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Balance Team MMR

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Comments

  • Trollinmon
    Trollinmon Member Posts: 691

    Correct! That's why you investigate to see why there are complaints. Like lets go over a scenario with Nurse. Every day there are floods of complaints about Nurse. When the devs look into the data they pick the top 1%. Now lets say they see Nurse is at a 72% killrate while killers are around 65%. Now lets say they look further and find that when Nurse runs recharge/range she actually goes from a 70% to now 80%. Is Nurse fine at a 80% killrate when most killrates at the top 1% are 65%? All the complaints are doing are showing players are not happy with something. The data is what shows an issue is present.

    I'm not sure if you were here with old Object of Obsession. Killer players were complaining pretty hard about the perk. Almo(balance dev) went on stream saying he didn't understand why players were complaining because when he pulled the data its was a low pick rate and something like a 40% escape rate. Players overwhelming stated that it's because players feel the need to tunnel the object player out because of comms. If I recall correct that next patch had a Object rework. It easy to see that when he looked at the escape rate for the team when object was in a game there was a clear issue going on that made sense on why killers were complaining.

  • Kius
    Kius Member Posts: 140

    Well hope the message reaches soon enough the game is on the most unfun state it has been since "SBMM" has made into the game.. complete stale and the new killer wont help it either. Refusing to release a quick mode (like overwatch) or normal mode and a competitive mode where you can throw all of this e-sports you're trying to toss on the playerbase easily and the rest can do whatever on normal games, show the mmr on competitive mode.

    Dev's did change the rules of the game once it wasnt about hooks anymore but kills but before that introducing the MMR system to this game.. still thinking to this day and beyond that it was not good and wont be good for the game mmr. Before people would complain about "bad" survivors now people complain that they dc or they give up on the first hook or down. What did it change? to me seems nothing has changed and made things alot worse.. but of course you guys have the numbers..

  • TheSubstitute
    TheSubstitute Member Posts: 2,495
    edited March 2023

    I'd like to also to reinforce your point by giving an honorable mention to Trapper who was completely shafted by old DH allowing survivors to DH over traps. It's really small in comparison to post 6.1 DH not giving guaranteed window vaults anymore but it was a significant QoL change for Trapper when survivors couldn't just press E and walk over bear traps anymore.

  • Pukenplag
    Pukenplag Member Posts: 1,454

    This isn't about elitism. It's about who knows the game better and can tell what works and what doesn't for balance. Why should the new player that complains about Pig being OP because he died to her trap have a say when it comes to game balance? New players know neither mechanics nor counters. They just find everything OP.


    As the OP said, a balance team composed of good players also ensures nerfs/buffs aren't over the top.

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    The thing is also that i don't actually believe there are that many people that really know this game well enough to have their voice more important then others

    Who should the devs listen too? Otz that didn't understand that 50% speed reduction means that a task takes twice as long?

    Scott Jund that was convinced Overcome would be close too if not stronger then old dead hard while it was close to the worst exhaustion perk in the game when released?

    I don't want to downplay the skill of these people as they are really good at the game but to say their voice is more important then others doesn't seem right.

    They miss the ball quite often too

  • Basement_Bubba420
    Basement_Bubba420 Member Posts: 397

    Overcome is still a great perk. What's wrong with it? It heavily punishes m1 killers for hitting you. In all honesty, it's probably just a a bit weaker than DH but it's easier to use. You literally don't have to do ANYTHING.

    Overcome provides 2 extra seconds of on hit sprint. 3.8 seconds at 6.6 m/s is 25.08m.

    Killer covers 6.6125m. At this point it would take the killer 41.8 seconds to catch up point blank or 31.8 seconds to get back into lunge range. Assuming the survivor is actually good at maintaining distance and ran directly away from the killer. At this point, it may be better for the killer to just drop the chase. The main issue is that survivors just need to position themselves to take advantage of the incoming hit so they don't waste valuable time running into things or pathing.

    Anyway, you can cherry pick these examples as much as you want. Fact of the matter is both of these people know more about the game than the average player. I would trust them to deliver good changes more than the average player. I would trust them to deliver good changes more than the actual devs.

    If you really believe what you said in your first sentence, who would you hire to build you a house? An experienced home builder with 20 years of experience or someone with 2 days worth of experience?

    If the answer is yes than obviously experience with a task matters in completion and quality of that task. As experience goes up, quality will go up.

    Anyway, the point isn't that just because someone plays the game alot or is really good at the game makes their voice "more important". The point is that their opinion is more likely to be backed by solid reasoning and understanding of the game than less experienced people. Just like the home builder example. It isn't carte le blanche for control over the direction of the game. it is a solid foundation to look at and build upon.

  • Tostapane
    Tostapane Member Posts: 1,654

    Am i the only one to remember that they nerfed 2 of the twins best addons for that reason (brown and green addons that reduced the time to charge victor, the brown one from 0,25 to 0,20 seconds and the green one from 0,75 to 0,60 seconds)? in the patchnotes they literally wrote that they saw those 2 addons overused in the HIGH mmr (not to mention that they put the stun after a pounce from victor from 3 to 5 seconds, but that was in a another patch if i remember correctly). I can do a similar example about the nurse: it's well know that a casual nurse will be awful at chasing/downing people and will result probably in a 4 escape since that killer is tremendously hard to learn in the beginning, while in high mmr she can kill people quite easily because people know how to play her well... in the meantime they don't consider that the basekit BT (and now the basekit unbrekable) can be overkill for HIGH mmr...

    Yep, they know what they are doing without doubts /s

  • Tostapane
    Tostapane Member Posts: 1,654

    maybe because at a certain point the game become literally unplayable? After all there's a reason that after gaining some experience most people are complaining about killers that can't do nothing with the exception of nurse and blight (the pattern is the same in every match: start the trial, start chasing someone, 3 gens pop, search another guy to chase down, another gen done and the survivor on the hook saved, at that point the killer will tunnel that guy because he won't have the time to go for mixed hooks, win the chase aganist said survivor, last gen pop, survivor put gates at 99% so they can easily avoid an eventual blood warden, 2 survivors bodyblock while the 3rd do the save, 4 escape... throw into the equation eventual dead hard, off the records, bodyblock, adrenaline and decisive strikes paired with map offerings and busted items and you'll get the idea)

  • Katzengott
    Katzengott Member Posts: 1,210
    edited March 2023

    I would love to see a dev stream one day were they play against really good killers and survs. Not just goofing around, playing to win. Remember when Cote played Hag against these Korean Shenanigans back than and flashlights got nerfed after that.

    The main problem i see with MMR (or ranks before) is that the foundation and balance DOESN'T change. Low and high MMR should be balanced differently. This is why DBD will always be killer-sided with bad survs, and surv-sided with good survivors. It's all about survs efficiency as their objective can be done much quicker (by default).

  • Basement_Bubba420
    Basement_Bubba420 Member Posts: 397

    I agree now.

    Previously there was no vulnerability "window" when the survivor used DH because the killer was physically incapable of making the distance and the survivor made the vault.

    Now there is vulnerability window although because of the buffer provided by DH its rather small and in the survivors favor unless the killer is very close.

    So this was a good thing overall but not enough imo.

    The survivor should either nail the DH and be rewarded or whiff and go down. Not whiff the DH and still make the vault or pallet.

    Introduce a 1 second window of uninteractibility for the survival. Either the survivor nails the DH and gets to transition to another tile or they miss and go down. In its current form, DH can reward the survivor even when they screw it up and that's the point of the perk.

  • Thusly_Boned
    Thusly_Boned Member Posts: 2,951

    Would you really, though? Where is the cutoff for the length of time you would be willing to wait?

    I think a lot of people would be willing to wait in theory, but actually waiting 30min+ for a match is another story.

    I for one would not. I get of work and want to get some games in. Would I prefer those games be competitive? That I'm not matched with either potatoes or gods of sweat? For sure, but I'd much rather play mixed bag games than barely play at all.

    And as for the few people who are actually at the top end of the MMR range? If matchmaking were accurate they'd be waiting an eternity to play. We got a little taste of that during the SBMM tests they ran, and it suuuucked.

    And then you have the gorilla in the room few people want to acknowledge - that skill in this game (what little is even needed is debatable, but it's really not much) is nearly impossible to measure in any meaningful way.

    I think people calling for truly accurate SBMM in DBD would be like the dog that actually catches the car and gets a mouthful of spinning wheel: they may not actually want what they think they want. IMO truly accurate MMR would kill DBD; something in the middle would be best.

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976
    edited March 2023

    Problem with Overcome is that it's only good in specific circumstances

    Calculate how much distance Overcome generates if a killer tunnels you of hook before you can heal.

    then calculate how much distance Overcome generates vs a insta down killer or any of the exposed perks

    Spoiler the answer is zero in both cases

    Remember when Overcome came out there wasen't OTR that gave you 80 seconds of endurance of hook. It was pretty much a dead perk the mayority of the maych if you couldn't heal before the killer found you.

    It's a bit better now with more sources of endurance but at the time it was a trap. You were basically holding out a neon sign that said Tunnel me i'm defenseless against it

    It doesn't matter it's strong vs m1 killers, those are not the killers people need help against. A blight will laugh at the distance overcome creates

    As for the experience thing this is what the problem is with listening to pro players

    If i had to build a house ofcourse i would listen to the 20 year experienced builder

    Thing is pro players aren't builders. They don't develop games.

    What you are actually asking when you say who i would listen to is 7 year old experienced home builders (the devs) or people who have spend 7 years in a lot of different houses and know from experience what to look out for.

    People who lived in a lot of different houses may know from experience what was wrong with their previous houses and know to look out for that. But they'll very likely not know as much as the person who makes the houses in the first place

  • Pulsar
    Pulsar Member Posts: 20,781

    Its definitely gatekeeping.


    Unfortunately for you it seems, new players feedback is valuable. If they feel that certain mechanics are too punishing, we should look into that and consider changes.

    One current example is Overcharge. Very punishing to new players, not so good against more experienced players.

  • Basement_Bubba420
    Basement_Bubba420 Member Posts: 397

    Both the first and second case also apply to any exhaustion perk except maybe SB depending on how quickly you get unhooked.

    I'm not sure what's significant about either of these scenarios. The problems exist for all perks except for maybe DH.

    No, the pro players don't develop games you're correct. That's why they're there to help balance them. They don't need to code, create a development plan, QA the features, etc... They just need to come up with ideas or identify problematic areas.

    I am not saying that BHvR should only hire pro players either. It's just that there should be people on the team, ESPECIALLY THE BALANCE TEAM, that have a good mastery and understanding of the game.

    You're not hiring these people to code although if they can that's great! They're hired to think, to come up with solutions, and to provide a better perspective to the people who are implementing the changes. Maybe the Blight hug tech could have been caught before release, maybe his collision could have been better, and maybe the Nurse's problematic playstyle could have been altered.

    They're two different jobs and they should be treated as such. If one person can fulfill both roles, great! That's an amazing asset to have on any team for any project.

  • Basement_Bubba420
    Basement_Bubba420 Member Posts: 397

    Couldn't new players just learn how to handle it instead of having the perk changed? Isn't that part of any game.... learning the game?

    Sure if its too difficult maybe take a look at it. But if something is actually too difficult it won't be just the new players complaining about it. Either people will eventually adapt and no longer consider it a problem or just complain about it perpetually.

  • Pukenplag
    Pukenplag Member Posts: 1,454

    I'm sorry, but new players first need to learn mechanics. It's only normal for you to not know to play a game when you're new. But when all your feedback is regarding parts of the game where you just need to improve, changes shouldn't be made on it.


    I recently started playing LoL and of course I am very bad. But hey, whenever I see something that I don't like/find OP, I first remember that unless some pro players say it's op as well, it's my own fault and I need to learn and improve.

  • Bran
    Bran Member Posts: 2,096

    LoL is a whole other ball game. You got the worst characters imaginable with the best characters imaginable. It's a balance nightmare. Don't even get me started on Yone either.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,782

    That is a lot of "what if" statements that happen with many of the other killers too.

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    Not really, you can use most other exhaustion perks in that situation

    If there is a vault nearby you can use lithe, if there is a drop nearby you can use BL, if you can pallet stun the killer you can zoom off with smash hit, you can even jump in a locker and head on them

    Overcome is the only exhaustion perk so far that does absolutely nothing untill you are healed. Same for exposed the only other exhaustion perk that gets screwed by one shots is dead hard and that is one time cause you'll be injured then.

    I can list so many situations Overcome does nothing where other exhaustion perks can do atleast something it's not even funny.

    I do want to make clear cause my wording was a little weird that i do think the devs should listen to pro players. Just not blindly and only to pro players

    If baby dwight who has been playing for 2 days complaints about trapper being op they should check the data and then see trapper isn't doing well so it's a case of dwight needing to get better

    But if a pro player says something they also should check to see if what they are saying is right by checking what is happening in games

    The chances the pro players are right are ofcourse higher but it their words shouldn't be automaticaly have more merrit.

    I do kinda wish the devs and the higher up players communicated more, looked up how LoL was doing cause of this thread and found like a 3 hour interview between a dev and a pro player.

    I would love to see Otz and others be able to ask questions and have more insight on their design philosophy. Sadly i think the hostile nature of the community kinda ruined that from ever happening

  • Basement_Bubba420
    Basement_Bubba420 Member Posts: 397

    All the situations you described require a prerequisite condition to be activated. Overcome has a prerequisite of being healed or having endurance.

    If there are no pallets nearby no smash hit.

    If there are no vaults nearby no lithe.

    If there are no drops nearby no bl.

    Overcome can activate with endurance. It's the only condition that's present 100% of the time. The other condition is to be healed. Which is present when another survivor is there which is most of the time.

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    If your teammates brought Borrowed time you had 12 seconds of endurance, most killers just always assumed borrowed time was there so even if your teammate didn't have it there was a big chance the killer would wait to hit you.

    The chance of you not reaching any vault/pallet/ whatever you need is so low that i can hardly count it. You would have to be hooked in the deadest of dead zones for that to happen

    But in case you need more here's a list of all the situations of the top of my head Overcome does nothing

    Play vs Plague, doesn't trigger on broken

    Play vs Billy/Bubba, if you are in a situation where you can't force an m1 overcome won't help you

    Play vs blight, he will very quickly make up the distance overcome creates, not entirely useless ofcourse but still.

    Play vs Legion, either he spreads frenzy and you had a speedboost at a time you didn't need it or they follow you with a refreshed frenzy very quickly closing in the distance you just made. You'll also be helping them so much by wasting time healing to trigger your exhaustion perk

    Vs Oni, if he's in rage mode overcome won't help you. Atleast vs him people are more heal happy so teammates will help you stay healthy more

    Vs myers/ghostface, get tier 3'd or marked overcome does nothing

    And while hit and run was pretty much dead cause of CoH it wouldn't do much against that either cause you'll be getting your speedboost when you don't need it

    Killer gets 3 stacks of devour, haunted ground gets triggered, end game rancor, noed, pretty much every exposed perk ever. Overcome does nothing

    It's a little better now with OTR and sone killers triggering the endurance to get rid of dead hars but before that it was horrible. You also never saw it. I know cause i payed attention to it.

    In the month after it released i saw it 3 times, 2 for adept and one trying a lucky break build with it. And with me playing Legion it did absolutely nothing for them.

    The upsides don't make up for the downsides. For me it's the worst exhaustion perk so far. New chapter will probably change that though

  • Pulsar
    Pulsar Member Posts: 20,781

    There's a difference between, "Oh, well, their new and need to learn mechanics" and "most of this perks value comes from new players not being able to handle it at all"

    Same situation as old Ruin.

  • Basement_Bubba420
    Basement_Bubba420 Member Posts: 397

    Survivors often go down in dead zones and get hooked in a dead zone. Going down is the result of using up the pallets or losing the mind game. Vaults may still exist.

    Most of the issues you described can be applied to the other perks as well.

    Lithe on RPD, The Game, Midwich.

    Balanced on just about every map except Haddonfield.

    SB is the generalist perk but needs careful management.

    The issues with Overcome and Legion exist with all the other exhaustion perks as well, except maybe not Dead Hard.

    Billy/Bubba same thing w/ the other exhaustion perks.

    Plague is correct and exclusive to Overcome.

    Myers/Ghostface exposed, yes same hard counter.

    Yes, there are certain killers and effects (almost exclusively exposed effects) that counter overcome.

    But Artist/Trapper/Pinhead/Freddy/Clown/Trickster/PH/Knight can counter lithe very easily. They all have tools that either make the vault dangerous either through hinderance, force damage, or cut off the loop.

    Most of the exhaustion perks have counters either through gameplay or abilities.

    I don't think it's worst exhaustion perk so far. Definitely better than balanced landing and lithe imo. Maybe on par or below SB and below DH.

  • Pukenplag
    Pukenplag Member Posts: 1,454

    When it comes to situations like this, it's of course best to rework the mechanic like with ruin. But most of the time, new player feedback when it comes to balance is extremely unreliable. This is because I definetly remember countless threads made by new players complaining about trapper or pig saying how it's sooo hard to counter them and asking for nerfs.

  • TheSubstitute
    TheSubstitute Member Posts: 2,495

    I agree with your sentiments and BHVR's approach towards not revealing MMR as, having participated in such systems before, having a visible MMR encourages elitism and gatekeeping. Both of those are to be discouraged.

    That said, it would be interesting to know what percentage of players are at the soft cap or above it. Nobody specifically would know if they are at the soft cap or above so would it be possible for BHVR to release just 'X% of players are currently at the soft cap or above'?

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    Sorry some of your arguments aren't really making much sense to me

    How does the issue between overcome and legion exist with the other exhaustion perks?

    The moment overcome activates is when Legion their power bar is refilled. So they will always be able to follow you while in their increased speed power.

    With something like Lithe you can wait untill after they exhaust themself and then vault something forcing them to chase e distance you made as a normal 115 killer. That's a huge difference

    Also how is Lithe bad on the Game or Midwich? You know it triggers on pallet vaults too right?

    Both of those maps have a lot of loops in dead ends where if the killer runs them correctly leave you trapped after you drop the pallet.

    With Lithe when you stun the killer you can instantly vault and get out of the dead end and on top of that leave the killer the awkward choice of chasing you instantly or breaking the pallet. Most of the time they just chase you instantly meaning you can use the pallet later again

    And while it is true that some exhaustion perks only work well on specific maps (balanced landing indeed being the biggest offender of this) you have some semblence of control over this with map offerings, you have zero control over which killer you face and how nice they will play to allow you to heal after being unhooked

    With all said though it does all boil down to preference. If you can make Overcome work then all the power to you. Glad somebody can make use of it. For me it's just not consistant enough but at the end of the day that's just a oppinion

  • HamsterEnjoyer
    HamsterEnjoyer Member Posts: 713

    I mean if you want a balanced and good game you should only listen to top players that's kinda common knowledge with game balance. Balancing around lower level play is how we got into this huge mess to begin with.

  • Pulsar
    Pulsar Member Posts: 20,781

    Balancing around top level play will kill the game.

    Balance around the average player.

  • HamsterEnjoyer
    HamsterEnjoyer Member Posts: 713

    No. Balancing around the average player is how you decimate a games longevity especially one like DBD.

    All balancing around average players does is keep new players playing for a month or two then dropping it for something else while the ones who stay committed will eventually leave once they get good enough due to the horrendous balance.

  • Basement_Bubba420
    Basement_Bubba420 Member Posts: 397
    1. Yes, Legion can always follow you while they're in their power. Legion will either take the hit on the survivor and change targets or single out the survivor and cut them off after the on hit speed boost expires. With Lithe, you take the hit, gain 6.48m (not entirely sure about Legion's CD on feral frenzy hit) on Legion and Legion reaches you (point blank) in 6.3 seconds. With Overcome, you take the hit, gain 9.96m and reaches you (point blank) in 10.91 seconds. In one case, Legion has control of the chase because they can get in front of you. In the other case, Legion cannot reach you and is forced into the exhaust.
    2. Yes. Why would a killer leave a pallet up on those maps? They're pallet centric maps. OFC you can stun them and run through them but that relies on you stunning them and then you have to backtrack through them which costs you distance.
    3. Yes, you cant control over the killer your facing against. You also cant control their map offerings or the offerings of others. What difference does this make here?
    4. Yes, its a matter of personal preference. I'm just saying that Overcome isn't a low tier exhaustion perk. It's probably just below a well managed SB and below DH. Because of its ease of use and its effectiveness against so many killers it's probably better than having to manage SB.
  • Basement_Bubba420
    Basement_Bubba420 Member Posts: 397

    Yes, the game should be balanced in such a way that appeals to both the average player and the top player. Ideally you would target the upper 50% with more weight towards those in the middle. Players should have to understand that they need a certain level of absolute knowledge in a game.

    Looking at the current state of the game now and how changes have been implemented that doesn't appear to be the case. I have no idea who they're targeting with some of these balance changes.

    What was the point of killing Self Care?

    How did CoH make it into the game with a 100% boost to healing?

    Why was the initial decision to kill Eruption?

    There needs to be a more cohesive and targeted vision behind these changes.

  • Pulsar
    Pulsar Member Posts: 20,781

    Oh, my apologies, I forgot how balancing around the average player has only kept this game going for, what, nearly 7 years?

  • Pulsar
    Pulsar Member Posts: 20,781

    See, this is a position I can understand. It's reasonable and well thought-out.

    We can balance things for the top % of players without balancing around them

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,782

    The problem is that being a top player doesn’t mean that person actually wants the game to be fair and balanced.

    And when the top player is also a streamer, they might purposely release their feedback in the form of clickbait videos, which are more concerned with getting viewers and money, than they are with actual game balance.

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    1) math isn't exactly right here. Legion's movement speed in FF is 5.4 m/s ( more if he hits more survivors but for simplicity's sake let's take this) and their duration is 10 seconds. They have zero cooldown after hitting a survivor. Their fatigue last for 3 seconds at which they move at 2.07 m/s

    Without Overcome survivors have a speedboost of 6.6 m/s for 1.8 seconds. So for that duration the survivor moves 1.2 m/s faster then Legion and in 1.8 seconds gain 2.16 m of distance on them. Then they go back to 4m/s and Legion catches up the 2.16m in 1.5 seconds. So in total the Legion is point blank in 3.3 seconds. not 6.3 seconds, then Legion goes through fatigue for 3 seconds where the survivor can make 5.79m of distance which takes Legion about 6.6 seconds to get a hit with full lunge.

    So in total it takes Legion a total of 12.9 seconds to get within hitting range after FF and the survivor can make 56.28 m of distance. You should pretty much always find a loop or vault in that time. Even if Legion tries to cut you off. You still have an exhaustion perk at this point

    With Overcome the survivors have a speedboost of 6.6 m/s for 3.8 seconds. So they gain 4.56m of distance on Legion who catches that back up in 3.25 seconds which means Legion is in point blank range in 7 seconds. Not 10.91 seconds. Everything else is the same at this point except that you are exhausted. Legion still has 3 seconds left to cut you off with Frenzy

    So Overcome saves you 3.7 seconds... Any other exhaustion perk does better here except Sprint Burst and Dead hard but those work better after you are injured and Legion isn't using Frenzy. At which point Overcome does nothing

    2) Why would they leave the pallet up? simple, a stun takes 2 seconds, in 1.1 seconds you have vaulted with Lithe. If they break the pallet then instantly which takes 2.34 seconds you have made 18.96 meters of distance before they can move again. If they break the pallet in that situation they break the chase. If they chase instantly you have gained 8.34m of distance which still gives you 10.8 seconds before they hit you with a lunge, with how pallet heavy those maps are you will highly likely find something and that other pallet will still be up

    Yes you need to stun them but for DH you also need to time your endurance with the killers swing. It's harder to pull of then Overcome but being easier to use does not automatically make a perk better. This is something you can do regardless of injury. Not to mention that you can also use lithe normally if killers don't instantly break the pallet. And if they do instantly break the pallet i don't need an exhaustion perk anymore to win on The Game

    3) Even if they bring offerings it still gives you a chance your offering beats them. To be fair Balanced Landing for me isn't far off from where i would put Overcome either. They are both inconcistant

    4) I'm sorry but it really is a low tier exhaustion perk. If it was close to SB like you say it is you would see it way more

    If you look at Nightlight stats it has a 2% usage rate... The only one lower then that is Smash hit. Lithe is 19.88%

    Now i know Nightlight isn't official but it's a close enough estimate. the real usage rate isn't going to be so much higher that it will suddenly look like a often picked perk. People don't play it and in the mayority of the cases it's cause it's just not that good. And to completely make my point while researching this i found out that in 5.6 they "fixed" it so it doesn't work with endurance so the only redeeming quality i gave it of working with OTR apperently doesn't even work. They nerfed this perk and nobody even noticed it.

    Again, just preference. If you like Overcome don't let my rambling stop you from enjoying it. Just stating the reasons why I think it's not that good. I do think it has it's uses in specific builds. I just don't think it comes close to the other exhaustion perks. Especially not Lithe or Sprint Burst

  • Trollinmon
    Trollinmon Member Posts: 691

    So overcome is a perk that 100% can see high play in the next mid-chapter. The first thing is you need to look at is what most likely will happen in the next perk update. We will probably see DH and COH nerfs with OTR being changed to work with base bt in some fashion. Now if we see those changes overcome would be receiving massive indirect buffs.

    If we see a COH nerf then bond is going to replace the perk. Bond lets soloq players reset easy just like COH while also giving great general info. If this is the case then Lucky break receive a massive indirect buff since it gains more duration when you heal other players. This change for the perk was moot at the time since most healing is self thanks to COH.

    A problem with overcome is needing to be healthy and going into the injured state. This is a serious problem right now since a killer can hit you off hook and now you have no exhaustion or anti-tunnel perk available. If they change OTR to work with BT that would help reduce this problem. OTR also gives IW which pairs very well with Lucky Break. GL chasing a ghost.

    Finally, the last thing needed is a stealth meta. If you run stealth in this meta you are just pushing aggro onto other players. This is not ideal in the current state of the game but can change if we go into a more stealth meta. One of the reason for this change to happen is SB. SB is a very strong stealth exhaustion since you can get extremely good value when paired with fixated. If more players are running this build then running stealth in general is less punishing to your team.

  • crogers271
    crogers271 Member Posts: 1,798

    There are a number of problems with balancing DbD that don't exist with other games. Some of them are what I would consider flaws in BHVR's design, others are outside their control.

    -Different experience levels of players: lots of people are discussing this, but also partially missing the point. A 10, 100, 500, and 1000(s) hour player aren't just of different skill levels, they are playing different games. Things that work well when you are a starting player become horrible ideas later.

    To use other games as a comparison: with a first person shooter you learn which guns are the best, when/if stealth works, and you become quicker/more accurate with your weapons. Those skills though are more linear in progression. With DbD it is different. It would be like if there was a gun that was really powerful at low levels but weak at high levels.

    -Different regions play the game differently.

    -Players are 'mains' on a side. Things that might make the game fun for one side make it unfun for the other.

    -Different standards on what is a win and a loss. Some people play for points. Some killers have no problem face camping the first down they get while others try and get as many hooks as possible. Really hard to balance around that while other games have much clearer win conditions.

  • Basement_Bubba420
    Basement_Bubba420 Member Posts: 397

    I looked it up and Legion has a 1 sec CD after hitting a survivor as opposed to the 2.7 sec CD for a normal basic attack. I'm assuming the movement speed is around the same so 0.5m/s but I think its dependent on his movement speed.

    Feral Slashes:

    • Attack Open time: 0.5 seconds
    • Attack Hitting time: 0.3 seconds
    • Successful Attack cool-down: 1 second
    • Missed Attack cool-down: 0.225 second
    • Obstructed Attack cool-down: 0.225 second

    I'm making the killer at 0m/s because IDK their movement speed after the hit, a hit in the open often involves a large or a wide swing to counter juking so there is some reorientation time, and the bloody screen/lack of collision makes it harder to see where the survivor went so part of that second is spent finding the target. It's probably around 20% more than the normal speed after a hit but again, IDK. This would be around .7m in total distance I think. I applied this to both scenarios I presented. So if we include the 1 second of inactivity you would get the numbers I got previously.

    For the pallets, I was referring to pallets left on the ground during previous chases. Survivors would need to get the pallet stun during a chase or get a single use out of lithe during a mind game before the killer realizes it and breaks the pallet for all subsequent chases. I agree that Lithe is effective when you land the stun but that is dependent on the killer just like Overcome's usefulness being killer dependent.

    Yes, I know it's usage is low. DH had a low usage for a long time. I think alot of people are sleeping on Overcome. DH is still the best exhaustion perk overall because when used correctly it can provide a much longer extension to chase times depending on the skill of the survivor. Overcome just lets the survivor run in a straight line to make distance and discourage the killer from chasing them. Also DH is best against the top tier killers who can make up distance easily.

  • HamsterEnjoyer
    HamsterEnjoyer Member Posts: 713

    Yeah because of licenses and the fact it doesn't have any real competition. If TCM is a hit it might tank DBDs players entirely unless DBD is able to change and increase both long term player base and keep the short term (Aka balancing around top levels of play but keeping SOME things in mind for lower level players)

  • HamsterEnjoyer
    HamsterEnjoyer Member Posts: 713

    VHS was also an ugly game visually with an over hyped fanbase/playerbase and a marketing team who didn't even promote it in any way besides streamers

  • Pulsar
    Pulsar Member Posts: 20,781
  • TheSubstitute
    TheSubstitute Member Posts: 2,495
    edited March 2023

    VHS's problems and player loss stems entirely from balancing for the top and how miserable that made getting into Monster. If the revenue from your game comes from participation instead of spectators balancing based solely around the top is one of the worst decisions that can be made. DbD has it right in considering all levels of play.