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Dsnooz

Dsnooz

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  • @SeaFlower said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411259#Comment_3411259

    There’s only one single unintended tech which is only situationally good. The camera wasn’t a realistic difference in performance. Nothing “blew up” in anyone’s face.

    Players were asking for Blight buffs and they got them. Players were constantly saying they couldn't play as Blight because of the camera. After the camera was changed more people started playing the killer.

  • I remember when people were complaining that Blight was weak because of where the camera was located [Even though there were Twitch streams of McClean & Hexy cleaning house with Blight].

    So BHVR raised the camera, removing Blight's drawback, and Blight became the machine that he is. Sometimes what the community asks for blows up in our face.

    I have bigger beef with Blight techs [which are unintended behavior]. But overall I feel something needs to change, techs or add-ons.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409728#Comment_3409728

    Remove knight and skull merchant and I would possibly agree with you. Currently? Nope. The map is in fact THE problem (but so are other maps like it - like Azarov's and suffo pit)

    Skull Merchant is the problem, we shouldn't be changing maps just because a boring killer was added to the game.

    More lockers to allow for Dredge made sense. [It didn't really change map balance, but allowed the killer to use their power].

    To add to this, Dead Dawg can also 3 gen on the other side, it can also 3 gen in the street, and you can be stuck with gallows, center street, and behind the stables. All of these combinations are possible when survivors don't survey the area around them. Dead Dawg can 3 gen in many ways.

    Survivors could bring maps, clairvoyance, deja vu, or visionary to get a better understanding of where generators are. But they choose not to. When I play solo survivor I frequently bring these after the HUD update. [Before Bond was a survivor's best friend, but now I only need it if I'm using a flashlight]. The HUD + [any method to locate generators] is a ton of information for a player to make educated, skillful choices on.

    Haddonfield had a unique problem that generators were effectively guaranteed to spawn close together. A player could know they had a 3-gen to protect at the loading screen, and it could frequently be a small patrol route for 4 generators. Dead Dawg has two guaranteed generators [gallows and saloon], which don't inherently form a 3-gen. They technically have close proximity, but the killer has to get to the second floor of Saloon which will always be a long patrol route.


  • @Archael said:

    I agree that gens at this map are very close to eachother.

    But the problem here is that sorvivors left presicely those three gens.

    Preventing 3gen situation is a responsibility of survivors, repairing one of those early (1 would be the best target), and leaving gen at the top of saloon would make a real difference

    Agreed, Dead Dawg isn't the problem. The survivors are always guaranteed one generator with a long patrol route [main building]. Survivors are in full control whether they 3-gen on Dead Dawg Saloon.

  • They aren't doing generators, so they're hurting their team more than anything. A killer can also strafe with Boil Over to get to a hook faster.

    I really don't know why anyone would want to run this perk unless they're hoping to annoy the killer. I document my killer matches and have seen survivors get more value out of Flip Flop than Boil Over.

  • A Resurgence buff would actually be really cool. It also makes sense that Resurgence could be immune to hemorrhage.

    If Solidarity should get any change, it's a change to the penalty that it has. I don't understand the caveat of "healing without a medkit". Simplifying the perk would be nice. Remove that caveat.

    A buff to Resurgence would already be a buff to Reactive Healing, [ They'd have amazing synergy ]. Overall, I feel the perk is good as is.

  • This thread is reminding me that not everyone was around before boons were a thing. Generators are the objective, not booning and healing. In my killer matches I'm already getting more gen-focused survivors.

    I can understand that it feels good to work on generators at full health, but there are a lot of factors to consider:

    Constant healing gets minimal value out of palettes [ a palette was used and broken, but no generators were done ]

    Working on generators gets more value out of palettes

    Palettes are a limited resource

    There are many strong elements players can bring in the loadout [ Adrenaline, Bond, We'll Make It, Renewal, Syringe ] that can help with healing.

    Overall, the meta with 3-gen'ing and booning lead to longer stale matches.

  • @JonOzzie16 said:

    I don't think either side should be able to see ANYTHING about their opponents until after the match.

    Agreed, just let us know survivors are in the lobby.

    I'm leaving a lot of survivors un-prestiged because I like having killers stay in the lobby.

  • @Tsunderechan said:

    Really wish that was the common case. I usually run resilience and ppl will endlessly teabag and not cooperate with the gen until i let them heal me and it irritates me like hell.

    If a gen is over halfway, I want the gen finished before I get healed. I've pointed at a gen just to have someone continue to teabag [without we'll make it] and watch me solo the generator before healing me.

  • Please No, the HUD has so much information. Let me enjoy the game aesthetics and not be interrupted by varying degrees of mic quality and random voices.

  • If you're new to the game, Deja Vu, Renewal, Resilience, and We'll Make It are all fantastic perks you can run on any survivor.

    If you're going for teachables: Meg has Adrenaline and Sprint Burst.

    All of these are quality perks you can run on any map.

    For killers, Jolt is a great general perk, however most of the better/meta killer perks are teachables. I'd focus more on running Jolt, Sloppy Butcher and at least two of the killer's teachables to get a feel for what they can do.

  • This just makes me nostalgic for pip-based match-making.

    Pips seem meaningless now, but the emblem system used to be how match-making was done. The upside was that survivors who recognized teamplay as important would easily move into purple ranks+. The downside was that occasionally we would get a "boosted" teammate.

    So BHVR switched to an MMR system that was not enjoyed for several months, and it has been revised a few times. Now people are questioning why they de-pip.

    Back when it was ranks you could lose overall progress too. So a lot about grades can change since they mostly imply how much you play in a given month and how active you are in the match.

  • The prior killer adepts were possible too, it didn't stop them from being changed.

  • @CookieBaws said:

    Get the addon and then play one frendly game. done.

    It's a total gamble if the survivors will want a friendly game or trust a nurse for a friendly game.

  • I am actually okay with the game having a snowball effect for either side. Killer has more options to counter the survivor snowball (gen-slowdown, slugging, tunneling, etc.).

    Anything else from the devs to counter snowballing would just slow the entire match down. I love DbD because matches are short.

  • Toolboxes:

    In general Streetwise is better. BTL requires you to sit in a locker for a fixed amount of time. The only situations where BTL can be better is if you're running a green toolbox with strong add-ons. And you'd only use BTL once, otherwise just sitting on the generator saves more time.

    Medkits:

    I'd say Streetwise is better again here, sitting in a locker is not working on generators. BUT late game BTL can be clutch with a medkit with enough charges. If you need to get to the exit gate, but can't find a teammate for a heal, BTL can save you. However, this situation isn't super common and perks like Renewal, Adrenaline, or Bond can help you out more frequently.

    Flashlights:

    I've got to go Streetwise again, sitting in lockers is not saving a teammate, not working on a generator. Flashlights usually come with enough charges for a clutch save, unless you're just meme'ing.

  • There's nothing wrong with Call of Brine. It wasn't an issue before 6.1.0 and it shouldn't be an issue now.

    Eruption, on the other hand, was buffed and is slightly overturned. As someone mention before reducing the time for the incapacitated status will go a long way to making it more balanced.

  • That's your grade progress. It used to be used for matchmaking, but it isn't anymore.

    The Emblem System, also just referred to as "Emblems", is a Ranking Game Mechanic used to determine a Player's Grade.It was originally introduced with Patch 1.9.4. Before Grades were implemented with Patch 5.2.0, Emblems played an integral role in Dead by Daylight's matchmaking system for ranked Trials, as it determined a Player's Rank and thereby how they would be matched.Since reworking Ranks into Grades, the Emblem System no longer determine one's matchmaking scoring and merely track successf

    If you're curious how emblems create pips, pip loss.

    Grades are more lenient than ranks were too.

  • @roundpitt said:

    After the recent update, there's a ton of places that block the killer but not the survivor. The one I just experienced was on Springwood. There were tall hedges that looked like you could pass through them, but only survivors can.

    The survivors knew about it and kept leading me over there. It was literally impossible to continue chasing because it was a long hedge wall with a small opening that only survivors can get through.

    Some of them aren't as bad, but this one basically breaks the game.

    On top of the wild Springwood spawns that can already happen with shack window have save palette loop next to it (on top of strong buildings) any fat-shaming tiles are beyond disgusting on Springwood.

    BHVR please delete Badham Pre-school 2 through 5.

  • I feel unique "extra grass" for Trapper would be nice. Maps used to have more grass, Pig gets her unique object, Freddy has his, and I wouldn't mind survivors being like, "All this grass on Treatment Theater? Must be Trapper".

  • If human survivors split on generators and hit their great skill checks it's just as bad.

  • @jamally093 said:

    There have been a lot of demonstration of why this making doesn't work. It only counts escapes sure simple but that's it so your saying I can do ABSOLUTELY NOTHING A MATCH and get hatch. That somehow means I'm at a good level no it doesn't even killer it counts how many kills you get okay but what if that's because someone is AFK. Skill shouldn't be if you escaped or how many kills it should be this. What did you do during the match let's say you ran the killer around and a gen went off good here's some extra points on your skill level. What's that during the chase you were downed okay why not take just a few points off not a lot just a few. What's that your AFK? Okay we're not taking any points or adding any your not doing anything meaning your not getting anything. Even for killer your chase was a few seconds but you downed the person okay some points.

    Matchmaking shouldn't follow if you escaped or killed two survivors it should follow one simple thing how well you did in the match even then I think most online multi-player games somewhat follow that.

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/MGGCIVOEKY4M/matchmaking.png

    Dead by Daylight is constantly changing, so it only makes sense for the matchmaking system to follow suit and continually evolve. We often make small tweaks behind the scenes to strike the right balance between wait times and match quality, but we’ve also been working on some bigger improvements to the matchmaking system thanks to your feedback. In this post, we’ll discuss two changes we’ll be making to the matchmaking system in the 6.4.0 update. These are:

    • Team Based Ratings: Adjusting Survivor ratings based on the team’s performance as well as your own.
    • Extended Breaks: Better handling for players who are coming back from a break.

    We’ll dive into each in more detail later in this post, but first we want to give some context for how the matchmaking system currently works.

    How Matchmaking Works

    The matchmaking system’s job is to pair you against opponents where your strategy works roughly half of the time. To do this, we give each player a hidden rating that evaluates their performance. The matchmaker then uses this rating to pair you with players of a similar rating.

    In order for this to work, the matchmaking system needs a win condition to determine if your rating should increase or decrease. In our case, the win condition for Survivors is escaping the trial, while a Killer’s win condition is killing Survivors. Since the game is asymmetrical, each Survivors is treated like a separate one-on-one match for the Killer. How much rating you gain or lose also depends on the ratings of your opponent: You’ll gain more rating by beating someone who’s rated higher than you and lose more by losing to someone who’s rated lower than you.

    It’s impossible for a matchmaking system to accurately assess your ability from a single match due to the sheer number of factors at play. Instead, the matchmaker works over the course of many matches to gradually settle you into a place where you are comfortable. To give an example, if you lose a match, the game doesn’t think you suddenly got worse- it expects you to lose some matches! If your rating is currently lower than it should be, you’ll end up winning more matches than you lose, and that loss will quickly be offset. Or if you’re already where you should be, you’ll win a roughly equal number of matches and hover around the same place.

    To be very clear, kills and escapes on their own are not a direct indicator of skill, but rather a proxy to skill, meaning playing well will improve your odds of winning. Ultimately, the matchmaker isn’t trying to judge whether or not you are the best player in the world, but rather find a place where your strategy works about half the time, regardless of how skillful it is.

    Team Based Ratings

    One challenge unique to asymmetrical games like Dead by Daylight is how we handle teams. Most games can check which team won a match and adjust their ratings accordingly. But this isn’t possible in an asymmetrical game like ours since Killers are playing solo. To get around this, we treat each Survivor as a separate one-on-one match. This way, the Killer can gain rating by killing three Survivors without the Survivor that escaped losing any rating.

    While this works for an “everyone for themselves” mindset, team-oriented Survivors would often find it punishing to die heroically to save their team as this would be treated like a loss. This was the most common feedback we’ve received since the introduction of this matchmaking system, and we’re pleased to say that we have a solution incoming.

    Starting with 6.4.0, Survivors ratings will be based both on individual & team performance. Whether you gain or lose rating will still be determined by whether or not you escape, but how much your rating is adjusted will be affected by how many Survivors escape the trial.

    • For each teammate that escapes:
      • You gain more rating if you escape.
      • You lose less rating if you die.
    • For each teammate that dies:
      • You gain less rating if you escape.
      • You lose more rating if you die.

    For example, if you die but every other Survivor escapes, your rating will hardly drop at all. In other words, keep your team alive for best results! With this change, we aim to put a bit more emphasis on teamplay without removing the lone wolf playstyle.

    Extended Breaks

    Whether something important came up in your life or another game caught your attention for a while, we all take breaks from time to time. At the moment, coming back from an extended break can be a little rough as you’re trying to shake off the rust while playing against the same opponents. It can take a while for your rating to slowly drops to a place where you’re more comfortable. To make returns as smooth as possible, we’ll be improving the way the matchmaking system handles players who haven’t played in a while.

    The matchmaking system has a confidence level. When you first play the game, the matchmaking system knows nothing about you, so it cannot confidently determine where you should be. As you play, your rating will shift far more than usual while it tries to figure out roughly where you belong. Over time, it learns more about you and its confidence increases, causing your rating to change less after each match.

    Simply put, after long break, the matchmaking system will lower this confidence level until you’ve played a certain number of matches. This way if you’re feeling rusty, your rating will drop much quicker than before, letting you face easier opponents much sooner. Meanwhile if you play as well as when you left- say if for example you’ve been playing similar games while you were away- you’ll stay more or less around the same place.

    Like Team Based Ratings, this feature will go live with the 6.4.0 update. We hope this makes the experience much smoother for returning players.

    As always, matchmaking is an ongoing process. We’ll keep an eye on things behind the scenes to make sure that everything is working as intended, and we’ll continue to make small adjustments as needed. Most importantly, please keep the feedback coming!

    Until next time…

    The Dead by Daylight team

    BHVR has updated MMR to account for team play. This should alleviate the issue of teammates who only play for their own escape.

    This just happened with 6.4.0 (unless BHVR says/said otherwise) Give it more than a week for the dust to settle. It'll at least take 4-6 weeks for this to start making an impact.

  • Yeah you just dab and get endurance now.

  • I feel survivors are still over-nerfed.


    Two simple fixes really:

    1) Revert the nerf to the on-hit speed boost

    2) Remove bloodlust


    the game is really close to being in the sweet spot.

  • Overall it is an improvement. I want to let the changes settle in more before I really say more. Like we all have our thoughts about the map before the split and we need to let those go and approach RPD with an open-mind.

  • 2/3 of a gen is too much for Blast Mine right now. 50%, 40%, 35% should all be explored.

  • Boil Over is countered by strafing/crab-walking, you can even use it as a speed boost to get to the hook if you can read the rhythm.

    The only time it brings value is if the killer doesn't see the nearest hook. Which after being bitten once by the perk, the killer can glance around before picking up.

    Boil Over is only strong if a killer refuses to strafe or look around.

  • @HugTheHag said:

    No amount of bloodpoints is going to make me play solo q, when I already don't always have fun playing while being with friends. 200% bonus for 5K after having been tunneled out is still only 15k, and I can easily make double that while having fun in a killer game.

    We're entering a period where a lot of players will be more occupied again (all the college students being back at their studies, for instance), so I wouldn't be surprised if a lot of those that remain would prefer playing killer over solo q.

    And I wouldn't be surprised if the queue times remain skewed towards instant for survivors and some wait for killer.

    I think for a lot of players it's this situation, "I want to play to win", or "I don't need bloodpoints after 2k hours".

    The expected bloodpoints for killer is still better, and the expected gameplay is better.

    Diehard survivor mains are just getting a permanent BP bonus.

  • It went from being a perk that made you better in chase and countered stealth killers to being a perk that counters stealth killers.

    If stealth killers aren't an issue for you, the perk is worthless.

  • Trapper, he's more about the macro game than the micro game.

    Solid #2 Demogorgon: very satisfying kit.

  • Yeah, you only have to merge Hooked On You to get the code.

    You don't have to put your DbD progress at risk.

    It's all done through Hooked On You.

  • Two "not terrible" RPD maps will be better than one terrible RPD map.

  • How do we get the code for the skin? I'm on PC and already own both games.

  • I don't know what to make of the brawler game, hopefully I'm just outside the target audience.

  • The core concept behind Meet Your Maker is really cool. Hopefully it'll be as fun as it looks.

  • Deadlock is only 30 seconds, Dead Man's Switch could be 30 seconds and would still be strong.

  • I've told my friends many times that if we can't get Ellen Ripley for DbD, we should lobby for Sigourney Weaver.

    All cosmetics would represent the many roles of Sigourney Weaver like Gwen Demarco from Galaxy Quest.

    However, with how thirsty this community is, this could go south very fast. So BHVR please give use Ripley or "off-brand Ripley" Gwen Demarco.

  • We've all faced a Huntress who has hit us with an axe. That's what she does.

  • Basement exists for drastic swings in match outcomes. If Basement is nerfed into oblivion, what's the point?

  • Scourge: Pain Resonance + Deadman's is strong, even with the 'nerf' 30 seconds is the same as deadlock and it can proc more times.

  • @SpaghettiVase said:

    Honestly if they took the conspicuous actions away it could be an anti camping perk, but since unhooking is a conspicuous action there's instead NO counter for camping instead of just ignoring the poor player on the hook and gen rushing instead. I mean honestly what is the point in playing solo q anymore.

    Good point :)

  • I'm confused as to why BHVR hiring new employees would even be a consideration.

    Companies hire people all the time, it really shouldn't matter if someone working on the perk rebalance has been with the company 6 years or 1 year.


  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3105348#Comment_3105348

    She's one of my mains I play and after running her 3 times with only Overcharge as a regression and no slowdowns I found it was too easy because NO ONE cleansed during the matches....I don't care I don't get my Red Barf but really you would make yourself a Perma broken....

    lol, I think people are used to having old Dead Hard be Plague's counter. The whole "don't heal against Plague" only worked because Dead Hard could extend chases. Endurance is still valuable against Plague, but the Dead Hard nerf should change how people play against the Plague.

  • @SnRw said:

    https://forum.deadbydaylight.com/en/discussion/comment/3105797#Comment_3105797

    Look, VC gamer rage is a thing in almost every multiplayer game out there, how do you think their player base survives? The reason why is because Voice comms actually help more than it hurts, YES I GET IT, there are some toxic people out there who will rage, that will never change, and if someone is worried about harrasement in endgame chat after turning vc off, the simple fix is to have an option to disable endgame chat. There are work arounds to these problems that you aren't considering.

    "No game needs VC, and there are almost no good reasons to add VC to DbD. The only thing survivors would benefit from is knowing who is in chase."

    This statement is just completely wrong it boggles my mind. Lets say you take vc out of overwatch, or out of any modern FPS for that matter, but especially overwatch due to its focus on teamwork, taking out Voice chat in that game is basically the same as taking out coordination period, I know because I played competitvely in overwatch. Saying no game needs vc is just dead wrong.

    And I list like 3 good reasons as to why we should add vc to the game:

    ||||||||||||||||||||||||||||||||||||||||||||

    1. "Think of how many times you’ve solo queued in dbd and come across a Claudette hiding in a bush, a David unhooking you when the killer is right next to you, or a Dwight who is completely clueless and doesn’t know what to do.

    Not only would a proximity chat allow you to make the game more survivable, it would also help these new players get into the swing of things, and feel more comfortable playing the game, adding to the overall health of DBD.

    1. When a trapper has set a trap near your hooked body and the Nea coming to rescue you is on a direct course to step on the trap

    In this situation, the only thing you need to do is warn the survivor that there is a trap, but you simply cannot. Adding a proximity chat would help survivors learn to be more aware of killers power within the game, and avoid stepping into a trap that would more than likely put the game in jeopardy.

    1. Think of the times where you had a perk such as deliverance, or the “try to hook me build” (flip-flop, boil over, unbreakable), but the survivors you were playing with had no idea, so you try to use these perks against the killer, they try to unhook you when they could be doing a gen, they don’t body block for you because the hook seems too close. Ultimately, these perks become useless and get no value in many situations.

    If you were able to just simply tell a survivor next to you, or while you’re on the hook, what build you are running, not only would new survivors be able to learn about different perks in the game and what they do, it would allow for a plethora of coordination where originally it would be absent. Also the argument that you could tell people before the game is kind of dumb, as there are so many inconsistent variables, such as, they may be a console player, or they are afk and not looking at the screen."

    ||||||||||||||||||||||||||||||||||||||||

    No matter what way you look at it, these are good reasons to add a vc to the game and will also add to the health of the game in the long run, and I just want to point out that I'm not really focusing on the 'relaying info' part of the discussion, but rather helping new players and knowing the perks you are running side of things. I also suggested in my edit that a scroll wheel should also be added for those who don't want to play with vc on to compensate.

    And how is the only thing you can benefit from a vc knowing who is in chase? Have you ever played a swf? If you have, you know this is completely untrue.

    Yo, this is exactly the problem with VC. I responded to someone else's message and you feel the need to change my opinion.

    You can think you're right as much as you want, but this is all your opinion. In no way do I want to hear people who think they know more than others talk down to people in DbD.

    If I heard you in VC on my team, I'd just DC and watch something on YouTube/Twitch.

  • @SnRw said:

    https://forum.deadbydaylight.com/en/discussion/comment/3105672#Comment_3105672

    I want random voice coms because some people who are on console CAN'T use discord, or there are some people who aren't on a swf because 1. They don't know about dbd discord servers 2. They know they are bad and don't want to burden people on discord with bad skills (which was me for a while) and plenty of other reasons I'm sure, all I know is that a vc within the game would fix a lot of issues. Also plenty of my friends who liked playing dbd said they stopped playing purely because there was no way to talk to people. There are plenty of reasons to add a vc to a game, but you haven't really given a good reason as to why not, so please, I insist.

    There are plenty of reasons to add a vc to a game, but you haven't really given a good reason as to why not, so please, I insist. Voice comms lead to harassment, some gamers just want to rage, some feel the need to racially/sexually harass others, etc.

    You act like this doesn't happen, but it has happened and will happen again.

    Even if players could just turn it off, that leads to harassment in post-game chat.

    BHVR implemented chat filters for a reason, voice comms would literally be a step backwards.

    "There are plenty of reasons to add a vc to a game, but you haven't really given a good reason as to why not, so please, I insist."

    No game needs VC, and there are almost no good reasons to add VC to DbD. The only thing survivors would benefit from is knowing who is in chase. The most common dialogue in a try-hard SWF. All the game needs is mini-tentacles for non-obsession survivors.

    Why would I want to hear someone saying "I'm in chase" while the HUD could tell me in less time/effort?

  • @SnRw said:

    https://forum.deadbydaylight.com/en/discussion/comment/3105667#Comment_3105667

    I played in those vcs in discord, you are so wrong about that, every single time its really nice people who are just looking to play swf, maybe you should do some research and go see for yourself. The 'deterrent' isn't toxicity lol

    Except I have been in those discords, thanks. Why do you want random voice comms when you have access to SWF comms?

  • @Renegade1054 said:

    those who want this why not just try it organically within the survivor base? set up your own chat server.

    survivors have pre-game chat lobby, just drop a message "hey join my chat: someurl.com/xyz1234". If it's actually a thing that works and people want, it'll pick up usage by itself - one survivor starts, gets a few to try out then those (assuming they enjoyed it) do the same thing in their next lobbies, and so on and so on until pretty much every lobby is setting up their own voice chat. that way you'll have a good argument to add it into the game if everyone's already using some 3rd party system.

    The DbD discord supports SWF, if people really feel they can't play without voice comms then they should all group up there.

    Big streamer discords also have voice channels for SWF but for some reason it's not commonly adopted. It's almost as if there's a deterrent, like some people are toxic to others in comms.

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