luvcraft
luvcraft
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As a killer, I don't mind keys; they're rare, and either one or two survivors get out and it's the same as if they disconnected, or all the survivors get out and the match immediately ends and I congratulate them on doing a tricky thing. As a survivor, I've never used a key because I can never find the hatch. 😊
As a survivor, I don't like moris because getting moried makes me feel "cheated" out of the rest of the match, and as a killer I don't like to use them because I don't like to make survivors feel that way. Even when I run Devour Hope I tend not to mori people when I get the power to.
I also don't like moris because some of them are too gory for me (especially Leatherface's). Yes, I realize how ridiculous that sounds in a game about hanging people on hooks. 😄
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I was starting to post something similar, but decided to search for "rank 11" first, and found this post.
I have the same experience that when I reach rank 11 as a killer, suddenly the majority of my matches are against all single-digit-rank (frequently all red) SWF groups. After a few games of getting steamrolled by pro-level players, I drop back down to rank 12, and am suddenly matched with survivors at my appropriate rank again.
I suspect the matchmaking system starts matching killers with SWF groups specifically at killer rank 11, and just by the nature of player turnover vs retention the vast majority of the SWF groups at this point are pro-level.
I'd be really interested to see some metrics from the devs on killer rank progression over time; I suspect that there's been a big drop-off in killers advancing beyond green ranks in the last year or two because of this sudden wall in the difficulty curve.
Unfortunately, if this is the case, I don't think they can solve it with matchmaking alone; that rank 11 switch must be there for a reason, and the reason is probably that, without it, there aren't enough killers to match with those high-rank SWF groups. I think the solution is going to have to involve some sort of handicapping and reworking of SWF, so that rank 11 players can continue to be matched with high-rank SWF teams, but have the game weighed in their favor so that it's possible for them to win, and also not bore the survivors to death.
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kinda excited to see something very similar implemented for Mr. Pointy's cages. Fingers crossed that the same system gets applied to hooks.
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oh! I never played Legion, so I didn't realize KI had a totally different indicator until I tried pointy in the PTB.
also add "scream" to your list of killer indicators. :)
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@Okapi said:
Some of the killers and licenses being posted are NOT iconic or classics. They have to be well known among the general public, not just hardcore horror fans.
The only licenses that fit that build would be:
- Friday the 13th (Jason)
- Alien (Xenomorph)
- Child's Play (Chucky)
- IT (Pennywise)
- Resident Evil (Nemesis)
- Universal Classic Monsters (Dracula or The Monster)
Now depending on how generous Behavior is being with their statement one could stretch it to include the following:
- Silent Hill (Pyramid Head)
- The Ring/Ringu (Samara/Sadako)
- Hellraiser (Pinhead)
- Candyman (Candyman)
- Slenderman (Slenderman)
YOU CALLED IT!!!!! :D
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DeadByDaylight.log
log
post-match screenshot:
the DCed player had DCed right at the beginning of the match
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good list! What's the Miner from?
Dracula's public domain, so they wouldn't need to license him.
Chucky struck me as a fun idea, but I can't see him carrying survivors to hooks. 😀
I'm more familiar with Hannibal Lecter from Silence of the Lambs; maybe he's more slasher-ish in Red Dragon?
Overlook Hotel would be a GREAT level!
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@upa said:
私も神殿の壁に引っかかり身動きが取れなくなってしまいました。サバイバーが後ろから押してくれたので抜けることができました。その後調べた結果、3箇所ほど同じ現像になるところがあります。
3 places all in Temple of Purgation? Can you tell us where the other 2 are? Glad you were able to get unblocked by survivors pushing you; the survivors in my game also tried to push me out of the wall but maybe they were pushing in the wrong direction.
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possibly related, I've been getting stuck in palettes as killer a lot this build, but at least with palettes you can break the palette and get out.
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here are screenshots:
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LOL, and these screenshots are broken here on the forum, too. Oh well, you can click through to see them, at least.
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you're right, it is that music. fixing my title! :D
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1232569#Comment_1232569
Basically creating alt accounts so you can play at lower ranks. I don't know if deranking also counts but it's pretty much the same result.
my dude, if you're a high rank player and want to spend hours forfeiting matches to drop your rank to own noobs, then there's not much that any system can do to stop you. But I suspect that's gonna be a small minority of players.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1232553#Comment_1232553
So smurfing becomes even stronger?
what's smurfing?
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I came here to post pretty much exactly this suggestion, but glad I searched for it first. :)
I think a straightforward way to implement it would be to modify each survivor's base move speed by a percentage equal to the difference between their rank and the killer's; so a rank 1 survivor vs a rank 20 killer would move at 81% speed, while a rank 20 survivor vs a rank 1 killer would move at 119% speed. If the killer is rank 10, a rank 1 survivor would move at 91% speed, a rank 20 survivor in the same match would move at 110% speed, and a rank 10 survivor in the same match would move at 100% speed.
Just that change I think would go a long way toward mitigating the broken matchmaking system, and then based on the results it could be further tuned from there.
I also absolutely agree with you that scaling rewards based on rank differences is NOT a good solution, because it doesn't do anything to address the primary problem that a badly matched game is no fun, for either the killer or the survivors. Unfortunately, according to this status update, that's exactly what they're implementing: https://forum.deadbydaylight.com/en/discussion/124795/
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@illusion said:
Please don't start discussion by calling for a nerf. Nerfs should be a last resort to any problem. Start by asking questions, or simply stating the problem you are having.
good point, I didn't realize describing it that way would be so problematic. I've changed the topic to more accurately reflect my suggestion! :)
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@sulaiman said:
I dont like this idea. Disconnects are bad, but there is no fair way to compensate for that.
I mean, yeah, your suggestion helps the survivors, but what about the killer? He downed one, and want to hook him to keep pressure, and then suddenly not only is the potentiol nessesary unhook gone, but also a gen...
To compensate that, should a random survivor switch the place with the dc´ed one, so the killer can keep the pressure? I mean, it would be fair, right? Both sides are affected by the dc.
Thats the reason we have dc punishments, and rightly so.
Also, your fighting chance is called the hatch. At least for one of you. (thats the reason i belive the hatch is needed and shouldn´t been changed). Maybe the chances for a key in a box should increase if a dc happens. Its only a better chance, not a given, also the survivor still have to do 4 gens (instead of 5)
This is a good point about DCing hurting the killer, too, but I main killer and I can't remember ever feeling more than a temporary disadvantage when a survivor DCs. Mostly it just turns the game into a cakewalk and I end up sacrificing everyone and then commiserating with the survivors post-game that they were boned by the DC.
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@Dzeikor said:
yeah seems fair,lets not punish survivors for dcing and instead give them free completed gens
the survivor who DCed wouldn't get points for completing the gen. It would only help the survivors who were left.
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@CosmicParagon said:
No way. Then if a 3-gen happens, somebody will just DC and give their team a free win
that's why I said "This should also only happen if the number of remaining survivors is equal to or less than the number of remaining generators, because it would give the survivors an unfair advantage if they could pop the last generator just by one of them disconnecting."
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OK, sounds like the consensus is definitely that I just need to focus entirely on boxes when trapped. I think I'd gotten lucky and gotten it despite dawdling a few times, and assumed that was the normal, and the times when I'd dawdled and died was bad luck. I will assume the worst in the future. :D
Thanks!
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@Lexilogo said:
If you want Pig traps to be changed it should not be a straight nerf, Pig's an extremely mid-tier if not low mid tier Killer who does not need a giant nerfhammer.
It IS true that, depending on map RNG, where you get RBT'd, and if the Pig packs Tampered Timer (and probably either crate of gears or jigsaw's sketch), surviving the RBT can be entirely up to luck and you physically don't have enough time to search every box. Is that a BS scenario that shouldn't happen, I think so, buut I'm not entirely sure if that is/isn't what really happened to you and Survivors CAN always 99% gens for a bit to give you extra time.
that's why I suggest making removing the trap require any two boxes; this would mean that the survivor can't get lucky and get it on the first try, and also can't get unlucky and rush through three boxes without getting it.
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@Mikeasaurus said:
it depends on the killer and perks tbf. Wraith can see you within 12 meters with his Add-On while Cloaked, Bitter could activate as a Gen is complete and the survivor is seen via Aura, Myer's can use Scratched mirror to Aura, or stalk with Add-Ons and see your Aura. I'm All Ears shows your Aura if you perform a loud action. BBQ could have activated and revealed you. There's many scenarios so there is no exact way to prove a killer has hacked unless you see proof of it from them. Basing it on that they found you hiding doesn't prove much really.
oh! you're right! I'd forgotten about scratched mirror. The worst one was against Myers, and he didn't have a perk that would explain it, but I didn't think to check his add-ons.
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well, at least I can report them, and hopefully reporting someone means that you'll be less likely to be matched with them in the future.
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I realized after I posted this that probably a big factor is the number of people online during Coronageddon having weird effects on network traffic.
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wait, really? I was thinking it was maybe just because I've been sick and so I was thinking slower. :)
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I am SO excited that the next killer is gonna be a Cursed Subaru Legacy! Amazing homage to "Christine", and such a thrilling departure from all the other killers!
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I only care about pips because the "reach rank 10" achievements keep taunting me in my dreams. :(
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@GrootDude said:
I rarely de-pip from getting a 2k
are we playing the same game? I frequently de-pip with 3 kills!
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@InfinyMage said:
Mostly curious as to where everyone seems to be on the rift grind.
I just reached lv 23.
So finally had enough putrid serum for a full blight skin.
As far as the tome.
I cant for the life of me complete "Plunder King" and havent yet attempted "This is Happening" or "Empathic". I only started playing survivor for the tome challenges and play on ps4. Every single time someone opens the last chest i need.
I was surprised at how easy "This is happening" was. The required perk makes great skill checks easier, and I paired it with No Mither and Resilience and finished the challenge on the first gen I worked on. And I'm normally terrible at great skill checks.
This was my favorite challenge, actually, because it specifically taught me the usefulness of a perk I'd overlooked and never used.
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@InfinyMage said:
Mostly curious as to where everyone seems to be on the rift grind.
I just reached lv 23.
So finally had enough putrid serum for a full blight skin.
As far as the tome.
I cant for the life of me complete "Plunder King" and havent yet attempted "This is Happening" or "Empathic". I only started playing survivor for the tome challenges and play on ps4. Every single time someone opens the last chest i need.
if there is pre-match chat on PS4 like there is on PC, you can ask the other survivors to let you open all the chests, and tell them that you will leave the items, because you don't need to pick up the items for the challenge.
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neither of these are really "pro" strategies, but they are a lot of fun. :D
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I also sometimes make a gen bleed as I'm walking toward it; survivors think I'm teleporting to it, and they often move somewhere out of line or sight of the generator, and right into my approaching line of sight.
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that's a good set for Freddy. If you wanna really be a jerk, you can use Insidious. With his teleport, survivors are used to him suddenly disappearing across the map, so they hear insidious go off and think you've teleported away and it's OK to come out of hiding, and then suddenly you're right there. :D
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I understand the logic behind finding you the best match it can, even if you're outmatched, so you won't be waiting forever. I just wish they also did some sort of handicapping in these situations, so that the game would mechanically compensate for the difference in rank.
One possibility is that they could adjust every survivor's running and repair speed based on the difference between their rank and The Killer's rank; this could even go the other way, to give survivors who are lower rank than the killer an advantage. This is probably a very low priority, though.
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yeah, I know, but it feels double bad when I wait a long time and then get steamrolled. :P
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/797166#Comment_797166
Yes, you are a member of BHVR's beta test crew.
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cool! thanks!
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@Peanits said:
There's tests going on for PC only at the moment. Consoles will still be on peer to peer like before for the time being.
More info can be found here, if you're curious: https://forum.deadbydaylight.com/en/discussion/87216/
got it. is testing opt-in, or is it just happening intermittently? Am I correct in thinking that a ping meter next to my name as a killer (with no ping meters next to the survivors' names) means that I'm on a dedicated server?
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Pray they don't adjust it further.
</Vader>
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@Darkskies said:
I am sorry you had this experience things ❤️
Free boop the snoot to turn that frown upside down 🐖
Stay positive change will coming!
but if your on pc you can hide that chat I think. Might help in future 💖
imagining being booped on the nose by Pig makes it all better. :)
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omg, I just played another match against players who are WAY out of my league; I'm rank 12 and only one of them was lower than 8.
At least it was cool to see a top tier SWF team working together; they did all kinds of amazing things I'd never seen before. :)
one of them did a crazy stairs juke, and then another one immediately hit me with a locker. My mind is blown.
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I wish green keys would just be removed from the list of items that can be found in chests; when I'm searching a chest I'm specifically expecting something that will help me with the current trial. Getting a green key means that I've risked searching a chest for nothing.
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I like the idea of having the option to sabotage the hook when unhooking, and maybe the sabo going twice as fast if someone's on the hook, and being doable without a toolbox if someone's on the hook.
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OK, thanks! In that case I -- the god-king of whiffing -- will skip getting that killer. :)
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I always try to spread the love, and not hook the same survivor twice in a row.
The exception is that I try to tunnel survivors with racist names, but invariably they're the best players somehow and my tunneling backfires. :(
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cool, thanks!
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@Kumakx said:
I don't mind that but i would change failing skill check from being eaten to increasing entity progression, otherwise it could demolish new players.
a big increase on fail, like getting a great check on a generator? I think that would be a great idea, and also a good balance between players giving up on struggle, and other players trying to come rescue them.
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oops, sorry for the double-post. it told me this was a "draft".







