Avatar

CheesyGuy

CheesyGuy

About

Username
CheesyGuy
Joined
Visits
128
Last Active

Comments

  • If you wanted to pip, there are several things you can do. If you see a group of survivors that has 2-3 toolboxes, just leave the lobby and get the new one. I usually avoided the lobbies where there are more than 2 toolboxes because BNP is really strong and average killers can not do anything against it. Other than that always guarantee 1 kill, even if it leads to tunneling. Tunneling is a strategy, maybe an unfun one but a viable one. Other than that, if you suspect a lobby you enter is a SWAT kind of SWF or you just get the vibes of it, just dodge that lobby.

  • Most of the problems are due to poor map designs. There are plenty of pallets that you can not mind game the survivors and some of the maps have that kind of pallets a lot. Other than that, I believe some of the add-ons must be removed from the survivor side, especially the BNP which is the biggest problem if you ask me.

  • I think they are gonna use vanilla survivors(Dwight, Meg, Claudette) and the movie will be about how they get caught in the Entity's realm and their stories, their escapes and etc... The killer will be the vanilla killers probably. They will check the overall excitement and I think if they succeed in the first movie, they will add the other survivors and killers(Felix, Adam, Blight, Legion) as 2nd, the 3rd, and 4th movies, depending on the success of these movies. That is my idea for the movie. Probably one of the survivors will be dead in the movie and there will be jumpscares, drama and etc...

  • He can 3 gen oppressive and stall the game. There are knights that can do it but other than that, I think he is a fine killer. Yeah, you can not stall the loop, so go to another loop. Most of the maps are pretty safe and if you leave one loop there is always another one close to it which is safe and Knight has to wait for his power. I hate the Knight players which protect the 3 gen at the start but other than that if survivors left the 3 gen to a killer like that, I have to say sorry but it was coming to them.

  • Well, the game is designed for fun and people play that game for fun. But as a survivor when you get tunneled or your team gets tunneled or as a killer when gens pops too fast, the fun is over. I don't know about others but for me the most fun part of the DBD is the chases and overall chase factors. That is what I enjoy about the game. But if one side keeps tunneling or one side keeps rushing gen, chases will be fewer and for me, the fun factor is decreasing. In the end, it is a both-sided coin.

  • @Peanits said:

    Will try to keep this short, but matchmaking is incredibly complex so apologies if this ends up being long.

    There's a couple big misconceptions with MMR, and probably the most common one is how it estimates where you should be. No matchmaking system in any game- even games like chess which pioneered these ranking formulas over many years- is able to take a single match and accurately assess your abilities. There will always be too many factors at play for that to be accurate. Even if you use a different metric or a bunch of metrics, like chase time, hooks, pallets used, generators completed, healing, etc., there are still outside factors that need to be considered. Was your opponent (the Killer in this case) playing well, or were you only doing well because the were making a lot of mistakes? Likewise, did you do poorly because they're amazing at the game? Did your teammates do their part to help ensure your good plays worked, or did they let you down?

    Even if you had a human sit there and watch your match, it would still be impossible for them to stick an accurate number on you after watching just one match. The best they could do is a ballpark estimate. They don't know you, they haven't seen you play against higher caliber/lower caliber opponents before. They only have this one match to go off of.

    The matchmaking system is no different. It cannot tell how amazing you are from a single match because that is an impossible task, so it doesn't even try. Instead, the system is designed to look at your performance over the course of many matches. This way, due to the law of averages, you will gradually move towards the place where you should be. You might lose two matches and win the next four. You're up overall from where you started.

    And because there's no way to accurate take every factor into consideration, it does this by using a proxy condition. Yes, kills or escapes are not the only thing that makes a good player good! But if you're amazing in a chase and can last for several minutes, more often than not, that will lead to a win. If you play well, your chances of escaping will rise. Or if a Killer plays well, their chances of killing the Survivors will rise. This isn't something that's exclusive to Dead by Daylight either, just about every game will use a similar metric for matchmaking (even if it doesn't show it). You'd be hard pressed to find a game that successfully factors in dozens of things rather than using the outcome of a match.

    This is also important because the matchmaker's sole job is to find you matches where you have a roughly equal chance of winning or losing. It doesn't care how you do it, whether you played super well or you used every crutch in the book. It's a cold, emotionless machine that's solely trying to put you up against opponents where your strategy- whatever that may be- works about half of the time. It is not trying to pass judgement on you as a player, not trying to make you feel bad for losing or claim you're amazing for winning. It's simply looking at the facts: If you won, rating goes up, if you lost, rating goes down. And over the course of several matches, you'll almost always end up moving in the right direction.

    This is a big part of the reason why your rating is not shown. It's not meant to be something you obsess over or focus on. It's sole purpose is to find you fair matches. It will go down sometimes when you don't feel like it should, but it will also go up more often than not if you are truly below where you should be.

    It's crucial for a matchmaking system to have a clear win condition. The winners rating needs to go up, and the losers' ratings need to go down. If it's a draw, they stay the same (although this isn't common). If this is not the case and both people can win simultaneously, you end up in situations where people can endlessly climb in rating rendering the entire matchmaking system useless. It would quickly become a reflection of someone's playtime more than their actual abilities.

    The emblem system is actually a perfect example of this. Since emblems are independent of the other side's performance, it's possible for both the person who 'won' and the person who 'lost' to pip. The result was exactly what was expected: By the end of a month, pretty much anyone who played enough would find themselves in the higher ranks because on average they were pipping more than they were depipping. This meant: A) By the end of a month, a large number of people with a wide variety of skill levels were being matched together, making matchmaking feel random, and B) By the end of a month, the lower ranks (people who had not played much) would suffer from excessively long queue times since the majority of people had already ranked up past them. If the matchmaking system is producing long wait times for some and horribly uneven matches for others, it's failing to do its job.

    In short, don't sweat it if you "lose" by the matchmaker's standard. It expects you to lose some matches, and it knows that you will win matches to offset those losses. If you think you did well, you did well. Don't let an invisible number that you can't see take that away from you.

    This was I think one of the best explanations for the MMR system and I personally thank you for that. I am also working in the field of Data Analysis and creating machine learning algorithms and I know that there are several input factors, loss weights, and variables that affect the overall model. I am glad there is a good explanation written here.

  • I do not believe the new system is calculating the right amount of MMR. I have been faced against a team that has over 7k-8k hours in the game while I still have 1k hours. On the other hand, I faced people that have not even have 100 hours. So yes while the old system has its flaws, the new system does not change that flaws and I think it makes it even worse than that.

  • Well, if I wanted to play chill either the killer will tunnel me or the survivors will gen-rush the entire map and the match will be finishing under 3 min. It is the people that created this situation and enjoying to create it. It is the system of the game that forces people to play like this. They need to add something new, something that will change the pace because nowadays whoever I talked to that has been playing the game, most of them did not enjoy it whether for a win or lose. For the killer, it turned out to be let's protect the last 3 gen and tunnel one person's entire match. For the survivor side, it is a gen-rush simulator that is holding M1.

  • I was lucky that I did that achievement on my first try. One of the survivors was friendly and let me kill him for the achievement. Other than that, if you sent a map, especially one with safe loops and lockers, well good luck with that. It will be a real pain. I am glad you take the achievement thou.

  • Well, the same goes for Freddy, Pig, Twins and etc... Most of them are nowadays hard to find, and barely saw people play them. Other than that I can say that Billy is still a viable killer, not the best one but still has his magic. I did start playing Billy after his nerfs and I am not a master of him and I can say that after 10 matches my chainsaw hit rates have increased. He is still a viable killer but he is also map dependent. In my idea, there are many killers and other stuff that needs to be resolved before Billy and I do not think BHVR will soon make some changes over Billy.

  • I believe the BHVR team is working on some ideas for P100 but I do not think we will see that idea soon. However, for P100 they can make a T-Shirt with a P100 badge on it or they can make something funny as a cosmetic. But I do believe that they will soon create an idea for P100.

  • I feel you but I also understand why it is a mechanic. Imagine you did well and your team does not and you wanted to escape. On the other hand, the same applies to the killer. He did good and manage to get 3k and wants his 4k. What will be the fair option? Let it to the chance. Hatch is the chance factor in this scenario. After the hatch closes there is still a chance if you manage the protect the gates or manage to trick the killer and escape through the gate. I know it is not fun and most of the time it is not satisfactory for both sides, it is the chance factor and I think it is a necessary evil of the game.

  • @Xernoton said:

    There have definitely a lot of map offerings the past few weeks. At least in my games. I even saw some survivors use Sacrificial Wards because they didn't want to get sent to a map again. The worst part is when you get sent to a map that pretty much counters your entire power as a killer. Or Garden of Misery... For any killer. Scratch that. I don't even want to go there as a survivor.

    I would be fine, if you got like maybe 1 map offerings every 10 bloodwebs but it's mulitple in almost every bloodweb I see.

    My point is not even about winning or losing. I just wanted to play different maps. I know BHVR has an update for that but even that update questions me in some content which worries me

  • Maybe they can create some kind of Legacy skin for P100 killers & survivors. They did the legacy skin once, they can do something similar for P100.

  • @HugTheHag said:

    You really are

    I press the enter quite early lol XD

  • If you are new to this game, take your time. What I suggest is that play as much as possible and watch some videos of the survivor mains and get some ideas from them. You will get used to playing better once you manage to read the killer's mindset. However, sometimes even with great playing, due to map designs or no safe place to run, you can be downed pretty easily and that can happen even to the most professional ones. So my suggestion is to take your time and learn by playing and watching. You will be better in a short time.

  • Sadly Freedy's dream might be useful only for snares. Or if you are sure to play against the Solo-Q the dream pallets can be quite devastating for Solo-Q but can be easily avoided by SWF. I think they should buff Freedy because I barely see any Freedy players nowadays.

  • Well, the classic I see. People find something they dislike and start to say boring, meta, etc... This will never end.

  • I will explain. The total gen process is the overall gen process. So let's assume you completed 20% of the gen out of 100%. With an Eruption perk total gen progress will be lost to 10% so in that case you will lose 10% total and it drops to only 10%. So in general with total gen loss progress, you lost half of your repairing in that scenario. When it is current gen progress in the same scenario, you did 20% of the generator. With the current 10% loss you did only lose 2% of the generator which drops to 18%. So that is the difference between current and total gen progress loss. I hope I did explained well for you ๐Ÿ˜

  • Many people in the comments explained the mechanical part of the game and why the killer sees the survivor and why can not survivor see the killer. I am gonna explain the different part which is related to the lore of the DBD.


    The Entity is the one that traps the survivors and the killers in his realm. The Entity's goal is to enjoy this show and each time a survivor survives, he will be moving to a new match where he should do this indefinitely till he's dead. The killers are the puppets of the Entity and their goal is the satisfy the Entity, while most of them do not know they work for the higher creature, they are basically killers in their real life and enjoy the hunt. Because of this reason, survivors can not see the killer and the killer can see the survivor because The Entity needs to show the killer that they are the "prey" of this hunt. That's why the killers can see the survivors, at least that is my opinion according to the lore.

  • I do not think there should be a difference between Solo-Q and SWF. I play both sides and yes while the SWF has a huge advantage, not all SWF uses voice chat or any other device and not all of them are doing map offerings and etc... However, I admit that I hate it when the whole SWF team chooses the map because I knew that moment my game will be much harder and less enjoyable because they know where they are going and they took the related perks while my killer can be map dependent and some perks really shine at some maps while the others not.


    I think BHVR needs to remove the map offerings which give quite an advantage to a group of survivors if they are friends. Other than that most of the SWFs are quite balanced and fine in my opinion.

  • Thana is one of the best if you ask me because you can injure survivors quite fast with the legion and thana will decrease their healing, cleansing, and repair speed.

    For keeping the gen pressure either use Ruin or PGTW.

    Other than these 2 you can mix nearly everything. There are many perks you can combo with legion but the biggest problem will be really huge and spread maps for the legion.

  • 9 - Desperate Measures from Felix. For each injured survivor it increases your unhook and heal speed for %14 at tier III which can be quite fast if many survivors are injured.

    10- Many killer can understand that survivor is saved due to interface so that is kinda pointless.

  • First of all, I see that you aim quite low. When I use Plague I usually aim more upper and spread my mouse during corrupt purge because even the small puke will be counted as a hit during the corrupt purge. Secondly, take your time when you use your vile purge. You need to charge more and be a little bit more patient. If you act so fast and have little charge, most of the survivors will avoid that so take your time.

  • -Well is NOED unfun to face against?

    Yes

    -Does NOED need skills?

    No

    -Is it need to be nerfed?

    NO


    Here is why. First of all, it is a perk which only active when the last generator is completed. So the killer can not benefit from a perk slot till the end of the match. Moreover, there are many items and perks that survivors can counter NOED such as maps, small game perk, and counterforce. I remember many times when counterforce saves me from NOED. Some of you survivors will say that you did an amazing job, completed all the gens, and evade the killer till 5 gens and deserve the win. While that kinda thing is kinda true, as a survivor you need to calculate what killer can use and what should you do to avoid it. If you rush gens and do not calculate the possibility of NOED then sadly it is your fault. Personally, I don't use NOED but I think it does not need to nerf. There are far worse perks than NOED such as Ranchor which just expose the obsession and give you the ability to kill him till the end of the match and not to mention that perk works like Bitter Murmur as well which I think is far worse because you can avoid killer, do all gens and if he/she use Ranchor there is no way to counter that one. Once the killer got you, you are dead.

  • I see why you made a post about it and I feel the same way as you. Boons are extremely easy to replace and give a huge advantage to the survivor side. However, instead of breaking the whole totems, I got some ideas like this. They can apply in different ways and not all at the same time. You can check some of them below.


    1- Killer destroy boon totems and that totem cannot be used for X seconds or after X amount of blessing. Or after the X blessing is cleansed the dull totem will be broken and can not be used.

    2-Hex totems are now also like boon totems. If survivor cleanse hex totem killer can use dull totem to bring back his hex totem. However, thou the stats that are collected will be reset for hex such as devour hope.

    3-Like @ThePolice mentioned the killer can only break the totem that is blessed, my survivor. However, killer-breaking totems can not be used for Hex: Pentimento.

    4- If the killer cleanses the boon totem, next time you try to boon the same totem you need to spend extra X seconds to bless that totem again. That way the survivors won't use the same totem because it will be time-consuming to bless the same totem and they will look for different totems.

    5- Boon totems do not give health speed bonuses and when the totem is blessed it will work like self-care heal speed.


    Some of them are quite close to each other but I think that it can affect the game more positive way. I hope it will give some ideas and perspective to all of us and maybe with good brainstorm we can bring some nice ideas :)

  • I once played against the Otzdarva and then I watched my stream when he was facing my team. During that time I was not a good survivor but not a bad one as well but I can only tell one thing and that is Otz is really good at this game. He knows the weak spots of every map and he can easily identify the team he is facing and what to do against them and that is why we all love and enjoy watching him be honest. While I respect him for making a valid point and trying to encourage people that there is no balance issue, I think that we should check this statistic for some average players. In my opinion, the game is a map, perks, and power sided and the reason the survivor has more advantage at the game is that the survivor team is the least that is affected by the map and that is why mostly the killers have a hard time. One bad map and some missing perks can affect the killers quite heavily and that is why many killers have been damaged. The issue we need to address is the maps and overall mechanics of the game I think.

  • To be honest I hate NOED when I am a survivor. When I play killer I do not use NOED as well. However, I do not think it should be nerfed. It is a perk that only activates at the end of the match and gives advantages during that time. Moreover, many survivors can destroy NOED if they cleanse all of the totems which is easier with maps and perk counterforce. So overall it is fine as it is.

  • It is not the patches or nerfs that are hurting the killer but it is the dependency that is killing the killer gameplay. First of all, I play both sides and mostly survivor-sided but I also play killer quite a time. I can say easily that killers are really dependent on their add-ons, perks, powers, and maps. Without decent perks and maps, the killer can go from 4k to no-kill. That is the main issue DBD should have issued and try to fix it. The game is not survivor or killer sided it is just easier for survivors especially if they are SWF and choose their maps and etc... The problem is there should be more balanced maps and some base systems such as gen regression should be changed.

  • I play both sides and I am rank 1 at both sides ( sometimes I depip but it is usually rank 1-2). The thing is if you wanna know how to loop killer, understand the strong loops, overall killer power and etc... you must play killer. If you know the killer you will know the other killers. Same applies for killer side. If you wanted to know where survivors to go, which gens they are repairing first, are they bait you to god loops or just w holders you must play the survivor. Playing both sides will improve you.

  • Why does he removed exactly. From what I understand he mocked another Fog Whisperer in some way by reading the forum? Can someone tell the exact reason?

  • @Poeka2017 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2248207#Comment_2248207

    Im PC so... But I play sometimes killer for the bloodpoints..

    I think take either Blight or Deathslinger. I really love Deathslinger myself and play with him. Blight is also really good killer and have great mobility + aggressive gameplay. You can also think Oni for that same reason. But my advice is either Deathslinger or Blight.

  • What kind of killer do you want and are you playig console or pc?

    Deathslinger is a good killer with small terror radius and can be deadly but you need a good aim.

    Blight is the overall one of the most powerfull killer that you can get.

    Oni is also a good killer that is enjoyable to play and really good at punish survivors

    Clown have some nice perks that you can use for your other killers

    Trickster I am not sure he is not the greatest however I saw some really good Trickster that can do devastating damage but it also needs aim as well and strong add-ons.


    Overall it is your choice I am not sure what rank you are and what kind of gameplay do you enjoy or your platform but my overall advice is either Blight or Deathslinger.

  • To be honest I cleanse them whenever I see them because yes while you can do gens at that time and it might be seen like a waste of time, NOED can really punish people at the EGC, I think it is better to be safe than sorry at least that is my idea. However not many high ranks uses NOED so I feel safer at red ranks however like I said it is better for BP, earning pip and be safe.

  • So no matter what they will give me a cosmetic right? If they give me a cosmetic that would be great at least.

  • @konchok said:

    Honestly a BP bonus could be granted if one side becomes over saturated would do wonders to queue times.

    So the way that I'd see it working is when there's high queue for survivors then games as killer would offer 50 percent more bloodpoints and vice versa for survivor.

    They mentioned that idea during the 5th anniversary stream and they said that they will encourage people to play other side if needed at that time and mentioned that they will give some bonus for that. I think it is needed and it is a late decision but I hope with new RE update we will see that.

  • Not all SWF uses comms nor they know each other's perks. That would be really unfair to many people. Beside there can be 2-3 people SWF so it is not a great idea. I understand it is hard to face againts SWF but nerfing their gameplay or make it harder will not solve anything.

  • Most of them are "OK" perks but they are beyond replacing most of the well known perks. However the Flashbang and Blast Mine can be fun to use and I think that is what many people are gonna use at the later at the game. Other than that the other perks are not that great.

  • I think they will add Mr.X as Legendary skin. Because they mentioned there will be new skins and etc.. for the new killer and survivors so probably we will saw that skin maybe at late times.

  • Well using the corners and obstacles are the best way to counter DeathSlinger. If he does not have a clear shot area he cant shot you or many Deathslinger will hesitate to shot unless he is really a good one and know every little trick and object where he can shoot. You can counter Deathslinger but with his small terror radius+ Monitor & Abuse it is harder at most cases because he will have a really small terror radius which is enough for catching you suprisingly. Like I mentioned use corners,walls and obstacles to avoid his shots and at the open dont run straight lines and do the unexpected movements so that he cant guess.

  • To be honest I dont think it is the reason. When I play killer I dont even see the people's charms due to 1st person look at most of the time. So I dont think it is because of your charm but because many killers nowadays tunnell and camp.

  • I dont call it "toxic" but I found it more "annoying". Group of survivors that have key,maps and hatch offers are mostly annoying to play againts. Same goes for 4 toolboxes with brand new part. Not to mention most of them are (at least according to what I see) really act unsporstmanlike at the end chat. They are the usually the ones that does "EZ", "Baby Killer" or teabagging which I really dont care but it is not fun againts to face them due to their overall control of environment, situations and their behaviour. Other than that I dont have problem with the overall add-ons but some of them needs some small tweaks.

  • I watched the 5th anniversary of the stream where they mentioned about the new "ban" system. From what I understand it is not like the immediate "autoban" but more likely it is a system where if a player recieves more report it is more like "Let's first look at that person cause he has X amount of report" thing.


    What they mean by auto-ban is that normally their customer service was looking each report one by one. So imagine a file of reports with dates on it like for example "Match 245 at 27.05.2021 at 15:00 Player CheesyGuy reported for unsportsmanlike" then the explanation of the reporter came. After their new feature instead of customer service read every report one by one, the system that is named "auto-ban" will read and highlight them. So that means after that system there will be a screen like for example "CheesyGuy reported 450 times for X,Y,Z reasons" and when the customer services saw that they will take easier action. Because now instead of seen each report one by one now they can see total reports in one segmentation and can act more precisely. That is the feature they were talking about. No online game would leave a ban decision to an AI( Artifical Intelligence) because it is a precise topic and system can make mistakes even small chance of mistakes. What they do in here is by getting the help of the system they will read the reports much more faster and they will be manage to get who is reported more in a day,week or a month so that they can follow the most reported people at the game.


    I hope it is clear guys.๐Ÿ˜€

  • I found the new DS quiet balanced and I think that extra 2nd DS option can ruin the game for both killers and survivors. Killers will know the DS users and start to slug the entire match while some survivors will trust the 2nd DS chance and make more uncalculated movements. I play both sides( Rank 1 Survivor, Rank 3 killer) and I can say that since DS nerf people are playing better. They increased their loop potentials, start to do teamwork more and using mindgames even more which is really a big improvement. Beside there are many perks, items and add-ons that can save survivor from sticky situation. Moreover if all of the thing is about tunneling neither old or new DS stopped tunneling because DS was never an anti tunnell perk but more likely giving you to head start to save yourself againts tunneler.

  • It can be bad if you have no token and you try to heal a dying state teammate and skill checks pops up. That can causes problems for that person. But other than that it is fine but I think with med-kits you can do nearly same job as Autodidact was. Personally it seems rewarding but actually it is not that much.

  • Spirit because out of all killers she is the one that requires luck for escaping. For Nurse you need to study hard to master but Spirit is like coss a toin. Either you escape or she gets you and there is no way to counterplay her if she uses Stridor which most of them did. Other than that I dont have any problems with any killer.

  • He is talking about the archieve left behind achievement. For that just bring a hatch offer and wait your teammates to escape so that you can escape from there. Other Steam achievement well good luck doing that it is not an easy one.

  • Well if people wanted to be pricks they will act like that. Most of the time when I lose I will see the chats like "GG EZ EZ EZ NOOB KILLER EZ" and etc... The thing is I really dont care and I found it kinda silly to be honest. If you get triggered by t-bags,clicky flaslights and etc.. then it is an another issue that you need to solve. I found them silly and stupid so I just ignore them because they are not worth my time. What they said is not affecting me. If you play any multiplayer online game you must expect every kind of behaviour. Due to anonimity people can be braver of what they say and as a person you must learn to ignore the people that you dont even know.

  • Well I dont want to be the bad guy but bodyblocking is a thing and it is not only about BT but survivors do it a lot which is normal. They cant create a situation for only BT effect and imagine the same person can done the same thing with Syptic Agent add-onn or MOM so what you request is actually adress to bodyblocking which I think the devs wont remove that feature.

  • BT can be good for extra 12 seconds after hook.

    Like you guys mentioned the DS can be used for anti-tunnell.

    For the People is a nice perk for instant heal.

    Second Wind can be help you after you unhooked it will heal you

    As add-ons Styptic Agent can help you get an Endurance status effect for one more extra hit for 8 seconds

    Anti-Syringe can be used for getting the health state back after 16 seconds and can be modified depends of your perks and add-ons.


    I hope this will help but the thing is if the killer really wants to tunnell you the best option is to compenent teammates that will take protection hits and bodyblocks.

โ€น 1 2 3 โ€ฆ 7