rha
rha
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Just repeating myself, I quit survivor because solo teammates were terrible most of the time, on a level where I'd say that no amount of "buffs" or extra information can help them. I am not even talking about lack of "looping skill" or "map knowledge", but overall awareness and general poor decision making. Like, some people can't even be helped with a Kindred in base kit. I remember a game against a Hillbilly where the hooked survivor had Kindred and it showed the killer was camping, but the other two teammates still tried to make a save and boom there I was alone on the map with the killer.
Yes there are good players, it's really fun with them and I've had a few awesome matches, but the balance between bad and good solo games is completely off towards bad.
The only thing that could help solo players would be a meaningful ranking and matchmaking that puts players in a lobby with others of a similar level. As long as survivor pipping is getting easier and easier, playtime determines rank and rank resets more frequently than some people change their socks, I doubt I'll find the motivation to queue as survivor, at least not without a reliable SWF group.
As for the few things that have been done ... there have been other decisions that widened the gap again. I still consider the hatch closing mainly a huge solo nerf.
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There's a page that explains how they calculate their numbers. It's mainly based on the "MyPS4Life" video number leak.
From my own video, I had made my own estimate back then. It was just after the release of Legion and from my numbers I had roughly estimated a total of ~5.2 million people who had started DbD on PS4 at least once, and (to get an idea about how many were active at that time) ~31000 individual players who had fixed the chalet generator in Ormond and escaped to get the trophy in the time window between DLC release and the map being disabled because it crashed for many people. If we consider that there may be many people mainly/only playing killer (especially a new one after DLC release), many may not care about trophies and did not bother to fix that particular gen, others may have fixed it but not escaped due to being killed and their game crashing ... I thought that was impressive, considering the total number of individual players must have been a lot higher.
I have heard the exact same what WINTERS said, just not from Hybridpanda but Morf.
Not sure how this site handle multiple trophy lists as DbD has now though, they seem to be rare and the percentages seem to count for the new list only so they are not comparable with the first list.
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I tend to let people go, if I kill someone then only when everyone has already been hooked twice and then they usually already got a ton of bloodpoints. I don't play farming games though, too boring.
First, I don't need that many bloodpoints anymore. I'm not a big fan of licensed stuff. There hasn't been anything new of interest for me since the Plague DLC. I have maxed out all characters on P3 by now, so no idea what to spend bloodpoints on. I got me Nancy purely for her perks and I'm now leveling her to P3 just because I need some bloodpoint sink.
Second, BBQ more than makes up for the points you miss by not sacrificing them. Survivors on the other hand have no reliable bonus bloodpoint perk. I get 4 stacks on BBQ in like 99/100 games, not just that WGLF is far less common than BBQ, I can't imagine survivors getting full stacks on it as regularly as killers on BBQ, so I let them have the escape points.
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/718228#Comment_718228
People play games to have fun and chill, even in dbd after a game you see question “Did you have fun?”. But gen rush when I play Clown is really unfun bcs I feel helpless as him vs GOOD survivors. Gen rush is ok when I play Spirit or Nurse, but not when I play Trapper or Bubba bcs Trapper and Bubba very often can only hope Ruin will stand long.
If you want to know what it's really like to feel helpless, play solo survivor. If the killer plays terrible and your teammates can't stand on their feet for ten seconds after being found and while not been seen can't do gens either, it's a shitshow and when your teammates are dead you count 1, 2, 3 and the hatch is closed, the gates are right next to each other, and despite being the best player in the match and carrying the entire game you get fed to the killer because killers need to 4k otherwise the game is unbalanced and poorly designed. There's absolutely nothing you could have done that game.
If you get stomped as a killer, there's still the chance that you get good enough one day to beat such a group because it's just up to you.
That's why I'm no longer playing survivor.
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Maybe it was not complaints from survivors but the fact that they need sufficient survivors in red ranks so that the red rank killers still get lobbies in a reasonable time.
I did absolutely like the hard pipping from my survivor POV and I may get back to playing survivor if they reintroduce it. At that time I had stellar teammates in the green ranks most of the time without having to pip up to ranks where killers start with those "optimal strategies" tunneling, camping and slugging, because you'd look at a black pip most of the time.
As for the number of hooks for Iri Devout, they said they had another condition on it because Iri Devout was more common than intended. The other way to resolve the situation would have been to nerf killers/buff survivors so that killers get 4ks less often. You would have preferred that?
And finally, survivors determining the killer's emblems, well this goes both ways, I don't know how often I looked at an empty Benevolent emblem because of camping and tunneling killers. In particular killers like Wraith, Hag and Freddy with his latest buff are excellent at robbing survivors of emblems for reasons out of their control.
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No other strategy than trying to be lucky to get a few games at all. My killer wait times which were previously ok on PS4 have skyrocketed. Got two games so far, and in both the first person I hooked suicided immediately and I felt pretty bad for the others and let them go.
If I get a bunch of bloodpoints, my plan would be to level Nancy to P2-50 so I could P3 her for the Halloween event and snack a few spoopy items that hopefully come back. And level her perks on my other survivors in between. So far only Kate has them.
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- Fixed an issue that allowed Survivors to use Sprint Burst when coming out of a locker after having successfully stunning the Killer with Head On.
- Fixed an issue that made it impossible for the Killer to pick up Survivors if they were too close to the shelf assets on multiple tiles in The Underground Complex map.
Oh no! More survivor nerfs keep on coming! It's enough now! Revert those instantly! Seriously, devs. What do you have against survivors?
Same, just bugs ... bugs need to be fixed. No different with Pig. Saying this as someone who only plays Huntress more often than Pig.
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We'll see. May just mean that more high rank survivors will derank to get fair matches with their friends who are less skilled or just beginning with the game. Which means they play in low ranks even when playing solo.
I mean, back when I played a lot of survivor I was usually high ranked as well, and I had a friend who got the game after I told him about it. He had very, very little time to play. To have somebody who is just learning the basics going against god nurses who slug with 5 gens still up is not a good idea and I would probably have had to derank all the way back as far as I could if we were playing together.
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I wish matchmaking was at least consistently broken.
I have no issues with playing against red ranks, I can do fine against them. I was playing a few games with killers I rarely play, perkless and addonless, just for dailies. Rank 16 since I often don't bother anymore to kill anyone and want to give new players a good experience to show them the game is fun when played without camping and tunneling. Got matchmaking like the above, multiple times in a row.
Then I said ok, done with dailies, my lucky day that I don't get beginners, now let's play a real game against good players. Picked my best killer, best perks, and got a bunch of rank 19's who gave up halfway through the match. Let them do the gens and go.
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@Mochan said:
If you're worrying about Queue Times the poll is incorrect. It should be,
"What do you currently play more" and not "What do you prefer."
But again was it ever in doubt? Everyone who is honest with themselves knows that there are too many killers right now compared to survivors on PC. The ratio is just off, it really needs to be 1:4 for a perfect ratio.
This is so blatantly obvious it requires a severe act of mental gymnastics and intellectual dishonesty to think otherwise.
This is true, the question is wrong. My answer to this is "I prefer playing survivor" and it always will be. I played survivor exclusively for a long time. Still I currently don't have fun anymore in solo queue, so I'm only playing killer now, but I would instantly go back to survivor if it would become bearable again. So, I'd vote for survivor but I am sitting in killer queue.
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It has been my opinion for awhile that the issue with SWF is not so much voice comms (yeah it does give some advantage, won’t deny) but the real SWF power is that they can straight up ignore the game‘s ranking and matchmaking systems that don’t work all too well and build a team of four equally strong players.
So whenever someone is asking me what the best buff for solo players would be, I usually say that a meaningful ranking and matchmaking system is all I would want. Of course it’s not going to happen if the devs consider a built-in Kindred „too strong“ because matching up a team of the same skill level is imho potentially even stronger.
The most fun and most memorable moments in this game I had in solo queue with solo teammates that were about my level where people almost reach each others thoughts and coordinate amazingly well without comms. This happened way too rarely though so I prefer playing killer now. It’s never as rewarding (except maybe some Huntress snipes) but also never as frustrating as the vast majority of solo matches.
I see it often when watching streamers play solo queue and they have nothing but terrible games that are painful to watch. Then they play SWF with their viewers, no voice comms, no coordination, but just selected experienced players who are good at observing what is going on and making decisions, and it’s like they’re suddenly playing a completely different game.
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My opinion is certainly irrelevant, but I'd vote no, because it's kind of boring (even though I can hit most of the skill checks and don't run around to search the totem) and really good killers can get along without it, meaning it is by no means as mandatory as the internet says it is. Even players who aren't among the best ones (like me) can do very well without it. I never ran Ruin except for Adept Hag.
With Ruin as built-in you could make the game so easy for top killers who learned to get along without it that they might lose interest in the game if it becomes too easy.
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@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/643301#Comment_643301
Exactly. Hatch standoffs only existed because of killers. No we have this wonky end game that completely favors mobile killers (who didn't need the advantage of end game collapse anyway).
Not really, for the old hatch stand-off both!! players really had to have the will to stare at each other for a considerable amount of time because they had to win at any cost. I never understood why it had to be „fixed“ because any one of the involved players was able to prevent it if he wanted to move on to the next game.
Current hatch situation is indeed very much killer sided, but that affects mostly solo survivors who were so much favored by the ranking and matchmaking system with reliable teammates for such a long time that they really deserved a hefty nerf (sarcasm).
I personally think we could do away with the hatch these days. I don’t recall even one game where the hatch was open for longer than 5 seconds because the killer always knew where it was. With gate spawning ridiculously close to each other and highly mobile killers, an escape after hatch is closed is so rare that I think an auto-sacrifice of the 4th survivor after the 3rd has died would actually be a lot fairer because it wouldn’t give the illusion that there is still an actual chance of escaping.
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As for me I am not bored with current gameplay, at least that’s not why I quit playing survivor. I don’t miss other game modes either. In fact I sometimes think that DbD is so addictive exactly because it is so simple.
While „holding R1 for 80 seconds“, I keep paying attention to my surroundings and try to keep track of what is happing where in the match, this usually leaves me no time with thinking about whether what I do is boring me.
I stopped having fun, but that was for a bunch of other reasons. Many of them could probably be „fixed“ easily by SWF but I don’t have any friends who play this game.
Anyway, not judging any 2nd objective idea or arguing against it, my issue with this post is entirely the „bringing back the fun“ part. It suggests it‘d make playing survivor enjoyable again, but a secondary objective wouldn’t solve a single problem I have with this game when it stopped being fun. That’s all I wanted to say about this.
(Yes it can be a bit boring if the killer can’t apply pressure effectively, but that‘s often a result of the poor rank system that puts lesser skilled killers against more experienced survivors.)
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@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/581222#Comment_581222
@Peanits - Adept Killer trophies used to be won by earning the "no-one escaped" score. That was still achievable but got changed.
I‘m not Peanits, but the Adept trophies themselves didn’t change, the conditions for a „merciless victory“ changed with the pip system. That’s a difference.
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Peanits already answered to this a while ago:
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/481191#Comment_481191
Hatchets never instantly downed survivors by default. You have always needed the iridescent head to do that.
To keep it simple, this was a very ambitious achievement/trophy when it was first added. We later reduced the requirement to 20 downs on other platforms, but it's a little harder to change a trophy. As long as it's still possible, we're limited in how much we can change it. Unfortunately it's gotta' stay that way unless there's a radical change to the huntress that makes that trophy no longer possible.
I doubt things have changed.
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There's nothing to revert. The Adept requirement was always a "merciless victory", which was always meaning a double pip I think. It was more of a bug that you could get the achievement with "ruthless killer" after the pip system changes.
Instead of reverting, they could change it so that you're titled "merciless killer" e.g. when you get an iridescent Devout emblem (4k is probably too easy these days). Not sure though if they are willing to un-link this particular message from the achieved pips.
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This sounds even worse than Victory Cube to me. I hated the kill-focus of the system. As killer I had some insanely fun and satisfying games full of tension for everyone where I depipped because I didn't kill anyone (intentionally, admittedly). Right after that, as survivor I had an ultra boring game against a Myers who didn't get anything done during the entire game and then in the end finally downed someone thanks to NOED, hooked him in the basement and camped him there. The other two swarmed the basement and boom - pip for him.
Last mentioned game is also why basing the survivor pipping on the whole group is something that'd be a big no-no for me. Imagine teammates like the above that you have no control over but you lose the game ... thanks no.
I am not even convinced if these kind of systems where killers must kill to pip and survivors must survive (here even 3 must escape so that a survivor can pip) can lead to a decent 4:1 rank distribution of killers and survivors. Especially as killers demand their 3-4ks literally all the time and the devs are tweaking the game towards that (remember: Devout emblem was changed because Iridiscent = 4k happened too often), because otherwise killer does not feel like the badass unstoppable monster, so no survivors could pip along with them.
I do kind of agree that the current killer pipping system feels very random at times, I personally think this is mainly due to Gatekeeper though.
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I‘m playing killer on PS4 and I do understand a quick double crouch or single slow crouch as a „thank you“. Some players follow it up with a message saying that it was meant as a thanks not BM. Others just send a quick friendly message which is even nicer because I can write back a friendly reply and it makes me happy that we were both enjoying the match.
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I find these comments quite interesting considering how much people are bitching about SWF (punish it or even remove it) and at the same time arguing that the game design should make solo play maximally unattractive and frustrating so that players are pushed into SWF.
I have currently quit playing survivor entirely exactly because of the perceived EGC unfairness. My teammates are too often potatoes and get wrecked in shortest time. Meanwhile the killer is as big a potato and couldn’t even hit me in multiple chases, but all he needs to do is to close the hatch and all of a sudden it doesn’t matter if he can’t hit me because he just needs to keep me from opening the doors which is often enough as easy as standing on a hill and watching both doors from there.
I am not complaining though, but willing to adapt. Adapting means in my case that if I decide to start again playing survivor, I will only do so in a 4SWF where I know everyone is about my level of ability, doing something useful at any time, everyone is willing and able to power through Ruin and won’t run around the map like a headless chicken to search for the totem, everyone recognises the killer perks in play and how to counter ...
This is a quite sad development. I used to love playing solo and didn’t mind getting matched with less experienced players as I could help them with my experience to live a bit longer, and in worst case I always had the hatch option. The unpredictability had some appeal, but that is gone now. I am now very picky about teammates. The current situation is only ok for me in an SWF scenario where I have control over my team („I explicitly chose to play with them, but we were not good enough“) or if the matchmaking was perfect at least 90% of the time (and „perfect“ means matching on skill, not rank). The latter is pure utopia so it‘ll be the former for me.
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@Milo said:
That was a thing. It was to kill/dc 4 survivors. I still have no idea why they changed that to 2 pips only.
For as long as I remember, the adept achievements/trophies always said "achieve a merciless victory", not "kill all four survivors". They kind of fixed it to match what the achievement actually says you're supposed to do. Before the change it was probably still judged by the old "victory cube" conditions of a "merciless victory".
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/560566#Comment_560566
There were quite a few people who have been asking for changes. Over the past couple years, most maps were changed to include more line of sight blockers. While this is great for most other killers, it is unfortunately not ideal for the huntress. Loops that you could previously throw hatchets over now feature higher walls and obstacles that get in the way of hatchets.
In the right hands, she can still be pretty powerful, but she's definitely not quite as powerful as she used to be. While this is a fairly minor change, it's not necessarily unwarranted.
While as somebody who’s currently playing almost 100% huntress except for dailies I should be happy about huntress buffs, I am slightly worried this kind of buff means that the upcoming map reworks will only just feature more and more LOS blockers that make huntress long distance snipes more difficult which is why I love playing her, and I already need to put in more efforts into those than others because I am on console.
I have already kind of lost all joy playing my favorite role, first stopped playing survivor except for dailies, now I even trash the survivor dailies until I get killer ones. Killer is not really a role I feel good with, it’s basically mainly huntress and sniping survivors who didn’t even hear my lullaby yet that I still really love in this game. Right now I still feel fine, but I would hate to lose that as well and be forced into some „sneak close up on survivors confused by your lullaby“ play because of the future of map design.
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I don’t get it, how does an SWF indicator help you to determine whether it’s a 4SWF of super tryhards or a 4SWF of chill dudes?
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@Black_Fence said:
https://forum.deadbydaylight.com/en/discussion/comment/538070#Comment_538070
It isn't unlucky RNG. You have been getting a bunch because they are uncommon rarity. When you prestige you are less likely to find Uncommon offerings and addons. This means that because I am prestiged I hardly ever get uncommon or common mystery boxes so unless a cake spawns i wont get one and they are less likely to spawn because I am a higher prestige. It is stupidly biased to newer players.
Event items/offerings are usually not uncommon but a special rarity on their own, so they can control how common they are independent of the „usual“ rarities, this way they can appear more often in chests than, say, yellow flashlights or toolboxes, or they could guarantee you one event item per bloodweb independent of all the yellow bloodweb nodes if they really wanted to.
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Clearly Huntress even though she’s a bit more difficult to play on console with controller. Throwing hatchets across the map and watching people get hit who didn’t even hear your lullaby is so much fun. Got a few friendly messages after games complimenting me on my hatchets :).
Also play Pig and Spirit, but not so often.
Would really like to try Nurse again now the console framerate has improved. Didn’t do as well with her as with Huntress but had a few really fun moments with her where I saw survivors crouching somewhere and pretended not to see them, then ported from somewhere they couldn’t see me (e.g. inside shack) right behind them and gave them a smack out of the void :).
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Call me crazy, I actually prefer playing against SWF. When playing against solos I often see stuff that ruins my fun as killer because it is exactly why I pretty much gave up on solo survivor and switched to killer. I always have to watch out that I am fair towards everyone and that can be quite stressful as well and makes me feel bad if I missed something or made a wrong call.
For example, just two days ago I was chasing this Ash, he was really good. At one point he just stopped and pointed at a hook. Killed himself.
On the BBQ radar I saw why: instead of working on the last two gens, his two remaining teammates were crouching in corners of the map behind rocks, far away from the remaining gens. At this point I feel pressured to ensure no one gets out.
Against SWF I can always give the last person the hatch because I know they all play to the end as a team and don’t selfishly camp the hatch. With solos I always have to watch out if there is a hatch camper waiting for the other survivor to be found and die, so that I‘m not unfair towards the survivor who is actually still playing and working on a gen.
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I would agree either this particular hatch close case needs tweaks to EGC or matchmaking for solos must be reworked to work properly (i.e. not rank-based) and give you good teammates if you’re good at the game so that it’s kind of deserved for the killer to have a ridiculous advantage.
I don’t see though why the entire endgame would have to be removed.
Another solution is to go SWF with people who are sufficiently good at the game so that the killer only rarely gets three kills before the gates are open.
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@twistedmonkey said:
Morf's titles are usually tongue in cheek used for baiting and having a laugh.
It's not just in the title, he said it on stream in response to a question from chat, 2:13:38 into the stream of May 7th. That's not an official confirmation, but he was also right when he said there were changes to the endgame coming with mid chapter patch before ECG was announced.
As this stuff is released around the anniversary I'd be very surprised though if it'd just be killers getting a new character and perks, and survivors just another round of nerfs. For the anniversary, I hope they have something (positively) new for everyone.
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A word of warning about calling for harsh punishment: I slowly feel that a lot of the insta-DCs after loading are due to bugs and not intentional.
Just yesterday I watched a streamer having his game close itself right after loading into the match. He said he had seen this before.
I have not had such a thing myself, but once I spawned next to a Laurie who did not move, she did not look afk but very strange ... as if in the process of falling asleep from Freddy (game was against Legion though). A moment later she got a DC sign (wasn’t due to Legion either because it was not known at this point).
Because of this I‘d say it‘d actually be better if the match cancelling would be extended to 5 or so seconds after the match has started.
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As solo survivor who does not play enough to get to decent ranks, I feel pretty much the same. If I get three potatoes as teammates it doesn’t matter how much more experienced and better I am than the killer, if he closes the hatch, depending on the killer (power/mobility) and hatch spawn he gets a free kill handed now.
I also dislike that knowing the hatch location becomes vital when it’s down to two survivors if you can’t trust the other to continue working on gens. It also incentives hatch camping, I noticed this both as survivor and killer after ECG. If I hook the second to last person, unless it’s SWF the survivor is usually left to die even if it’s his first hook, and I can find the last survivor crouching near the hatch. This is so sad, because if both keep trying and are good at either stealth or chase, it is totally possible to finish a last gen.
Overall I see the idea of the new endgame as a definitive improvement, but I wish it would be fairer for the last survivor. I do not accept this „the killer has destroyed your team so he deserves it“ talk because this assumes that matchmaking would be based on skill instead of rank, and rank is based on time played, not skill.
But!!! As people say - also in this thread - we can adapt. I will do instead of complaining and (sadly) give up as solo survivor and go full SWF to minimise the number of games where the hatch comes into play. And if it does, it means the killer has actually beaten three survivors of my skill level before.
I prefer my solo life though, so I hope they make some adjustments to ECG.
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I don’t hate it because I don’t keep my traps for endgame. Don’t get why 150% of all Pig players are suddenly playing end game Pig. In days where everyone is complaining about gens getting done too fast it’s strange to see this many people who can’t wait for survivors to get the gens done so they can finally start playing.
Plus, my favourite aspect of the Pig is still her ambush attack to outplay survivors in chases. Much more fun and more interactive than RBTs that you just put on and then let them go to get them off at some box. And that ambush has just been buffed earlier this year, which changed way more for Pig play than the current PTB changes.
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@PiiFree said:
People here don't understand how Chaser works.
This player could've killed those 3 Survivors completly fair by hooking everyone 3 times but if the last Survivor never got found, it would lead to Bronze Chaser Emblem.
9x Survivors found = 45 points
9x Survivors hit = 495 points
9x <30 second chases = 540 points
Total: 1080 points
Result:
BRONZE Chaser Emblem.
Are you sure that you correctly understand how it works? That would be ridiculous. I am fairly sure that points have to be cumulative, for longer chases the point gains just decrease over time. A chase < 30 seconds would be worth 150 points, not 60. It your example this would mean a Gold chaser which sounds a bit more reasonable to me.
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When we’re balancing survivors, we’re typically not even looking at the top 10% but rather the top 1-5% and expect that the rest will simply put in the effort to get as good as them.
I main Huntress on console with controller and for me she’s fine and immensely fun even though I am not the PS4 equivalent of Sverkeren.
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@Blueberry said:
I'd generally agree. That said, an unfortunate said effect of the changes is that is punishes the killer when he does extremely well, like a 4k with zero gens done. When you do that well it "looks" like you just camped your kills, even if you didn't at all.
So some small tweaking but I like it as well.
... but don't killer mains always claim that you shouldn't pip if you stomp the other side because pips should only be granted if you were actually challenged in a game and proved yourself worthy of a pip? At least that's what they always told me when I was unhappy with the original emblem system when I stomped killer after killer after killer at low ranks as survivor and didn't pip.
If that is how it should be for survivors it should be the same for killers. No challenge, no pip.
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I can't give you any "officially correct" version, but I was interested as well, and from what I understand from the files that the user "jesterret" puts on his Github ...
It's 5 points for every generator remaining undone per minute for the first nine minutes. So as I understand it, 25 points for the first minute. This is a guess now, but I suppose the generator's point value per minute is cumulative. So if all five gens remain undone the second minute as well, it will score you 50 points for that minute (=75 points after two minutes), otherwise it would be quite difficult to achieve any reasonable emblem quality.
If any generators are undone at the end of the match, you'd get (gens left + 1)*100 bonus points for them.
Emblem thresholds would be 250, 350, 650 and 900.
But it'd be better to only trust the devs :).
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Be careful with mixing up Steamcharts numbers and overall player base. From what I know, Steamcharts only shows the number of concurrent players online. While the concurrent online player count is an extremely important factor for the matchmaking, it's not the active player base of people who regularly play. Just mentioning this because I saw people claiming recently that DbD had lost players and pointed at SC. In particular you can't say simply because the concurrent player peak dropped by x% the game lost x% of players.
I don't know of any way to figure out the number of concurrent players on PS4.
As for the overall active player base, at least some slightly older rough estimations, end of last year you could create a video on the Sony site with some stats about your Playstation life. It told me my rarest trophy was Conniption and that 10495 other players had this trophy. At this point, the trophy list showed that 0.2% of DbD owners had this trophy. Now you can do some math, but keep in mind because there's always some error in there, 10496 won't be exactly 0.2% because the trophy percentage counts only increase in 0.1% steps so it could be anywhere between the display just switching from 0.1% and just before switching to 0.3%.
Considering that the game was free for a month for PS+ owners, not all of which will have kept playing. So if we're looking for active players we should compare to relatively new trophies.
That was just after the Legion DLC released and at that point, the Ormond map was disabled because of crashes, so noone could earn the "Unforgettable Getaway" trophy then. During the days between release and being disabled, 0.6% of players got this trophy. So in a rough calculation, there probably had to be over 30000 individual players playing during these few days who repaired the gen in the chalet and escaped. Consider that some main killer and don't care about survivor, some couldn't earn the trophy because they got killed, did not have the opportunity (got chased while others did that gen) or their game crashed (map wasn't disabled for no reason ...), had too little time at DLC release and jumped back on the game only after the map was disabled, or they simply didn't care about trophies and repaired other gens.
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The revert of the matchmaking revert needs to be instantly reverted ... in other words, bring back the old matchmaking until you have a working solution. Ideally before the weekend.
I'm a very patient person when it comes to the devs screwing up, but I'm done with this game on the survivor side, my patience is done. I've gone as solo survivor with random teams of actual rank 15 survivors against rank 1 and 2 killers, it's not remotely funny anymore because there's not a single gen getting done. All I can do is hurry from hook to hook and unhook people until everyone is dead. This. Is. Not. Fun.
Or, change the priorities to match against any player worldwide but match ranks properly. It's annoying to get red ping lobby after red ping lobby, but ... I can see the ping and dodge lobbies. I cannot see the rank discrepancies and dodge if I get a rank 1 killer with actual low rank players.
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As a killer I usually notice who is bad and who is good and I just go a bit easier on the bad ones.
Overall though I have no clue how they think it is a good idea to combine the attitude of „a fast unfair game is better than waiting a bit longer for a fair game“ with the pip changes that heavily punish you for being thrown into an unfair match and for things outside of your control (teammates dc, killer camps).
Especially people like me who are experienced (>1000 hours), don’t play much survivor so have little time to make up for bad games and ranking up (killer is a much better experience compared to solo survivor for me), and solo all the time due to lack of friends are the big losers of all this.
I am seriously thinking about stopping solo play and finding me an experienced SWF, then finally rank won’t matter for me too. It would be a sad day because I prefer playing with different people, I just want more consistency in „quality“ of teammates, but this all is going into the completely wrong direction right now.
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I don't know if it would be the same for me. I couldn't even play ten matches as solo survivor because all I get is red ping killers and to be honest I don't have the time to try for hours to get into a game.
As killer I get considerably higher ranked survivors all the time, but that's ok for me, I can deal with them.
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My experiences are not that great. I had trouble finding solo survivor matches since the rank reset. When I was looking for a match, at some point I just gave up. Just played my first survivor match of the season. After quite a while of waiting alternating between getting red ping lobbies, waiting longer, red ping lobbies, waiting more, green ping lobby but a survivor drops out and no-one else ever joins ...
... I finally found me a camping Leatherface and teammates killing themselves on hook and got a fabulous 6000 blood points for all that time waiting.
Now I'm back to waiting, two red ping lobbies so far. I'll give it another minute and then I'll be back to playing killer for the rest of the night and probably the whole weekend.
Edit: third Japanese killer in a row. I'm done with survivor.
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Since I didn't play survivor seriously for a long time I was in yellow rank hell until Friday. On those ranks it was Self Care (to be self sufficient as your teammates often can't hit skill checks) - Urban Evasion (to better not be seen as killers camp all the time) - Lithe - Dance With Me (in case UE fails and I get seen, allows me to disappear in the chase) pretty much all the time.
Now on green ranks with better teammates I feel like I can experiment a bit more with my build. Aftercare is a new favorite of mine, feels sooo good when the other survivors actually use the aura information and awesome cooperations result from it.
Other builds I like are healing builds with perks like We Will Make It and Botany or Empathy (though lately it has been replaced by Aftercare).
I recently leveled David and unlocked Dead Hard and want to use it a bit more. Happened too often that I went down because I couldn't make the last few inches to the next pallet so I thought I really needed that one.
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Meh. I had a game this Sunday where I lost three gens before the first person was on the hook (loops, D-Strikes ...). I just continued playing normally without any tunneling and camping as usual, and managed to snowball and stall the game sufficiently that by the time the gates were powered everyone was on death hook.thesuicidefox said:I'll be willing to bet most of the tunneling is because your survivor group did like 3 gens in the first chase.
Two of them were already out through one door, other two I downed before they could get the other door open. Could have hooked them because they had already used their ds but I let them wiggle off and go because I felt turning around the game like this was already rewarding enough for me.It still would have been two kills against a good group, and that sounds fine to me as the game is not supposed to be balanced around killers getting easy 4ks every time.Guess the point is, if I as a not very talented killer can handle losing 3 gens before first hook without having to play „scummy“ then anyone better than me can do so as well, and anyone else maybe just ... you know ...I think the problem is that people get disheartened by the first gens going quickly, give up inside and instead of focusing on the game mentally write their Reddit posts about the crappy game balance while the match is still going on. -
I would say not really except for feeling good about having your favorite character(s) "maxed out". I did P3 my favorites, but just for the sake of it, not because of any prestige benefits.
In particular, when it comes to better blood webs: from what I can see from files someone datamined and my personal observations (so I hope what I now write here is correct), every blood web has not only chances for certain rarities appearing (these should be affected by prestige) but also a minimum and maximum number of nodes of a certain rarity that can spawn. Level 50 blood webs should have either 5 or 6 "rare" nodes, and 0 or 1 "ultra rare" node (for "very rare" it's 1-3). All the prestige modifiers will probably do is give you a slightly higher chance that e.g. the 6th rare node, or the single ultra rare spawns, so no matter whether not prestiged at all or P3, each of your lvl 50 blood webs will differ at most by one rare, two very rare, and one ultra rare.
Then also consider, leveling to 50 is commonly estimated with 1.5 million bloodpoints. So from level 50 to P3-50 you spend 4.5 million bloodpoints. Along the road you buy many "smaller" blood webs where no higher rarity stuff can appear. If you pour it all into your unprestiged character, you can go about 90 level 50 blood webs (estimating a lvl 50 blood web with 50000 points) collecting all the goodies along the way. Unless you've unlocked many teachables, you might have all (or close to all) perks on your character by level 140. Once you've got all the perks, there's more "room" for very rare items/add-ons/offerings to appear because these nodes can't be taken up by "very rare" perks (of which there are quite a few) any longer.
As I said, I do prestige my favorites, but I don't think it's really worth it.
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I'm considering myself "survivor main at heart". I'm really playing killer most of the time though. One, for those sweet blood points (esp. with BBQ&C), and second killer is sadly a so much better experience without friends to survive with. I'm still rather survivor-sided even as killer. And the vast majority of the bloodpoints I earn with killers go into my survivors.
I like Claudette, Nea, Kate and Jeff the most. I have the former three maxed out with all perks I've unlocked on them, I'm currently still leveling up Jeff (got a good build on him, but want him maxed out as well). Also have Min leveled up a bit more seriously and will probably level her further after Jeff.
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Killers:
1. Huntress
(insert quite some space here)
2. Spirit
3. PigSurvivors:
1. Claudette
2. Nea
3. Kate or Jeff -
Got Adept David on first attempt, fortunately.Well, so the story was ... green Mori in the game, only three survivors loaded in, Ruin on, and I as the No Mither guy started the game right next to Myers. He had some pity on us, didn’t use his mori and let us all fix gens and go.Guess I was very lucky. But now that I have the trophy, devs please fix those 3 or less survivor games.
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Just noticed, in the German translation of the trophy text it does not mention Killer Instinct (so the translation is different from the English screenshot above). It just asks to down survivors suffering from Deep Wounds. Maybe the poster does not play in English and has an inaccurate translation as well.
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I hope close to 100% (more wish than estimate). Since I started playing killer pretty much exactly a year ago, I have countered BT by going after the unhooker. I saw BT triggering exactly once in my entire killer career and that was because I had trouble seeing in the corn who I was hitting. Everyone running BT means to me I only have to worry about three perks per survivor.
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Maybe I should just be quiet and not add to this discussion, but I still don’t see how this add-on when combined with Nurses, BBQ and possibly M&A does not give the opportunity for free downs/grabs with zero possibilities for counterplay unless survivors are bringing specific perks just to have a chance to counter this. I don’t quite see how it’s comparable to EW1 Meyers or Wraith either.Btw, I am not playing survivor at all anymore, so I have zero risk of encountering this in the game, but I like playing Spirit, I just want everyone to enjoy the match and I don’t see how such an add-on/perk combination can be fun to play against. Prayer Beads would be cool if they would just tremendously reduce the whoosh radius, but to take it away completely seems a little bit too much for me and I won’t use them.
Since I am not interested in playing survivor anymore I have no idea how many spirits run this add-on/perks. If it’s just a few then the devs probably won’t bother anyway. -
I don’t want voice comms for solo survivors, I want a better matchmaking that allows me to play with other players about my skill level. That’s mainly what keeps me from enjoying survivor currently (besides that the game has turned into one big healing simulator). A good solo group can actually do pretty well without comms, but I always get those making dumb plays.Besides that without comms I can maintain my illusion that I am playing with nice and friendly people, one more thing that many people forget, here in Europe you have many different languages spoken, if you are matched to, say, a Russian 3SWF as a German there’s probably zero chance they’ll bother switching to English just because of you.