October Community Stream Recap

ThatRyanB
ThatRyanB Member, Administrator, Community Manager Posts: 825
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Whether you were able to tune in live (thanks!) or you're dropping by to get a tl;dr, we're here to give you a recap of some highlights from today's community stream: 

 

MMR UPDATE 

As you may remember, back in 10.1.0, we updated how MMR is calculated. While kills and escapes continue to be an aspect of MMR calculations, they are no longer the only thing used to calculate these values. Now, we also factor in a wide range of actions that help progress the game – think, emblems. 

Of course, certain aspects of the MMR have stayed the same. Namely, Killers keep their individual MMR ratings, Survivor share their MMR, matchmaking prioritizes wait times over exact MMR matching, and MMR gains/losses are calculated by comparing Killers and Survivors against each other in a match. 

Since making this change in 10.1.0, we've been keeping a close eye on this system and recently noticed that Survivors' Altruism wasn't giving as much MMR as it should have. 

To make sure altruistic play is correctly rewarded, we made an adjustment to our MMR system earlier this week (thanks to the adjustable elements of the algorithm), increasing this value. We'll continue to keep a close eye on how this impacts players' MMR and matchmaking before making any further changes. 

 

UPDATE 10.2.0 RECAP 

Last update, we adjusted over 50 perks, focusing on improving generic perks and those that were affected by Diminishing Returns and could use an adjustment. 

Watching the results of these changes, we saw some shifts in the usage and kill / escape rates for these perks. Here's a recap of which ones saw the biggest increases and decreases: 

KILLER USAGE 

  • 📈 Scourge Hook: Monstrous Shrine 
  • 📈 Undone 
  • 📈 Help Wanted 
  • 📉 Dead Man's Switch 
  • 📉 Hex: Thrill of the Hunt 
  • 📉 Hex: Blood Favor 

SURVIVOR USAGE 

  • 📈 Five Moves Ahead 
  • 📈 Spine Chill 
  • 📈 Resilience 
  • 📉 Windows of Opportunity 
  • 📉 Stake Out 
  • 📉 Slippery Meat 

KILL RATES 

  • 📈 Help Wanted 
  • 📈 Ravenous 
  • 📈 Shattered Hope 
  • 📉 Hex: Thrill of the Hunt 
  • 📉 Hex: Blood Favor 
  • 📉 Dissolution 

ESCAPE RATES 

  • 📈 Road Life 
  • 📈 Sole Survivor 
  • 📈 Spine Chill 
  • 📉 Shoulder the Burden 
  • 📉 Stake Out 
  • 📉 Self-Preservation 

 

WHAT'S COMING IN UPDATE 10.3.0? 

PERK ADJUSTMENTS 

As a follow-up to last update's perk changes, we're making further adjustments to some perks that were tweaked in 10.2.0! Here's a recap of the changes: 

  • Calm Spirit: We felt the Action Speed bonus was a little low, so it's increasing to 25%. 
  • Dark Sense: This perk can sometimes trigger at inopportune times and we don't want you to feel like its uses are wasted. We're adding a token system so you can "bank" its activations. 
  • Dark Arrogance: We know many of you really liked this perk back on the 10.2.0 PTB, so we're continuing to tweak it to capture its PTB feeling without being too strong. We're increasing Successful Basic Attack cooldown to 15%, reducing Window Vault Speed to 15%, adding Missed Basic Attack cooldown to penalties, and reducing the penalties to 15%. And of course, we will continue to monitor how this goes! 
  • Ravenous: Since this was originally designed when Vigil affected Exposed (and is no longer the case), we're lowering the Exposed duration to 70s. 
  • Slippery Meat: Due to the Unhook Speed, this was too efficient at securing risky unhooks, so we're reducing Unhook Speed to 75% while increasing Haste to 7%. 
  • Whispers: We were a bit conservative with our initial Haste increase, so we're increasing it a little more to 7%. 

 

MORI UPDATE 

We're also making some changes to the Mori system and will be rolling this out over time. The goal? To better define and clarify the rules behind different types of Moris. 

Moving forward, there will be three types of Mori: Finisher, Power, and Short. While these will all trigger with the Attack button, they'll function a little different: 

  • Finisher Mori: Used to kill the final Survivor, ending the match. This is a longer, more cinematic Mori. 
  • Power Mori: Think of this as a "mini-Mori", that's triggered by certain Killer's powers. This Mori has a short length. 
  • Short Mori: A simple Mori that's triggered by perks and offerings. This Mori also has a short length. 

We plan to revisit older Killers' Moris down the road, but for now, they will use their current Mori for both Finisher and Short Mori situations. 

 

BACKEND TUNABLES 

We know how important balance is to you, so we're building a system which lets us make changes to Live content without needing to wait for a patch. The intention is to get small balance changes in your hands more frequently, tapping into your feedback and making adjustments between patches, which previously limited when we could make changes. 

Backend tunables will largely focus on Killer adjustments (similar to what you may have noticed in 10.1.2 with The Judgment) and base game number tweaks. Using this system, you can expect some tweaks to The Executioner (Faster charge! More range! Snappier feel!) and The Judgment (Power cooldown! Zealous duration!) soon. 

We can't wait to continue building on this system, although to set expectations, it will take some time. In the future, we'd love to include support for addons, perks, items and more. 

 

SNEAK PEEK AT UPDATE 10.4.0 

Coming in January, this update will feature a medium-sized Killer update, multiple smaller Killer tweaks, and adjustments to around 15 perks (including Eruption, Sloppy Butcher, Surge, Hyperfocus, Shoulder the Burden, and Resurgence). 

 

That's not all! We also answered a bunch of questions, as submitted by you! Check out the stream recording to see what we discussed, or head over to our brand new Twitter account – @DbDPulse , featuring updates from your humble Community team – where we'll be posting some of the Q&A highlights. 

 

Until next time... 

The Dead by Daylight Team 

Comments

  • GeneralV
    GeneralV Member Posts: 12,850

    Skull Merchant not getting a full rework is the best news I could have possibly received, I have no words to describe how happy I am.

    I won't lose another killer to a rework! I'm so, so glad all the feedback about how much a full rework would erase her identity was taken into consideration.

    A heartfelt thanks to the devs on this one!

  • CrossTheSholf
    CrossTheSholf Member Posts: 888

    Please fix the judgements bugs before just nerfing her

  • ForTheEntity
    ForTheEntity Member Posts: 408

    I am calling it now. They're going to unintentionally buff Hyperfocus in 10.4.0.

  • GeneralV
    GeneralV Member Posts: 12,850

    There is always the possibility this won't go well, my dear friend, that is indeed true.

    What we heard today was massive, definitely a step in the right direction, but we have yet to see the final result.

  • DNet89
    DNet89 Member Posts: 324

    Calm Spirit is now the same speed of Counterforce. Yes Counterforce gets stronger but it's more niche than Calm Spirit.

  • dangersmymidd1ename
    dangersmymidd1ename Member Posts: 595

    It's just how rating systems such as Elo and Glicko work.

  • HexSlugged
    HexSlugged Member Posts: 566

    yea. i feel sloppy is fine. im worried they are going to nerf it even though the vast amount of increased healing speeds minimizes its impact. i think its a well balanced perk. literally no one complains about it so i dont see the point in addressing it at all personally

  • Elan
    Elan Member Posts: 2,660

    My assumption is that they will revert it to be unlimited duration, simply untill healed. I'm more scared of surge/eruption changes because most gen rush perks went farewell with hyperfocus coming soon. With how boring sitting on gen is I hope they won't buff those.

    Resurgence nerf is a bless. Guess they tweak it back to 50 %.

    I expect medium update to Trapper or Hag to be fair and small tweaks to bottom killers (Doctor, Ghostie…) who receive buffs all the time but it doesn't change the fact they will never be able to compete with top tier killers ever.

  • Elan
    Elan Member Posts: 2,660

    Her "essence" will be reason why she will forever be worst 5 killers in the game. While I feel that drone/tracking/scanning is very unique it just doesn't work in modernized game. Their "killing as a sport" makes me believe they will push some vault/recovery,damage bonuses for claw traps and call it a day. Plus it's coming out next year, surely we know it won't be January's update and March chapter "Casting Of Frank Stone" won't have live updates so the sooniest possibility is summer and beyond.

  • Elan
    Elan Member Posts: 2,660

    Also they said "thrilled something" which was one of my older rework idea where she gets bonuses per claw traps but claw traps in current form and so passive and underwhelming that you just use them to track and hinder. Whole her add ons pass needs complete overhaul. Iri batteries, sonic speaker and extra hindred add on are only that are somewhat good.

  • GeneralV
    GeneralV Member Posts: 12,850

    But it won't be dashlop, it won't be ranged M2, and that is already better than both of those awful design previews.

  • Elan
    Elan Member Posts: 2,660

    I understand your pov. Just saying that she's 5x worse Clown at best. Once you get better survivors they won't let you scan them for free and those prolonged chases feel awfull. I'd personally love full rework while keeping her drones as some set up tools. She desperately needs secondary power either mobility or better antiloop.