Avatar

tomojim

tomojim

About

Username
tomojim
Joined
Visits
34
Last Active

Comments

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2978744#Comment_2978744

    Look at it this way.

    At least you as a killer don’t have to “bluff” when you are flat out just Camping a survivor or tunneling them out of the game. It is pretty clear what you are doing. Nobody needs to guess, because you can simply take advantage of a strategy that you can use by simply existing in the match.

    These perks exist for this very reason. Because if you took that “I wonder if they have this perk” part. We both know what killers would be doing more of. Camping and Tunneling. Even with the way those perks work now is bad. Why do you think killers love when they find out the survivor didn’t have BT or DS? They have assurance.

    @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/2978744#Comment_2978744

    Don't tunnel so you don't have problem unless the one with bt takes protection hit for unhooker which makes me tunnel sometimes.

    I rarely tunnel, and I don't camp either.

    What I'm trying to say is, as survivors you don't have to take BT or DS in a match, but killers like me will always assume you have these perks. So killers will be forced to give up so many chances they deserve.

    Here the situation gets very weird: a perk exists, but it doesn't exist.

    If survivor don't want to be tunneled, bring the perk.

    But what actually happens now is, survivors don't have to bring these perks but they still have that effects.

    So I proposed that these perks should be visually recognizable.

  • I think one of the purpose is to measure the gap between "objective pairing" and "subjective feeling" in every match, and to adjust the pairing mechanism.

    So it's normal if you feel these questions weird because it is the point the devs want to know.

  • Holy s*** my comment disappeared after edit so I have to rewrite it again.

    IMP, killers hate DH, DS, BT because they still function even if survivors don't bring them at all.

    BTW I don't really hate UB, because I don't think the situations to use it are the same with the rest.

    I prefer to call these 3 "bluffing perks" instead of "second-chance perks."

    We see that familiar and kind of stupid dramas in every match: killers can easily hit the survivors but have to wait for DH, whether they have it or not; killers can easily hit the injured survivors just got off the hook but choose not to because of BT, whether they have it or not; killers can easily pick up the dying survivors just got off the hook but still choose not to because of DS, whether that have it or not.

    I understand some players may think bluffing is kind of mind game, but I don't think these perks are healthy for DBD. DBD already has lots of mind game elements, but all of them are not bluffing. You can call them "tricky" for sure, but not "bluffing" definitely.

    Most importantly, these perks make the gaming process not the way it should be. They force killers to give up so many chance even if survivors don't bring them at all. How ridiculous it is?

    In my view, these perks should be "visually recognizable," for example, when the survivor A with BT unhooks survivor B, killers should have seen some kind of highlight aura on B, so no one can bluff, and BT still functions well as a anti-tunneling perk. AND, if A doesn't have BT and he or she unhooks B in front of killers, they should PAY.

    Lastly, I really exciting about the upcoming 40s perks rebuild, I think the devs are well aware of these problems, and I believe they will fix them this time.

  • IMP, killers hate these perks because they still function even if survivors don't bring them at all.

    As a killer, you always have to assume survivors have DH, DS, BT. So we see that familiar and kind of stupid dramas in every match: killers can easily hit the survivor but have to wait for the DH, whether the survivor have it or not; killers can easily hit the injured survivor just got off the hook but they choose not to, because of the BT, whether the survivor have it or not; killers can easily pick up the dying survivor just got off the hook but they choose not to because of the DS, whether the survivor have it or not, and sometimes the survivor rush into a locker to make killers believe he or she has DS, even it's just a bluff.

    As for UB, I don't really hate it, I think the situation is not the same with DH, DS and BT.

    Maybe some players like the bluffing as some kind of mind game. But I think it's very unhealthy for this game. It already has lots of mind game elements, but all of them are not bluffing.

    DH, DS and BT are mechanism-breakers, they make the process not the way it should be, and force killers to give up so many chances to get advantage. It's not fun at all, it is stupid.

    In my view, I think these perks should be "visually recognizable," for example, if survivors A has BT, and he or she unhooks survivor B, killers should have seen some kind of highlight-aura on B, so no one can bluff, and it still functions well as a anti-tunneling perk. Most importantly, if A has no BT and unhook B in front of killers, they should pay.

    Last, I really exciting for the upcoming 40s perks rebuild patch, I think the devs are well aware of these problems, and I hope they can really fix them.

  • @Dino7281 said:

    I would love this.

    I really hate Grade system, way more than SBMM. I know that Grade means absolutely nothing and I am going to get reset each ######### month, but I was in red ranks for a long time, so I just have need to be there each month even now, which results in my trying to win as many games as possible fast, then I can play normally as max grade, it's kinda stressful.

    Either this -> based on games, or just make it calendar system? For full reward, you have to start dbd (and maybe play 1 game) each day.

    You still reward players for playing more than others, but because they is not really a feedback, you are not pressured to do it.

    Grade could be used for MMR, so we get feedback how match making works and they could just show us exact numbers as our personal info, so grades would be only +/- MMR for others. I wouldn't even need rewards for it after this.

    This is exactly what I meant.

    We don't need a false goal to reach, which even means nothing.

    We don't need that false goal to prove my capability playing this game.

    We have so many challenges in tomes, and lots of them are in the opposite to the grading system (eg. using certain perks which are off meta.) If my goal every month is to get R1, or Iridescent 1, I will never have chance to take those special challenges in tomes.

    I hope this "cancelling grade system" idea can create a better environment for DBD.

  • @nikodemo said:

    I like the idea of simple, daily and monthly play bonuses. Very easy.

    We can keep emblems for match BP awards.

    Ya, and emblems are the feedback to your performance. You still could win and lose, but it would be a one-game thing, you still get happy when winning, but won't get angry when losing. Most importantly, you have the same monthly rewards progress even if you lose.

  • @Taingaran said:

    The grading system really needs to be canceled. The developers said that the current system will show how much you play and reward for it. But the system has problems with this:

    • As a killer, if you play a lot but don't care about winning, then your progress through the emblems will be extremely slowed down or stopped.
    • As a survivor, if you are playing solo and escape is not your main concern, then your progress through the emblems will be extremely slowed down or stopped.
    • With SCF, the problem is the opposite. On the contrary, they quickly move along the emblems.
    • Players are still guided by ranks.

    Totally agreed with you.

    Though grade means nothing anymore, people still judge (wrongly) you by that. We all know that everyday people complain about matchmaking by ranks. It's impossible to make everyone knows the idea that rank had no meaning.

    And there is one thing I really hate. We used to keep some ranks before, but now we have to climb form R20 to R1 every month, no matter what rank you got in last month. It's very annoying.

  • @Seraphor said:

    The emblem system is still useful for encouraging players to play fair, it rewards killers for hooks over kills, and survivors for doing a bit of everything.

    We already have systems for rewarding playtime or daily play in the daily rituals, and basic BP rewards.

    I'm not sure how you could tie grade to MMR seeing as MMR in uncapped.

    What I'm thinking is simple: keep the emblem and MMR, but cancel the grade.

    It's hell to rank up the grade. It's stressful, It makes people playing toxic. It's just not fun at all.

    Every month is like "I have to reach R1!" and it confines my play style cuz all I need is to get 4k.


    In fact, when testing MMR this year, I remember there was a short period that grade didn't exist. Just few days, and that few days are the most fun time I have in DBD.

  • The point of mindbreaker is it prevents survivors recover from exhaustion while doing gens. It is an okay perk IMO, especially for killers like wraith.