teamdehn
teamdehn
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@Marigoria said:
Okay so from what I understand, if you have bad matches, you get paired with bad players.
As someone who plays mostly solo survivor, I do get left to die on hook quite a few times (even when running kindred), which would make my MMR score low.
I'm currently in red ranks, and I've been getting teams of 15 to 20 ranked survivors, which again, is making my matches quite frustrating.
So if someone who plays solo, keeps getting bad teams, wont it make their MMR low giving them again bad teams and making them stuck there?
So is everybody else. So ultimately it will even out for solo. It shouldn't be a surprise that queuing solo for a team game is a negative.
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@Anghroth said:
Nope. The very first thing we NEED to adress, is insta-down addons like the god-awful iri hatchets. Then Moris and THEN we can talk about punishing those who still want to escape the game early.
As long as all those mechanics remain in the game (and yes, keys are BS as well and need to be either removed or reworked), I completely understand everyone, who doesn't want to be part of minutes of stupidity.
I disagree you join the game knowing this is a possibility. You commit to the game you should stick it out. Now if you boycot until its gone thats cool but committing and then suicide thats bad form
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I think it has to figure in some of you rank from other killers. Its not like each killer is 100% different than the other. Hopefully some of the skill stats take into account basic killer competence and adjusts for new killers introduced
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@Kees_T said:
https://forum.deadbydaylight.com/en/discussion/comment/1501231#Comment_1501231
This proves nothing. They edited the code of the game and added the MMR calculations and implemented in it in the backend, and then the locksystem for Killer, which also wasn't even a month. So I'm still correct, you need to play a lot of matches to get the average for your MMR.
MMR rely on datas, and if you have some knowledge in statistics, you know that the more large the population the more accurate the result will be. Like I said, in 1 or 2 months your MMR will be where it should. (Depends of how much you play)
Creating a post to say it's having balance issues while the system wasn't even live for a month won't prove anything but the fact the the MMR of these players is not where it should be yet.
Exactly with 10 games to rank a killer main could possibly have to play 200 games to get a baseline for them all. We are going to see skewed match up for a little bit
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I think its a natural progression for game development. Freddy doc and pyramid head are recently made or redone so to differentiate they need to be more complex.
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the hatch while annoying is necessary. after the game is 1v1 with 3 gens left it becomes a sad hide and seek chase. id rather have the hatch to kick off the end game collapse then playing merry go round with a survivor killer with 3 gens left
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@RakimSockem said:
lol what?
That's not even comparable. NOED gives a speedboost to a killer who is already by default, faster than the survivor. And that's not taking into account Cloaked Wraith, Phasing Spirit, Chainsaw running Billy, or Blinking Nurse
Hatch is a killer favored mechanic unless the survivor already knows where it is. If both players are searching for it, the faster character (the Killer) has RNG in their favor.
That's not even including the fact that the survivor has to hide if the killer is near them so they don't get found. The killer just needs to circle the map with no fear
full stop. you had a good head of steam but then said something like the hatch is killer favored.... like in what world? the hatch only rewards the survivor.
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@Zaitsev said:
Now, I have nothing against having certain skins in a set unable to be mixed. Nor do I take issue with a pricey Legendary skin that changes up some animations
However. My god the Legendary skins are just terrible. Think about it. You are paying 15 dollars for the Minotaur skin (which looks amazing btw). You could buy almost 2 chapters or 3 characters with that kind of money.
What do the DBD legendary skins change? NOTHING. No new animations, not even different sounds. Why does a Minotaur clean his sword like a Japanese samurai? Why arent his eyes orange during Blood Fury? Why do Cheryl and Lisa have the same exact voice?
then don't buy it. you know why its 15$ because that is what the market will handle. man almighty these posts are becoming unbearable. use your wallet. you are not entitled to any skin. don't buy it and the price will come down.
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I like the idea of a maze map but it would be very hard for the killer unless you had killer tunnels, but then it would be too hard for the survivors. i would love to see a concept addressing this.
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When comparing humans you always get a natural bell curve. Most players will fall between 75% and 25%. Being in the top 25% is significant anybody playing casually, not practicing, looking up strats, watching game play of themselves probably wont fall above 75%.
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@Pawcelot said:
https://forum.deadbydaylight.com/en/discussion/comment/1495263#Comment_1495263
https://forum.deadbydaylight.com/en/discussion/comment/1495274#Comment_1495274
This. But that also means that we'll never truly know if its working or not. A double-edged sword.
Even if you did see it you probably wouldn't know if was working. The mmr should help with match making but if the populations are skewed you will see a wider and wider discrepancy between them. Because they have to factor in queue time. The longer you sit in queue the wider the MMR net will have to be cast. It makes sense to hide because ppl will take the off time one offs and post them all over the place to show how broken it is, while conveniently leaving out the ones where they were closer. There is no benefit making them public only more avenues of abuse
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1495377#Comment_1495377
I don't think skins should ever have a mechanical difference, especially if you have to pay cells for them.
I dont think skins should have mechanical differences, I just thought a minotaur killer would have been a cool addition. I doubt there will be one now that the oni has the skin
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I think the shrine is pretty good right now. Most games dont let you unlock DLC content at all. However spending shards to force favorability in the blood web is an awesome idea. With the 100 plus perks out now it takes forever to get the one you are looking for
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I'm just sad because I think a minotaur killer would have been cool. It makes sense to have legendary skins on survivors because at the end of the day all survivors are just skins for your perk build aside from the loudness and what not. But killers could bring new powers...
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The more I think of it the more I have concerns about separate killer MMR.
How much killer gameplay is shared between killers 50, 60, 70 or even 90%?
The main argument for this is they dont want a god tier nurse to use a different killer to "lower" their MMR except let's face it a truly god tier nurse is still going to be league better on any killer than fresh ranks.
This god tier nurse will presumably have a working knowledge of most perks, safe and un safe loops. Most assuredly they will know how to spot and punish basic survivor mistakes. So all of those concerns about experienced players picking on low tiers players will still be around if not exacerbated because they will probably have 5-10 killers they dont really touch but can boot anytime they feel like being toxic.
Also mmr systems need to collect data to decently pair you up let's say 5-10 games. With 20 killers that's anywhere from 100-200 games you would play before being correctly matched up.
And the only benefit is we save some people theoretical hardship of trying a new killer?
If you are above the bell curve meaning you are in the top 25% you are not taking more than 1 or 2 games to be performing at a decent level on any killer realistically.
I guess this mostly speculation on how the mmr will work but it sounds like it's going to be a fresh MMR for each killer which imo will be easier to punish noobs with than not.
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Not sure have 500 hours in game. I have been mori 5 times and I have seen a key get used once. They really are not that big a deal imo
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Yes!
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@Leonardo1ita said:
How many times did you encounter a game changing bug.
Be intellectually honest, how many times you actually found a completely game changing bug? not a sfx bug, not an animation bug, not a sound que bug ( important but in dbd not so much most times) ?
RARELY. VERY VERY VERY RARELY.
I've played dbd since jenuary 2017, and watched the game since 2016, where I was literally dying because I didn't have a pc to play dbd, and only because of this game I bought a 1000€ pc ( 250+€ for the monitor, keyboard and mouse and all the other stuff) . I remember when you would get stucked into a hook ,and never be able to get out of it. I passed all the era of lag switchers, where it was not fun at all, and after almost 5 years since 2016 and all my experience in dbd, including 6000/7000+ hours in game and twitch / youtube videos watched, the massive game changing era of bugs is finished people, and it finished in middle 2017, after the Bill release and the game engine update the game had.
Dbd still has bugs, sometimes, even GAME CHANGING, that's unalienable, but rarely, really. So the major dbd problem right now is not bugs of course, bug game's health, game's BALANCEMENT ( word that hurts a lot of people ( especially since dbd is not a competitive game ( for now, who knows in the future, I hope so)) because they do not understand that if a game is not almost balanced for both sides of a game there isn't any reason to play a certain game ) , and game's quality of life.
I agree the only bug I regularly encounter is the oni one
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@Chromeskull said:
https://forum.deadbydaylight.com/en/discussion/comment/1488706#Comment_1488706
I think it would be interesting if a cultist who believed in the Cthulhu Mythos was added.
Yeah I was thinking cultist too. Maybe their power could be an special alter on the map and the more survivors they place on the alter the more power they get
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I think it should depreciate a little over time because it will be hard to maintain a MMR on every killer. Like if you played 5 matches on each killer and rotated through the roster your first killer is gonna be a little rusty.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/1482296#Comment_1482296
So what I hear you saying is that the devs should buff all of the killers to balance the killer's performance around SWF (and only SWF), and disregard its effect on solo-queue'ing survivors?
im not so sure that killers need a buff to balance per se. but in essence yes the game should be balanced around a team of 4 survivors working as a team against one killer.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/1482228#Comment_1482228
So what I hear you saying is that Survive With Friends is "absurdly over powered" and that the feature should be removed from the game for the game to be balanced?
no people who queue solo should just accept that no matter what they will always be at a disadvantage.
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@Nos37 said:
If you are against letting solo survivors have more information because it would be too strong then ask the devs to remove SWF (because they get to have said information already and is the big reason why they are strong).
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Let survivors who play with strangers without using voice chat relay/receive additional information about the match, just as those who use voice chat do.
- Who is being chased
- How many times have survivors been hooked / who's on "death-hook" (would be nice to see as the killer, too, though some killers would use it to tunnel more efficiently)
- How many totems remain standing
- An icon on the player picture (hidden to the killer) when a survivor is within 12 meters of:
- The hatch
- An exit gate
- The basement
- A Hex Totem
- More shared perk icons for perks that don't give others a direct benefit, but others should still be aware of:
- Wake Up! (8m range, once exit gates have been powered), so that a survivor opening the gate switch can choose to hop off and let the player with Wake Up! open it faster
- Plunderer's Instinct / Ace in the Hole (map-wide, while unopened chests remain), so that survivors who find chests can choose to leave it for the player with Pluderer's/Ace to loot for better gear instead, in hopes that they can grab the leftover items later, if any
- Camaraderie (map-wide, while hooked), so that survivors know they need to move close to the hook at some point during the struggle phase to trigger it, but also know that they don't have to rush the unhook during the struggle phase while it's active
- Resilience (8m range, while injured), so that survivors know why you refuse to be healed beyond 95%, or at all
This way, it won't matter who's in a SWF group or not; they'll all have similar shared knowledge about the match.
queuing up solo in a team game will always put you at a disadvantage. all of these suggestions are absurdly over powered for the survivor side.
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exactly aura reading is a core game mechanic that the game is built around. there is no way to just make this base kit without fundamentally changing how the game works. further more having comms plus base kit aura reading will still leave SWF at a massive advantage. Queue up solo in a team game will always leave you at a disadvantage people really need to put this notion in the trash its unattainable.
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Killer: lightning McQueen
Survivor: homer simpson
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@Zaitsev said:
For starters, yes, I am aware that in some games, Decisive Strike is totally necessary. Tunnelling is rampant, both because of DS, and because of the gen rush meta, and there needs to be a counter. Sure, Spine Chill really grinds my gears as Ghostface, but every killer/survivor needs a counter.
I for one, believe that DS would be perfectly fine if there wasnt any exploits with its design.
Not to mention that its mere existance encourages tunnelling. Most killers eat the DS early on, and then proceed to tunnel that player anyways. So in that scenario, DS was nothing but a minor inconvience.
My suggestion? Truly make this a 100% anti tunnel perk.
1. Decisive Strike has two tokens. You lose a token after being rescued from a hook within 32 meters of the killers location, otherwise no tokens are consumed. If a token is consumed, you have 30 seconds of DS being active
2. This timer will pause when you are in a chase and while you are down. This timer will immediately deactivate if you start repairing a gen, cleanse a totem, are fully healed, enter a locker or unhook another survivor.
And now, my reasons for the changes.
1. You can be tunnelled more than once, hence the two tokens. My original thoughts were to make the perk terror radius dependant like Borrowed Time, but stealth killers could easily get around it, and stealth killers can still tunnel. Shortened timer to compensate for the two tokens.
2. Obviously, slugging is not going to cut it. A tunneller is forced to ignore the unhooked survivor unless they want to eat the stun. And the deactivation prompts is simply the unhooked survivor saying, "Im not being tunnelled, Im putting myself back in the game by completing objectives"
i can see these changes but for one caveat, if a killer comes within you while ds protected all other survivors auras are shown for 3-12 seconds. the worst part of DS is when you are not tunneling and then the DS survivor is right there for the taking. this way the killer has a reason to not tunnel
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@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/1476341#Comment_1476341
Those make sense. Clowns wear silly outfits all the time. And Robbie the rabbit is literally from Silent Hill and was know as more of a scary figure then a funny one.
and everybody wears swimsuits and most people have worn Halloween costumes. they both make sense
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i love the clown because of his laugh... its phenomenal!
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@HollowsGrief said:
But everyone knows that showing off a woman's body is the most vile evil thing you can do!
for sure this game wants everything to do with 80s slasher films except the tna.... i guess. its sad that seeing a womens torso is more problematic than a clown cutting off someones finger and slurping up the red.
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@ProfoundEnding said:
I dont think they want to get too silly with cosmetics. Swimsuits make sense for a summer camp. Not so much for a game like this. That's one reason they never gave anyone Halloween costumes.
how can you say this with purple elephant clown, or robbie the rabbit legion?
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1476040#Comment_1476040
Oh no he presented a solution to the issue, that must mean he is a part of the problem, always bullying these oppressed stressed out killer mains :(
its not a solution giving a bully exactly what they want exacerbates the situation. dont condone douchbaggery....
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@Khakuate said:
Let me put my glasses on.. uhh .... jus...just a minute please... got it
Let me open the killer rulebook for survivors... got... got it..
Page 128, paragraph 6.... "Survivors should instantly leave once they open the gate, otherwise they will get banned and we will cry in the forums"
lol asking people to be respectful is hardly a rulebook scenario. Don't downplay douchebaggery. seriously this community is what keeps many people from playing. do you really want this game to die because some children cant grow up?
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lame sorry you got a toxic person, wish this community would grow up....
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Hearing the clown cackle after getting a hit and ghost face sighing when he gets hit
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@toukent said:
Anyone have any tips?
mindgame the mindgame.
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@bjorksnas said:
Your initial though are right those are the most useful hex totems in the game at this point although the most people might change the build might be remove ruin in favor of thrill of the hunt for better totem protection or if they are a meme lord remove devour (the best hex) and replace it with hex the third seal to have more fun.
i can totally see how running two totem protection perks would be the way to go! i didnt even think of that
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@Seiko300 said:
Hair is always something that they've said is a challenge for them (and apparently it's been a challenge for the gaming industry in general, which, I mean, I'm not a developer so I wouldn't know but I'll take their word for it) and honestly a lot of hair looks really bad depending on graphics settings. I think some of the worst cases are characters that have stringier hair, the most egregious example of this is Quentin but following closely behind I think is Feng (default hair). It can look really wispy and almost transparent (most apparent in the front AKA the bangs covering the forehead) and it's kind of yeugh.
Honestly I think Ace looks fine (coming from an Ace main who spends a lot of time looking at the back of Ace's head and Ace in general) since his hair is mostly just a normal cut, even in the photo you provided, and he does wear hats in most of his cosmetics save for a few.
Hopefully al lot of these issues will be improved upon when they start pumping out the graphical update they announced in the 4th year anniversary. I'm excited to see all the textures, character models, and especially updated animations for stuff like separate animations for survivors holding items and not holding items (currently any interaction you perform makes an item you're holding disappear for a brief second) and just generally look a lot better and up to par with other games in 2020.
Hair has been an issue for the animation industry for a long time. fun fact nearly every pixar movie showcases an innovation in animation. for hair specifically they showcased it in Monsters Inc. their inability to get hair right is one of the reasons they went with toy story first because the nature of smooth plastic toys was easier to animate.
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I'm not sure about the buffs mentioned as I'm not familiar with the perk enough yet. However I very much prefer buffing up to a new meta instead of nerfing down to a new meta. Of course you cant buff all the time or power creep will get out of control but I think the same can be said to nerfing everything down until it's all just point less.
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@Pryzm said:
The only thing I don't like about this is server instability. I've seen it myself, and talked to many players in post chat about it. The server lag is real. Many missed skill checks, or grab freezes. I've had complete "pauses" and BOOM, gen blows up. I don't want people dying on the second stage like crazy because the server lags, or someone's connection goes. That is less BP for me as killer and it could impact scoring for rank.
I don't like it. You can perhaps have it work in a way that gets you extra points, but does not hasten your death. I just don't want people dying after 2 hooks constantly because of various forms of lag.
I've seen the lag effect the spam struggle more than skill checks, I almost think skill checks at gen are client side
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/1473389#Comment_1473389
Not bad Idea personally I would think his power allows you to see through hidden cameras trough out the map and constantly know of the survivors whereabouts
Like through notifications, or more like a small hud that shows the security feed?
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I think a neat mechanic for fnaf team would for all of the animatronics to be on the map spread out and the killer power would be that they could inhabit the body of one and switch between them as the power. But survivors could disable the uninhabited one for a set of time of they find it
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Honestly I dont think it will around for more than another 3-5 years just based on how the vast majority of online only games work. Very few multiplayer games last 10+ years. Hopefully DBD2 comes out because overall I enjoy the game. However new hardware is going to come out pushing the game into irrelevance.
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Solo Q will always be the worst experience. Forgoing the benefits of communication in a team game actively puts you at a disadvantage. Not saying they shouldn't look at solo Q concerns but at the end of day it will always begin from a position of disadvantage.
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@Onyx_Blue said:
@teamdehn 1min 50secs of doing nothing of impact to 4 survivors? Yeah, a killer should be doing better than that. Jeez, are players at this game so bad and warped by the statements of egotistical streamers whom cannot admit when they played badly, that they try and blame gen speed for their own lack of skill at pressuring? Bloody hell...
Lol there is nothing to argue about here the dev's have acknowledged it's a problem and are adding a slow down.
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@Onyx_Blue said:
@Reinami don't go listing the hypothetical assumptions of how the game would have gone. That does nothing.
You never hard commit to the first survivor you see when they just run from one side of the map to the other. They are wasting their own time doing that, and ultimately yours if you follow them all that way. Who cares if they spend 16 seconds healing, you have to apply pressure to multiple survivors at the start of the match.
Ignoring the fact he had Surge, so logic would dictate he aim to keep chases near active gens so he can have passive regression when he gets a down nearby. Then he can carry them to an area not near an active gen so they have to waste their time going somewhere unimportant. (See, it's easy to describe a hypothetical situation)
Face it, you cannot say a killer played the match well when they have minimal pressure and made mistakes.
This game is all about time management, so, as killer, you need to know where your focus is most needed at what times. If you chase a good looper and you aim for strong pallet breaks and a hit then leave them alone. Same applies for W-key gamers; if they are dragging you around and all you'te doing is track them from 20m+ then surely you just leave them to go find someone else and come back to them when they're out positioned or trapped in an area they cannot just run from.
Minimal pressure in 1 minute 50 seconds? Again a killer would need to put up 7 hooks in that amount of time to keep up. More than half your objective should not be complete especially when all you did was hold m1 or w.
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All the nay sayers on here chiming in. It's simple, it's not good design for 3/5 of your goal to be accomplished in 1 minute and 50 seconds. To put this in perspective would anybody be ok with a killer that could whip out 7 hooks in 1 minute 50 seconds? That would be a hook every 15 seconds....
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@Artick said:
We know MOM is a kinda iffy spot, where we can't have it be easy to activate since it's strong, but in it's current state is way too unreliable, requiring players to completely throw the game just to get the stacks. Chances are if people just did gens instead of hunting MOM stacks they wouldn't need to tank that hit anyway.
People proposed several changes for MOM, where the most common one seems to be to reduce it to 2 protection hits. While this seems fine, I believe devs may be a bit scared of implementing it, so what I suggest is 2 protection hits and one unhook. Wohoo, put the pitchforks down, this is NOT how it worked in the PTB. In the PTB it was either protection hits either unhooks(so you could do 3 unhooks and activate the perk), my change requires exactly 2 protection hits and one unhook. This is a middle ground between 2 and 3 protection hits: more consistent than 3 protection hits, but harder than 2(basically replacing one protection hit with one unhook).
"But what if a survivor unhooks and immediately takes a hit? The perk will instantly gain two stacks". Yes, this is true and this was the main issue with the PTB MOM. However, the fix is really simple: add a cooldown of 5 seconds or so between gaining stacks. This way, when a survivor unhooks and gets hit by the killer right after the unhook it would still give one stack, not two. The cooldown could have been a solution to fix the PTB MOM too, since the main issue was being able to get 2 stacks instantly. So yea, either my version with 2 protection hits + 1 unhook or the PTB version, but with the cooldown could work fine, or at least are worth a test.
At the very least, keep it at 3 protection hits but remove that horrible drawback. It's not justified anymore with the current activation system.
I like these ideas what you propose makes you have to do a good amount of work for the benefit. Makes it more skill based and consistent
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1470069#Comment_1470069
But that isnt fair for the solo playing with them. Buff everyone then you can look at killers to see what you can do at that point
Why isn't it fair for the solo? They are benefiting from having an swf with comms on their team. The purpose of the perk slot is to compensate for the vast amount of information comms give the swf. You cant buff solo survivors without also buffing swf a little. The best way to balance outside comms is to have it cost them a little. The swf isn't really losing a perk slot because that slot would have been used for an aura read if there wasnt comms
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Nah instead of just giving away free perk slots to all survivors because of outside comms. Make it so queuing swf requires a universal perk called fellowship. This perk Grant's you the ability force the entity to bring you into the realm together. This way the swf on comms is hindered a little bit for all of the free information they get from third party programs.