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Branrich

Branrich

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Branrich
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  • @Koukdw said:

    https://forum.deadbydaylight.com/en/discussion/comment/1421291#Comment_1421291

    I use cake with my friends not with random. Everytime i tried it it was such a waste.

    Even if you die with a score of 10K if everyone caked up you just earned 55K. Think about how much 55K is compared to a non-event game. Even with such a low score that BP will still get you even more cakes. You need to completely think through your reasoning before you opt of bringing a cake just because you don't do well with randoms.

  • @timbologna said:

    just lower your dpi

    But I like my DPI when I am not using the power.

  • I'm the other David in the video who dropped the pallet. This is how it looked on my end as well. I dropped the pallet while he was swinging but the killer then hit me through the pallet and safely was pushed to the other side. Given that the killer was able to swing something is weird about how this turned out. Posting the two main screenshots for people who can't download the video.

    image.png image.png


  • Other useful stats for analytics would include games played as survivor, games played as killer, and a breakdown of such stats by character. I assume these must exist because there are daily quests related to them. Would really appreciate if they could be shared so the public can do self-service analytics on the game. There is currently no ability to do this.

  • @Devs would you be willing to include survivor/killer specific stats related to time and bloodpoints in the future through the API?

    e.g.: Time played as survivor, time played as killer, bloodpoints earned playing survivor, bloodpoints earned playing killer?

  • I think I found an answer to my own question. I can correlate the descriptions on this stat site to the results from the Steam API

    Killer Rank (Pips) • 0 Survivor Rank (Pips) • 0 Bloodpoints Earned • 0 Perfect Games (Killer) • 0 Peftect Games (Survivor) • 0 Total amount of points earned after maxing one category • 0 Mystery boxes opened in bloodwebs • 0 Ranked up • 0


  • I think the devs ought to seriously consider this post by allowing a base fov of at least 100 (slider or not). I would argue that killer players with motion sickness are actually currently locked into 2 perks: shadowborn and corrupt intervention. In Otz’s video on best killer builds more than 80% had CI. The depip squad addressed this speed imbalance as well by destroying high ranking killers running ruin without any perks or their own. And what ended up getting nerfed? Ruin! Part of what makes the game fun is trying to figure out what perks the killer has and adjusting play accordingly. When 2 slots are taken by fov and gen slow it dramatically reduces the diversity and unpredictability of the game. Also I flat out disagree that fov hurts stealth. If anything hopefully the fov helps to nerf the toxic and unfair 360. 1st vs 3rd person is the real advantage not a tiny bit of fov.

  • I just had the same issue not sure if it is intentional or not.

  • @APoipleTurtle said:

    What about Chris Walker from the first game?

    I feel that he is certainly more iconic given his presence in that game's title artwork and his status as the most-recurring "boss" of Outlast.

    I thought about Chris Walker but he doesnt have a weapon. Marta's chase music is also better imo. Its really scary.

  • I don't think any of these rebuttles are valid. Killers can run mori and just kill the survivors instead of picking them up if they have a problem with being punished for tunneling. DS improves the health of the game by preventing tunneling for a short window so it should automatically do just that.

  • I just made a post on how this can quickly fixed

    @Branrich said:

    I think everyone can agree that matchmaking is broken in that the rank of the entire survivor team is often far lower than the rank of the killer. Survivors end up being rewarded with easy rank points while the killer is punished with a loss for "under-performing" in a match they already had a poor chance to win. This is also in part due to the natural killer disadvantage in the current state of the game. However, adding a performance-based factor calculated from the ranks of all players would fix this rank gap irregardless of the current game state. A simple method would look like:

    Killer Pips = Base Pip(s) Gained * Killer Rank / Avg Survivor Rank

    Survivor Pips = Base Pip(s) Gained * Avg Survivor Rank / Killer Rank (possibly Individual Survivor Rank / Killer Rank)

    If its not clear the net result of having such a factor would be that survivors would be required to perform well against other similar/higher rank killers in order to rank up and killers would be required to perform well against other similar/higher rank survivors in order to rank up. This means that a survivor team with an average rank of 4 received 1 base pip against against a rank 13 killer they would receive 1 * 4 / 13 = 0 pips. However, if the rank 13 killer received 1 pip against a survivor team with an average rank of 4 they would receive 1 * 13/ 4 = 3 pips. In an extreme example a rank 13 would receive 13 pips against a survivor team with an average rank of 1. Given the current rank method such a large gain might sound absurd but if you consider the it with the new method, this means that the killer had to perform well against 4 very skilled survivors and as a result had their killer rank modified to 10. This is a reasonably conservative reward for such a feat. It should be noted that with a weighted method the need for a +1/+2 pip system would not be required. A player would simply receive a base of -1, 0 or 1 pip. I think this is the right approach for a new ranking system because it mitigates the effect of the game state on a player's rank whereas the current system punishes killers for being at a natural disadvantage.

    In thinking of potential concerns with the suggested method only 1 significant one comes to mind: if a low rank survivor is tunneled or gets mori'd by a high rank killer they would receive a huge hit to their rank. My thought is that this would only be a temporary setback as a truly good player would easily get it back reasonably quickly. given the way the system works. On the other hand if a stop loss could be applied so that it would resemble the current lopsided scoring system where more pips can be achieved than lost.


  • I just made a post about how this can be quickly fixed

    @Branrich said:

    I think everyone can agree that matchmaking is broken in that the rank of the entire survivor team is often far lower than the rank of the killer. Survivors end up being rewarded with easy rank points while the killer is punished with a loss for "under-performing" in a match they already had a poor chance to win. This is also in part due to the natural killer disadvantage in the current state of the game. However, adding a performance-based factor calculated from the ranks of all players would fix this rank gap irregardless of the current game state. A simple method would look like:

    Killer Pips = Base Pip(s) Gained * Killer Rank / Avg Survivor Rank

    Survivor Pips = Base Pip(s) Gained * Avg Survivor Rank / Killer Rank (possibly Individual Survivor Rank / Killer Rank)

    If its not clear the net result of having such a factor would be that survivors would be required to perform well against other similar/higher rank killers in order to rank up and killers would be required to perform well against other similar/higher rank survivors in order to rank up. This means that a survivor team with an average rank of 4 received 1 base pip against against a rank 13 killer they would receive 1 * 4 / 13 = 0 pips. However, if the rank 13 killer received 1 pip against a survivor team with an average rank of 4 they would receive 1 * 13/ 4 = 3 pips. In an extreme example a rank 13 would receive 13 pips against a survivor team with an average rank of 1. Given the current rank method such a large gain might sound absurd but if you consider the it with the new method, this means that the killer had to perform well against 4 very skilled survivors and as a result had their killer rank modified to 10. This is a reasonably conservative reward for such a feat. It should be noted that with a weighted method the need for a +1/+2 pip system would not be required. A player would simply receive a base of -1, 0 or 1 pip. I think this is the right approach for a new ranking system because it mitigates the effect of the game state on a player's rank whereas the current system punishes killers for being at a natural disadvantage.

    In thinking of potential concerns with the suggested method only 1 significant one comes to mind: if a low rank survivor is tunneled or gets mori'd by a high rank killer they would receive a huge hit to their rank. My thought is that this would only be a temporary setback as a truly good player would easily get it back reasonably quickly. given the way the system works. On the other hand if a stop loss could be applied so that it would resemble the current lopsided scoring system where more pips can be achieved than lost.