now, but I think I'd probably put the Dredge somewhere in the mid to high B tier. Excellent traversal and a pretty solid antiloop ability that takes a little getting used to, means some good synergy with a lot of different perk builds. Nightfall is also pretty nice, but I probably wouldn't say it's the main power source, just a nice extra for variety and spice in builds.

    Sadako is down in the C tier, unfortunately. There's a very solid basis for her power already, she just needs a few light tweaks and she'll be in a much better spot.

  • Rather than being deleted, I'd like to see it become like... useful.

    The problem with NOED wrt newer players and their personal growth is that it hits a wall where it provides dramatically less value, very quickly. If you've come to rely on it while versing teams that don't know how to deal with it, that's gonna put you in a rough spot where you don't quite know how to play without it, but you can't rely on it anymore because it's just not very good.

    That, combined with it also being kind of annoying to face, does say to me that it should be reworked. I just think most people calling for a rework won't actually like a sensible rework, because it won't be coming from a place of making killers ""earn"" it or whatever.

    (Or maybe it will and the developers just end up making a bad decision, they do that sometimes. Who knows!)

  • Shiny item. Must have it.

    Escapes are ephemeral. Crappy flashlight I'll never use is eternal.

  • The worst case scenario is that the meta changes and something new is obnoxiously powerful and commonplace. More realistic scenario is that the meta changes and it's slightly better than before. No reason not to be optimistic.

    I see people talking about BHVR's track record here, but then using bad examples- the random slight number tweaks they give to some perks when the patch is fundamentally focused on something else isn't really the comparison here, you'd be better served looking at their track record when changing a perk is given more focus. So, not Furtive Chase or Buckle Up, but instead Object of Obsession, Decisive Strike, Undying, Ruin....

    On that track record, they're on firmer ground. There's still the occasional woefully bad idea like the original Boil Over rework, but the ratio of good to bad is swung firmly towards good.

  • As others have pointed out, grades are not used for matchmaking anymore, so if you saw a high-grade player in your low-grade match, getting mad would not be the right response-- hence them being removed from that screen.

    Also, depending on how long you've been gone, you'll be pleased to know several balance aspects have gotten quite a bit better.

  • As others have pointed out, the point is probably to leave pallets up instead of breaking them, and they'll be broken in a different chase. Saves you time on having to break pallets yourself.

    It's a perfectly adequate perk that probably just needs a few number tweaks.

  • @RaSavage42 said:

    I mean at this point I don't know what BHVR will do

    But they way they took the stats seems a little sus (IMO)... they just said "oh these perks are used a lot" but without reaching further into why those perks are used in the first place

    Corrupt- gives the Killer some pressure from the start of the match

    Ruin- gives the Killer more regression and don't have to kick a Gen

    BBQ- gives the Killer 2X BP if they get 4 stacks... and it also shows auras of Survivors outside 40M... plus it takes a Hook to get so yea

    They literally did, though? They made a point of saying that they're looking at why perks are used, not just that they are used.

  • @Canas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2988978#Comment_2988978

    Making us wait three to six more months (at worst) simply isn't acceptable. Every single day that passes with this perk existing requires heavenly patience to endure the constant denial invoked by Dead Hard.

    I think you're being a little dramatic there, friend. It's a big problem but there are ways around it while we wait.

    And this is coming from someone who almost exclusively plays killer, mind.

  • Surely that'll be in the big dump of 40 or so perk changes that they mentioned doing?

    There's light at the end of the tunnel, so to speak.

  • Well, if they change aspects about the base game, it would make sense to nerf the perks that affect that thing.

    IE, if they make slowdown perks less necessary, they'll also have to nerf the slowdown perks we have because otherwise they'll be too strong. A similar principle applies to any other perk that's healthy right now but may not be once the game changes a little.

  • @Peanits said:

    It's not like him to trot off like this, but we're just as concerned as you are. Maurice is special to us. If you see him, please let us know.

    Have you checked behind the couch? It's always those shadowy spots things seem to disappear into...

  • I'm torn. I did like the original design, but it's not as though the new one is bad or anything, and it definitely adds in more functionality.

    I'm okay with it.

  • @Tatt3dWon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2986559#Comment_2986559

    By worrying about underlying problems in the game like the rubber banding instead of giving me a killer I'm just going to rubber band against.

    But the new killer is already done? What would not releasing them actually achieve?

  • I exclusively play SoloQ when I play survivor, because none of my friends play DBD. That is literally irrelevant- I am not talking about the balance problems with the game, except that the matchmaking system cannot be built around them, because they need to be fixed anyway.

  • @JohnWick1654 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2987154#Comment_2987154

    Survivor that did 4 gens, healed 10 health states, unhooked 5 survivors and ran the killer for 10 minutes is by the MMR bad because they have been camped to death.

    Nah it's certainly a MMR problem,

    Nope. The survivor that did four gens, healed ten health states, unhooked five survivors, and ran the killer for ten minutes before dying is - according to the MMR - a survivor who lost. So they lose a little bit of MMR, but that one match isn't going to have a huge impact on their overall placement or matchmaking. If they're the kind of survivor that can CONSISTENTLY do all of those things, on top of knowing when to do them, they will not be losing most of their games.

    If they are losing most of their games, that one game was a fluke and shouldn't impact their MMR that much.

  • @JohnWick1654 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2987082#Comment_2987082

    Because a camped survivor would still have chases and maybe some gens.

    Because kill oriented matchmaking promotes camping.

    https://forum.deadbydaylight.com/en/discussion/comment/2987129#Comment_2987129

    Do you main Clown as the killer?

    They lost, though. So they can't raise in MMR/grade/whatever, and so camping is clearly a problem either way.

    Kill based matchmaking doesn't incentivise camping, the fact that kills are one side's win condition incentivises camping. Again, it's a problem either way.

  • @JohnWick1654 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2986496#Comment_2986496

    Cool I play 100 games get camped in 90 and now I have to win 90 games without any losses to stop having potato teammates,

    ELO is such a good matchmaker, wow.

    Why would you pin the cause of that problem as MMR, and not camping?

  • @ReverseVelocity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2986637#Comment_2986637

    I mean, Bond lets you see where a survivor was where they got hit (effectively showing you where the killer is) at a range of 36m. Currently it's just a worse version of an already existing perk.

    There's an argument for seeing the killer aura being better because you can see if the killer is sticking on that teammate or moving elsewhere, especially if that elsewhere is "towards you", but you're right- it's still not great and it still cannibalises Bond a little too much.

    I think it's more salvageable than Overzealous in its current state, though. At least you can use "slightly worse Bond", Overzealous has almost zero use right now.

  • @Adjatha said:

    Making ANY survivor perk based around information is a waste of time.

    Why would anybody take an information perk when SWF comms gives you information with infinite range, no cool down, no activation requirements, and costs no perk slots.

    But BHVR will just keep on pretending SWF doesn't exist and isn't a massive power boost...

    If you don't have a mic.

    If you live in a place with a lot of noise pollution.

    If you don't know anyone else who plays DBD.

    If you have trouble speaking in general for any reason.

    If you prefer to play games solo and not mess around with organising a group in general.

    Perks based around information are not inherently bad design and are, in fact, one part of what a nuanced attempt to bridge the gap between SoloQ and SWF would look like.

  • I think it would be fun if every anniversary event from this year onward had a completely different dessert, with the same mechanical effects. Nice bit of variety.

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