Can we get Otz to react to this and then Scott to react to Otz reaction so it’s just a chain of Otz and Scott’s faces getting smaller and smaller in the corners
@@snewp_e2139 Sluggish and boring is a terrible criticism, the main issue is cheating and ELO boosting. But saying its sluggish and boring is just a reflection of your tiktok brain struggling to sit still for more than 2 minutes at a time
Guys in the recent patch they made sacrificial wards (stops map offerings) into common offerings! I'm sure nobody knows this because Scatt didn't make a patch video so it didn't happen.
“Are people really changing their play style just to see the final Mori animation?” Yes. I played a 2v8 match and the killers slugged three people while looking for the last survivor, so that hatches don’t open and they can mori the final guy (they confirmed it in post-game chat). I see this often in regular mode too. That’s the reason people still run Moris despite them being useless.
Came up with some ideas for Toolbox Add-Ons. Got some inspiration for a couple of them from this video. Spring Clamp stays the same.
Protective Gloves is moved to Brown rarity. The Cutting Wire’s effect is removed and replaced by the effect of the Grip Wrench. The Cutting Wire is moved to Green rarity. Scraps is removed completely. New Add-On Multi-Head Screwdriver (Yellow) While sabotaging a hook with a toolbox, gain the endurance status effect. If you lose a health state while sabotaging a hook, your interaction with the hook is not interrupted. Any loss of a health state takes effect after sabotaging the hook, or until your toolbox runs out of charges. The following Add-Ons are Reworked. Clean Rag (Brown) While holding this item, for you and survivors working on the same generator as you, the penalty lost from missed skill checks is reduced by 100%. Instructions (Brown) Increases the size of great skill checks by 25%. Socket Swivels (Yellow) While holding this item, the aura of the generator with the most progress is revealed to you for 5 seconds whenever a generator is completed. Grip Wrench (Green) While holding this item, the killer cannot see the aura of a generator you are working on unless they are within 24 meters of the generator. Wire Spool (Moved to Purple rarity) While working on a generator, press the activate ability add-on. The generator now regresses 50% slower. Consumes add-on on use. (A generator can only be affected by one Wire Spool at a time.) Hacksaw (Moved to Iridescent rarity) When sabotaging a hook, press the activate ability button, consuming this add-on on use. The hook does not become sabotaged, but instead becomes Faulty. When a survivor is on this hook, they may press the activate ability button to sabotage the hook, freeing themselves in the process. Once a survivor frees themselves in this way, the hook loses this benefit. A hook may only gain the benefits of one Hacksaw at a time. The aura of Faulty hooks is revealed to all survivors. Hacksaws cannot be used on Basement Hooks. Brand New Part (Iridescent) Increases the chance of getting a skill check by +25%. Has 15 tokens. When you hit a great skill check while repairing a generator, one token is consumed. A consumed token permanently reduces the Repair Charges requirement of that Generator by 1 charge.
the best solution I have for the 4k / mori issue is this Just let survivors vote to forfeit if either slugged for x amount of minutes, or if a survivor has died. If they forfeit, it plays the mori animation and the killer gets all 4 kills.
Otz said in the comments to his video he doesn't like the idea of the reverse effect for map offerings. "I don't think that would work very well because there's TOO many maps people want to avoid. If you want to avoid an indoor map, what would you use?? "
One aspect of the slugging for the mori that Scott is missing here is that you now have killers who are slugging to wait out the 3rd survivor's hook stage. Before the mori changes, if a killer slugged for the 4k and both of the last two survivors were down then they both would just get hooked. Now, though, you have the killer hook the 3rd survivor and then stand over the 4th survivor to wait out the 3rd survivor's hook stage(s) to get the mori.
23:47 Interesting idea I had for flashlights: Rework some of the dead pick addons to allow them to be specced for support instead. So if you stand next to a gen and shine the flashlight on it, everyone working on it has a repair speed boost, or if you shine it on an injured person, everyone healing them has a healing speed boost. As for toolboxes, I think it would be cool to rework some addons similarly to what Otz suggested for the medkit - Where they're basically one-time-use consumables that counter one specific annoyance, or that allow you to pull off some new trick. Like, for example, you can spend an item to fortify a generator so that it does not start regressing after the next kick - The killer has to pay attention and hit it twice. Or an item that allows you to ignore repair speed penalties for the next 30 seconds. Or an item that silences the generator's "progress level" audio. Or, conversely, a "noisemaker" item that makes the generator sound like it's about to pop regardless of what it's progress is actually at. Or maybe an ultra-rare item that allows you to unblock a generator.
Queues went down to 4 mins for me (East Coast). Now if they added “play bots” during the queue time I think this would dramatically decrease the queue time issue. You could practice game mechanics and the queue time would fly. Play overwatch comp and you can be waiting in a similar queue but it’s less noticeable cause you can do stuff while you wait.
28:27 yes, it is. I’ve never been slugged so much before. It’s not just the animation, it’s the fact that the addition of the yellow mori as basekit now denies the counterplay to slugging: Getting in a locker. Before, if I saw that the killer has the intention of slugging for the 4k, I could get in a locker and force him to grab me. If he dropped me, then when he came back to pick me up I could wiggle off, but now the yellow mori completely denies that strategy.
This “Otzdarva” guy made a really interesting video on the “progression” on “Dead by Daylight 2v8”. What a “cool” “real” person this “Otzdarva” guy is!
My main concern is that ever since they implemented "No Map Repeat" about a year or two ago, I tend to play the same 3-4 maps almost every day. The only time there's some variation is when I bring my own offering or wait until the next day for a new set of 3-4 maps. Edit: I’ve noticed that many players are changing their playstyle just to see the finisher animation. I’ve been slugged almost every single game at the end, with the killer often standing around waiting for the last survivor or to secure the final hook. They will sometimes wait for more than a minute while I’m down, which is honestly quite frustrating.
I mean, it's called SWF's. You aren't playing with SWF's, so you won't see many P-100's. Someone that gets to P-100 likely won't be playing with rando's.
7:00 - You have a point! Aside from addons- nothing past prestige 9 is actually rewarding. So you feel like you wasted a bunch of time and you fall off.
“Why hasn’t that happened though” at the end of the video. Bro we’re getting FNAF next year. The game has a fuck ton of giant licenses to go through and chapters like those will flood the game with new players. We saw it with RE. DBD rides on new content like that and when they run out of popular chapters we will start seeing a decline.
In my personal experience slugging for the 4th has gotten A LOT worse since the free mori has been introduced. I went ahead to try and ask killer's why they had to try and hardforce it, sometimes even for 10+ minutes while not even doing an adept or anything specific whatsoever. The by far most common answer i got was either ''Dominance'' or some 12y/o trashtalk that translates to ''i got fragile ego and need to hardforce mori to prove dominance and that you are shit compared to me and it was an easy match all along'' (despite he/she sucked at killer all game). ''I didn't just win, i destroyed you guys'' followed by several versions of ''easy'' is also very common. I also see more and more survivors actively dc when they see a killer trying to force the slug into mori - they just don't want to deal with this shit anymore either. And this likely is not an mmr issue either considering i get comp players on my team at least 1/5 of the time, most of them with 12-15k hours, even some big names with several pages of won tournaments on their profile every now and then.
Don't generalize all killers who do that and ignore the actual reason. Sometimes I just want a 4k and I'm going to kill everyone. It's within my rights a killer and you can't convince me otherwise. As killer, I've been on the other side of the issue where when 2 survivors were left they hide instead of doing gens for 10 minutes straight. Or maybe they'll only hide when they touch my terror radius and then they get off their gen to hide. Eventually I killed them and I wasn't seething with rage because it took a few extra minutes, I didn't feel anything. Next time I'll probably put on some music and relax a bit. Anyways, that's why I have no issue slugging survivors. I've also been slugged before and it's not that bad, if there's no hope of being picked up you can go on your phone or alt tab and play osu lol. That's what I do. I've actually never seen anyone claim their reason for slugging is dominance lol, what middle schoolers are you talking to. Both sides should play however they want, if that becomes unfun for certain people, then that's an issue with the game not with the players.
Objectively the basekit mori is beneficial than when it wasn't implemented. The mild one is that a killer will often just bleed out a person on 0 hooks whilst they look for other there last survivor. And completely override the kobe mechanic. Basekit mori hard counters and second chance perks when available (so does the mori offering but it's still a benefit to be considered now its basekit). And it also overrides all wiggle progression for the last survivor. They're minor buffs that could still be a problem before with the mori offering. But it gives the average killer a slightly bigger incentive to slug towards the end especially for those who want a celebratory animation for their efforts. And in a time where slugging is a bit more common than we'd want it to be (especially after the slugging experiment stats) the slight bit of incentive does become noticeable. We also have spiteful teammates just hanging on hook to "punish the killer" when in reality a teammate is being slugged ONLY because one survivor feels like they're doing something slick. Its all minor issues and minor inconveniences but often the minor things are the most annoying instances. "The straw that breaks the camels back" type stuff. The game has bigger issues to deal with but I have seen in like 5% of my matches where the in built mori was actually a game changer in end game. Around 10% where someone gets slugged due to a spiteful teammate. And 40% of my losses I have to awkwardly wait for all the stupid hook animations to go through so I can finally leave and see the builds of everybody (I guess removing this would possibly make the in built mori slightly more advantageous due to hatch
As a killer, my play style has not changed. As a survivor, I have gotten one killer give me hatch out of maybe 20 matched they could have. I have Baan Mori'd more in the past month than in the previous 6 months. Just my experience.
I slug for the mori more now for sure. Times when the last 2 survivors are down and I would normally hook both, I hook 1 and have to wait for them to die on the hook while staring at a slugged survivor waiting to mori them. This was only done when I brought a yellow mori before. That's just one example of a senario slugging is more prominent now, there are more.
I've made this suggestion in the past. Either do it how you suggested, or make it so when everyone (or when there is only one Survivor not in the Dying state) is in the Dying state, all slugged survivors gain the ability to pick themselves up after a certain amount of time. This would both prevent the obnoxious slugging for the 4k, AND punish Killers who want to BM and bleed everyone out.
Hold on. Stay with me here. There is this crazy perk that has been in the game for six years called “Unbreakable” that lets you pick yourself up off the ground. God forbid survivors actually take a perk to counter their frustrations. Seems like everyone wants everything basekit now. “Make kindred basekit, make bond basekit, make unbreakable basekit”. Just run the perk man. You have four perk slots.
@@HoneyDog that’s like saying you should take a certain perk to deal with survivors teabagging at the exit gates and refusing to leave. Slugging for the 4k isn’t a legitimate strategy. It’s a time waste for everyone involved. I’m not going to run a perk every game to make the game slightly better in the situation where there are two survivors left and I’m being slugged so the killer can get their mori animation, and then you get up but the killer slugs the other survivor who doesn’t have unbreakable, and now goes after you and everything ended the same anyway. This isn’t even comparable to making kindred or bond basekit, hell it’s not even close to actually making unbreakable basekit since it only serves to make these situations better.
I sure hope they do something about the DC penalty or server stability, because a couple days ago I got up to a 30 minute ban because I kept getting booted from the server. This is the only online game I've ever played in my entire life that has booted me this frequently.
“DC Penalty OR Sever Stability” …nah, if it’s a server issue kicking you then it’s just the server that needs to be fixed, not the DC Penalty. You implying they should look into changing the DC Penalty alongside server issues makes me think you just DC’d from a few matches lmao
@@HoneyDog Believe what you will. I'm not, but I don't intend to argue that point. If the DC penalty goes to perma ban I wouldn't care so long as it doesn't affect the people who were forced out of the match without their approval. I would prefer some sort of change to the DC penalty system alongside the server fixes.
Toolbox - lockpick - allows the user to open chests quicker and allows the ability to open a locked door(locked doors are now in the game, they can be opened one way quickly but other way is blocked for survivor and killer, they can be unlocked on the opposite side and be able to open on both if wanted, killer kan keep the door locked by having some box or door stop put onto it or use the door stop to keep it open Toolbox - Hammer and Nails - reinforce a breakable wall or pallet to take longer to break by 1 sec Toolbox - Instructions - skill checks have a 3 2 1 counter before appearing Clean Rag - destroys itself instead of failing a skillcheck Spring Clamp - Stops regression for 10 sec Grip Wrench - stops regression for 20 sec Nuts and Bolts(scraps new name) - applies 5% like BNP Protective Gloves - lowers the regression penalty by 20% while on generator(pain res, skill check miss, ect) Safety Googles - Lowers the skillckeck chance to 0% when killer is in 12m from you Cutting Wire and Hacksaw gets 10s, 20s, longer sabo thing
Why exactly does the fact that they included hatch escapes ruin the data? Like isn't it necessary to include all benefits of a certain "playstile"? Thats like saying the data doesn't count because most survivors expected the intended hooking gameplay and prepared accordingly. Like that is the reason why slugging is stronger. You surpass all perks that are related to hooking peolpe and since that is the main and intended mechanic for killing survivors you happen to ignore not only strong but also the majority of perks. Slugging also ignores intended game mechanics like anti camp, basekit bt and of course hatch. I just dont see any reason why you would not count the hatch aspect if it is literally a natural benefit over going for hooks. Am I missing something? 🤔
I'd like to see Toolboxes split into Toolboxes for repairs and Saws for sabos and have more interesting addons assigned to both. Might also be cool to have more chests in maps and you have to retrieve items you bring into a map from a chest.
On the bandaid fixes they could do is combine some balanced map offerings with some unbalanced ones for example: Autohaven, The Game, McMillan, and Eerie into one offering that the game picks so in the end your limiting the map pool you’re going to but not outright decide where it goes
I think the whole slugging is stronger than hooking thing is skewed because slugging isn't the meta right now. It's more tunnel one person out which is why you see more anti tunnel perks than anti slug perks. If slugging was the meta then survivors would shift to anti slug perks, which would make tunneling people out the new meta again since there's a good chance they aren't running tunnel perks.
Yeah I noticed a mega jump in percentages of giving up/DCs actually earlier in the year, during one of the updates. It's gradually gotten worse. When it first started it was about 2-3 matches out of 10, but now it's almost every match.
29:14 No, you're absolutely correct, it's not rational. It's still happening. I hear you get an extra 10k blood points for mori'ing like that, too. I don't pay enough attention when I'm playing killer to have seen the BP bonus, maybe I'll play a couple matches in a minute. But yes, making Ivory Memento Mori basekit has resulted in more players slugging for the 4k than before. It used to be like 60% of my matches as survivor, and now it happens almost every match.
30:37 I don't get it, either! One of my only posts ever to the DBD subreddit, insisting that it's OKAY to get a 3k, that you don't HAVE to go for the 4k, I was flooded by posts that told me "I'm not having fun if I don't get the 4k". And yeah, it's Reddit. But that's where your garden variety normie DBD player goes. That's what the majority opinion is. "I'm not having fun unless I win, and a 4k is a win." And they do not recognize a 3k as a win. It's ridiculous.
28:32 yes. And i'm talking for not only the killers i face, but also for myself and half of my friends: we do feel everygame the urge to see the mori when possible. Yes, to the point of rysking the two last survivors escaping for the chance of seeing the mori animation. I love mori animations, and i play this game for 3 or 4 years. The killers i face also do the same. This system is HEAVLY incentivising the thrid person slug. And before the finisher mori update i didnt slug the third survivor. not for any good samarithan reason, it was just because isnt worth the time loss, since i already won with a 3k. But with the finisher mori my brain goes for "why just win when you can also hunt the oportunity of seeing a cool animation?" idk man, brain is weird, we search for dopamine wherever we can.
I feel for the anti slug for 4k mindset the combination of being equal or greater blood points and the mori animation for second to last kill will make it a clear statement by the game that 3 kills is a prime win condition and the 4th is meant to be a race/bonus/side game in itself. If you want something more heavy handed, when there are two survivors left, when one gets downed it auto mori's them.
i dont get the point that we need to keep map offerings because there are map specific achievements? just play the game and over time you'll get the achiev, theres no hurry.
For the most part yes, since a lot you only need one win, but the RPD achievement screws that. You need to open a gate AND escape 20 times. That's a lot of opens/escapes to ask for out of one map/realm, so that happening organically would take a LONG time
@@lunaliciousgeekTo be fair the amount of people who are trying to get that specific achievement on that specific map so they have every achievement is an absolutely minute crowd compared to the people who just use map offerings to get a better map. Like, 99.99% of people using map offerings use them to play on a map that benefits them, and maybe 0.1% use them for achievement hunting. I don’t really see the logic behind bringing them up in regards to map offerings balances.
Another thing that could be cool: a toolbox addon that lets you spend some time at a chest to "build up" a dump of charges into a gen's repair, maxing out at 10% of a gen or something. In my head you're grabbing spare parts from the chest and using the toolbox to build a replacement component for the gen. You can spend 15s at the chest doing this to then dump 10s worth of charges into a gen instantly. Maybe it literally makes an item at the chest that you have to drop your toolbox to pick up and bring to the gen? Limit one per addon per game, adjust rarity and specific numbers as you see fit. It's less effective than just parking your ass on the gen, but it gives you a little boost to help in a three gen or prevent a pop.
It really feels like at least 20% of the playerbase is p100 to me cause I get one in around 75% of my lobbies and there are generally 2 of them. My highest killer is only p6 with most of them at p1 so unless my mmr is fucking massive I should be on the lower end of matchmaking.
31:30 why not just make it be the old hatch system again at that point tho, hatch spawns at like 1 gens with 3 suvivors or something like that what it was before? cuz then that offered survivors the oppurtunity to escape thru other means, like that system was fine before but people started complaining that it was stupid since killers couldnt kill the last one or the last 2 sometimes even 3 survivors, obviously you can tweak how it was before, but it just opens the question why are we "fixing" or changing things when it was perfectly fine before? its a circular argument atp, you want the last kill? or not? what does it depend on, this clearly is based off feelings every time," i want the last one, need that 4k", then another person going "nah ill let this dude have hatch it was a fun game" everyone obviously plays their matches differently, if it aint broke, dont need fixin'.
oh, I just remembered, an add-on I'd 100% change would be the brown "instruction manual" add-on for toolboxes. Instead of it removing skill checks, I'd simply make it that while your toolbox is in use, any missed skill check counts as a normal one. That way it keeps the intention of the add-on's effect while also allowing newer players to essentially use training wheels to hit greats.
I'd like to see a double offering system. Everyone can bring a bp offering and a map oriented offering. Map offerings only grant a 10 percent greater likelihood to go to said map and 1 sacrificial will deny all offerings.
I think a Map Offering should just be a general blanket offering. E.g. Indoor Map offering, doesn't say which one but just means you could get one of multiple maps, just so that some builds aren't completely gutted due to map dependence, Scratch Mirror Myers etc
A map ban offering would make no sense due to the amount of survivor sided maps. A SWF could deny the killer Midwich and 3 other realms of their choice (4 players) and the killer picks their poison and can only ban Eyrie, Badham, Garden etc. If anything between the 5 bans, by process of elimination, the killer will more likely get a bad map from those remaining.
10:30 I think it should be something like "You get a free one to start and then every five games you play you get another." sort of thing. Or rather, just remove all the penalties all together because we have the bots. I'd rather have a bot on my team than someone who is dead first hook. If people do not want to play they are not going to play. On slugging: I took a year break, before the break I'd see a turboslug every so often, maybe one in fifty matches, yet I'd almost never see a second-to-last slug to find fourth. Killer typically played the Hatch game. Ever since I came back pretty much every single one of my Survivor matches it has been second-to-last on the ground while they hunt down the last. Very rarely do I ever see a Killer hook the third Survivor while playing as Survivor. This was even happening in 2v8, where I got slugged so the Killers could find the other person. Once I was slugged so they could find a bot. So, yes, there has been a large up-tick in second-to-last slugging since the Finisher Mori got released. And turbo slugging is still a thing. It has happened to me twice in the past month. I've suggested a "bleed out" option on the forums and it's gotten some...mixed reception from other people. People keep wanting base-kit Unbreakable instead, like they don't know that such a thing was already shut down. And it wouldn't solve anything, Survivors would just get knocked back down again and left to bleed out.
I very rarely actually play dbd and Ive seen multiple commentors and scott say there isnt that many p100s. But like I said im not very good at the game but not absolute buns either. And dont play often at all. But literally every single time I play killer I get p100s. At least 1. So maybe im just incredibly unlucky.
For toolbox reworks, theirs a youtuber called DBD Balance and Beyond. He made a video about reworking toolboxes and I thought it was really awesome. Id say its worth a watch :)
Hey, Scott, if you want more content (and so I can relay to others): Thrill of the Hunt was buffed outside of the patch notes. It now takes 45 seconds to cleanse a totem with all 5 up. I'm almost certain that change was a bug or a misunderstanding, but worth looking at.
i would argue that it is an overall positive growth of prestige players even though you'll lose some to disinterest and breaks, because the type of person to put the time in to prestiging is more likely to keep playing, especially sweaty or potentially "toxic" players since what they get out of dbd is so specific. though i would agree the prestige system is in the end less of a problem than the others you listed
About toolboxes: I would reverse the way gen repairing works right now, as in: - Alone, you repair gens SLOWER - Together with other survivors, you repair them (slightly) faster To makes survivors WANT to group instead of splitting up, way better for the game. As for toolboxes, make them negate the effect and repair gens normally (in varying degrees depending on rarity)
One suggestion for the "slugging for the 4k" situation. Dont incentify the 3k but penalise the slugging for the 4k. Either with a mechanic that gives surv the option to bleed out faster if only one guy is standing, ooor buff the guy that is up. Give them adas perk base kit, or give basekit unbreakable in the 2vs1 . That would help more
I will die on this hill. The map effect that creates a pillar of light should be allowed to artificially extend a Boon's radius. The pillar of light from the map effect should be made into it's own perk, as well.
30:30 i completely agree that its fine to only have a 3k, but i wanna play devils advocate for a sec going back to before the hatch changes, where it was spawn depending on how many survivors were left, do we remember (and i know you've never liked them scott) kill streaks requiring all 4 kills to be a successful match in the streak? it's just a thoery, but this may be partially why people are stuck with the mentality of the 4th kill is so important. not necessarily for a kill streak, but to consider the match a "win" as a killer, you'd need to kill all 4 survivors, and it may be that that mentality has stuck around for a lot of people. "its not a win unless i kill everyone". idk, theres probably flaws in the theory like why do newer people who have come to the game more recently feel that way and such, but i think historical documentation of the game, as well as a lack of bhvr pushing IN GAME that a 3k is fine leads to this need to get the 4k
Map bans would not solve anything because the moment they add more maps that "I dont like" the less effective a ban would be thus forcing me to "pick the worst" nearly every time and deal with what's left over. Which is not fun for anyone. The ONLY reason this works for highly competitive games is BECUASE of the limited map pools/ability for each team member to have a say/vote in which map they do not "collectively" want.
I'm still for no DC timeout penalty, but in tandem with adding in leaver lobbies. If they haven't played out a certain percentage of X number of games to the end, Just stick them in lobbies with other leavers. Since it's not a straight timeout/ban they can be a little more liberal with it, and not have it reset daily. It can also be applied invisibly and have thresholds to be placed in them tuned in the background, where it can't be gamed as easily.
Toolbox add-ons: Mask the progress of a generator Prevent killer-initiated Entity blocking of a generator Mini-Technician (5x silent failed skill checks) Skillchecks that trigger while leaving the generator will not pop the generator Add sparks to a generator for the killer to trick them into thinking it's regressing Fuck it. While we're thinking outside the box, repair a non-shack, non-main pallet Entity block (like Repressed Alliance)
fun fact you don't need to be P100 for those OP items to appear, you need to have leveled up all available perks you have access to on a single character. I would know with my P8 trapper along with most of my other killers being P3 that I have all perks leveled up on trapper and thus the game spits out at least one Iri every level from like levels 30-50. It's also not hard for players to latch onto a single killer and just level them up as all perks will appear in each character's bloodweb. So if you plan on only ever playing one killer or one survivor then it's even easier to reach this state of only getting Iri add-ons.
keys need basekit aura reading for hatch so that not only does broken key have an effect but also it's relative to the intended use of keys: use on hatch. granted, the broken key should still not open hatch, but showing you the way would be handier than the nothing it is now.
I’ve always felt that DBD should have a ranked mode. So the sweats, bullies can play against sweat killers and on normal mode is for people learn the game, practice killers/builds, learn maps, etc
I think having a flashlight addon that will reveal the aura of the killer for 2 seconds on a blind would be cool. Or one that gives 50% iron will for 3 seconds after a successful blind.
@Scott Jund On the "Is a 3k+hatch escape a win" As far as the game coniders it NO. "No one espaced" Bloodpoint bonus 4k gives more MMR 4k Is required for iri emblem Kills are tracked for some archive challanges required to get "Merciless Killer" On the survivor side: Hatch gives more bloodpoint than the exit gate counts as an escape you do not loose MMR you keep your item I fully understand that this can lead to very boring gameplay. My fix for this would be: 1. Remove the hatch period. (I just don't understand why survivors have an alternative win conditions) 2. (Better solution) last survivor gets hatch if they can last for 2 minutes (time may be changed). Remove all ways for killer to deny the chance for hatch (no slugging with 2 survivors left) Rework perks related to the hatch. That removed stupid stuff like getting T-Bagged on the hatch because the survivor was lucky, too.
Abundance of BP is an issue that we have because we needed to solve the grinding problem. Perks should be brown, yellow and green, cost 2-3-4 k and items and addons od that rarity should impact the game mindly. Purple and iri cost should skyrocket to 10k and 20k and should be way more impactful in the game. Like the current situation of medkit addons, the brown and yellow are often minor bonuses or complementary and the big deal are the 2 iri and the purple. This way, everytime you play the best combination you probably will end up with a negative in the BP economy but if you do not the grinding is even easier than the current.
I think Scott doesn't understand the general playerbase's desire to stomp their opponents, as far as getting a Mori. He keeps downplaying it by saying "just to see an animation," but it's not about the animation, it's about sending a message. You sure built diff, built wrong
I've never played this game in my life, so this opinion might be worth sweet F.A., but I think one way to fix map offerings would be to do them as map BANS instead of map guarantees. Everyone can ban whatever map they think sucks the most, and the overall experience is more variety. The exception can be an offering that works the way map offerings currently do, but instead just works for "indoor maps". If you want to do a specific build that requires that sort of map, then maybe you can't guarantee RPD or whatever, but you'll get ONE of those types of map. An additional benefit is that the data on what gets banned the most can point Behavior at what maps need reworks the most. If 80% of matches have Eyrie banned then maybe do something about that P.O.S.
Scott bamboozled that DbD players are not rational actors and in fact do bizarre and self-defeating things entirely because it gives them the good brain chemicals: 39 minute edition
and in parallel with my last comment i agree that by the time you hit p100 you already have more items than that character will ever need. My chucky and huntress are at p30 and i could run their iri add ons for 50 games each and by the time i play those 50 games i will be able to dump more BPs back into those characters so that i can keep using them.
Tbh map offerings is DBD have always been weird to me as the game revolves around RNG alot for its maps so it never really made sense to give the players especially the survivors the ability to collectively be able to choose what map they want in a pub match. Like i get base of the maps stay the same, (indoor vs outdoor) but to give everybody the ability to pick and choose seems really strange given the idea of the Entity being RNG kind of thing. Like the randomness of the map should dictate the game played/outcome not by the players choosing say an OP map and nearly guaranteeing say a win because they know the in's and outs of its layout to their favor. I think it would make more sense to add in a "rng" map voting system like COD for example where both parties can either have a say on the maps to pick from or the maps are chosen by 100% Rng vs the ability to choose. For example say Killer gets Killer gets 4 votes and each survivor gets one vote and if its a draw RNG chooses (Wheel of fortune style). Something to this effect. Thus no one can complain about the map as it was picked at random. So while people can complain about maps design, they have the assurance they were not "forced" there by their opposition and in turn can avoid that style of aggression altogether and just blame the rng machine as a collective.
The sad thing about otz absolutely cooking is the fact that practically 0 of the changes he throws out will ever make it into the game. hopefully they do because he did actually try to help fix the game a bit more but as always bhvr have there infinite wisdom so they wont listen to one of if not there biggest fog whisperer
I've seen a lot of killers switching to slugging instead of hooking and I, myself have noticed that if I'm losing hooking, i can switch to slugging and win. Also, I see more people avoiding hooking the last survivor even when they've won so they can get the mori after the other has been sacrificed.
Healing in all honestly is probably the "worst" way to play in terms of "get out of the trail as fast and safe as possible", because the base healing rate is already really fast unless the killer runs perks to counter it such as sloppy and then it can feel really bad if you are not prepped for it. Gen speed is by far the most powerful card in the survivors "tool-box" and anything that gives them an extra +1% is massive. Gen speed will always beat healing up until the point healing x amount gets a free hatch or you are solo queue and need that extra sustain/communication. Anything that wastes the killers time will always carry more value than anything else, and tbh Med-kits just do not do enough if they are against a competent killer. I would say they are only used as a solo-queue crutch and that is about it. One team member running a med-kit for high skilled players/SWF's is really all you need. Now it can depend on a lot of other factors, but largely if you are talking about skill, gen rushing will always beat out kits nearly every time. Just because of the SOLE reason no killer has the ability to "Turn off" a completed gen. Once a gen is done it is done and nothing about it will change. Now by-self means nothing, but being it be as a 1 of 5 to finishing the match in your favor there is no reason not to do one, even if you need to lose/kill another survivor to do it. That is why med-kits are garbage. Now that said the moment kits become great is when you are FORCED to used one in-order to heal not just yourself but others. Now THAT would be spicy and obviously need some gameplay adjustments.
How many realms are there in total? I'm thinking bans could be just as problematic since there could be as many as 4 realms banned from the survivor side which really narrows it down a lot I assume
I think toolboxes should not give speed bonuses. Give them a shit Tom of charge but make them alter the progression and difficulty of your skill checks. A commodious could have like 160 charges and give you 2% extra progression per great skill check but make the skill check slightly faster Edit: the idea of great skill checks doing a BNP type effect instead of base progression would be perfect, possibly even could be a green add on or such
17:50 yeah, but then if you have a squad of 4 who all ban different maps, you can run into basically the same problem. Unless you make them conflicting, but then you're potentially screwing over a killer who desperately wants to not be on an indoor map. Yes, the whole squad will have to spend their offerings on banning different realms, but if they _really_ want that one realm to try to more ensure their win or bully playstyle, they can make it almost as likely as someone just burning the offering to go there.
Imagine at the end of the video, Scott opens the game and it says “Connection Lost”
Can we get Otz to react to this and then Scott to react to Otz reaction so it’s just a chain of Otz and Scott’s faces getting smaller and smaller in the corners
Yes please
That's how old yt worked with video replies
Considering the state of their recent killer release, I reckon we need an operation health now more than ever.
Willing to bet that the player count will drop off HARD during the operation health update lol, new content keeps bringing people back
@@snewp_e2139 The same thing happened with R6 Siege, but everyone came back because the game wasn't a trash heap anymore.
@@Seoul_Soldierit uh… its still a trash heap
Genuinely the most sluggish and boring shooter on the market rn
Im baffled its still doing so good
@@snewp_e2139modern gaming in general is a trash heap. There's a lack of passion and a drive to squeeze out as much money out of someone as possible
@@snewp_e2139 Sluggish and boring is a terrible criticism, the main issue is cheating and ELO boosting. But saying its sluggish and boring is just a reflection of your tiktok brain struggling to sit still for more than 2 minutes at a time
Guys in the recent patch they made sacrificial wards (stops map offerings) into common offerings!
I'm sure nobody knows this because Scatt didn't make a patch video so it didn't happen.
“Are people really changing their play style just to see the final Mori animation?”
Yes. I played a 2v8 match and the killers slugged three people while looking for the last survivor, so that hatches don’t open and they can mori the final guy (they confirmed it in post-game chat). I see this often in regular mode too. That’s the reason people still run Moris despite them being useless.
Yes...but its not effecting everyone. I'm a killer main and I just see it as a nice bonus ever now and again.
I waited out killers trying to do this for 5 minutes... their sweat was palpable.
Came up with some ideas for Toolbox Add-Ons. Got some inspiration for a couple of them from this video.
Spring Clamp stays the same.
Protective Gloves is moved to Brown rarity.
The Cutting Wire’s effect is removed and replaced by the effect of the Grip Wrench. The Cutting Wire is moved to Green rarity.
Scraps is removed completely.
New Add-On
Multi-Head Screwdriver (Yellow)
While sabotaging a hook with a toolbox, gain the endurance status effect. If you lose a health state while sabotaging a hook, your interaction with the hook is not interrupted. Any loss of a health state takes effect after sabotaging the hook, or until your toolbox runs out of charges.
The following Add-Ons are Reworked.
Clean Rag (Brown)
While holding this item, for you and survivors working on the same generator as you, the penalty lost from missed skill checks is reduced by 100%.
Instructions (Brown)
Increases the size of great skill checks by 25%.
Socket Swivels (Yellow)
While holding this item, the aura of the generator with the most progress is revealed to you for 5 seconds whenever a generator is completed.
Grip Wrench (Green)
While holding this item, the killer cannot see the aura of a generator you are working on unless they are within 24 meters of the generator.
Wire Spool (Moved to Purple rarity)
While working on a generator, press the activate ability add-on. The generator now regresses 50% slower. Consumes add-on on use. (A generator can only be affected by one Wire Spool at a time.)
Hacksaw (Moved to Iridescent rarity)
When sabotaging a hook, press the activate ability button, consuming this add-on on use. The hook does not become sabotaged, but instead becomes Faulty. When a survivor is on this hook, they may press the activate ability button to sabotage the hook, freeing themselves in the process. Once a survivor frees themselves in this way, the hook loses this benefit. A hook may only gain the benefits of one Hacksaw at a time. The aura of Faulty hooks is revealed to all survivors. Hacksaws cannot be used on Basement Hooks.
Brand New Part (Iridescent)
Increases the chance of getting a skill check by +25%.
Has 15 tokens. When you hit a great skill check while repairing a generator, one token is consumed. A consumed token permanently reduces the Repair Charges requirement of that Generator by 1 charge.
People aren't rational. They slug because "ooo pretty mori." That's absolutely happening to me on survivor.
the best solution I have for the 4k / mori issue is this
Just let survivors vote to forfeit if either slugged for x amount of minutes, or if a survivor has died. If they forfeit, it plays the mori animation and the killer gets all 4 kills.
Otz said in the comments to his video he doesn't like the idea of the reverse effect for map offerings.
"I don't think that would work very well because there's TOO many maps people want to avoid. If you want to avoid an indoor map, what would you use?? "
I mean, being able to avoid a specific one is better then nothing, common Otz L take
I mean, it HAS to be better than what we have now.
@@Technature7567it’s not perfect, but I think this is a “don’t let perfect be the enemy of good”
I want a special DC queue so I can be paired with people that DC and get easy games
sacrificial wards being common now might be just a plaster fix for the map offerings but i will say its very much helping me with my enjoyment
One aspect of the slugging for the mori that Scott is missing here is that you now have killers who are slugging to wait out the 3rd survivor's hook stage. Before the mori changes, if a killer slugged for the 4k and both of the last two survivors were down then they both would just get hooked. Now, though, you have the killer hook the 3rd survivor and then stand over the 4th survivor to wait out the 3rd survivor's hook stage(s) to get the mori.
23:47 Interesting idea I had for flashlights: Rework some of the dead pick addons to allow them to be specced for support instead. So if you stand next to a gen and shine the flashlight on it, everyone working on it has a repair speed boost, or if you shine it on an injured person, everyone healing them has a healing speed boost.
As for toolboxes, I think it would be cool to rework some addons similarly to what Otz suggested for the medkit - Where they're basically one-time-use consumables that counter one specific annoyance, or that allow you to pull off some new trick.
Like, for example, you can spend an item to fortify a generator so that it does not start regressing after the next kick - The killer has to pay attention and hit it twice. Or an item that allows you to ignore repair speed penalties for the next 30 seconds. Or an item that silences the generator's "progress level" audio. Or, conversely, a "noisemaker" item that makes the generator sound like it's about to pop regardless of what it's progress is actually at. Or maybe an ultra-rare item that allows you to unblock a generator.
Queues went down to 4 mins for me (East Coast). Now if they added “play bots” during the queue time I think this would dramatically decrease the queue time issue. You could practice game mechanics and the queue time would fly. Play overwatch comp and you can be waiting in a similar queue but it’s less noticeable cause you can do stuff while you wait.
28:27 yes, it is. I’ve never been slugged so much before. It’s not just the animation, it’s the fact that the addition of the yellow mori as basekit now denies the counterplay to slugging: Getting in a locker. Before, if I saw that the killer has the intention of slugging for the 4k, I could get in a locker and force him to grab me. If he dropped me, then when he came back to pick me up I could wiggle off, but now the yellow mori completely denies that strategy.
This “Otzdarva” guy made a really interesting video on the “progression” on “Dead by Daylight 2v8”. What a “cool” “real” person this “Otzdarva” guy is!
"guy"
My main concern is that ever since they implemented "No Map Repeat" about a year or two ago, I tend to play the same 3-4 maps almost every day. The only time there's some variation is when I bring my own offering or wait until the next day for a new set of 3-4 maps.
Edit: I’ve noticed that many players are changing their playstyle just to see the finisher animation. I’ve been slugged almost every single game at the end, with the killer often standing around waiting for the last survivor or to secure the final hook. They will sometimes wait for more than a minute while I’m down, which is honestly quite frustrating.
Bro says the lowest point then myers is absolutely blowing his back out
Peak gameplay
Fun fact, that was a cheater that made all gens unrepairable.
With the prestige 100 thing, for some reason I feel like I see a lot of them when I play killer but barely any when I play survivor.
Just outed myself for being dogwater at survivor I fear
Not really, prestige 100 is a sign of no life or they really like that character
I mean, it's called SWF's. You aren't playing with SWF's, so you won't see many P-100's. Someone that gets to P-100 likely won't be playing with rando's.
Bc they intentionally give you 2 noobs to "balance" aka kill you
@@saihiko9967 nah bro not anymore even I got one survivor p100 atfer some months and it's been out for some time now.
7:00 - You have a point!
Aside from addons- nothing past prestige 9 is actually rewarding.
So you feel like you wasted a bunch of time and you fall off.
“Why hasn’t that happened though” at the end of the video. Bro we’re getting FNAF next year. The game has a fuck ton of giant licenses to go through and chapters like those will flood the game with new players. We saw it with RE. DBD rides on new content like that and when they run out of popular chapters we will start seeing a decline.
In my personal experience slugging for the 4th has gotten A LOT worse since the free mori has been introduced.
I went ahead to try and ask killer's why they had to try and hardforce it, sometimes even for 10+ minutes while not even doing an adept or anything specific whatsoever.
The by far most common answer i got was either ''Dominance'' or some 12y/o trashtalk that translates to ''i got fragile ego and need to hardforce mori to prove dominance and that you are shit compared to me and it was an easy match all along'' (despite he/she sucked at killer all game).
''I didn't just win, i destroyed you guys'' followed by several versions of ''easy'' is also very common.
I also see more and more survivors actively dc when they see a killer trying to force the slug into mori - they just don't want to deal with this shit anymore either.
And this likely is not an mmr issue either considering i get comp players on my team at least 1/5 of the time, most of them with 12-15k hours, even some big names with several pages of won tournaments on their profile every now and then.
Don't generalize all killers who do that and ignore the actual reason. Sometimes I just want a 4k and I'm going to kill everyone. It's within my rights a killer and you can't convince me otherwise. As killer, I've been on the other side of the issue where when 2 survivors were left they hide instead of doing gens for 10 minutes straight. Or maybe they'll only hide when they touch my terror radius and then they get off their gen to hide. Eventually I killed them and I wasn't seething with rage because it took a few extra minutes, I didn't feel anything. Next time I'll probably put on some music and relax a bit. Anyways, that's why I have no issue slugging survivors. I've also been slugged before and it's not that bad, if there's no hope of being picked up you can go on your phone or alt tab and play osu lol. That's what I do. I've actually never seen anyone claim their reason for slugging is dominance lol, what middle schoolers are you talking to. Both sides should play however they want, if that becomes unfun for certain people, then that's an issue with the game not with the players.
Objectively the basekit mori is beneficial than when it wasn't implemented.
The mild one is that a killer will often just bleed out a person on 0 hooks whilst they look for other there last survivor. And completely override the kobe mechanic.
Basekit mori hard counters and second chance perks when available (so does the mori offering but it's still a benefit to be considered now its basekit).
And it also overrides all wiggle progression for the last survivor.
They're minor buffs that could still be a problem before with the mori offering. But it gives the average killer a slightly bigger incentive to slug towards the end especially for those who want a celebratory animation for their efforts. And in a time where slugging is a bit more common than we'd want it to be (especially after the slugging experiment stats) the slight bit of incentive does become noticeable.
We also have spiteful teammates just hanging on hook to "punish the killer" when in reality a teammate is being slugged ONLY because one survivor feels like they're doing something slick.
Its all minor issues and minor inconveniences but often the minor things are the most annoying instances. "The straw that breaks the camels back" type stuff.
The game has bigger issues to deal with but I have seen in like 5% of my matches where the in built mori was actually a game changer in end game. Around 10% where someone gets slugged due to a spiteful teammate. And 40% of my losses I have to awkwardly wait for all the stupid hook animations to go through so I can finally leave and see the builds of everybody (I guess removing this would possibly make the in built mori slightly more advantageous due to hatch
As a killer, my play style has not changed. As a survivor, I have gotten one killer give me hatch out of maybe 20 matched they could have. I have Baan Mori'd more in the past month than in the previous 6 months. Just my experience.
I slug for the mori more now for sure. Times when the last 2 survivors are down and I would normally hook both, I hook 1 and have to wait for them to die on the hook while staring at a slugged survivor waiting to mori them. This was only done when I brought a yellow mori before. That's just one example of a senario slugging is more prominent now, there are more.
I believe that everyone should be able to pick themselves up in the dying state when fully recovered after there are only 2 survivors left
I've made this suggestion in the past.
Either do it how you suggested, or make it so when everyone (or when there is only one Survivor not in the Dying state) is in the Dying state, all slugged survivors gain the ability to pick themselves up after a certain amount of time.
This would both prevent the obnoxious slugging for the 4k, AND punish Killers who want to BM and bleed everyone out.
No.
Hold on. Stay with me here. There is this crazy perk that has been in the game for six years called “Unbreakable” that lets you pick yourself up off the ground.
God forbid survivors actually take a perk to counter their frustrations. Seems like everyone wants everything basekit now. “Make kindred basekit, make bond basekit, make unbreakable basekit”. Just run the perk man. You have four perk slots.
@@siredquinn yes
@@HoneyDog that’s like saying you should take a certain perk to deal with survivors teabagging at the exit gates and refusing to leave. Slugging for the 4k isn’t a legitimate strategy. It’s a time waste for everyone involved. I’m not going to run a perk every game to make the game slightly better in the situation where there are two survivors left and I’m being slugged so the killer can get their mori animation, and then you get up but the killer slugs the other survivor who doesn’t have unbreakable, and now goes after you and everything ended the same anyway. This isn’t even comparable to making kindred or bond basekit, hell it’s not even close to actually making unbreakable basekit since it only serves to make these situations better.
I sure hope they do something about the DC penalty or server stability, because a couple days ago I got up to a 30 minute ban because I kept getting booted from the server. This is the only online game I've ever played in my entire life that has booted me this frequently.
WiFi skill issue
@@toot2904did you read the last part?
“DC Penalty OR Sever Stability” …nah, if it’s a server issue kicking you then it’s just the server that needs to be fixed, not the DC Penalty. You implying they should look into changing the DC Penalty alongside server issues makes me think you just DC’d from a few matches lmao
@@HoneyDog Believe what you will. I'm not, but I don't intend to argue that point. If the DC penalty goes to perma ban I wouldn't care so long as it doesn't affect the people who were forced out of the match without their approval. I would prefer some sort of change to the DC penalty system alongside the server fixes.
@@toot2904 Wifi remains stable. I can play anything else and watch TH-cam in 4k no issue. Good guess though.
Toolbox - lockpick - allows the user to open chests quicker and allows the ability to open a locked door(locked doors are now in the game, they can be opened one way quickly but other way is blocked for survivor and killer, they can be unlocked on the opposite side and be able to open on both if wanted, killer kan keep the door locked by having some box or door stop put onto it or use the door stop to keep it open
Toolbox - Hammer and Nails - reinforce a breakable wall or pallet to take longer to break by 1 sec
Toolbox - Instructions - skill checks have a 3 2 1 counter before appearing
Clean Rag - destroys itself instead of failing a skillcheck
Spring Clamp - Stops regression for 10 sec
Grip Wrench - stops regression for 20 sec
Nuts and Bolts(scraps new name) - applies 5% like BNP
Protective Gloves - lowers the regression penalty by 20% while on generator(pain res, skill check miss, ect)
Safety Googles - Lowers the skillckeck chance to 0% when killer is in 12m from you
Cutting Wire and Hacksaw gets 10s, 20s, longer sabo thing
No.
Why exactly does the fact that they included hatch escapes ruin the data? Like isn't it necessary to include all benefits of a certain "playstile"? Thats like saying the data doesn't count because most survivors expected the intended hooking gameplay and prepared accordingly. Like that is the reason why slugging is stronger. You surpass all perks that are related to hooking peolpe and since that is the main and intended mechanic for killing survivors you happen to ignore not only strong but also the majority of perks. Slugging also ignores intended game mechanics like anti camp, basekit bt and of course hatch. I just dont see any reason why you would not count the hatch aspect if it is literally a natural benefit over going for hooks. Am I missing something? 🤔
I'd like to see Toolboxes split into Toolboxes for repairs and Saws for sabos and have more interesting addons assigned to both.
Might also be cool to have more chests in maps and you have to retrieve items you bring into a map from a chest.
On the bandaid fixes they could do is combine some balanced map offerings with some unbalanced ones for example: Autohaven, The Game, McMillan, and Eerie into one offering that the game picks so in the end your limiting the map pool you’re going to but not outright decide where it goes
No. Many variations there. Absolutely not
I think the whole slugging is stronger than hooking thing is skewed because slugging isn't the meta right now. It's more tunnel one person out which is why you see more anti tunnel perks than anti slug perks. If slugging was the meta then survivors would shift to anti slug perks, which would make tunneling people out the new meta again since there's a good chance they aren't running tunnel perks.
Yes I have games where I’m forced to sit there slugged while waiting for last person to die on hook so he can see the mori
10:36 I think thats the wrong end of the water bottle Scott
Yeah I noticed a mega jump in percentages of giving up/DCs actually earlier in the year, during one of the updates. It's gradually gotten worse. When it first started it was about 2-3 matches out of 10, but now it's almost every match.
29:14 No, you're absolutely correct, it's not rational. It's still happening. I hear you get an extra 10k blood points for mori'ing like that, too. I don't pay enough attention when I'm playing killer to have seen the BP bonus, maybe I'll play a couple matches in a minute. But yes, making Ivory Memento Mori basekit has resulted in more players slugging for the 4k than before. It used to be like 60% of my matches as survivor, and now it happens almost every match.
30:37 I don't get it, either! One of my only posts ever to the DBD subreddit, insisting that it's OKAY to get a 3k, that you don't HAVE to go for the 4k, I was flooded by posts that told me "I'm not having fun if I don't get the 4k". And yeah, it's Reddit. But that's where your garden variety normie DBD player goes. That's what the majority opinion is. "I'm not having fun unless I win, and a 4k is a win." And they do not recognize a 3k as a win. It's ridiculous.
28:32 yes. And i'm talking for not only the killers i face, but also for myself and half of my friends: we do feel everygame the urge to see the mori when possible. Yes, to the point of rysking the two last survivors escaping for the chance of seeing the mori animation. I love mori animations, and i play this game for 3 or 4 years. The killers i face also do the same. This system is HEAVLY incentivising the thrid person slug.
And before the finisher mori update i didnt slug the third survivor. not for any good samarithan reason, it was just because isnt worth the time loss, since i already won with a 3k. But with the finisher mori my brain goes for "why just win when you can also hunt the oportunity of seeing a cool animation?" idk man, brain is weird, we search for dopamine wherever we can.
I feel for the anti slug for 4k mindset the combination of being equal or greater blood points and the mori animation for second to last kill will make it a clear statement by the game that 3 kills is a prime win condition and the 4th is meant to be a race/bonus/side game in itself. If you want something more heavy handed, when there are two survivors left, when one gets downed it auto mori's them.
i dont get the point that we need to keep map offerings because there are map specific achievements? just play the game and over time you'll get the achiev, theres no hurry.
For the most part yes, since a lot you only need one win, but the RPD achievement screws that. You need to open a gate AND escape 20 times. That's a lot of opens/escapes to ask for out of one map/realm, so that happening organically would take a LONG time
@@lunaliciousgeekTo be fair the amount of people who are trying to get that specific achievement on that specific map so they have every achievement is an absolutely minute crowd compared to the people who just use map offerings to get a better map. Like, 99.99% of people using map offerings use them to play on a map that benefits them, and maybe 0.1% use them for achievement hunting. I don’t really see the logic behind bringing them up in regards to map offerings balances.
Another thing that could be cool: a toolbox addon that lets you spend some time at a chest to "build up" a dump of charges into a gen's repair, maxing out at 10% of a gen or something. In my head you're grabbing spare parts from the chest and using the toolbox to build a replacement component for the gen. You can spend 15s at the chest doing this to then dump 10s worth of charges into a gen instantly. Maybe it literally makes an item at the chest that you have to drop your toolbox to pick up and bring to the gen? Limit one per addon per game, adjust rarity and specific numbers as you see fit.
It's less effective than just parking your ass on the gen, but it gives you a little boost to help in a three gen or prevent a pop.
It really feels like at least 20% of the playerbase is p100 to me cause I get one in around 75% of my lobbies and there are generally 2 of them. My highest killer is only p6 with most of them at p1 so unless my mmr is fucking massive I should be on the lower end of matchmaking.
Bold of you to assume mmr means anything after your fifth match.
masterful title sir
31:30 why not just make it be the old hatch system again at that point tho, hatch spawns at like 1 gens with 3 suvivors or something like that what it was before? cuz then that offered survivors the oppurtunity to escape thru other means, like that system was fine before but people started complaining that it was stupid since killers couldnt kill the last one or the last 2 sometimes even 3 survivors, obviously you can tweak how it was before, but it just opens the question why are we "fixing" or changing things when it was perfectly fine before? its a circular argument atp, you want the last kill? or not? what does it depend on, this clearly is based off feelings every time," i want the last one, need that 4k", then another person going "nah ill let this dude have hatch it was a fun game" everyone obviously plays their matches differently, if it aint broke, dont need fixin'.
It’s so sad that the Devs don’t care about their game
oh, I just remembered, an add-on I'd 100% change would be the brown "instruction manual" add-on for toolboxes. Instead of it removing skill checks, I'd simply make it that while your toolbox is in use, any missed skill check counts as a normal one. That way it keeps the intention of the add-on's effect while also allowing newer players to essentially use training wheels to hit greats.
31:03 imagine being that guy who has pink nickname xD
A bunch of people are just not playing when 2v8 isn't up. They're playing some other game with their friends instead.
I'd like to see a double offering system. Everyone can bring a bp offering and a map oriented offering. Map offerings only grant a 10 percent greater likelihood to go to said map and 1 sacrificial will deny all offerings.
Wesker waiting a 15 minutes queue is frustrating. It suposed to be 7 (noticed that otz made this video duration take 15 min lmaoo)
I don’t necessarily see more slugging in end game but definitely see less killers giving hatch to the last survivor.
I think a Map Offering should just be a general blanket offering. E.g. Indoor Map offering, doesn't say which one but just means you could get one of multiple maps, just so that some builds aren't completely gutted due to map dependence, Scratch Mirror Myers etc
A map ban offering would make no sense due to the amount of survivor sided maps.
A SWF could deny the killer Midwich and 3 other realms of their choice (4 players) and the killer picks their poison and can only ban Eyrie, Badham, Garden etc.
If anything between the 5 bans, by process of elimination, the killer will more likely get a bad map from those remaining.
So Scott and Otz need to do discussion video to talk about it. Made it happen people
10:30 I think it should be something like "You get a free one to start and then every five games you play you get another." sort of thing. Or rather, just remove all the penalties all together because we have the bots. I'd rather have a bot on my team than someone who is dead first hook. If people do not want to play they are not going to play.
On slugging: I took a year break, before the break I'd see a turboslug every so often, maybe one in fifty matches, yet I'd almost never see a second-to-last slug to find fourth. Killer typically played the Hatch game. Ever since I came back pretty much every single one of my Survivor matches it has been second-to-last on the ground while they hunt down the last. Very rarely do I ever see a Killer hook the third Survivor while playing as Survivor. This was even happening in 2v8, where I got slugged so the Killers could find the other person. Once I was slugged so they could find a bot. So, yes, there has been a large up-tick in second-to-last slugging since the Finisher Mori got released.
And turbo slugging is still a thing. It has happened to me twice in the past month. I've suggested a "bleed out" option on the forums and it's gotten some...mixed reception from other people. People keep wanting base-kit Unbreakable instead, like they don't know that such a thing was already shut down. And it wouldn't solve anything, Survivors would just get knocked back down again and left to bleed out.
I very rarely actually play dbd and Ive seen multiple commentors and scott say there isnt that many p100s. But like I said im not very good at the game but not absolute buns either. And dont play often at all. But literally every single time I play killer I get p100s. At least 1. So maybe im just incredibly unlucky.
Idk man I'm an alright player and I've gotten a lot of p100s as killer tbf I'm a p26 deathslinger main though 💀
For toolbox reworks, theirs a youtuber called DBD Balance and Beyond. He made a video about reworking toolboxes and I thought it was really awesome.
Id say its worth a watch :)
Hey, Scott, if you want more content (and so I can relay to others): Thrill of the Hunt was buffed outside of the patch notes. It now takes 45 seconds to cleanse a totem with all 5 up. I'm almost certain that change was a bug or a misunderstanding, but worth looking at.
i would argue that it is an overall positive growth of prestige players even though you'll lose some to disinterest and breaks, because the type of person to put the time in to prestiging is more likely to keep playing, especially sweaty or potentially "toxic" players since what they get out of dbd is so specific. though i would agree the prestige system is in the end less of a problem than the others you listed
About toolboxes:
I would reverse the way gen repairing works right now, as in:
- Alone, you repair gens SLOWER
- Together with other survivors, you repair them (slightly) faster
To makes survivors WANT to group instead of splitting up, way better for the game.
As for toolboxes, make them negate the effect and repair gens normally (in varying degrees depending on rarity)
adding the basekit mori made me slug more than i usually do for the last survivor
One suggestion for the "slugging for the 4k" situation. Dont incentify the 3k but penalise the slugging for the 4k.
Either with a mechanic that gives surv the option to bleed out faster if only one guy is standing, ooor buff the guy that is up. Give them adas perk base kit, or give basekit unbreakable in the 2vs1 . That would help more
I will die on this hill. The map effect that creates a pillar of light should be allowed to artificially extend a Boon's radius.
The pillar of light from the map effect should be made into it's own perk, as well.
30:30 i completely agree that its fine to only have a 3k, but i wanna play devils advocate for a sec
going back to before the hatch changes, where it was spawn depending on how many survivors were left, do we remember (and i know you've never liked them scott) kill streaks requiring all 4 kills to be a successful match in the streak? it's just a thoery, but this may be partially why people are stuck with the mentality of the 4th kill is so important. not necessarily for a kill streak, but to consider the match a "win" as a killer, you'd need to kill all 4 survivors, and it may be that that mentality has stuck around for a lot of people. "its not a win unless i kill everyone".
idk, theres probably flaws in the theory like why do newer people who have come to the game more recently feel that way and such, but i think historical documentation of the game, as well as a lack of bhvr pushing IN GAME that a 3k is fine leads to this need to get the 4k
Map bans would not solve anything because the moment they add more maps that "I dont like" the less effective a ban would be thus forcing me to "pick the worst" nearly every time and deal with what's left over. Which is not fun for anyone. The ONLY reason this works for highly competitive games is BECUASE of the limited map pools/ability for each team member to have a say/vote in which map they do not "collectively" want.
I'm still for no DC timeout penalty, but in tandem with adding in leaver lobbies. If they haven't played out a certain percentage of X number of games to the end, Just stick them in lobbies with other leavers.
Since it's not a straight timeout/ban they can be a little more liberal with it, and not have it reset daily. It can also be applied invisibly and have thresholds to be placed in them tuned in the background, where it can't be gamed as easily.
Toolbox add-ons:
Mask the progress of a generator
Prevent killer-initiated Entity blocking of a generator
Mini-Technician (5x silent failed skill checks)
Skillchecks that trigger while leaving the generator will not pop the generator
Add sparks to a generator for the killer to trick them into thinking it's regressing
Fuck it. While we're thinking outside the box, repair a non-shack, non-main pallet
Entity block (like Repressed Alliance)
No.
My idea: Green map offering removes it from the pool, new Purple map offering increases chance of sending you to that map
9:20 i am seeing 1-2 P100s every game at this point.
fun fact you don't need to be P100 for those OP items to appear, you need to have leveled up all available perks you have access to on a single character. I would know with my P8 trapper along with most of my other killers being P3 that I have all perks leveled up on trapper and thus the game spits out at least one Iri every level from like levels 30-50. It's also not hard for players to latch onto a single killer and just level them up as all perks will appear in each character's bloodweb. So if you plan on only ever playing one killer or one survivor then it's even easier to reach this state of only getting Iri add-ons.
keys need basekit aura reading for hatch so that not only does broken key have an effect but also it's relative to the intended use of keys: use on hatch. granted, the broken key should still not open hatch, but showing you the way would be handier than the nothing it is now.
I’ve always felt that DBD should have a ranked mode. So the sweats, bullies can play against sweat killers and on normal mode is for people learn the game, practice killers/builds, learn maps, etc
I think having a flashlight addon that will reveal the aura of the killer for 2 seconds on a blind would be cool. Or one that gives 50% iron will for 3 seconds after a successful blind.
@Scott Jund
On the "Is a 3k+hatch escape a win"
As far as the game coniders it NO.
"No one espaced" Bloodpoint bonus
4k gives more MMR
4k Is required for iri emblem
Kills are tracked for some archive challanges
required to get "Merciless Killer"
On the survivor side:
Hatch gives
more bloodpoint than the exit gate
counts as an escape
you do not loose MMR
you keep your item
I fully understand that this can lead to very boring gameplay.
My fix for this would be:
1. Remove the hatch period. (I just don't understand why survivors have an alternative win conditions)
2. (Better solution) last survivor gets hatch if they can last for 2 minutes (time may be changed).
Remove all ways for killer to deny the chance for hatch (no slugging with 2 survivors left)
Rework perks related to the hatch.
That removed stupid stuff like getting T-Bagged on the hatch because the survivor was lucky, too.
BHV : ”Thank you all for the support and being passionate about our games . It mean so much to us . We listen and that why we decide to nerf pig ”
Mori ignores hook states, slugging and babysitting prevents endurance. It brought attention to this.
Abundance of BP is an issue that we have because we needed to solve the grinding problem.
Perks should be brown, yellow and green, cost 2-3-4 k and items and addons od that rarity should impact the game mindly.
Purple and iri cost should skyrocket to 10k and 20k and should be way more impactful in the game.
Like the current situation of medkit addons, the brown and yellow are often minor bonuses or complementary and the big deal are the 2 iri and the purple.
This way, everytime you play the best combination you probably will end up with a negative in the BP economy but if you do not the grinding is even easier than the current.
I think Scott doesn't understand the general playerbase's desire to stomp their opponents, as far as getting a Mori. He keeps downplaying it by saying "just to see an animation," but it's not about the animation, it's about sending a message.
You sure built diff, built wrong
I've never played this game in my life, so this opinion might be worth sweet F.A., but I think one way to fix map offerings would be to do them as map BANS instead of map guarantees. Everyone can ban whatever map they think sucks the most, and the overall experience is more variety. The exception can be an offering that works the way map offerings currently do, but instead just works for "indoor maps". If you want to do a specific build that requires that sort of map, then maybe you can't guarantee RPD or whatever, but you'll get ONE of those types of map.
An additional benefit is that the data on what gets banned the most can point Behavior at what maps need reworks the most. If 80% of matches have Eyrie banned then maybe do something about that P.O.S.
Scott is the only one who's legally allowed to steal Otz's content
Scott bamboozled that DbD players are not rational actors and in fact do bizarre and self-defeating things entirely because it gives them the good brain chemicals: 39 minute edition
And now the "Green hand addon" is Brown. We won
and in parallel with my last comment i agree that by the time you hit p100 you already have more items than that character will ever need. My chucky and huntress are at p30 and i could run their iri add ons for 50 games each and by the time i play those 50 games i will be able to dump more BPs back into those characters so that i can keep using them.
Regardless of these “content creators “ opinions and or feelings 2v8 needs to still be a permanent mode in dbd someday down the road
Tbh map offerings is DBD have always been weird to me as the game revolves around RNG alot for its maps so it never really made sense to give the players especially the survivors the ability to collectively be able to choose what map they want in a pub match.
Like i get base of the maps stay the same, (indoor vs outdoor) but to give everybody the ability to pick and choose seems really strange given the idea of the Entity being RNG kind of thing.
Like the randomness of the map should dictate the game played/outcome not by the players choosing say an OP map and nearly guaranteeing say a win because they know the in's and outs of its layout to their favor.
I think it would make more sense to add in a "rng" map voting system like COD for example where both parties can either have a say on the maps to pick from or the maps are chosen by 100% Rng vs the ability to choose.
For example say Killer gets Killer gets 4 votes and each survivor gets one vote and if its a draw RNG chooses (Wheel of fortune style).
Something to this effect. Thus no one can complain about the map as it was picked at random.
So while people can complain about maps design, they have the assurance they were not "forced" there by their opposition and in turn can avoid that style of aggression altogether and just blame the rng machine as a collective.
The sad thing about otz absolutely cooking is the fact that practically 0 of the changes he throws out will ever make it into the game. hopefully they do because he did actually try to help fix the game a bit more but as always bhvr have there infinite wisdom so they wont listen to one of if not there biggest fog whisperer
Funnily enough, a response to this problem would be to "git wurse" because bully squads and map offerings are rare in my mmr lmao
Toolbox add-on idea: Reveals the closest Hook in blue to the killer when they pick up a survivor.
finally my opinion has arrived thank yous scott :3
Identity v which is a similar game has a surrender function where if survivors all agree the game just ends in a loss for them
I've seen a lot of killers switching to slugging instead of hooking and I, myself have noticed that if I'm losing hooking, i can switch to slugging and win.
Also, I see more people avoiding hooking the last survivor even when they've won so they can get the mori after the other has been sacrificed.
Healing in all honestly is probably the "worst" way to play in terms of "get out of the trail as fast and safe as possible", because the base healing rate is already really fast unless the killer runs perks to counter it such as sloppy and then it can feel really bad if you are not prepped for it. Gen speed is by far the most powerful card in the survivors "tool-box" and anything that gives them an extra +1% is massive. Gen speed will always beat healing up until the point healing x amount gets a free hatch or you are solo queue and need that extra sustain/communication.
Anything that wastes the killers time will always carry more value than anything else, and tbh Med-kits just do not do enough if they are against a competent killer. I would say they are only used as a solo-queue crutch and that is about it. One team member running a med-kit for high skilled players/SWF's is really all you need. Now it can depend on a lot of other factors, but largely if you are talking about skill, gen rushing will always beat out kits nearly every time.
Just because of the SOLE reason no killer has the ability to "Turn off" a completed gen.
Once a gen is done it is done and nothing about it will change. Now by-self means nothing, but being it be as a 1 of 5 to finishing the match in your favor there is no reason not to do one, even if you need to lose/kill another survivor to do it. That is why med-kits are garbage.
Now that said the moment kits become great is when you are FORCED to used one in-order to heal not just yourself but others.
Now THAT would be spicy and obviously need some gameplay adjustments.
Remove map offerings, period.
Map offerings don't send you to the map, they guarantee you can't get sent there.
How many realms are there in total? I'm thinking bans could be just as problematic since there could be as many as 4 realms banned from the survivor side which really narrows it down a lot I assume
There's 40+ , so it really doesn't
Biggest crutch for a killer is NOED. Biggest crutch a survivor has is a map offering.
The highest prestiged survivor I have is at 21, and if I wanted to, I could use a styptic, syringe or Bnp effectively every game until I got bored.
Scott i think you underestimate the masochism of DBD players at the end ...
I think toolboxes should not give speed bonuses. Give them a shit Tom of charge but make them alter the progression and difficulty of your skill checks. A commodious could have like 160 charges and give you 2% extra progression per great skill check but make the skill check slightly faster
Edit: the idea of great skill checks doing a BNP type effect instead of base progression would be perfect, possibly even could be a green add on or such
The killers going for hooks weren't playing with the same intensity
17:50 yeah, but then if you have a squad of 4 who all ban different maps, you can run into basically the same problem. Unless you make them conflicting, but then you're potentially screwing over a killer who desperately wants to not be on an indoor map. Yes, the whole squad will have to spend their offerings on banning different realms, but if they _really_ want that one realm to try to more ensure their win or bully playstyle, they can make it almost as likely as someone just burning the offering to go there.