MrCrowBard
MrCrowBard
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- MrCrowBard
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@NerfedFreddy said:
No it encourages tunneling and efficient plays. If killer wants it they should memorize it. That's a part of effort and commitment and shouldn't be given for free
Can you explain why being able to see every ones hook states encourages tunnelling? Today if I was going to actively tunnel I simply have to remember 1character and focus them down. Why would seeing their hook state make the easier or encourage that?
Conversely today if I want to have a chill game and 8-12 hook I need to track all 4 and how many times I've gotten each, on top of all of the other things killers need to track/think about. That's much harder to do consistently and having a tracker for it makes it much easier.
The only instance where it might make it easier that I can think of is when 2 or more survivors look identical, which is rare enough already. Even then for someone focused on tunnelling I imagine tracking who is in chase with you makes it easy enough to do, I usually give up 8-12 hooking at that point personally because it's far too much of a pain to do.
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@cburton311 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546896#Comment_3546896
I guess I'm looking at fixing it long term by discouraging the killers into only doing it late game when it might be necessary. I just don't see this fix doing a damn thing other making the game different for the sake of it.
My point was though that you're not fixing the problem as identified by BHVR. You're trying to solve another problem which I don't think your proposal would even solve.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546896#Comment_3546896
Being tunneled immediately off hook is also frustrating. I'm not saying it won't help but there will be a lot of cases where you jump off hook into a dead zone and get nowhere.
Perfect is the enemy of good. The solution isn't perfect but it's far better than the current live state of the game. Unhooking yourself isn't an instant down, a number of perks come into play. The survivor has more agency with the change and we'll see a number of successful escapes. Even if they don't manage to escape the game progresses faster for the player and they die sooner, on the flip side as well there's less incentive to suicide on hook which is better for the wider survivor team.
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Unfortunately your proposed solution doesn't fix the problem statement BHVR would have started with. It's not a case of they thought "Face camping is bad and we should push killers for it", face camping is already sub optimal in a lot of cases but it still remains effective. Their problem statement was "Face camping is unfun for the survivor who is taken out of the game and has to just sit and wait out till death".
You can see this in the language used in the PTB notes they released:
"it can quickly become frustrating if the Killer decides to wait nearby, preventing all but the most coordinated of teams from rescuing you. [...] there’s not much the Survivor being camped can do."
The intention of the change if to add more engagement for the hooked player. Simply making gens go faster and the rest of the team having the potential to progress the game to an end state doesn't really change anything for the hooked player who still has to wait around (albeit a shorter time) .
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Human perception is very easily led a stray by outlier data points. We notice things that seem odd and remember them better then the status quo which tends to blur into forgettable. It's the same when people cry on here about ALWAYS being tunnel camped or ALWAYS going up against SWFs, thje reality is that they won't be but a few specific games stick out so they perceve all games like that.
If you look at steam charts (which has data flaws but it's the best we'll get out of direct info from BHVR or Valve directly): https://steamcharts.com/app/381210
The last 30 days has averaged 34k after peaking a bit over 40k when Nic got released then falling when BG3 and TCM got released. YTD is a bit lower than last year but nothing majorly so, we're also currently seeing more players atm than April/May time so it's not even a low point of the year. (Those were probably influenced by Hogwarts and MYM releasing). I wouldn't be surprised if the next week or two is also quieter as Starfield just fully launched which will attract a lot of players. Overall no, the game is nowhere near dying
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@Dale_Gribble said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527558#Comment_3527558
How could it be a bug? They wrote a whole sentence for the change in the perk description. Very weird tho, I will say
It's the old wording of the perk. Probably just a merge issue with the main branch and the alien development branch of the game overwriting the perk description.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522215#Comment_3522215
both? I feel like there's no reason to have one but not the other
Making a survivor bot mean you cover 4 out of 5 players in a game. Making a killer bot covers 1 / 33 / 4 players as each killer ai needs to be able to play differently. There's probably some stream lining in there but you'd still need to write independent code for a lot of killers and their powers and make a new one each killer.
On top of that do you really want to play against a killer that always knows where you are and how progressed each gen is?
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There not even as far long as concepts. They were names made up for the example perk layouts. It wasn't in anyway a teaser.
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This isn't an airport, no need to announce departures.
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Wouldn't it be a waste with flashlight? You're wasting slowdown time on the blind which could be much better used to run away. Light-footed and blinds at pallets would be more effective.
Most semi competent killers listen for movement on a pallet blind which allows them to reduce the distance the survivor can run, LF removes that and gives you an escape if you break LoS. For a killer they won't be able to immediatly tell if you have LF or have just walked and hidden nearby (you can always double bluff it as well by hiding if you think the killer is smart enough to have realised you are running LF)
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518007#Comment_3518007
You can disagree with me all you want, killers wouldn't be running the same builds if it wasn't still the strongest way to play. The nerfs to killer are always minuscule to the point of having little impact. While survivor nerfs tend to kill the perk entirely.
I'm not disputing it's one of the strongest ways to play but that's a direct result of the recent nerfs to regression perks and the shift in survivor meta meaning killers are more and more forced into slow down perks (including sloppy) to get some breathing space. It's why "gen rushing" has been the big talking point for killer recently as well, they feel pressured and having to manage so much so regression perks naturally help with that.
I quoted to you the percentage drops in some of the kick perks, they have been killed off competitively. 2 perks that would have made it in the top 3 of the recent list now linger way outside of it as other perks are favoured. Pop only showing up recently having been buffed which is after a long time going unused because it was nerfed so hard.
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517667#Comment_3517667
I think the fact that most people would rather sit injured and run perks like MFT and Resilience is proof that healing has been over nerfed. I would agree with you that during the boon meta it was too strong, but it is definitely not broken right now. If anything healing is under tuned for survivors right now. Gen regression and 3 gens have never been addressed properly. Anytime a regression perk is nerfed it's just changed out for a different regression perk.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517691#Comment_3517691
Look at the stats, regression perks are still ran more than anything else. Play as a survivor right now and try to find a killer running a non regression build, it's pretty rare. Perks fall off, but they are just changed out for other regression perks. They wouldn't need to nerf regression perks individually every patch if they just capped gen regression. I still see Eruption, Overcharge, Pain resonance, Jolt, Pop often enough that they are all definitely still meta.
Regression baseline needs to be looked at, which it never has been. If anything with the kick change, it was actually buffed. Baseline regression was buffed.
My point was that kicking gens when first finding a survivor is much less impactful since the nerf. Your description of seeing a kick in the first 30 seconds putting you off the game all the time doesn't make sense when most killers aren't running kick based perks. Pop doesn't even work in the situation you described and if running jolt it would be a bad move to make.
Yes gen regression is still a thing because survivors are now less incentivised to heal (both through healing nerfs and injury based meta perks) meaning more uptime on gens resulting in more gen pressure. Killers are then forced into using regression to slow the game down to give themselves breathing room.
In what way as base regression buffed? It still only works at a quarter of the speed that a survivor can repair and takes 2 seconds to start compared to survivors repairing them in 90s and no start time, meaning chasing around a gen that a survivor can stop the regression without wasting much time in chase.
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Recently there was a dev comment to the effect of "We're not going to waste a lot of precious development time on lower usage killers. At best each killer is only impacting 3% of the game, we can better use dev time to have a larger impact on the game by focusing on other aspects"
With the recent Sadako rework I'd also worry that any larger changes would be detrimental to the fun aspect of the killer.
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517118#Comment_3517118
Didn't they just severely nerf healing like 3 patches in a row?
They also nerfed gen regression perks at the same time.
If you look at the stats posted on the forum and NightLights top 10 used killer perks, neither show gen kicking perks since they've fallen out of favour and become less than useful. Call of Brine went from around 15% usage rate (putting it in the top 3-4) to closer to 5% now. Eruption similarly dropped from about 19% to sub 5% and Overcharge went from around 8% to about 5% usage now.
The kick meta we had previously has seriously been reduced and a kick within the first 30 seconds is nowhere near as effective as it was previously (when the healing meta was also in the same state). Now Pop post buff is the only kick related perk seeing a lot of usage and that requires a hook state first before activating.
Since both the regression and healing meta killers have found the game and gens flying very fast and have had to adapt to being more on top of gens and doing more to slow down game progress against any semi competent survivor group. Jolt/Sloppy/Corrupt/Deadlock have all seen upticks as a result.
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Everyone knows the best horror films are when you don't show the monster, it builds the biggest suspense. The fact I know what Alien is but have no idea who or what Jumbo Josh is makes it clear that he/it is far more terrifying and fitting for DBD.
+1 to this idea
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This comes up fairly often and I still don't understand why you'd think people playing in unranked would play any different to how people play today? You'd still get the 60min SM games, camping killers, BNP swfs and stun squads in casual that you see today.
Balancing around ranked and unranked means the devs have twice the work to balance around and a vocal amount of people already feel like not enough time is spent on overall balancing in the right way. Fracturing it would drive more work and overall make a worse experience for players.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511652#Comment_3511652
A sample size of 800 with an exclusive clientele isn't a good data set as it skews things towards a certain aspect of the games population, unlike official stats that encompass all players.
Looking at all players though would be the incorrect thing to review as well. Your data gets skewed by those still learning the basics of the game or of the specific killer. You'd want data on experienced players who have already had a number of games as the killer under their belt for a better idea of performance, which Nightlight has (and presumably BHVR have as well but would never release). Absent of BHVR giving the community access to the actual stats then Nightlight is the best estimate for that. While it has faults that need to be understood in the context of any discussion, ignoring it or writing it off as useless is also wrong to do.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511561#Comment_3511561
Disagree.
There are probably millions of DBD games played per month.
802 games isn't significant.
For 10 million games to get a confidence level of 95% within a 3% margin of error you'd need a sample size of about 1000. In fact around 1000 samples is fairly normal for estimating larger data sets (such as political polling or population data). Nighlight has issues as it skews in favour of better / regular players and isn't great for understanding lower tier MMR. It also requires people to self report and I'd hazard a guess that people are more likely to upload games or from sessiosn where they've played well which can cause data issues.
At a sample size of 800 alone though it's a fairly good data set, I'd just expect better results than in reality.
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I think splitting to just casual and ranked wouldn't be enough. You're still going to get people playing efficiently in casual mode with slugging and tunneling and 4man swf BNP/Torch enjoyers. I don't see how a casual mode would be any different unless it was simply without MMR tiering. Most people who play the game enough don't care about BPs and sit at cap anyway so offering that as a bonus to ranked doesn't really work.
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First 4 are directX graphics interface related then you've got 2 Nvidia drivers. Gonna guess it's something wrong with your video drivers or Nvidia settings, have you been changing the game settings directly through the Nvidia control panel recently? I'd suggest doing a clean graphic driver install and restoring any settings in the Nvidia control panel for DBD back to default and see if that stops the crashing.
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@UndeddJester said:
Just a public service announcement!
Anyone who wants a copy of the Collectors Edition, level99 has it IN STOCK NOW!!
It may not be available much longer, as I believe these are left over from Kickstarter, so if you were thinking of grabbing one, they are available as a limited supply:
£200 including shipping and tax. Ouch! That's hard to justify. Hopefully somewhere in the UK gets copies to sell.
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Have you met the community? That would be instantly switched off for the majority of players
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493847#Comment_3493847
I think with a few minor adjustments to balance her out a bit, she could probably do well against experienced players.
Yeah certainly, reverting the watch changes and/or giving her more looping tools would help but it still leaves the issue that right now she feels overly punishing at lower levels. Her killer agency is also still an issue for me but that seems like an afterthought just now.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493167#Comment_3493167
Willie seems to like the changes judging by his reaction to playing her in his stream today though.
Yeah caught some of his stream last night, good to see he's enjoying her still but I think even he knows she's a bit busted atm against survivors who don't know how to play against her well. I'm interested to see how his thoughts change over the coming weeks when experienced players learn her counter.
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@Steel_Eyed said:
The popular streamer for Sadako is having a blast right now. Haven’t had a chance to play this evening yet but expecting a good time.
Assuming you mean One Pump? He played her during the PTB and got a bunch of condems because there's zero SBMM and nobody knew the counter play. He started his stream last night post the dev update ahead of today and was trashing the further changes for removing more gameplay elements from her playstyle and further dumbing her down.
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I'm surprised they've not experimented with variable gen tick totals, or maybe the BNP change is a step towards that. We all know MMR is garbage so having a secondry mechanic to help smooth it would be helpful.
If gen speed was tied to the number of hook states (and bleed out timers used up to account for slugging) I think it would help. If the killer gets 3 hook states at 5 gens then the gen repair time should be going down to afford the survivors a better chance. Equally if gen pops without hook stages then the time for subsequent gens should go up. There's a wealth of data they could use to help tweak that so the net outcome should still be an average of 90s gens weighted based on match outcome. It would also help with some of the balancing between coordinated SWFs and solo queue alurist warriors who throw themselves at the killer and lead to closer to games rather than stomp fests that tend not to be as fun. Doesn't even need to be majorly impacting, there should still be benefits for playing well but it could help smooth out the negative feedback loop that ends up happening.
Of course they'd need to solve the 3 gen issue first because the above would just strengthen 60 min SM games which I'm sure most people don't want.
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@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491856#Comment_3491856
That no longer appears I think since they no longer gain passive condemned
That's incorrect. I just checked one pumps last video from the PTB and when one of the cages picks the tape up in the first match they get that icon.
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Self unhook when the killer remains within close proximity is a planned feature that was announced during the anniversary stream. There's no date on it yet so it may not be until later in the year/early next. The idea being survivors have a meter that grows while the killer is close to them on hook, when it reaches max they self unhook. The meter would slow right down if fellow survivors are nearby and it wouldn't work after the last gen is done (or maybe it was during EGC I'm not sure of the exact wording on the stream).