Scott Steals Otz' Content During 2v8 Queue: Dead by Daylight's Flawed Progression System



Read more Dead by Daylight ➜ https://deadbydaylight.mgn.gg

Original video by robOtz: https://www.youtube.com/watch?v=C6rjZoYUrB8
http://www.twitch.tv/ScottJund

source

24 thoughts on “Scott Steals Otz' Content During 2v8 Queue: Dead by Daylight's Flawed Progression System”

  1. 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)

    Reply
  2. DBD should just look at identityV and look at how they have where 2 people is a tie and any more is a win would make people slug for 4k less. IDV has an amazing ranked mode setup that DBD should take.

    Reply
  3. Concerning DCs, since we get bots now, you should be encouraged to DC rather than end yourself on hook. I would much rather have a bot than no teammate at all, but sadly people dont want to take the penalty so they just walk to the killer and give up.

    Reply
  4. For a long time I've been saying survivors having access to maps at all makes zero sense. The entire basis for dbd is the slasher films of the 80's, the fact that the victims can chose the playing field is completely unaligned with that in my opinion. The killer should be able to choose their domain. In stead what survivors could have could be map fragments or tatters or something like that where perhaps 4 of them played together could equal one map. What I like better though is survivors having a ward or something of that sort where rather than chose the map they go to they could burn a ward and essentially veto a map or realm. Now I'm sure four of these played in conjunction with a swf could be easily grantee a busted item survivor map still but it would at the very least take four offerings to do that rather than just one.
    They also need to make the other offerings worth bringing in the first place. What are you going to bring? Cakes and streamers? sure I have enough bps though. Lips or sticks? Okay that's pretty useless honestly. A reagent? why? just bring a coin or sachet it'll be more useful. There are just no good options for offerings to make forgoing a map at all worth it.

    Reply
  5. 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.

    Reply
  6. 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? 🤔

    Reply
  7. 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.

    Reply
  8. 32:25 the problem is the hatch mechanic in general. If would be better if hatch was removed entirely, and it was reworked so that the last survivor and the killer enter a little 1v1 side arena where if the survivor lasts for like a minute or whatever, they get the escape, and if they don't the killer gets to mori them. This should activate automatically as soon as the 3rd survivor is killed.

    Reply
  9. 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

    Reply
  10. I saw somewhere an idea to remove the current ultra rare addons and make them single use items. Like Vecna magic items and legendary items.

    Then have them be a rare drop from chest. This way these really strong single items can still be found but takes a hand slot.

    Need to remove “toolbox, flashlight, medkit” from chest unless you have a perk that gives them to you.

    Even the tested smoke bomb could be added to the chest pool.

    Current chest is completely useless, especially the basement one.

    Add a few low tier items and then have septic, syringe and Brand new part be physical items that are very rare to find. Can even buff the new part as you can’t bring it in on your own anymore

    Reply
  11. Idk why but it just felt like Otz was begging for people to not abuse meta (i.e: map offerings, good perks/add ons, slugging). Go to any multiplayer game, there is a meta. If youre not using it, youre at a disadvantage. Why would anyone put themselves at a disadvantage? Especially if the meta is more fun anyway.

    Reply
  12. 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

    Reply
  13. 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

    Reply
  14. i feel like if you’ve dumped enough BPs to get to p100 you kinda deserve the bonus to be able to run what you want imo. I get how annoying it can be but it’s such a commitment for already so little reward

    Reply
  15. 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.

    Reply
  16. 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.

    Reply

Leave a Comment