jesterkind
jesterkind
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/2986628#Comment_2986628
Inner Focus is crippled by the 32m range. There's no reason to run it over Bond. It really doesn't need a range cap at all.
Upping the range is definitely what I would suggest changing- that and changing the scratch marks to be an aura you can see through walls. Even without those, though, it has some use for the killer aura reveal. Overzealous is the one that's legit pretty useless, imo.
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Inner Focus is probably fine, though I would've tweaked it a little. It's Overzealous that I was personally hoping to see get a buff, and it is definitely a bit of a disappointment not to see it.
I suppose it'll still see use in dedicated totem builds, but I doubt it'll be used much outside of that, the bonus just isn't worth it.
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I caught that misplaced bullet point before they fixed it too, made me giggle
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...How would not releasing new content help? The content they're releasing now has already been worked on for months, it's not cannibalising resources from bug fixes, especially for bugs that are much newer.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2986410#Comment_2986410
Well you literally said the reason why Emblems are better than Escape based matchmaking.
If you just do gen and killer catches you you might lack altruism and risk dying,
if you do too much gens, you still lack altruism, also being chased by killer,
if you're too altruistic killer gets hooks faster, you're not doing gens.
Emblem matchmaking would have been way better they just had to refine it, and maybe put emphasis on escaping.
The ranks could have been the way, "you escaped good job",
or "you died, bad job"
or "you died but you did lot of gens, healed lot of health states and chased killer for eternity, therefore less of a bad job"
Nope, I said the reason why emblems are bad for matchmaking. Situations where you can't reach high emblem score because you're rarely in a position where filling a certain emblem is a good idea (say, you're rarely in a position where you can heal or unhook and instead you're focusing on gens or running the killer) will unfairly punish you if your matchmaking rank is based on the emblem score.
It'd be tempting to counter that statement by saying situations like that aren't that common, but it doesn't change that the emblem system heavily incentivises certain actions regardless of whether they're a good idea for the specific match you're playing. Either you're unfairly punished for adjusting your tactics according to the match, or you make the system so loose that you can rank up even after you lose provided you did an arbitrary number of meaningless actions; neither is good, and basing matchmaking on overall winrate is clearly the better option. This is all, of course, assuming that the emblem system actually measures good play, which it often doesn't- especially on the killer side, where it's a lot more unfit for purpose.
Remember that the point of the matchmaker isn't feedback or reward for playing a certain way. All it cares about is how likely you are to win the match, because putting together players with a roughly equal chance of winning is the entire point and function of a matchmaking system, in any game.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2985558#Comment_2985558
Literally doing gens, chasing killer for eternity, unhooking bunch of people safely,
healing them, self healing sometimes.
In MMR you still need to leave, you still need to survive, you still need your teammates to do either the rest of the gens or have them chase the killer for long enough time for you to repair all 5 gens, than open exit gate, than leave.
In Emblem based matchmaking, you're already decent, you're already pretty good, you did your job,
so either, you would get a slight increase in rank,
or you wouldn't get a big decrease in rank considering your performance.
https://forum.deadbydaylight.com/en/discussion/comment/2985930#Comment_2985930
Fun with everyone being bad, but the killer is Bubba for example so they drop like flies.
If those things are required skills for winning the game, then being good with them means that you'll more consistently win the game. That's kind of the entire point of doing them in the first place, completely disregarding matchmaking systems entirely.
Being able to do those things is one half of being skilled at this game. The other half is knowing when to do them, by reading the match in progress. Your goal is to win, not to build up an arbitrary number of points and then lose.
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I Prestiged my Michael Myers since I liked those bloody cosmetics, but beyond that I've just prestiged a few in preparation for the new system rolling out.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2985176#Comment_2985176
I can see that it doesn't matter what i say, you will flip to fill some weird narrative.
Once you reach a low enough mmr it does happen almost every match. A killer can only get so bad since the base mechanics are so simple, while survivors can easily be worse. It may just be my experience, but i have seen others post the same thing on here.
If you really want to test your theory then tank your rank and try to get out of mmr hell without SWF.
I just flipped to the same topic as you, friend. We went from MMR not accurately measuring your skill at winning the game, to winning the game not being within your control, a concept that I was responding to.
People who play in SoloQ definitely deserve some help and they could especially use help dealing with camping and tunnelling at lower skill brackets, but that's precisely why those two things aren't a problem with the matchmaking system. They'd be problems with a modified version of the old system too, unless you made it so permissive that you could consistently rank up without winning, which would cause its own slew of problems.
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@AnchorTea said:
https://forum.deadbydaylight.com/en/discussion/comment/2985869#Comment_2985869
I wasnt playing when the "mobile game" UI was a thing. I thought it looked neat but something about it just didnt feel natural at all. Happy with what we have now
The first one wasn't that bad, it just had the objective in the top middle and that looked awful. What we have now is definitely an improvement, lol.
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Overall, yes. There are walls in the game that help the killer out but are ultimately optional, like most of the walls in Gideon's, and there are walls that certain killers want to break but other killers don't, like any wall that funnels survivors into a specific window vault while it's up, and both of those are totally viable concepts that make the game better.
The existence of badly placed walls doesn't negate that, though they are regrettable.
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The UI update- that is, the second one, the one that we have now. I was a little put off at first, but now I definitely like it more than the old one.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2985144#Comment_2985144
Yes it absolutely would?
How so? Bearing in mind that we're looking at consistency, not how someone played in one specific match.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2985144#Comment_2985144
Yes.
How often you win isn't up to you as an individual. You can be the best survivor in the world, but you won't win if the killer ignores you and just kills the other survivors, leaving you for last.
On the flip side, you can run a killer for 5 minutes and it won't matter if the other 3 refuse to do a generator. if the old system was refined, it wouldn't matter if the other 3 survivors were awful, because you would be able to show your ability to contribute towards the win and hopefully be matched with like minded survivors, leading to easier victories.
Those things don't happen every match. They're outlier scenarios, and any given time that they happen isn't going to swing your MMR all that much.
It has to happen to you almost every match for it to actually be a flaw with this matchmaking system. Otherwise, it's just bad luck. Bad teammates lose you games in any game where you have teammates, it doesn't mean that you didn't lose or that the game itself needs to be changed to accommodate.
That being said, I believe the devs have said they're looking into adjusting the system so losses like that don't lower your MMR by as much, which I think is a good solution to that 'problem'.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2985129#Comment_2985129
It would reflect an individuals skill better than escape or die 🤪
You have no influence over the other 3 survivors and what they do, but you are being judged as if you do. If the old system was refined then it would better reflect the effort you put into the match.
Would it?
Would it actually reflect your skill at consistently winning the game better than just measuring how often you win the game?
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2980609#Comment_2980609
Old matchmaking sucked because the devs made it suck.
The safety pip was a bad idea.
They increased the range you can be matched with to alleviate wait times.
They made getting a pip easier, and it got easier the lower your rank was.
They practically took away rank reset meaning everyone eventually got bunched up at red ranks.
If you're going to make a ton of changes to the emblem system so that it functions purely as a matchmaker and not as a progression system as well, isn't that basically the same amount of work as implementing a basic, standard MMR system?
At least this way the emblem system gets to exist as a progression system too, without that part being sacrificed to make it actually work as a matchmaker.
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@dugman said:
I still don’t understand what aim dressing actually is or why it makes you hit objects sometimes. Is it that in reality you actually did miss the survivor, but graphically the system wants to show you hitting the closest object? I don’t get what’s happening under the hood here.
The way I assume it works is that there's enough of a gap between the aim dressing system checking if you got a hit, and that hit actually landing, that it can turn the camera in such a manner that the hitbox no longer actually collides.
All the system does (according to previous statements by the devs) is turn the camera when you get a hit so it looks a little nicer, so my assumption is that it does so too overzealously and actually prevents the hit that it's trying to pretty up.
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I would definitely like to see the aim dressing disabled for a test, to see if it actually is providing any real value to the experience. It's possible it is actually a good addition and things would suck without it, but I'd personally quite like to know that for sure.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/2982758#Comment_2982758
The problem is looks like rookie spirit technician and all of that require people to buy the DLC or put in the time sink to earn it.
That comes a major problem when newer players either aren't bands of that particular franchise so they probably going to want to be more accustomed to the game before just buying DLC for it ( basically figure out if they even like the game) and at that point they don't need the Perk or once they put the time sink there's not much point in it's intended purpose has already been mastered.
Well, it's not as though new players need those perks, they just could benefit from them. So, it helps for fans of those franchises who buy the DLC when they start playing, but people who aren't fans of that franchise still have plenty of tools available.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2982028#Comment_2982028
Yeah but that's exactly the only real and biggest issue team based games have.
https://forum.deadbydaylight.com/en/discussion/comment/2982043#Comment_2982043
If the survivors though, don't understand that they have to run towards pallets and windows, and rather choose to run to an open area, I am the one being punished with them MMR wise..
It sounds like your big issue with team based games is that they're... team based?
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I think it's sometimes acceptable for them to be teachables- perks like Rookie Spirit are clearly designed for newer players, and it makes sense that they'd be attached to a character when that character is one that's obviously and unambiguously going to attract new players to the game because it's a gigantic license.
Otherwise, though, I still think it's only sometimes a bad idea. I think it's fine for perks that help new players to be on base game characters, like (again, hypothetically) Predator and Bloodhound on Wraith, since newer players are gonna start with those characters. It's mostly a problem when it's on DLC characters that aren't big licenses, imo.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2981959#Comment_2981959
That's an excuse, most maps have fairly similar spawns of everything even if it's RNG,
you run for 10 seconds, pallet, you run for another 10 seconds, pallet, you run for another 10 seconds, 2 windows...
https://forum.deadbydaylight.com/en/discussion/comment/2981943#Comment_2981943
Well yeah... that's like saying,
"well it's just how it is you go to work every day, but sometimes the day you worked 8 hours in isn't gonna add to your paycheck"
Not even slightly, man. There could perhaps be an argument for losing in that circumstance not decreasing your MMR as much as losing under other circumstances - an argument I'd agree with! - but you still lost.
That's how it works in every game, you don't get handed a victory screen just because you got some sick headshots or pulled of a great flank, you and your team still have to win the game. Same for DBD, if you lose you lose, and bad teammates can lose games.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2981865#Comment_2981865
What do you mean both? I just had a game against Oni, where he injured survivor, than was too close for her,
so I sandbagged him in door, than I ran him for a hot minute, he gave up,
did half gen, unhooked like 5 poeple, healed like 3,
360d him more than once durning his Demon Dash, made him leave me from chase, and deplete his whole power after that,
than after he killed all 3 he just let me slug on ground instead of hooking me,
so after all that, I lost because I died, and I didn't get any pips in grades.
You clearly need good team..
https://forum.deadbydaylight.com/en/discussion/comment/2981870#Comment_2981870
Well you clearly see how wrong of a move that was, and how stupid it is,
rank people based on literally how often they play the game, because even a noob can have Iredescent grade...
https://forum.deadbydaylight.com/en/discussion/comment/2981888#Comment_2981888
Yes it was definitely set up to fail,
weather if it was intentional or not,
You see, @rebel581 should know this too, that since MMR was based on escapes,
people that died alot had easier games, people that didn't kill alot had easier games,
and what do you get when the games are easy?
you get pips and higher grades,
And what happens when a player that has easy games, is Iredescent 1 because his games are easy,
plays suddenly in Grade matchmaking? They have chance to meet beast players like Otzdarva...
So yep @Rogue11
Well... yeah. Sometimes you get bad teammates and you lose the game because of it, that's how every other multiplayer game works too?
That being said, the devs did say something about wanting to look into team-based adjustments to MMR so situations like that are less 'punishing', for lack of a better word.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2980711#Comment_2980711
You could just straight up ask, What about current Grades?
Some games, I repair basicaly all gens in the lobby, get some saves and heals,
barely see the killer, and dodge him stealthily, using stealth.
And get 0 pips, only safe pip, but no progression...
https://forum.deadbydaylight.com/en/discussion/comment/2980724#Comment_2980724
Nah, matchmaking based on outcome in team based games is just cringe,
sure it works, but does it work perfectly? no.
https://forum.deadbydaylight.com/en/discussion/comment/2980740#Comment_2980740
Yeah, exactly, and don't forget just because other games use ELO doesn't mean it's good..
https://forum.deadbydaylight.com/en/discussion/comment/2980747#Comment_2980747
And what actions are you talking about good sir?
The individual or team reliant?
https://forum.deadbydaylight.com/en/discussion/comment/2980926#Comment_2980926
I just played one game where I almost died as I bodyblocked to the point where they finaly wiggled out, I got 2nd stage hook,
and with great efforts, and more gens done, even pickups in the powered exit gates phase while injured,
I escaped through hatch, leading in draw,
I could have went through gate but you see the killer was kind of standing inside it and the other was closed....
https://forum.deadbydaylight.com/en/discussion/comment/2981033#Comment_2981033
What else is RNG, because I don't think maps are RNG.
https://forum.deadbydaylight.com/en/discussion/comment/2981391#Comment_2981391
Don't forget camping and tunneling killers.
Both. Individual good play can lead to escaping, and good team play can lead to escaping.
In fact, I'd go so far as to say that at a certain level of skill, both are required for escaping.
That's just for survivor, of course, for killer it'll be both different and much simpler.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2980704#Comment_2980704
I would like to quickly cut in and say that those games are not a good comparison to DbD at all.
The big difference is, that all the mentioned games are symmetrical games, whereas DbD is an asymmetrical game.
This means, that in a game like Overwatch you get into a 6v6 matchup, where every player has about the same strength level. Therefore in any form of 1v1 engagement the player who outplayed their opponent, so the player with more skill, gets to live while the other player dies, meaning tracking for kills / deaths alone is an accurate indicator of that individuals skill level.
In DbD we do not have this kind of thing. What we have is a 1v4 matchup, meaning one player has to hold a rather significantly higher strength level than one individual from the other side. In this scenario the one player playing Killer will defeat any of the other 4 players in a 1v1 engagement not because they are more skilled than they are, but because they are heavily favored by the game and its mechanics. Just looking at who lives and who died in this case is therefore not a good measurment of skill, at least not for an individual Survivor. It could work if it was changed to judge the entire Survivor team based on the overall outcome like it does with the Killer (to allow a victory even for that one individual that got hardfocussed and stood no chance but therefore allowed everyone else to escape), but that is not how it works right now.
Now of course we could balance DbD around the 1v1 interactions, as the Devs have been trying to. In this case seeing who lives and who dies from the Survivor side would actually be a decent way to determine their skill level, however thisno longer works for Killers who are judged soley on kills. You see, if we balanced this game around the 1v1 interactions and made the determining factor for a hit be whoever outplays the opponent, then the Killer would struggle immensly against the Survivor team due to being outmanned as heavily as they are. Killers would end up getting obliterated by teams that are even just somewhat close to their skill level, meaning now this MMR system would put the Killer up against a bunch of much worse Survivors, because those are the only ones the Killer can achieve a victory / draw against in this system.
In order for DbDs MMR system to be comparable to games like Overwatch, LoL, etc. we would need to change the MMR system first to actually judge both sides on the same basis, meaning Survivors would need to be judged as an overall team rather than four individuals.
They're not directly comparable, no, I wasn't comparing them to DBD- but they are team games, which was what MMR is supposedly a terrible fit for.
Though to be fair, Overwatch and other team games don't measure kills/deaths, they measure wins/losses. DBD has its win condition directly tied to that, but other team games don't, it's all about tracking who wins.
As for the 1v4, I think that it's not actually as insurmountable as you're making it out to be. If every survivor goes in with an expected 50% chance of winning, that means that the killer's expected outcome is a draw, and the actual result is actually dependant on the specific actions taken within that trial instead of one side being massively favoured.
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Keys already have a pretty useful effect tied to them, so personally I'd like to see BHVR lean into that. Give them some baseline aura reading for your teammates, and overhaul the addons to be even more focused on revealing auras of players, I think that'd give them a niche that would make them worth picking up, even if only for gimmick builds.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2980609#Comment_2980609
MMR is the worst matchmaking to give to any team based game,
https://forum.deadbydaylight.com/en/discussion/comment/2980625#Comment_2980625
What is this "more accurate" thing you're talking about?
https://forum.deadbydaylight.com/en/discussion/comment/2980629#Comment_2980629
SWF it up or leave it at this point.
Sounds like a very healthy game when your option is to either suffer or have friends that play at the same time you play.....
https://forum.deadbydaylight.com/en/discussion/comment/2980635#Comment_2980635
If player B escapes at higher rate than the player B will get more escape emblems, thus climbing ranked ladder faster, thus matchmaking is working..
https://forum.deadbydaylight.com/en/discussion/comment/2980658#Comment_2980658
Hard work, yet it used to be like that,
yet games like CS:GO have GLYCKO2 instead of ELO...
https://forum.deadbydaylight.com/en/discussion/comment/2980678#Comment_2980678
Emblem could have included ranks that didn't reset,
system could have been heavily rewarding wins, but also taking into consideration when 1 out of 4 players did basicaly all the work,
etc. etc.
https://forum.deadbydaylight.com/en/discussion/comment/2980681#Comment_2980681
I have to sweat to win so hard as survivor, because one DCs, the other gets downed 5 seconds into chase and the 3rd is discovering lockers for the first time.
Meanwhile, I switch to killer, play Michael Myers with 0 Perks,
boom, easy 4k, no pressure, wasn't even sweating or tryharding.
Yeah seems that the MMR is working guys...
Seems to work out alright for games like Overwatch, League of Legends, Smite, Rocket League, etc?
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Because those things are great at giving immediate feedback, but get unwieldy if they have to function as a matchmaker. This is provable, because the old matchmaking sucked.
The reason MMR systems only look at win/loss for the most part is because over a large group of games, winrate is the most universally applicable proxy. You aren't punished for playstyle, different characters with different abilities (killers in this case) aren't penalised based on what their abilities are designed to do, and it's hard to continually get false positives-- and if it isn't hard to do that, that's a balance problem, not a matchmaking problem.
TL;DR because it works better to do it this way in most cases.
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My answer isn't particularly represented by any of these answers, but if I had to pick I'd probably say DH is broken and NOED is fine, maining Killer.
That isn't strictly true, though- I don't think NOED is fine, I just don't think it's too powerful. There are a few arguments thrown around about it supposedly rewarding bad play, or carrying bad killers, or swinging crushing losses to 4ks, and those things simply cannot be true without the survivors in those games playing like lemmings at the end; it's a moderately powerful effect, but it's only active for a very short period of the match with a heavy time pressure, and it basically requires you to have played well with three perks or there'll be four people alive, when you can only chase one at once. It's far too RNG for my tastes, and I want to see it reworked to be more consistently useful-- but in this context, it's fine because it isn't causing any problems, so. Yeah.
Dead Hard, mind, is broken because it provides too much value for one perk. Use it to dodge a hit and it's strong but fair, use it to make distance to a loop and it's even stronger + uncounterable. Yet, it can do both, and that's just too much. It's definitely whataboutism to compare them since they don't directly interact and aren't problems for the same reasons (even assuming the worst view of NOED, "rewards bad play" isn't the problem with Dead Hard), though, either way.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2978787#Comment_2978787
Its getting a change, but not a good one.
Remove the distance and keep the I frames? Awful for ranged killers and will still E to pallet in many situations
Remove the I frames and keep the distance? Awful for m1 killers and still possible to use against ranged killers, just E at an angle.
How can you possibly feel confident saying that when we have no idea what the change is going to look like?
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@Rattius said:
https://forum.deadbydaylight.com/en/discussion/comment/2969812#Comment_2969812
You clearly did not read the thread, He's not talking about ads time ;p
I know. The delay and the ADS time were changed for the same reason, hence me mentioning them both at the same time.
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@Brokenbones said:
If any changes are being made we might hear about them in the coming tuesday since that's typically the day BHVR is most active in posting announcements and stuff like that.
Haddie's perks are a bit odd though, I can't wrap my head around the one that shows you the scratchmarks of your teammates. Like...
What's the practical use for it? Anyone know?
The scratchmarks part is a gimmick, but the killer aura part isn't that bad. Same value as Alert, though a bit weaker due to the range restriction.
Regarding the others, Residual Manifest gets a pass because it's fun + unique, and Overzealous... I like the idea but it seems a bit weak. I think if it affected more action speeds it'd be better, since you lose it when you're hit.
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I think that if we want to nerf Nurse, that's one of the best ways to do it. The common objection that she can't get M1 hits since she moves so slowly kinda misses the point? Like, yes, the goal is to stop her from getting those hits because Exposed combined with the ability to blink through walls multiple times is very strong. All you're saying is that it would work, lol.
Additionally, I think that nerfing Nurse is going to become more and more of a viable idea as the meta changes to something healthier for killers. She may be balanced now - I'm not convinced either way - but her current level of power is going to get unbalanced if the rest of the game is brought down to something more manageable for the majority of the cast. So, if and when nerfing Nurse becomes a good idea, I think removing her synergy with Exposed perks would be a pretty solid direction to look in.
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Crowd Control isn't that bad of a perk, it's just average.
It can help shut down really obnoxious window spawns, especially setups with more than one window, and it's pretty good for Trickster himself since he wants survivors to take one vault so he can get some free hits but rarely wants survivors to loop around window spawns since they tend to have high walls.
It's alright, but I rarely use it myself.
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Two things:
1: Corrupt isn't actually the one-size-fits-all solution that a lot of people think it is. Not every killer wants to use Corrupt, sometimes it makes things a little harder for them; Trapper and Hag want time to set up, Ghostface and Myers like having predictable spots to try and get stalk on static survivors, and so on, and so forth. While basekit BT would benefit every survivor equally, basekit Corrupt would not do the same for killers.
2: The reason why Corrupt feels so necessary is because we are entrenched in the slowdown meta right now- something that the developers have outright said they plan on remedying. So, we hopefully won't need basekit Corrupt in the way that survivors are still going to need some form of basekit anti-tunnel-- which might not even be literally basekit BT, it could be something like BT.
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I think that "genrushing" is a valid thing to complain about, but I don't think that it's a problem with player behaviour.
It's patently ridiculous to expect any given player not to use the most efficient tools to complete their objective most effectively. Some players do prefer looping the killer, but anyone who just wants to do the generators and avoid the killer to maximise their chance of winning is absolutely justified and valid in doing so.
The problem is that the tools they have are, by and large, way too effective. That's where the complaints should be levied, in my opinion.
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Man, I really must be in the minority for thinking that it's really not that bad.
It's annoying on certain killers, Trapper especially, but in terms of just the map layout it's really just... fine? Certainly stronger for survivor than killer, but I don't think it's to an especially overwhelming degree. I feel the same about it as I do Ormond, I load in and I go "yeah alright".
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@roundpitt said:
https://forum.deadbydaylight.com/en/discussion/comment/2971568#Comment_2971568
Yes you can see scratch marks in between the corn. Can't really see anything other than corn and brightly glowing scratch marks. Why did all of the corn maps have some of the lowest picks in their recent poll?
I dunno man, I like some of them.
I even voted for one myself. I always forget what it's called, the one with the broken silo on its side as the main structure, that one's usually a lot of fun.
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They're really not bad.
You can still see scratch marks pretty consistently through the corn, so I just pay attention to that if I have to chase through the corn itself.
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It doesn't actually work in any game, but you're right; you can't just react to the top tier of play while balancing a game like this.
Unsurprisingly, it turns out you have to care about all tiers of play, and balance for all of them at once.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2971259#Comment_2971259
I honestly think chest perks should be buffed. They've turned into a dead-strategy that smart survivors don't use, if they want to win the game.
Not the perks. Searching chests needs to be less of a gigantic waste of time to begin with, and then the chest perks will be perfectly acceptable/
An overhaul for items that make them all worth using would be the best way to do that, imo.
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@DarKStaR350z said:
https://forum.deadbydaylight.com/en/discussion/comment/2970706#Comment_2970706
So as the game is competitive it should be balanced around the top level and SWFs; and people using 3rd party advantages on stream such as voice comms, graphics filters, and modifying ini files for fps and performance advantages should be punished.
Very double standards to require a perk to change the FoV but all these commonly used advantages that also aren’t basic in game options or perks are fine to use and stream while doing so. Even Fog Whisperers do and it massively provides an unfair advantage against those who aren’t using or able to use it, particularly on formats where it’s not possible.
The only way to remain as fair as possible and competitive is to give everyone the option to adjust these things in the game.
Give people the option in game to adjust FoV, add voice comms, give brightness and scratch mark colour options, and the FPS/anti aliasing etc that people modify the game files to improve over everyone else.
If not then these things that aren’t perks or in game intended features should be punishable and anyone streaming using them would be able to have the Vods submitted as evidence.
Ridiculous and never going to happen, but even more ridiculous to say all this is fine to do while saying a small FoV slider is too much of an advantage to include.
It’s a basic QoL feature that all first person games worth their salt have as a standard option; and not everyone can use the slider at max because it often negatively impacts performance. I can’t max mine on a PS4 for Apex etc but I can have it around the middle without affecting performance while making the first person camera less nauseating; and it definitely provides an advantage there too, yet still remains more competitive than DbD.
I'd like to start by saying that I do agree Shadowborn being a perk isn't great, and I think that a toggle between current FoV and Shadowborn FoV in the settings menu would be a fantastic compromise between the clear need to limit FoV in a game like this and the equally clear reasons for wanting to adjust that for non-competitive reasons.
... However...
I have to ask, how are those things third party advantages? Obviously third party voice comms are acceptable, that's been gone over enough times that it doesn't even need to be responded to, but you bring up graphics filters and modifying ini files - I'm assuming we're not talking about actually cheating with graphics filters (IE, changing bear traps to be neon purple or something) because that is against the rules, so you must be talking about... what, the perk colour changes? I know some Fog Whisperers use those, but I genuinely don't see how that could possible confer any kind of advantage?
As for ini files for performance reasons - if just having a better PC isn't a third party advantage, then increasing your performance through other means isn't a third party advantage either.
Regarding your suggestions for what should be brought into the base game, mostly agree- in built voice comms are a bad idea for a variety of reasons, but some options to slightly change brightness, scratch mark colours, and FoV would be pretty nice.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2971011#Comment_2971011
I love trappers. I love playing trappers, and I love playing against them. But man, do others seem to feel differently...
Maybe some sort of plant based killer?
I had an idea a while back for a killer based on old-timey diving suits, where the traps are 'cracks' in the realm that spray water out like a leak in a submarine, either damaging or preventing them from passing. You can get quite inventive with traps!
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More trap-based killers!
I love Trapper and I like Hag conceptually, I'd love to have more killers that are based around setting up and coralling survivors in a particular way. In the current state of the game, they'd probably have to have more going on in their kit than just that, but so long as it's there I'd be happy.
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On my Wraith, I got to what I estimate (didn't count specifically) to be level 58 before I actually got BBQ tier 1.
It's just a slippery, elusive beast of a perk...
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Current Rift has an Exposed challenge, might be that?
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Oh I'm so doing this challenge when I get to it
No Mither is fun, it's a meme perk. I'm never mad when I see a teammate run it, and I'm ecstatic to see it as a killer. I get far more annoyed when I see a teammate with Technician than I do No Mither.
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If they can make the breathing sounds separate from the grunts of pain, I'd be more alright with Iron Will having 100% reduction. If not, it should be lowered and the 100% should be given to No Mither instead.
It's wayyyy too much value for one perk as-is.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2969888#Comment_2969888
I definitely think they will be really close to each other, so I think it's perfectly find to vote for one over the other. So please vote. :)
I'll vote for Pharmacy, then, for the slim lead.
Regarding your plan, though, that's not going to prove which one is better. It's going to prove which one is used more often, and doing it close to Residual Manifest's release date means it'll be overrepresented due to novelty.
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Not voting, but commenting, because I think they break out even.
A green medkit is inarguably better than a flashlight, but Residual Manifest imparts a relatively useful status effect on the killer so long as you can blind them, which isn't that hard to do if you're actively trying.
They both make searching chests actually worth doing, and provide roughly equal value in different areas, at least in my opinion. If pushed I'd say Pharmacy is probably slightly better, but Pharmacy is already not in the top tier for healing-build perks so it's only very slightly.
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The delay and the ADS were aspects that were changed for a reason, and I'm extremely hesitant to support those being changed back lest we end up with the exact same problem we had before.
Deathslinger does need some love to feel nicer to play (plus, y'know, his strength hasn't really changed, and that's a problem since he was already weak), but that love should come in other forms than just undoing necessary (if potentially clumsy) changes. Maybe that area could be tweaked further to preserve fixing the old problem while helping him feel better to play, but I'd honestly sooner look towards things like his camera while ADSed, his unnecessary terror radius, and maybe his reeling mechanic or projectile size.