jesterkind
jesterkind
About
- Username
- jesterkind
- Joined
- Visits
- 17,633
- Last Active
Comments
-
Lery's is a pretty good map if you aren't playing a collision-based killer, I like that one.
As for the overall question, BHVR tend to make changes slowly, that's really all it is.
-
I hope not, I love the weird magic-hands massage animation we have
-
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459638#Comment_3459638
trap spawn logic changes, would be SWEEET.
That's what I'm crossing my fingers for. Anything else would be nice, but that'd be the thing that really helps him.
-
@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459632#Comment_3459632
Oh right, my bad.
Why then write he has kill rate they are happy with?
Doesn't seem right, it will probably be just some small addon changes.
To make the distinction between a big overhaul and a more restrained number-tweaking. I imagine addon changes and a few number changes are in the cards- things like setting speed, maybe if we're lucky some trap spawn logic changes.
-
Not that I'm against your idea, but I'm not sure how the Reddit AMA screenshot supports that argument? If anything, that proves they are paying attention to basic maintenance and gameplay feel, since Trapper's getting an update despite being fine in the stats.
-
Replacing depipping with just safety pipping would be a good move, in my opinion. You still aren't progressing unless you play well (/don't get unlucky), but you're also not being punished for an off game or a game outside of your control.
-
I'd sooner look at changing the perks themselves, as others have said. The easiest one to fix would be Resurgence- have it clear the status effect when you're unhooked. It's thematic, it's balanced, and it solves the problem, that one's an easy fix.
The other two, admittedly, I'm not so sure.
-
@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/379844/rework-this-perk-already
Tbf while it may be terrible I don't blame people from running it since the self care from COH was removed, how else are they going to be healed when their teammateswon't?
Sure they can just do gens injured but not everyone is confident enough to do it this way so they may feel that the best perk to take is self care (even if it it basically throwing the game)
Medkits and Inner Healing are still 100% viable. Self-Care and Botany Knowledge is also a viable combo, albeit one with a risk. There's really no excuse for running Self-Care on its own, especially since this idea of your teammates refusing to heal you hardly happens every match.
To the wider topic, it is worth pointing out that Self-Care isn't totally worthless. As mentioned above it pairs really nicely with Botany, and using it to finish uneven amounts of heals from medkits isn't completely useless either. Still, some kind of rework would probably be healthier overall.
-
@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457792#Comment_3457792
So the perk itself does not stack with any other Haste perk
This solved the problem without spoiling the rest of the perks for the sake of this perk
That just delays the issue. If they never add a Haste perk that can be used consistently again, sure, but if they make it so no Haste perks can stack, that means every current one can be safely buffed and they have room to make more if inspiration strikes.
Either would be an acceptable change right now, but I personally think making the mechanics-wide change is better in the long run.
-
@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457451#Comment_3457451
Weird that nobody had any issues with haste stacking in of itself before this perk came out. Especially since there are MULTIPLE like blood pact, dark theory, NOLB, Guardian, etc
If the true problem was haste stacking then it would have been an issue a LONG time ago
Nobody had any issues with Haste stacking despite it being incredibly strong primarily because there weren't any consistent Haste boosts in the game to use as a base. Blood Pact, Dark Theory, all the unhook perks- they're on a timer or they have a strict radius requirement. There's a hard limit on how much value you can get, and hitting that hard limit is difficult to boot.
Now, though, all the situational and short boosts get to stack on top of Made For This, a perk that isn't overpowered on its own but quickly becomes so when it has other perks making the survivor even faster. So, Haste stacking became a problem just now not because Haste stacking itself magically became a problem, but because until now it wasn't consistently doable.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457638#Comment_3457638
I expect my opponent to know how to optimize the mechanic.
So do I, but I don't expect them to teleport and break the basic march of time to do it.
-
@AetherBytes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455884#Comment_3455884
Self care alone is workable if you're confident you can hit greats
Even then, I think it's still too slow on its own, plus it is very vulnerable to Mangled and Haemorrhage.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457568#Comment_3457568
Placing two pod makes no difference because EMP is AoE and disables both of them.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457563#Comment_3457563
I am not heavily convinced. current auto-emp recharge is 90/5. You have to infect survivors every 18 seconds to outpace the EMP boxes. In the hotfix, auto-emp recharge will be 100/4. You need infect survivors every 25 second to outpace automatic EMP's.
Those numbers are misleading. That's just EMP generation, it assumes literally zero travel time and that EMPs are used immediately on pick-up. As dire as the EMP situation is right now, it isn't that bad.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457423#Comment_3457423
i think you are misunderstanding seraphor's post. when you hover over a survivor with camera and lock on. the survivor gains a green marker indicating that singularity is firing at you. Seraphor's is saying that the survivor can pre-charge the EMP and disable it as soon as it hits you. you can remove his infection in 0.1 second on application. It does not matter how fast you apply it.
Up to and after this post, Seraphor had been talking about using the biopods to teleport, not just to mark.
Assuming we're talking just about applying the mark in chase and the survivor immediately hitting it with an EMP, though, that's why it's relevant that you can replace the biopod straight away. If you're being aggressive and using the manual teleport, you do lose time and efficiency from the EMP - which you're meant to, that's his counter - but your power is not disabled or rendered impotent by it. You have to adjust your approach.
The problem isn't that the EMP can take away the infection, that's what it's supposed to do. The problem is how easily survivors can gain multiple EMPs in the same chase, and how little investment they take to use- both things the upcoming changes should, ostensibly, be looking at.
-
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457501#Comment_3457501
You don't seem to understand "too weak" and "unplayable" is used interchangeably on these forum.
Being too weak, but not technically unplayable is not meaningful in any way.
I understand that completely, and that is literally why I am speaking up to contest it. There is a difference between those two things, and it is meaningful, because Singularity doesn't need giant overhauls. He just needs the EMPs tuned down, because he isn't completely unplayable.
-
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457492#Comment_3457492
Being in "too weak" to "unplayable" isn't a good middle ground to be in, your nuance does not matter even in the slightest, the result is loads of bad games. Sadako is a weak Killer but even her you can play and have fun. I'm not having fun at all with Singularity.
I didn't say it was. In fact, I outright said the opposite- EMPs are overtuned. That's a problem, and it's preventing Singularity from being in a good spot. I was mainly responding to the idea that he is unplayable, and then to Seraphor who had another issue that I disagreed with.
As for you not having fun, that's subjective. I am having fun with him, and that's also subjective.
-
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457481#Comment_3457481
Im coming from the point that I spent money on a Killer that has no power right now, Survivors are WAY too coordinated with EMPs right now and they can do so much against me and I cant do anything. So Im here to voice my concerns.
See my above reply, then. Singularity isn't so weak that he doesn't have a power, he isn't unplayable, he's just... too weak. That middle ground does exist.
-
@mca240 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457481#Comment_3457481
A killer that cannot use his power reliably is hot trash. With the EMP's toned down he might, but currently he is literally and M1 killer. Chasing and using Overclock is highly map dependable as well
Your mileage may vary, but I've found that I do get to use his power somewhat reliably. EMPs are definitely obnoxious, but because you can replace your biopod way faster than they can remove it, if you play aggressive you can generally get results.
It is possible for a killer to be too weak without being unplayable. That's where Singularity is: he's not hot trash, he's not unplayable, but he is too weak in ways that are annoying to deal with.
-
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457458#Comment_3457458
That's clear then the thread of correct to posit that Singularity is bad and that slight nerfs to emps wont help much.
You said
EMPs are a little overtuned,
so once the emps have been tuned down, he is the perfect killer to play then?
What?
The thread isn't correct to posit that the Singularity is, as they put it, "hot trash". There's obviously a middle ground between "hot trash" and "perfectly balanced".
And, after EMPs are nerfed... yes? He will be in a pretty good spot? He's already fun, it's just that EMPs are overtuned. So, yes, once EMPs are tuned down, he'll be a great killer.
I don't mean to be aggressive or anything, but I'm struggling to understand where you're coming from.
-
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457459#Comment_3457459
Spirit Fury with extra steps.
Teleportation doesn't work, it's just a means to unlock a mid-tier Perk.
Spirit Fury, Enduring, hyper-Bamboozle, and whatever elements your addons give you. You are definitely underestimating the power of Overclock.
It is also still teleportation, you aren't using it point-blank. You use it far enough away that you save time and deny resources, while still being in range to do it with the gun rather than the biopods. Cross-map teleports should be a nice bonus, not the main thing you're banking on.
-
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457453#Comment_3457453
If you're already next to it, then you're already next to the survivor. Why are you using a teleportation power when you're already in a chase?
Even when you're apparently using this power 'optimally'. You're willingly trading distance for time, by teleporting closer to the survivor at the same time as being slowed down, so you're not actually making any ground, all in order to gain basekit Spirit Fury? The power is just Spirit Fury with extra steps.
Teleportation should be used to gain ground, which means using it when you're not already close to the survivor.
...To get Overclock. His power.
-
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457443#Comment_3457443
Except the survivor carried a EMP and now my second one is gone and they have run to a different tile and picked up another emp.
what then my guy`? when does the Killer actually become bad then? what's the definition of bad here?
...Sorry, are you under the impression that I think EMPs are fine? You'd do well to double check what I'm writing, if that's the case.
Having a second and third available is the problem, not the first. The effect itself is fine, if you play Singularity aggressively, because it doesn't lock you out of your power- it makes you adjust your angle.
-
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457448#Comment_3457448
Again, physically getting back to the biopod that was disabled, in order to replace it, is time you could have spent simply chasing the survivor.
M1 killers are viable, I played trickster for weeks without using his knives at all, and didn't do horribly. That's how people are playing Singularity, because how power doesn't work as a power, it wastes more time than it saves. You make it up by running regular chases, with the odd Overclock effect when you get lucky, which could just as easily be replaced by something like Spirit Fury.
Legitimately, I am confused what you mean, can you elaborate? What do you mean by "getting back to the biopod"? You'd already be next to it.
-
Honestly, you could ditch the Endurance entirely and the perk would be totally fine. Either way, Haste definitely shouldn't stack.
-
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457445#Comment_3457445
And you do that how when the survivor uses an EMP?
By replacing the affected biopod, or placing a new one.
EMPs are overtuned, we shouldn't lose sight of that, but they also don't completely render the killer impotent if you're playing aggressively. They're a stymying force, one survivors have more access to than they should, but they aren't a hard disable.
-
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457443#Comment_3457443
If you have to be near the pod to use it, kinda defeats the point of placing pods. Your time would be better spent just chasing the survivor as an M1 killer.
Nope. Place a pod (either ahead of time or in the moment), infect a survivor mid-chase, then use Overclock by teleporting to them. That's the best way of playing Singularity.
-
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457412#Comment_3457412
for beginning to play a new Killer, you dont want users completely signed out of their power.
Which is why it's relevant that you aren't. A pod being EMP'd can be replaced immediately at no cost, as long as you're near it.
-
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457432#Comment_3457432
So what am I supposed to do when I have a 5% chance of actually hitting a survivor directly, and when it takes 30 seconds to pan the biopod camera around and therefore cannot be used mid chase?
You'd be better served asking a person who plays on console, I have no idea how the madmen do it. There are people who play all the aim-dependant killers on console and do very well, I have no doubt Singularity will be the same way.
Again, also, that is not a case of confused identity or the killer being trash. It's a completely different conversation.
-
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457428#Comment_3457428
Then I'd say it's an issue of confused identity. His power is set up as a 'set up' killer. You place objects and use those objects to view survivors. It has all the hallmarks of a zoning, territorial and information power. But those facets of his power don't work, because survivors have a workaround that obliterates the power under those circumstances.
It's like if Trapper's Bear Traps glowed with a bright pink aura and could be disarmed by a survivor is 0.2 seconds, but Trapper could place them slightly faster. Now Trapper is a chase/anti-loop killer instead of a set up killer, despite having exactly the same power with a couple of minor tweaks.
Not... really?
Like, you play Singularity by placing pods as you move towards survivors, then push survivors towards those pods so you can infect them mid-chase and use your gun to teleport, gaining Overlock to deal with pallets. If you really want to consider him one, that still does technically count as setup, so he still counts. The part that matters is that teleporting via the pods is meant to be a deterrent to just sitting there from the survivor side, as far as I can gather; somewhat like Pig's headpop, or Sadako's mori, pressure to make survivors act rather than a result you're meant to be banking on. The thing you're meant to be leveraging is the direct teleport after the mark.
His identity isn't confused, people just need a little time to properly grasp how he works.
-
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457423#Comment_3457423
Unfortunately you can't use him as a chase kill on controller, any more than you can with Trickster/Huntress/Deathslinger. The camera controls are too restrictive for an FPS format.
That still changes the boundaries of the conversation, though- he's still a chase killer, just one that controller players have a harder time using.
-
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457417#Comment_3457417
Unfortunately these changes won't change the way EMPs are played.
Reducing printers from five to four changes nothing, there will still be 8 EMPs available at any given time, reduced from 10.
10 seconds of additional printing time doesn't make much of a difference, 90 seconds was never a problem anyway.
Movement speed, you generally don't use them in a chase, but this IS the best change they're making, as it will punish those who DO use them in a chase.
2 seconds to 2.5 seconds, is still less than the 3.5 seconds it takes to teleport. So there will still be ample window between Slipstream and teleportation in which to use the EMP.
It is worth mentioning that the 3.5 seconds thing only applies if you're trying to teleport from the biopod itself, not if you're using the gun to teleport mid-chase. That's where Singularity shines, and based on the changes they're making, I imagine it's what the devs want him to be doing most of the time.
Like I said in my response, I don't think the Singularity is a setup killer, he's a chase killer.
-
I disagree, actually. EMPs are a little overtuned, but having played a bit more of him by now, I've realised it's more of an annoyance than truly rendering him unplayable.
They can get rid of your pods quickly, but the thing I initially didn't quite get was that you can replace them even quicker. He functions best when played aggressively, not as a setup killer - which is a shame because I love setup killers, but oh well.
You also want to put the pods pretty high up where possible, so it looks over loops in their entirety.
-
@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457146#Comment_3457146
Made for this still helps when you are outplayed, by reducing lunge distance and giving lot more time to actually get close for hit, dead hard can still be stopped in killer power for plenty of situations, all it did was making you invulnerable for some time and giving survivors distance, so hitting him with power after or before that is viable, and if you are too far away dead hard still can't help you cuz using tap hit right behind the survivors can basically counter dead hard.
MfT still doesn't allow killers to do anything about it, beside exhaustion which is also a counter for dead hard, they are just faster, killers have nothing to stop them being faster, and only way to deal with it is just run straight to catch up which allows them run 20% longer or even more with killer stuns, and then chase will reset by them reaching new tile.
If it is about "how, when and how little killers could do about it", it IS certainly worse than dead hard, dead hard was more or less one time perk and also technically counterable by "just bait it out" or tap the hit, made for this, on the other hand, it's working ALL the time (in the same circumstance dead hard can work, of course), without any input of survivors (which is worse than dead hard because dh still required "skill" per se), and killers have "literally" as in literal literally nothing, unlike dead hard.
And even then it CAN still be used with dead hard or balanced landing, thanks for not technically being an exhaustion perk.
You could not bait out old Dead Hard, not when it was being used in the way that made it OP. It required no skill, happened in every chase, and you had absolutely no way of outplaying it.
You can, in fact, outplay Made For This. Haste is strong, but it is just Haste. It is not i-frames, or Endurance, or anything that actually prevents you from getting the hit unless it's a proper boost like Sprint Burst. You can loop people with MFT. You can use your power to stop them getting to a new tile. It is harder, because it is a chase perk and they are meant to make chases harder for you, but it is more than doable.
In fact, MFT is a lot more like reworked Dead Hard, at least for most killers. That was the one you could bait out and that did have counterplay- the difference is that even that Dead Hard unfairly punished certain killer powers in a way MFT doesn't, at least not directly.
-
I've never understood why the idea of favourable and unfavourable maps is tossed out of the window so readily in discussions like these.
For every killer that struggles on indoor maps, there are killers that thrive, and it tends to work vice versa, too. It isn't inherently bad or inherently poor design for some killers to have a slightly harder time on certain maps, as long as it isn't a baseline problem like pallet distribution or god windows that'd affect a vast majority of the roster.
-
@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456686#Comment_3456686
Dead hard doesn't allow you to reach new tiles twice or thrice, it just allows you to reach it once.
MfT on the other hand, always increases the distance surivors can make by 20% and even more, it works once, twice, thrice and fourth, it's a lot worse than dead hard because it can very well act as additional health state in many situations AND still works infinite amount of times, then also increase the effectiveness of every loop by tremendous amount, works as hard-counter to certain killers and also even reduces the effectiveness of lunge.
Old Dead Hard, and from context I assume OP is talking about pre-6.1.0 Dead Hard, did not just give you passive "reach new tiles" distance. That's close to what it did, but trying to frame it that way is deeply, deeply misleading and misses the part of it that actually made Dead Hard OP.
The main distinction that matters most here is that Made For This gives you the chance to reach a tile. If you aren't outplayed, if the killer doesn't have a good power for stopping you, if you aren't just too far away. I'm not saying that's rare, but I am saying it isn't guaranteed. The killer has agency, and the ability to stop you.
What Dead Hard did was guarantee you reached the tile, and guarantee the killer could do nothing about it. Period. None of the nuance of MFT, you just dashed, the killer could do nothing about it, and then the chase was reset. It wasn't just about reaching a new tile, it was about how, when, and how little the killer could do about it. After all, the Exhaustion perks as a class are, with few exceptions, meant to make you reach a new tile, that's their entire purpose- that alone isn't enough for a perk to be OP and it definitely wasn't what made Dead Hard OP.
I'm not even personally committing super hard to saying MFT is balanced, I don't have enough experience playing against it to say with concrete certainty. It seems fine, I've noticed its presence and it wasn't overwhelming in those trials, but I could be missing something there. All I can say is that a lot of the arguments for saying MFT is overpowered are deeply, deeply flawed.
-
@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456702#Comment_3456702
I wish machine learning was actually free so I don't have to kick two gens, then wish survivors to finish up that EXACT gen, to get the value.
If that perk activated upon every gens finished, literally everyone would complain about how broken it is, because it's absolutely free, doesn't require any work unlike current machine learning, then it's effect is strong as heck.
on the other hand I don't think being rewarded for losing is any way unhealthy though...
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456848#Comment_3456848
It doesn't make them broken or anything, they still have two health state, it just buffs one of it.
I mean, it feels strange you say that because I actually wish anyone running MfT made survivors to have one health state.
How about adding it's effect for no mither? that could be interesting LOL
Not if they're running at 103% all the time, that's what I mean. Either they're not running at that speed constantly, meaning it's a lot closer to other "burst of speed" perks or limited-duration/radius Haste, or they are running at that speed constantly, meaning they're injured the whole time and they're down a whole health state.
-
@Chadku said:
Remember when old Tinkerer affected charge times?
It made charge addons, base charge times difficult to balance since there wouldnt be any reason not to run it.
Kinda the same with MFT changing survivors from the standard 100% to 103% movement speed.
None of the maps were made in mind with 103% speeds for the entirety of the match.
The maps were made with 100% speed in mind, sure, but they were also made with the idea that survivors have two health states in mind, which they don't if they're running at 103% all the time. Surely that'd make a difference of some kind?
-
@Blinckx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456751#Comment_3456751
No
How many killers are using singularity's new perks ? Let me guess..no one or just few.
How many survivors are using MfT ? Almost everyone
That's the difference between a fair and balanced new perk and something so OP and broken
...Are the Singularity's perks strong and exciting, though? They're certainly fair and balanced, but they're also explicitly the kind of thing I was pointing out MFT as not being: niche and gimmicky. Genetic Limits is the only one with broad application, and it's currently weaker than it'd be otherwise because people are running MFT.
That's my point, entirely. Made For This is a perk that a lot of people would want to use regardless of if it's OP or not, because it's a genuine viable alternative to Exhaustion perks. A balanced version of this perk, whether you think it currently is or not, would also be run very frequently because it's something new and exciting that isn't niche.
-
That happens when you're standing too close to a hooked survivor. In order to not be slowed down after exiting the camera mode, you need to walk further away from the hook. It's an anti-camp measure.
-
@Blinckx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456737#Comment_3456737
Please give me break
EVERYONE know this perk is busted and broken, of course it's useful, it's broken as hell
You're missing the point a little. IF the perk weren't busted, but it were just a fair and balanced new perk, would you not also see people running it a lot so soon after it came out?
It's not a great metric to use for proving anything, is my point.
-
@Blinckx said:
Funny how this perk is so "balanced" and not at all problematic that it has already become a meta perk in practically every build and in every match at least 2 survivors are using it. All in less than a week that this perk is live
Wondering why
Is it not just as possible that it's our first universally-useful and not niche or gimmicky new perk in a while? At least on the survivor side, anyways.
If a new perk is actually comparable to currently often-run perks, and viable when compared to them too, doesn't it make sense people would use it a lot to try it out?
-
@Seal_Massacre said:
@jesterkind This would be in a ranked mode setting. It would be a mode to where all the people that wanted to play as best as they can. I think it should still be applied to base matchmaking just not as strict in the casual mode. I understand people want to just play for fun with their friends and such but something needs to be done. Killers using Alch Ring/Compound Blight for example. This would also introduce a new banning system pre lobby. Killer gets to ban 4 survivor perks. Survivors get to ban 4 killer perks 1 perk each. So let's say the killer wants to ban Sprint Burst, Prove Thyself, Adrenaline, Windows of Opportunity. Survivors would then pick 1 perk each. Let's say Corrupt, Pain Resonance, NOED, and Surge (Jolt). This would be voted on before you hit the Ready button. But dodging this would give you a penalty due to exiting the lobby similar to other games. This was a much shorter version of the original one I had written up. Things are a little too strong in the game for both sides. But that's why the balance team exist. They could also use this ranked mode to balance out casuals too. So every 2-4 weeks the balance team would make changes due to item/perk performance. If something is giving killers a dominant win rate % then it would get nerfed. And if a perk was being used and not getting good results it would result in a buff maybe depending on the statistics.
A ranked mode would also use the kind of MMR system we have, though. That's how MMR systems work, the theory works whether you want a regular game mode or a specific ranked mode.
Also, if the pick-ban thing only applies to ranked, that just means the people who want to use those things would go to the regular queue, which would defeat the purpose of trying to section them off into ranked.
-
@miniwengsel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456686#Comment_3456686
I know why but pls Read what I wrote to understand the point I try to make.
I understand the point, I just disagree with it - and I don't think even what you're describing is half as broken as Dead Hard used to be. It's a bad comparison.
-
I'm starting to think a lot of players don't understand why old Dead Hard was overpowered.
-
So, the explanation given for an MMR system being based on winrate instead of measuring things within the match of whatever game it was made for is pretty sound and quite relevant here.
The things you want the MMR system to track in your post here are, ostensibly, skilful actions. If players are doing these things, and doing them well, it stands to reason that they're better players and should be winning their games, meaning they need tougher opponents. Here's the snag, though- if doing those things means you're better, and being better means you're winning, isn't it simpler to just... look at how often they're winning? If doing those things means they're winning, it stands to reason that winning means they're doing those things, right?
Winrate is one variable, it is much simpler and easier to keep track of with drastically fewer points of failure or elements that would need to be updated as the game changes. Again, if playing more skilfully means they're winning more, then winning more should theoretically mean they're playing more skilfully.
There are two exceptions to that statement being true, and neither of them mean the MMR system should be built differently.
1: Players abuse things that are too strong to get wins that they couldn't have gotten otherwise, artificially inflating their MMR. Things like old Dead Hard, for example; unambiguously OP and broken. The thing is, you can't build an MMR system around broken elements of the game, or it'd constantly need ground-up adjustments whenever you fix those things- and you do need to fix those things. A matchmaker, necessarily, has to assume that the game is balanced for players of equal skill, or the whole idea of matching people based on their skill level flies out of the window.
2: Players use cheese strategies to win more often. For this game, tactics like tunnelling and camping, for instance. Now, part of the first reason applies here too, but to tackle cheese strats in general; those players should get matched with better players, because otherwise they just keep getting to win with cheese strats against lesser-skilled opponents. They should get matched with players that know how to deal with cheese strats, that's part of a matchmaker's job.
It's just simpler and easily as effective to look at winrate, not track a thousand things happening in the game. An MMR system isn't instant feedback on how you played a match, it's something that looks at a large number of games to gauge how skilled you are, and uses that for matchmaking. That's why you don't see your MMR number unless it's also part of a ranked mode, in most games.
-
I really, really doubt that 1% buff is causing your generators to go faster than they would've pre-buff.
-
I think something that is being overlooked here is attempting to fuse the upsides of two different use cases, when those two use cases are fundamentally mutually exclusive.
Specifically, the idea that the perk is too strong because moving 3% faster "at all times" is a huge advantage. The thing is, you aren't moving that fast at all times, you're moving that fast while injured. That means one of two things:
1: The survivor is staying injured to use MFT at all times. In this scenario, the perk is balanced because staying injured is a risk, and while Haste is strong it isn't i-frames or Endurance. It won't stop a killer power, and it won't stop an M1 from landing if you lose a mindgame or just are facing a stealth killer.
2: The survivor isn't staying injured, and is only using MFT after they've taken a hit. In this scenario, the perk is balanced because it's active for a shorter period of time, comparatively speaking. You have to run for a certain amount of time before MFT becomes noticeable, and there's a very real chance that won't happen if you're only activating it after taking a hit- not to mention leaving yourself vulnerable to Exposed.
Now, that's not to say nothing is wrong with the perk at all. I think the Endurance it gives is too much- as niche as it is, there's no reason a perk as strong as MFT needs a secondary effect at all. I agree with you; that's perk bloat. I also think that this perk is the thing that makes Haste-stacking become more apparently and readily a problem; the fact that it's easy to activate means that stacking it is a lot more accessible, and that can get out of hand fast. I definitely want that addressed.
It'd also be nice to see Killer Exhaustion tools be a little stronger, since they're ostensibly the answer to all (or at least, most of) the survivor's strong chase perks. Longer duration on Fearmonger, shorter cooldown on Blood Echo, stuff like that. Not the direct answer to MFT's strength, but a better suite of tools for killers to deal with it and any other Exhaustion-related perk.
-
@tubalcane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456297#Comment_3456297
"You don't really use Knight's power to deal damage"
Huh? More easy mode every patch for survivors
That statement doesn't even connect to what I wrote? You don't use his power primarily to deal damage, not from what I've seen + experienced. You use it to...
@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456301#Comment_3456301
What different ways? To kick gens? It's not like he's got a lot of options
Kick generators, break and deny pallets, and most pointedly, push survivors towards you by putting a guard on their other side, which is the main use that I've been able to surmise. Survivors still need to run away from the guard whether they have MFT or not, and that's the thing you can most consistently capitalise on.
Also, drop the guard at a loop to make them run away, but that's boring and I'd prefer not to endorse it. Just technically another use.
-
@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456297#Comment_3456297
Yeah you do. It's a nice bonus. Made fur this precludes it entirely.
I dunno, I feel like you only get hits with Knight's power if the survivors mess up, I really don't think Made For This is taking away something you'd get against more competent opponents.
Even if it does, that just pushes you to use his power in different ways, it doesn't remove it entirely.
-
@NotJared said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454836#Comment_3454836
Made For This allows survivors to run faster than The Knight's guards (4.12 m/s vs 4.1). His power is made entirely useless against Made For This.
You don't really use Knight's power to deal damage, though, so the survivors being faster than the guards doesn't really matter that much? They still have to run away, meaning you're still getting them flushed out in the direction you want them to be running.