twistedmonkey
twistedmonkey
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The average game at red ranks is 12m on the last stats. This was shown after 2 years of complaining about gen speed. There is no reason to think that it has dramatically changed with all the changes since then.
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@SteelDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/970287#Comment_970287
if you seriously think this is a buff in ANY way to ruin. there is no hope in talking or reasoning with you
Where do I mention anywhere that I think it's a buff?
It's a change that's all and without testing it the effects on the game are unknown.
What is happening is speculation as always from people who instantly dislike something and react with anger instead of taking time to think about something.
Ruin was never good versus strong players.
This change does have the potential to want the totem cleansed instead of powering through or even starting a gen on some maps.
It removes the time it takes to kick a gen when its up saving vital seconds in a chase if it's near completion.
This change is going to increase the gap of swf v solo imo as swf will know when it safe to power through a gen.
Try being objective as the more constructive feedback which isnt purely an angry rant the better.
I personally do not like this change as I don't think its good for the game.
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@SteelDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/970207#Comment_970207
the entire post of the changes to hex ruin where about "when going against it" "why its frustrating to go against" and all the "key issues" about ruin where SURVIVOR sided. not the RISKS of using ruin, like it being a hex perk for example. the RNG of skill checks. NONE OF THAT WAS MENTIONED. only the unfun and frustration of going AGAINST RUIN. removed the SKILL part of going against ruin which was to get greats, they removed that and made it not effect skill checks FOR SURVIVOR. the killer using ruin was "very little effort or risk to the killer" when it doesn't mention the risk of hexes. it also ignores that the killer juggles 4 people.
the entire ruin post was survivor biased. there is no arguing it
Of course there is as changes happen to both sides. To say it shows biased is wrong as it highlights issues for the side it affects nothing else.
The whole point to the change of Insta heals was also all about the effect on killers. I didnt see a post from anyone stating that that was baised towards killers.
Ruin has always been too strong versus new players and bad versus good ones. In high ranks its not worth a slot as they power through it. Console maybe not as much as the skill checks are affected by frame rate.
The change probably hurts solo survivors more than killers as they may not risk a save when a gen is x amount done.
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It seems pretty strong still but I do have a fear regarding saves and solo play.
This has potential to make solo play worse imo as who will really leave a gen when its over 50% done?
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There is no bias.
What happens on these forums is some only tend to see what they want to see when the side they prefer gets a change all the while ignoring all the changes that have happened to the other side.
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From what we know ruin auto degresses a gen at 2x normal speed. I'd say that is still pretty strong to be a normal perk.
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It doesn't always work picking them up due to lag at times so a hit is more a guaranteed down.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/966090#Comment_966090
Things are what they used for, not what they are meant for. Rockets were initially used for celebratory purposes in China, but were quickly adopted for warfare. But no one was just like "No, we can't touch rockets, because the majority use them for killing, because their initial purpose was for celebration!", No, people accepted its new purpose, and moved on.
The same is with DS. Initially anti-tunnel, now anti-momentum. Slugging doesnt change anything, because the person you hook is now a fresh hook. 2 more minutes before anyone can die. DS means that ontop of those 2 minutes on the hook, you are also 2 additional minutes invulnerable. No survivor can die before the 4 minutes mark. And you get zero more pressure when the DS user has Unbrekable.
Anti-momentum. Punished for downing and hooking too fast.
Rockets are still used worldwide for celebration. The rockets for warfare were adapted over the years from the original design.
People accept rockets in many forms not just one and each one has its own purpose.
DS is still anti tunnel as it is still used that way. Everything this game is about changing momentum with perks on both sides from exhaustion to ruin.
It seems strange to argue about 1 min of time when most argue a chase takes longer than 30's and tou still need to take time to hook.
As I said I'm for a slight change. My idea was to half the timer which is left once someone is hooked but in return slugging slows the timer down. This makes it more an anti tunnel perk imo and in return makes slugging less viable.
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Too many people would down rep for the wrong reasons.
I don't see it adding any value to the game.
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Iron will is fine as it is.
Iron will is just a perk which helps stealth play. I wouldn't want to remove an option of a playstyle to those that enjoy it when we still have scratch marks and blood to follow.
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Looks like your questions have been answered 😁.
I will add to check out the wiki. It's a great source of info without having to go in game.
The #1 official Wiki source of information for the action horror game Dead by Daylight.Also check out some streamers on twitch.
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What this says is it is more efficient to work on gens separate than together.
If you punish it more gens will go even faster.
3 x 33.3 averages out at 99.9s to so 3 gens
2 x 44.4 and 1 on a gen alone averages out at 84.2s to do 3 gens
Now if they all separate each gen takes 80s.
The only thing I personally think needs looked at is tool box add-ons as they can be stacked. A hard cap of speed may also be a good way to go so certain perks and items don't speed up a game as much but are there to help more with slow downs.
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@heavendog said:
https://forum.deadbydaylight.com/en/discussion/comment/963074#Comment_963074
Okay but like, that's not a problem for things like csgo that has people already do that, it's not really a problem
It's a completely different concept as the likes of cs:go you don't grind for weapons just skins. Even those playing in these games they still compete its just not about rank. Competative is a mindset.
This game is about a grind to level up characters which means any mode which is easiest to do so will be the most played turning it into a competative place.
If the core gameplay stays with doing gens/escape and hook/sacrifice then the game doesn't change so its up to each player to decide how they wish to play.
So as I have asked what would the difference be? If it's none then what does it do apart from split the userbase? Why would someone play differently than they do now? What's to stop competative players being competative in it?
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Its interesting to see the stats. I do agree the egc is too killer sided atm and it should be a bit fairer for both.
I don't really like the door concept as its a closed in area and affects the whole game with more left alive and not just egc.
Personally I would like more options to open the doors. Maybe a lever or two which when used takes 10s and reduces the door time by 5 seconds for each one or they just hide the first two lights from being seen.
Something to give it a more interactive experience within the timer as right now if the doors are close to spite the killer i'd say a large portion will just hide and die to the egc.
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They are not going to add a system which allows you to avoid certain players as it hurts matchmaking.
As solo the others are not your team mates but random people who are trying to survive the match. They have choices to help or not it's what the game is about.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/965858#Comment_965858
Its not anti-tunnel, since it can be (and is being) abused to stop the momentum of a killer that capitalises on survivors mistakes. Survivors instantly hoping back on generators, or unhooking infront of the killer face, because they have an active DS is what I am on about.
Using something other than the intended design doesn't mean it's not what it is.
If they instantly pop onto a gen after being unhooked or they instantly unhook in your face slug them and go after go unhooker you have that option there. It still wastes time for then and the others. It's one in a chase, one on the ground and one going to pick them up. That can be quite advantageous to yourself.
I keep saying I think it could do with slight changes for those who don't actually tunnel and the egc scenario.
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Its the nature of video games.
Not everyone is good at every game no matter how long they play. They also may seem bad at one play style but are better at others. I've saw peoole play who can evade killers really well and never be caught, some who are loop gods and others who manage to lose even the best of killers.
Being good is subjective as looping is not the only way to play this game. Some prefer a more stealthy approach and its really only the elitists who argue there is just one style that is the best.
As long as someone is enjoying the game it doesn't matter how they play. A lot of content creaters generally get views on their personality and interations with the community more than how well they can play a game.
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@OhSkipper said:
https://forum.deadbydaylight.com/en/discussion/comment/964376#Comment_964376
wrong. lets not spilt the player base. just git gud.
Did you actually read the post you quoted?
I am arguing against adding a casual mode for various reasons and one of those points has always been it will split the user base.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/965105#Comment_965105
DS is not anti-tunnel. Its anti-momentum, like it has been since 2016. It can be used as anti-tunnel, but so could be old DS (albeit less effective), however thats not its main purpose.
It's now anti tunnel as it needs an unhook first. The whole concept of it now is to give someone a chance to not go straight back on the hook if a killer decides to go after them within the timer.
Yes it needs a slight change as I stated but its a far cry from what it originally was.
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@DaGreenBolt said:
https://forum.deadbydaylight.com/en/discussion/comment/965026#Comment_965026
Thou the fact it doesn't affect perks like DS makes the very slight buff against pallets essentially useless.
Playing as a survivor, I barely see any killer run Enduring. If I see a killer running enduring, its mainly for spirit fury.
I run it on my trapper without spirit fury. It's still a great perk as it allows you to herd a survivor round the unsafe side of a pallet before breaking iy rather than them having time to run to another.
I dont think its quite that simple to just reduce the stun timer for DS as its now an anti tunnel perk. The stun duration itself actually should dissuade someone from tunnelling so in theory it needs to be high.
The issue with DS I don't think is The stun time but how it punishes non tunnelers and can grant free escapes at end game.
Maybe the stun time should be reduced if they are not slugged and another is hooked in the time and also at the egc stage the timer is reduced or something else happens.
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Enduring had the effect removed for DS and Head-on as they felt it was a perk which needed values changes to be easier to work with. It also negated the usefulness of what those are designed to do which is to give distance and a chance to the player for using it.
They made it a reduction percentage instead of recovery.
The other change to pallet stuns was a slight buff as before it increased stun recovery up to 75% so with a 2 second stun it reduced the stun to around 1.14s at tier 3.
Now it's an actual 50% stun reduction so its 1s.
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I play other games frequently. I only play DBD solo as survivor as I feel thats how it was intended to be experienced. I think its more fun as not knowing creates the best atmosphere for me.
I only play others games with friends for the reason above.
I always come back to DBD after a day or two for a few hours of killing or surviving. Sometimes a lot more than I'd admit 😛.
Played Ark way too much in the past.
My friend bought me Atlas and made a private server for us so playing around with that.
Got Age of Empires definite edition to play through again along with Age of Mythology.
Have Wow to jump in and do some raid.
It's good to take breaks and play others now and again.
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@HealsBadMan said:
https://forum.deadbydaylight.com/en/discussion/comment/964376#Comment_964376
I'm going to use Overwatch as a basis, because its one of the competitive games I know best. I know the two are very different, but lets look at it this way:
Their PTR/PTB is used exactly the same way as DBD's- people barely play on it, and only for a new character or balance changes. The way they separate Quick Play (Casual) vs Competitive is based on a couple things- competitive has a stricter matchmaker (please god, one day) and you get extra rewards for playing competitive, based on wins and final ranking of the season.
If DBD introduced a Casual gamemode then of course some changes would be made to separate it from the ranked experience- maybe Competitive will award people some extra Shards if they place high enough or a small amount of Shards if they get 1 or 2 pips. Something along that line, maybe even something exclusive that can only be achieved via playing/winning in Comp.
The 'grind' is a Comp players mindset- grind to rank one, grind BP, something like that. While there will be some grinding in every players game due to the BP and Bloodweb systems, there are people who play for fun, people who arent looking for the best build or the best game- they just want to enjoy themselves.
Overwatch isnt a great example as you only grind skins.
The grind in dbd is not just a competative mindset. I am not a highly competative player and I grind to level up the chars so play for bloodpoints. I would play whatever yields the best results for this. So if ranked gives me more I will play that over casual as its beneficial for what I get out of it.
Now take someone who only cares about kills. Competative may not suit them going against the best survivor builds so they turn casual. If the rewards are just a little bit less shards (skins) and they then play with the most competative of builds. This in turns does the same as ranked in theory it makes survivors then start to turn to the same builds as in the competative to have a chance.
This is why dbd is what it is. It's not about the game or a mode but the meta of best used perks, items and offerings to gain an advantage. I don't see how a casual mode would change that if they can all use the same as in ranked but without it why play casual at all?
This is the problem I see. If it's easier and you can use the same then some players move over and in time so do those out for easier games much like how a lot try to derank. This then means over time matchmaking on one naturally starts to get longer so the players then gravitate towards the one where its better making that the current competative mode.
Casual is a mindset not actually a play mode. Making a casual mode then doesnt change the players mindset if the only difference is a ranking system and it just serves to seperate the playerbase causing matchmaking issues. Since everything stays the same apart from a few rewards for playing ranked then we have to then assume the gameplay will be the same in both changing nothing really.
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Hopefully it will change with the dc penalties and the upcoming reworking of ranks.
The emblem system should give and auto black pip for both sides in this scenario apart from swf members.
Maybe instead of punishing just the player but instead punish the whole Swf group. What if everyone lost the maximum one earned in bloodpoints in the match and for each one who dc's this doubles. Triples etc so 3 dc then its three times those max points.
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@HealsBadMan said:
https://forum.deadbydaylight.com/en/discussion/comment/963512#Comment_963512
https://forum.deadbydaylight.com/en/discussion/comment/963074#Comment_963074
The point is theres two kinds of players- people who are competitive by nature, and people who play for the sake of playing and having fun. When you get these people in the same game, chances are one or both are going to get upset, even rage against each other. Having separate gamemodes for each would lessen this problem and people would enjoy the game more.
Thats not to say the gamemodes are exclusive- maybe the comp guy wants to blow off some steam, or the fun guy wants to see how good he really is. But in general they play for different reasons, so they should have gamemodes which suit their playstyle.
That all depend on what each offers.
Take the ptb hardly anyone plays it for a prolonged period of time as it doesn't give anything.
A casual mode which gave everyone everything would mean there is no incentive to play ranked at all as it removes the grind and they can be competative with more there so its not really an option.
If you had to grind then it has to have the same rewards so again what changes? It's still competative on how someone wishes to play.
So what is the incentive to play in it over ranked and or the incentive to play ranked over casual if someone plays competitively in both?
What does a casual mode entail that is different from what the normal game?
What aspects of it will mean that the players will play differently than in ranked itself?
There are so many variables apart from everyone just being matched together. The mindset of what one considers a win would carry over be it kills, escapes, bloodpoints etc. Since we know the game is a grind whichever one yields the most results is what one will play so matchmaking becomes on that than the other and then it just turns into the new competative mode.
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Its too broad a term to be used as simply kills or escapes.
Something overperforming imo is anything in the game which allows it to be stronger than intended.
If it's the goto strat that is mostly played then its overperforming imo. Perks don't fall into this category as much for myself since they need certain conditions to be met.
Take the forever Freddy build. There was a reason it was changed as it was the go to setup with this killer due to it being the strongest slow down mechanic possible. This enabled players to win without having to apply much pressure as the mechanic applied the pressure for them.
The same can be said for tool boxes with the strongest add-ons paired with certain perks. Being able to do gens too fast also means they are overperforming imo.
The only difference between the two is one isn't as widely used and its really only SWF that coordinate a toolbox setup so the stats don't show the same effect of them.
I think toolbox add-ons need reworked imo.
I think the toolbox mechanic could be looked at and shouldn't be affected by perks such as resilience or prove thyself or multiple people on a gen. The perks and hoe many people take over as the default speed so the item loses its use if uses for no benefit. Basically they don't stack or there is a hard cap of speed. They can work verse certain slow down builds but overall this allows players to use a different variety of perks when brining in certain items.
This is why what can be done doesn't always reflect what is as the whole point of the game is to prolong it for more BP gain.
Kills also don't reflect anything to say a killer is overperforming since survivors can gain more from staying longer and eventually dying than getting out asap skewing those stats.
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So you propose that killers at rank 20-13 should face rank 5 and below survivors in a normal matchmaking system because people want to play with low ranked friends?
I'm not talking about how some are now as the system is actually bugged and that shouldn't be happening.
The current system should search a max of 6 from your rank apart from swf as it takes the highest ranking player to match off.
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@toxic_clown said:
https://forum.deadbydaylight.com/en/discussion/comment/963249#Comment_963249
as in the system itself is bad
It's the only way tbh as before you could be a rank 15 killer versus those two rank 5's instead.
At least these players have a choice to play this way where as a killer didn't.
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It's really sad to hear what he is going through. I wish him all the best as he was an amazing streamer and such a positive guy. He is missed by his community and is doing the right thing as this is obviously what he needs go get through it.
There are no words which can describe the pain of watching a loved one fighting that disease.
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Just looks like swf tbh.
I don't see anything wrong here if it an swf its working as intended for what the system is meant to do.
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The game is about a grind. That's by design so players always have something to work towards.
If another mode came and it offered more for the grind the players would all move over so nothing would change.
If there is less of an incentive then who would move over to play it?
Also what's to stop competative players playing the casual mode thus making it competative?
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It won't do anything to change the scenario you are talking about.
Players still know the hatch will spawn so it doesn't matter when or where l it is as those players will still hide hoping to get it. Yes they may do gens but if not this actually has the potential to prolong games and create hostage situations.
The hatch by design is to help end the game quicker along with giving players a chance at escaping another way. It also fits into the lore as the entity feeds off hope.
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It depends on the player not the perk itself.
It can be used without BT no problem if the player doesn't rush in. BT is only needed if the killer is camping but then it isn't smart to save in the early game in that scenario anyway. It's always better to push through 3 gens first.
No perk is ever needed if the player is good and plays smart.
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Only if they say "get over here" when using it.
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Doctor not becasue he is a lot stronger but because he can farm bloodpoints easier.
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If it happens in the end game lobby they can report it and it will be dealt with by BHVR. It all depends on if they cross the line of toxicity into the bannable zone.
If it happens in a Stream chat its then down to reporting it to Twitch for them to sort out much like anything else. BHVR are not in control of anything which happens outside the game itself.
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The population is good for this game.
One point to make is killer queues when you first start can be long while survivor ones are quicker.
This reverses as you rank up.
There is a bug in the matchmaking which they are going to look into upon returning from the holiday break 😉.
It's good time to jump in if it's a game you like the look of as right now there is a double blood point event on till the 6th so you can level up characters a lot faster atm.
Last point is don't care about killing or dying to start with as it can be hard as a new player. Enjoy the ride and scares while you are new and learn the maps and mechanics.
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Report them knowing you did the right things as the community and gaming in general is better off without these types.
I find DBD to be a game where some people blame everything except themselves for any loss.
Maybe if they didn't rush in you all could have looked and got the totem giving a higher chance of saving. From reading your post its clear you made the smart play in this scenario.
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Its always this way.
If you play only survivor 90% will be killer dailies and vice versa.
The system is by design a way to try and get people to play the one they don't as much.
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@goat10em said:
https://forum.deadbydaylight.com/en/discussion/comment/959864#Comment_959864
Even a 6 hour penalty....you'll miss out on what, 10 games in that time if you're a survivor? Who cares?
Id say a lot will care as that's as far as we know. The next could be 9 or 12 hours.
The dcing did stop when it was active which itself tells a story that they do care. It's can be the difference of playing in a night or not.
If people wish to play waiting 10mins for a match is a far cry from 6h. Even then it may not reset again for another 50 matches or 48h who knows.
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@NullSp3c said:
https://forum.deadbydaylight.com/en/discussion/comment/959801#Comment_959801
These changes give newer players better chances to play, because the ranks are pushed up so they have less queue times.
They should also make it take out bloodpoints when camping without survivors nearby in the end of the game not emblems because i think everyone prefers bloodpoints rather than a emblem.
WIth a new dlc releasing i don't see the problem. Please explain.
The issue with that is it may help new players but not those in red ranks. Both need sorted tbh but the way to help newer ones may be to widen the search downwards more since the recent reset changes shouldn't allow red ranks to get near them anymore.
If killers have seperate ranks then each new dlc means everyone that plays with the new killer will be lowered. This hurts the survivors in red ranks queue times. They could do a reset for all to be at the same level to compensate when a DLC drops but then what changes?
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/959872#Comment_959872
Btw, what's UP? And how does SB help trapper?
UP - Unnerving Presence
SB - Sloppy Butcher which is ok on any m1 killer.
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@DwightOP said:
I'm tier 31 rn, working on the level 2 tome (this freaking dark sense 3 gens challenge is insane) and I doubt it's even possible to hit tier 70 even when I finish tome 4 (and let's be realistic here, the leaked tome 4 already showed it's gonna be a bullshit-show).
So, how can someone finish it with just 1 hour per day? I play like 2 hours per day and it's looking very bad. Devs lied to us or made a mistake: 1 hour per day won't get you even remotely close to tier 70.
Update: I finished tome level 4 and found myself at tier 50 now. No way I can reach 70. Well, not gonna buy your pass BHVR. This grind is disgusting.
I wasn't even playing alone. I let my sister playing aswell or went afk to farm XP. Do you want me to Play all day long every day?
UPDATE: I finished it. After finishing all challenges, I had 20 tiers left to grind by playing. The onky way to do that: wraith AFKing. And I did that (sorry for all the boring games survivors had). I checked out my steam hours, the past 2 weeks I had 84 hours played just on DbD. This was just to grind out the last 20 tiers by XP. So it's bs, honestly. I was keeping on my pc for multiple hours, how in the actual F is this casual friendly??
First i wouldn't admit to doing 84hours of afking as I am sure the devs won't take it lightly that you are doing this.
This can be seen as an issue so a change of not actively playing nets you little to no points.
Secondly it should take a lot longer being afk as playing wields you more points per match towards it.
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Because it escalates pretty quickly. 6 dc's for example were shown to have a 6h timer and the penalty timer gets lowered by actually playing matches from what we know.
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The one change I would like to killer pips is when the survivors don't save and they aren't camping each stage is looked at as a hook.
I dislike a pip being conditional on what the other side chooses to do for both sides.
If you kill all quickly you really should pip as in terms of a game it should be shown that you are the better player and need ranked away from those matched with.
A killer camping with no one else around should also start to reward all survivors with altruism and bold points.
I am not sure about the separate killer ranks. While its nice in theory and sounds like a great idea on paper it could affect queue times too much especially when a DLC hits.
Maybe if it was based on the devs easy, intermediate and hard ranking system for killers breaking then into three brackets it could work. What we don't want is people just switching as its a way of legitimising deranking each time they hit a certain stage. Good killer players afterall have most of the knowledge required to do well with almost anyone instantly as chases out of power dont change much so its more a case of learning the most effective way to use the different powers.
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Its not just about strength but the power itself. It doesn't necessarily mean it would be OP just better for what it gives the player over others.
If one was simply more useful say Meg with 2% run speed it would be much better than make with say Jake with 2% sabo speed or Ace with 2% luck (or even 20% luck for that matter)
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No as what would happen is a meta of certain survivors.
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The reason they are optional is for the perks to be a risk but also slow the game down and allowing end game ones to have a chance.
This would directly nerf them all as each dull totem means a faster cleanse on the others so rip full totem builds.
A perk like NOED probably would never activate and even if it did could be gone within 2 seconds with no chance to protect it.
14s really isn't long if survivors choose to do them now which most are starting to do from my personal experience. That could be with the likes of inner strength being introduced.
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There are a few issues atm with match making. They did say it is currently bugged and they will get back on it upon returning from the holiday break.
From what I have seen red rank killers seem to get morw lower ranked survivors from purple to brown and those in green/purple seem to get the red rank survivors.
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It depends on what side you play more.
Prestiging isn't really worth it if you haven't finished the grind for all.
Personally I would get one char on either side with a build you like then feed others to gain all the teachables you want first and get them on those chars. Then id feed to get the other teachables as they may change and you want to use them at some point later.
Get the ones you want fully loaded out and then feed start to feed the others bloodpoints till you get builds on them.
This leaves more options in case you wish to play others. This gives you the option to prestige the ones you wish later as once you have everything nothing else is left to do between each DLC.