The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

Why are people complaining and suggesting things to solve the symptoms

When the real problems are deeper then that

Base Gen regression is quite laughable at this point and that's why so many Killers use 4 slowdown perks

Maps: Gen spawns, Totem spawns, Loop spawns... are too much to bear for certain Killers and perks

Gens being 90 charges (seconds at base) leans to heavily into the Killers side... but when Survivors use Gen speed perks and Items it becomes ~40 seconds and Survivors are in the advantage

First chase has to much pressure on some Killers (not just newer players)

Emblems are tied to the wrong things... Gatekeeper is tied to how long the first Gen is completed takes to complete not them all... or even the the time in between them being completed... Lightbringer is tied to completing all of the Gens and opening the gate... and the points aren't split for all survivors... and if you don't believe me then test it out... have the Survivors complete a Gen as fast as possible then Kill them all and see your Gatekeeper... then have the Survivors wait 45 seconds then complete then Kill the Survivors and see the difference... and on the Survivor side have one or two Survivors do the Gens and see the difference

Perks: having a "meta" isn't necessarily the players fault... but we do have a choice in the matter

Comments

  • bjorksnas
    bjorksnas Member Posts: 5,621
    edited January 2023

    That is true some of the games problems that are trying to be solved are on dynamic problems that the game itself has created. Gen speeds can be affected too much by both sides perks leading to it heavily swinging towards whichever side has more so rather than remove most interactions if not all to keep a healthy medium they move the baseline a bit more towards one side neuters their side a bit and calls it a day.


    The problem is people don't want their swing heavy perks to be changed or removed to be more balanced and more middling because they like their fun perks and would rather the symptoms be treated rather than the problems be solved because they like how much their perks swing things in their favor when the other side doesn't bring the same amount


    And thats just on perks having maps all generate mostly random no matter what killer you pick is just bad design and a bad way to use it

  • kingcarl2012
    kingcarl2012 Member Posts: 1,710

    I think you may need to review how the gatekeeper emblem works, you need 35 points out of 55 total available points to get Iridescent.

    You get 10 points for the gates not being opened which means you need 25 out of 45 points from uncompleted gens.

    So 25 points and you get 5 points per generator per minute in the first 9 minutes of the match.

    Minute 1, unless you are going against a crazily built genrush squad you should get out of this minute with 4 or 5 gens easy.

    Minute 2, unless you are dealing with complete potatoes you will have lost anywhere from 1-3 gens. You should only lose 3 if you lost 0 in the first minute.

    So assuming you lose 3 total by the end of minute 2 you should have between 6 and 10 points, so lets say losing 2 gens is the average and that should amount to 8 points. That leaves 17 points left to get iridescent.

    Minutes 3-9,

    With 3 gens left you get 3 points per minute lets say you lose your 3rd gen after minute 4, you get another 5-6 points meaning you need 11-12 points left with 2 gens remaining and 5 minutes which if you hold both is only 10 and leaves you stuck at gold even if the gates dont open which can still lead to a double pip at any rank if your other categories are good enough

    Whike the first gen is important, it certainly isnt everything, if pipping is your main concern you can rig the early game pretty easily with corrupt intervention to pretty much guarantee keeping 4-5 gens for 3-4 minutes giving you 17-20 out of 25 points right off the bat.

    It sounds like the problem in your test had to do with killing everyone too quickly and therefore not allowing the match to progress to gain the points per minute needed to elevate your emblem.

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    Base game:

    Gen speeds are more dependent on hitting greats and working together

    Gen regression is only .25 charges per second and Gen progression is 1.0 to 2.2

    So 276 seconds to fully regress a Gen and between 45 to 90 seconds to fully repair a Gen... Gen regression starting at 89 charges

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    Again I will bring up a KYF "game"

    Bring 5 players into a KYF lobby... set the maps to random or if everyone can agree on a map then go ahead

    Nothing is to be brought into the match... No perks, Items, addons or offerings

    Play the match... then at the end (Oh and no Camping and no Killer Tunneling... But if a Survivor wants to bodyblock then that's fine)

    Killer:

    0K- gets to pick a perk to help with the next match (or 2 addons)

    1K- gets to pick an addon

    2K- gets to pick an offering

    3K- gets nothing (cause that's considered a win)

    4K- again gets nothing

    Survivor:

    Dead- gets to pick a perk or an Item

    Escaped- gets nothing


    If you want I can add hooks to what the Survivors get but if asked

  • kingcarl2012
    kingcarl2012 Member Posts: 1,710

    As for lightbringer emblem, you gain 1/3rd points/percentage for other players doing gens and 5 points per gen completed, which means if all 5 gens get done and you dont touch a single gen and stay alive you will still get 190 points toward the emblem, which is gold.

    If instead you do 1 full gen worth of progress and dont touch the other 4 gens that would get you 257 points out of 270 for Iridescent leaving you 13 points short which can be made up by doing about 1/4th of a second gen, opening an exit gate or cleansing 1 totem even a dull totem.

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    Yea... I must be part of the problem

    But I would want some sort of discussion about this topic... cause it needs to be discussed

  • Reinami
    Reinami Member Posts: 5,531
    edited January 2023

    Solo queue by itself isn't the problem, it is matchmaking. When you play with a group of 4 SWF players with 2k+ mmr, you are playing with really good players. You could not be on coms and still destroy most killers you play against.


    But when you play solo queue as a 2k+ MMR player, you can get matched with players as low as 1600 mmr. The "soft cap" for mmr in terms of matchmaking is 1600. For context, mmr typically starts around 1k after a few games.


    There is a VAST difference between players at 2k mmr and 1600 mmr. If you were to put those 2 players head to head against each other, and use the elo calculation to calculate the probability of winning. Then that turns into this:


    Player 1: 2000 mmr

    Player 2: 1600 mmr


    Result:


    (Decimals are rounded so it adds up to 99.9%)

    Player 1 wins: 88.1% chance

    Player 2 wins: 4.2% chance

    Draw: 7.6% chance


    Now, granted that these are numbers based on elo calculation and probability and DBD isn't a 1v1 game where you can match 2 survivors against each other, but it still shows the difference in skill between these 2 players. That is a vast vast difference in play there. So when you are 2k mmr, and you get matched against a 2k mmr killer, but with 1600 mmr teammates. Suddenly that makes sense. And given that survivor play is based so much on the team. The more realistic outcome is that you are 2k mmr, playing with a bunch of teammates around 1600 and a killer around 1600. Now you understand why "solo queue" is so terrible.

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    Also that's not the point of this discussion... But I do appreciate the explanation

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    Fair enough...

    But then again I haven't played the game in so long... that I haven't got any experience

  • kingcarl2012
    kingcarl2012 Member Posts: 1,710

    What is the point then?

    Base regression cant really change too much because of the perks that exist even raising it to 1/3 of a charge could become really oppressive with slowdown builds.

    You could get rid of everything that affects gen speed and blocks gens and that change could still be oppressive once the game gets to a 3v1

    You get rid of eliminating players and you have to completely rebalance every aspect of the game as the killer has no chance to catch up when they start losing the match.

    I mean they are already tweaking things but it sounds like you want a completely different game.

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    Then change the Perks that are effected by it...

    Ruin- already does base Gen regression so changing it wouldn't be that bad

    Call Of Brine- only increases the Gen regression for 60 seconds (or until it is tapped)

    Overcharge- only increases the Gen regression if the Gen is left alone (so it can be dealt with by tapping and hitting the skillcheck (or missing it)

    And yes I wouldn't mind if they took the game offline for however long to re-code the game... AKA DBD2

  • RaSavage42
    RaSavage42 Member Posts: 5,549
  • Akumakaji
    Akumakaji Member Posts: 5,467

    I think at this point the game really needs a dynamic game director like Left4Dead or something. When things are somewhat a fun and balanced game like "chase, down, hook, 1st gen done, chase, down, hook, 2nd gen done, ..." then it does nothing, but if the survivors split up and after your first down 3 gens pop, then The Entity does some stuff like blocking gens or destroying palettes or blocking vaults (maybe even semi permanent) or whatever.

    Same thing if the killer gets 3 hooks before one gen is done and the survivors are just running around like headless chickens The Entity gives them a repair buff or repairs destroyed palettes or closes a breakable wall or spawns a health kit suspiciously in the corner some survivor wanted to hide in.

    Stompy games are seldom fun, its the somewhat. This is at least something that could be done with the current engine. Many suggested something else to be done with the survivors objective, like gathering parts accross the map or sabotaging the killers items or whatever, but the game is probably too far out in its life cycle to tackle anything like this, so we need to work with what we got.

    Some people seem to despise catch up mechanics ("why should I be punished for playing well" or even more often "why should THEY be rewarded for playing bad?"), but its really what this game needs, a dynamic way to hinder or ease one sides gameplay during the trial and back again.

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    Fair enough...

    But that can work both ways... either strengthening the losing side perks or weakening the winning side (or maybe both)

    Anyway I agree

  • INoLuv
    INoLuv Member Posts: 464

    So if the killer performs well enough, the survivors get more things to help them? Brainless take and highly survivor sided, like the devs are. Survs dont need buffs