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I feel like BBQ and Chili should be added to Killer base kit.

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Comments

  • Gandor
    Gandor Member Posts: 4,262

    Yes. That's what I remember and saw here in this forum in news section. But that guy talked about 65%. That's very different from 60%

  • Archol123
    Archol123 Member Posts: 4,634

    Didn't he just say they are currently were they want them to be? I don't see a 65 right now?

  • DBDVulture
    DBDVulture Member Posts: 2,437

    The correct perk to add to killer base kit is : Deadlock.


    And if the killer takes the perk Deadlock then extend the effect by 30 seconds.

  • Archol123
    Archol123 Member Posts: 4,634
  • DBDVulture
    DBDVulture Member Posts: 2,437

    Being able to complete your first generator in 40-50 seconds is also "really rough dude".

    It's not fun to play high MMR and lose 3 gens in the first chase. Watch your favorite killer streamer and you will see this all the time when they play very skilled/efficient survivors playing in a SWF.

  • Archol123
    Archol123 Member Posts: 4,634

    First of all, High MMR does not really exist because the queue time takes priority over the balance of the game itself. Another problem is spawn points, when you don't have corrupt and all the survivors just spawn directly in front of gens what is gonna happen? Ofc they will start doing the gens... Loosing one gen in 40-50 seconds is still better than loosing 3 after 90 seconds because if they work together they are less efficient on doing that. Which is always better, if they spread out all across the map you cannot interrupt multiple people, you cannot snowball as easily so...

  • DBDVulture
    DBDVulture Member Posts: 2,437

    Your argument is highly dependent on the idea that survivors start apart. Many of the best players have suggested for a long time now that all survivors always spawn in the same place. That would potentially allow survivors to use an offering to make them not start together (change start with someone to - start away from everyone else).


    High MMR does exist. The devs were very sneaky and essentially separated the "baddies" from the good players. The only way they play together is via SWF. Overall it kinda seems most people liked the game when there was no MMR. Every month you had a complete reset so you weren't locked into some kind of "eternal struggle" with tough matches.

  • Archol123
    Archol123 Member Posts: 4,634

    Yes starting the trial together would be great, but I really dislike the idea of having an offering to remove such a balancing change.

    As for the High MMR part... Yeah a high number exists, but it does not mean anything because of the priority matchmaking takes with faster queues over balance... So what does that useless number even matter for?

  • DBDVulture
    DBDVulture Member Posts: 2,437

    It's a sorting number so that people with 50 horus don't face killers with 9000 hours. It's hidden so you can't gripe on the forums that you have 1200 MMR and were placed against a 1800 MMR killer. Some people know their MMR but moderation does not allow elaboration.


    Remove MMR and the problem goes away. Over a long enough time line Random Assortment is the best arrangement for all players. It is healthy for the game for bad players to occasionally play really good killers (or survivors).

  • Archol123
    Archol123 Member Posts: 4,634

    I have above 2k hours and faced someone with 25 hours a few days ago... That concept really works well dude ^^

  • kingcarl2012
    kingcarl2012 Member Posts: 1,710

    Let me ask you, What do you think the ratio of the 3 types of campers are?

    Obviously there is no data to go off of here, and it would differ based on high vs mid/low MMR. I would say this is a fair breakdown, but I would love to hear if you think I am way off base.

    Mid /low High

    Type 1 15% 15%

    Type 2 20% 50%

    Type 3 65% 35%


    Speaking directly on the type 2's I find it interesting you both suggest that giving them info would make them potentially camp more. I really dont understand how you can have that assumption, they are already camping most of the time because its the most effective thing to do.

    If thats the case and they get no info because everyone is close and they were gonna camp anyways then no change. If they get info that everyone is too far away and theres no point in leaving, again no change because they were gonna camp anyways. The 3rd option is they get info that they can act on and lets say they do half the time because of the potential for an advantage.

    Obviously the only thing i can do to be fair is assume all 3 of these outcomes have the same chance of happening, so what this boils down to is essentially in type 2's you may be able to eliminate half of 1/3rd of camping scenarios or about 16%.

    I think it would actually be higher because i think that the 3rd option has probably a 50% of happening instead of all 3 being equal which would change that 16% to 25%.

    So effectively that boils down to getting rid of 8% of camping at high MMR and like 4%ish at mid/low based on the half of 1/3rd statistic.

    As to the type 3's because its not about the effectiveness of camping and instead about a lack of options, if you give them that info 50% of them easy are going to chase it.

    There is a fun psychological experiment you can do to test this theory, got to a place with a lot of people, I like a mall food court, randomly shout out "OMG look over there!", more than half of them are going to look, once they see nothing is there, they will think your nuts afterwords, but they will look, these are your type 3 people.

    So lets even drop that lower lets say conservatively instead of 50% we put that at 33%, thats a 21% drop at mid/low and another 11% at high MMR.

    So in total that makes a 25% total drop in camping at mid/low MMR and a 19% drop in high MMR.

    As to balancing it strength wise there are things you can do. I've already suggested a scream bubble instead of an actual aura read, you could also disable it once certain conditions are met, like once a survivor dies it could disable like ruin, promoting more of a 12 hook game, you could also disable it once a certain number of gens are done say 3 gens, once you only have to patrol 4 gens you dont really need it anymore. You could even disable it once your MMR reaches a certain point, which would keep it out of the hands of the stronger killers, or have certain really strong add ons disable it like speed/recharge nurse or alc ring blight or whatever people at high MMR complain about.

    It will also have other beneficial effects like slugging may go down as they get more value from hooks, since people will start trying to use lockers to dodge it, Iron maiden would actually have a use outside trickster and huntress ( I guess you could make a case for doctor, artist, and dredge)

    Now I'm sure you both have your own ideas on ways to reduce camping as an alternative I would very much be interested in hearing them.

  • Gandor
    Gandor Member Posts: 4,262

    Well my main point is, that I don't know. I think a lot of stuff you say makes sense. The problem is, that you want to see the positive side only.

    What I see is killer, that took 4 slowdown perks instead of 3 + info perk. What I see is killer that does not go proxy camping, but facecamps, because he read the situation as he can facecamp now. What I see is killer readjusting his camping spot, because he will know the side from which survivors come.

    Overall - I don't know if your suggestion will help with camping or make it worse. But I am pretty sure it will make the game that much harder against killers that are able to process big picture. Which once again would make the game that much harder against solo.

  • not_requested49
    not_requested49 Member Posts: 1,979

    It was nerfed, why would you think it would be buffed?

  • Gandor
    Gandor Member Posts: 4,262

    From gameplay's perspective it wasn't touched. BP's does not make perk stronger (and devs explicitly said they don't want people to pick perks for BP bonuses). It's fully possible devs will decide to buff it (but I doubt it, because the perk still has higher usage then other perks)

  • not_requested49
    not_requested49 Member Posts: 1,979

    If that's the case why would they even add distressing, thrill of the hunt, beast of prey, prove thyself, and NOLB? If they didn't want this then I'm not sure why they added them in the first place but removing them only limits perk options for non-serious players

    Plus, no mither is one too that is literally supposed to make it harder, why not just have that same idea for these killer perks too but with a BP bonus in exchange?

  • ByeByeQ
    ByeByeQ Member Posts: 1,104

    I think it is a good idea. It would get killers away from the hook and that's a good thing.

    One caveat: It no longer works once a survivor dies.

  • Gandor
    Gandor Member Posts: 4,262

    Those perks you mentioned do not multiply your BP gains. All they do is earn BP in their specific category quicker. And I don't know the reasoning behind it or why one is ok and the other one is not.

  • not_requested49
    not_requested49 Member Posts: 1,979
    edited December 2022

    Exactly. It may not seem a big deal to you but when you're getting genrushed or otherwise don't want to use a whole bunch of time pressuring, its a huge time saver and can make the difference to maxing a catagory out or not

    There's no reason to change these perks outside of updating some other weak perks that can't really be buffed to fit this niche of BP perks