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MrCrowBard

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MrCrowBard
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  • Can you explain why being able to see every ones hook states encourages tunnelling? Today if I was going to actively tunnel I simply have to remember 1character and focus them down. Why would seeing their hook state make the easier or encourage that? Conversely today if I want to have a chill game and 8-12 hook I need to…
  • My point was though that you're not fixing the problem as identified by BHVR. You're trying to solve another problem which I don't think your proposal would even solve.
  • Perfect is the enemy of good. The solution isn't perfect but it's far better than the current live state of the game. Unhooking yourself isn't an instant down, a number of perks come into play. The survivor has more agency with the change and we'll see a number of successful escapes. Even if they don't manage to escape the…
  • Unfortunately your proposed solution doesn't fix the problem statement BHVR would have started with. It's not a case of they thought "Face camping is bad and we should push killers for it", face camping is already sub optimal in a lot of cases but it still remains effective. Their problem statement was "Face camping is…
  • Human perception is very easily led a stray by outlier data points. We notice things that seem odd and remember them better then the status quo which tends to blur into forgettable. It's the same when people cry on here about ALWAYS being tunnel camped or ALWAYS going up against SWFs, thje reality is that they won't be but…
  • It's the old wording of the perk. Probably just a merge issue with the main branch and the alien development branch of the game overwriting the perk description.
  • Making a survivor bot mean you cover 4 out of 5 players in a game. Making a killer bot covers 1 / 33 / 4 players as each killer ai needs to be able to play differently. There's probably some stream lining in there but you'd still need to write independent code for a lot of killers and their powers and make a new one each…
  • There not even as far long as concepts. They were names made up for the example perk layouts. It wasn't in anyway a teaser.
  • This isn't an airport, no need to announce departures.
  • Wouldn't it be a waste with flashlight? You're wasting slowdown time on the blind which could be much better used to run away. Light-footed and blinds at pallets would be more effective. Most semi competent killers listen for movement on a pallet blind which allows them to reduce the distance the survivor can run, LF…
  • I'm not disputing it's one of the strongest ways to play but that's a direct result of the recent nerfs to regression perks and the shift in survivor meta meaning killers are more and more forced into slow down perks (including sloppy) to get some breathing space. It's why "gen rushing" has been the big talking point for…
  • My point was that kicking gens when first finding a survivor is much less impactful since the nerf. Your description of seeing a kick in the first 30 seconds putting you off the game all the time doesn't make sense when most killers aren't running kick based perks. Pop doesn't even work in the situation you described and…
  • Recently there was a dev comment to the effect of "We're not going to waste a lot of precious development time on lower usage killers. At best each killer is only impacting 3% of the game, we can better use dev time to have a larger impact on the game by focusing on other aspects" With the recent Sadako rework I'd also…
  • They also nerfed gen regression perks at the same time. If you look at the stats posted on the forum and NightLights top 10 used killer perks, neither show gen kicking perks since they've fallen out of favour and become less than useful. Call of Brine went from around 15% usage rate (putting it in the top 3-4) to closer to…
  • Everyone knows the best horror films are when you don't show the monster, it builds the biggest suspense. The fact I know what Alien is but have no idea who or what Jumbo Josh is makes it clear that he/it is far more terrifying and fitting for DBD. +1 to this idea
  • This comes up fairly often and I still don't understand why you'd think people playing in unranked would play any different to how people play today? You'd still get the 60min SM games, camping killers, BNP swfs and stun squads in casual that you see today. Balancing around ranked and unranked means the devs have twice the…
  • I thought it was 8% not 6% sorry. You'd only get 6% benefit ever, 4 people with the perk on the 1 gen would only speed it up 6%, 1 person on the gen would only speed it up 6%. At 6% it means 3 people on the same gen do 3 gens in 121s vs 85s if all 3 split up and do 3 different gens.
  • No still 6%, it's per survivor so the overall change would only be max 6% and if everyone is running it. You'll never get more than 8% benefit. 121 is because 1 gen would be done in 40.4s so doing 3 would be 121s where as 3 survivors split up on 3 different gens with the perk could do the same 3 gens in 85s.
  • It's not 24% it's still 6% (before accounting for diminishing returns). The buff is only to yourself not to everyone on the gen. Think of it this way, if you do 10 ticks per second and have a 50% buff you now do 15 per second. 2 people both running it before done 20 tps and after would then do 30tps so increasing by 50%,…
  • Looking at all players though would be the incorrect thing to review as well. Your data gets skewed by those still learning the basics of the game or of the specific killer. You'd want data on experienced players who have already had a number of games as the killer under their belt for a better idea of performance, which…
  • For 10 million games to get a confidence level of 95% within a 3% margin of error you'd need a sample size of about 1000. In fact around 1000 samples is fairly normal for estimating larger data sets (such as political polling or population data). Nighlight has issues as it skews in favour of better / regular players and…
  • I think splitting to just casual and ranked wouldn't be enough. You're still going to get people playing efficiently in casual mode with slugging and tunneling and 4man swf BNP/Torch enjoyers. I don't see how a casual mode would be any different unless it was simply without MMR tiering. Most people who play the game enough…
    in MMR Comment by MrCrowBard August 2023
  • First 4 are directX graphics interface related then you've got 2 Nvidia drivers. Gonna guess it's something wrong with your video drivers or Nvidia settings, have you been changing the game settings directly through the Nvidia control panel recently? I'd suggest doing a clean graphic driver install and restoring any…
  • £200 including shipping and tax. Ouch! That's hard to justify. Hopefully somewhere in the UK gets copies to sell.
  • Have you met the community? That would be instantly switched off for the majority of players
  • Yeah certainly, reverting the watch changes and/or giving her more looping tools would help but it still leaves the issue that right now she feels overly punishing at lower levels. Her killer agency is also still an issue for me but that seems like an afterthought just now.
  • Yeah caught some of his stream last night, good to see he's enjoying her still but I think even he knows she's a bit busted atm against survivors who don't know how to play against her well. I'm interested to see how his thoughts change over the coming weeks when experienced players learn her counter.
  • Assuming you mean One Pump? He played her during the PTB and got a bunch of condems because there's zero SBMM and nobody knew the counter play. He started his stream last night post the dev update ahead of today and was trashing the further changes for removing more gameplay elements from her playstyle and further dumbing…
  • I'm surprised they've not experimented with variable gen tick totals, or maybe the BNP change is a step towards that. We all know MMR is garbage so having a secondry mechanic to help smooth it would be helpful. If gen speed was tied to the number of hook states (and bleed out timers used up to account for slugging) I think…
  • That's incorrect. I just checked one pumps last video from the PTB and when one of the cages picks the tape up in the first match they get that icon.
  • Self unhook when the killer remains within close proximity is a planned feature that was announced during the anniversary stream. There's no date on it yet so it may not be until later in the year/early next. The idea being survivors have a meter that grows while the killer is close to them on hook, when it reaches max…
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