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
Comments
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When people say "tunnel at 5 gens" they mean "actively play with intent to tunnel from the beginning of the game." It has nothing to do with when the first survivor dies and everything to do with the killer's attitude when the cinematic load-in shot plays.
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You are using a uniform distribution 4 times to simulate the results of a match. Using the same uniform distribution a specific number of times to choose between exactly two choices is exactly what a binomial distribution is used for.
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A binomial distribution (which is the mathematical distribution used in your simulation) contains discrete values that conform to a normal distribution (which is also sometimes called a gaussian distribution, as you mentioned) - or, in this case, a skewed gaussian distribution. I am "pulling that gaussian" from your own…
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…You can see why someone might look at your complaint as disingenuous, when you openly admit you see no reason to not engage in the very thing you're complaining about?
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Then play survivor and don't gen rush? They added stun saves so it's now worthwhile opening chests and going for alturism.
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Queue survivor then?
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I might actually consider coming back for 2v8 - been on a break since just after Dracula's release. Hopefully the changes should reduce match volatility a little and make survivor feel less outright miserable to play
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BTW, I'm 99% sure that's the 4 stack that does world record escape speedrun attempts. They have the builds that squad usually brings. Although this extreme example should certainly be fixed, we shouldn't pretend a 4 stack specifically going all in on repair speed going against a meme build is representative of normal…
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Survivors get the courtesy for not getting shamed constantly There's a thread like this twice a dayon the forums wym?
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A majority of the player base ... has never tried to play killer. That's a rather extraordinary claim. Do you have any evidence to support this claim?
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cool, nerf slugging
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You've said it's irrelevant but you're incorrect. The fact that kills per game doesn't follow a normal distribution in practice is very relevant to a simulation that does conform to that distribution.
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Your simulation is proven wrong by taking 0.1 seconds to look at nightlight and seeing that a 2k is the least common outcome, not the most common. Wax lyrical all you want, every piece of hard data taken from actual gameplay shows that survivors making it out within the same game are not independent events. thus your…
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Hmm, survivors don't complain about winning dozens of games in a row? I wonder why that is. edit: uh… I didn't mean for the post to take up that much room. there was a screenshot showing that survivors escape around 40% of the time when solo; the point being that survivors aren't complaining about escaping too easily…
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This reminds me of that comic about anime girls Girls in anime when their crush walks in on them changing: "Idiot! Perv! How could you‽" Girls when at a beach with their crush wearing a bikini: "Like what you see? Come feast your eyes." The counterpoint, of course, being that in the first scenario the girl did not consent…
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The downside of scream + exposed is terrible Lets a tunneling killer know you have it Gives them tools to punish you for using it Prevents you from taking a hit if killer returns Even if killer is not paying attention, if they're tunneling they're likely to return, punishing you for using the perk correctly. IMO the loss…
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They do win "only" like 51% of their games, the problem is that they draw another 13% or so and thus lose less than 40%. Survivors escape 40% of the time, but that counts both wins and draws for survivors (if you're counting solo results as the win con for survivors) It doesn't really matter because as I've often asserted,…
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As a CS guy by training, as much as I love encouraging people to learn about coding, you could have done this with a simple binomial distribution It's also a bad model because one survivor dying increases the liklihood of other survivors dying, meaning the kind of simulation you've made (where survivors dying are…
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Counterpoint: If you get near a survivor, work on a gen for 40 seconds, then go for the unhook at the last second, you'll have an injured survivor and 40 seconds of gen progress. If you unhook them right away, you can heal them up and then get on the gen together - You take 16 seconds to heal, then 24 seconds to work on a…
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I wouldn't call it long bit I wouldn't call it short either. It's inside the range for what I would call a normal length game
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Pretty sure Ayo is being sarcastic (thus why they said (could have used meta perks or tunneled and camped and won a 3K I’m sure). emphasis mine
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Yeah, I didn't want to be the one to first bring it up, but something about seeing a post where someone got a 2k against a ridiculously stacked SWF with a not-top-tier killer and is asking for survivor nerfs just felt weird.
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Stunning argument, I'm really convinced. Until a moment ago I thought the fact almost nobody used those two perks meant they were terrible.
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Perfectly played *anything* is unrealistic, and there's a far higher barrier to perfect play for a survivor team, meaning by the nature of the game 4 human survivor players will be further from perfection than 1 killer player
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"BNP is unhealthy because [thing that's the point of BNP]" no? Not everything needs to be directly counterable. When going against Pinhead, survivors have to engage with the box, they can't do anything or bring anything that just lets them bypass it. IDK if I've mentioned on here before my theory that some people play this…
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This is an 18+ game So is call of duty, but that series has been the go-to example for "games with 12 year olds yelling slurs in voice chat" for nearly 2 decades
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when facing survivors of the highest skill level and with the best coordination and loadouts, even the strongest killer players struggle to keep up. a lot of people think that this is meaningful for some reason. in reality, the balance as it relates to the top couple hundred to a couple thousand players (at best) for a…
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it's wild to read this post from you after having just seen your other post: When someone complains about SWFs, which are a viable strategy used to get pressure, the tone you take is sympathetic. "Unfortunately" and all that. When someone complains about slugging, it's condescending - you're not going to tell me you don't…
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i remember seeing a video from someone on twitter the last time they removed DC penalties where they were playing killer and just disconnecting every time a map they didn't like loaded
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Personally I wish that hooking granted some sort of progression for the killer's win condition, maybe like a flag or a tally on the survivor that got hooked. If I manage to hook the same survivor 3 times, they get killed, similar to how they normally die if I let them bleed on the ground for 4 minutes. Too bad BHVR would…
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Flashlight saves are easier now because they removed flashlight clicking, which could be used to micro-adjust your timing if you knew you were a shade too early. IMO they should bring back old flashlight mechanics.
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that's a backronym. "meta" originates from "metagame," which refers to the phenomenon wherein the way you decide to approach playing the game becomes a game in-and-of itself, which is what you're doing when you theorycraft what's the best possible build. the backronym feels fitting because we're calling it the "most…
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i know you're smarter than this. you're smart enough to know that there's a fat line between a generic "play as a team" and the far more specific "countering [thing] requires the entire team being on voice comms."
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Probably just improving visibility while in deep wound, remove that awful dark filter
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It's not supposed to just be training wheels, though. It lets survivors know what pallets have been used by their teammates and which are still up, which is extremely useful in solo queue where your teammate might hose one whole side of the map (although personally I don't use windows, preferring to just wing it in…
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I personally don't want it nerfed, but I've found when a weaker player is using it, the game gets a whole lot more boring without getting any harder because they follow a much more linear play style - linear as in making fewer decisions. Even though I don't think it should be nerfed, I understand why someone might want to…
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@Xernoton thought you might find this thread interesting
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Hey man, I noticed you never responded to my post here: I wonder if you could find some time to respond to it, since you think manufactur[ing] things [the other person] never said is such a bad offense
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I also did not ask killers to avoid any particular play style. I was discussing the amount of fun I have with various different gameplay styles when I play killer, and objecting to the idea that certain play styles are strictly necessary in order to win.
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I did not define fun by bloodpoints. I defined fun by "getting a chance to engage in as wide a range of the available gameplay mechanics as possible." I did not mention bloodpoints at any point in this thread until just now. I find it very disrespectful towards me that you have claimed arguments that I did not make.
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I care about everyone's fun, that's why I encourage people to play in a way that everyone gets to experience the widest range of gameplay mechanics available. When survivors consistently win chase, killers still get the chance to play hide-and-seek, to play tag, to kick gens; the only thing they don't get to experience is…
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Sorry for using hyperbole. If I had known you would focus on it without addressing the actual point I was making I wouldn't have used it
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Riiight. When survivors struggle it's because all survivors are bad, when some killers struggle it's because the game is balanced against killers 🙂🙂🙂
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tbh tt liking the idea of balancing around hooks is one of the biggest broken clock moments in dbd also the fact you attribute "balance for hooks" to him explains so much lol
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Feel free to tell that to the people who think hooking is an auto lose 🤷♂️ you said it not me If "I can win without perks" is, as you said, a skill gap thing, surely other scenarios, such as "I can't win the way the devs designed the game and must resort to cheese strats" fall into that same category
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You had me until the last sentence. Before deciding [waves hands in the general direction of this forum and a large % of the player base's attitude] wasn't worth it and uninstalling probably for good I got ~100 3+k streak on Wraith only going for hooks and trying to 12 hook as often as possible. It's still technically…
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1 in 432 chance to get the same item with the same add-ons in the same order (at least when the item is a key. Different items have different probabilities)
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48.3% escape rate is not "most of the time"
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hooks are so weak for killers now, survivors don't even need to unhook!
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I've seen BHVR employees say "heal tech" is intended i'm pretty sure