Dsalter
Dsalter
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@DangerScouse said:
https://forum.deadbydaylight.com/en/discussion/comment/2606696#Comment_2606696
Friday 13th was way better than Dbd for lots of reasons
only reason F13 flipped was due to the lawsuit crap.
otherwise fun game, killer was something you FEARED.
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2607796#Comment_2607796
It's even worst than what i thought lol. So the survivor that got tunneled and succeed to hold the killer for 5 gens is loosing point 😂 while the team has won thanks to his/her looping skill.
😂😂😂
How can someone think such a feature is on point with what is happening in the game ?
i made a post abput 2 weeks ago stating how the + or - 1 for kills/escapes is very bad for the game and actively REWARDS sandbagging and face camping.
didnt get much notice for some reason but here it is for those interested https://forum.deadbydaylight.com/en/discussion/comment/2582045#Comment_2582045
as long as it remains being based soley on kills/escapes, it'll be a bad system
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edit: wrong thread my bad
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@LegionOfDumb said:
What are ya buyin?
what are ya sellin?
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@JohnWeak said:
BTW does anyone knows what happen with the MMR rating for this situation :
- 1 survivor dead on hook
- 3 other survivors escaping
What happens for the one dead on the hook ? Is the MMR given to the team or to the individual ?
I mean it's 3 escapes so it's a win, does the MMR of the dead survivor go up or down in this situation ?
the dead survvior loses one point.
the escapees gain one point each.
the killer loses three points and gains one.
"SKILL" based match making
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@Lordofweed said:
https://forum.deadbydaylight.com/en/discussion/comment/2605260#Comment_2605260
You talk like it is his fault, that he got pushed away from DBD, because you said "because you don't like" him...?
Yes he is mad and maybe they should not deactivate worthless Killers. Instead they should delete those Killers and refund players :^)
Just joking. BVHR needs to do something about quitting Killer Mains, because i can find Lobbys as Killer in about 10 seconds, while i'm sitting in front of my monitor for around 5-8 Minutes until i find a Lobby when playing as Survivor. Killer Playerbase is pretty dead imo.
Meyers is one of the best examples of why BVHRs behaviour in terms of balancing is bad for their own game.
I could imagine of a very simple Change for maby Killers out there, which would bring back some of the needed balancing. It may not work for every Killer but it would be a kind of huge step in the right direction:
Give us the old Hex:Undying back, so we can have a kind of reliable gen regression and a snowball potential, which BHVR took away from Killers completely with introducing Boon Totems (Healing Totem).
the problem is the better killers are leaving or staying on survivor because survivors not only get new and interesting perks, but they ALSO MAKE PLAYING KILLER HARDER.
when pinhead arrived they "buffed" ghost face by lowering his base CD but killing his addon CD reduction which was an overall nerf while not touching any of his other addons to make them desirable.
when mikeala arrived she brought TWO new game changing perks, one of which being incredibly broken because it both hides scratchmarks AND auras, most killers best addons and perks are aura readers, on certain maps shadowstep is so powerful it can single handedly block 1/3 of a maps scratchmarks+auras (or even 1/2 if its RPD) and that in itself cripples a majority of the lower killers who already struggle with map pressure and tracking.
then they "added deadhard hit validation" which seems like a "fix" till you experience it first hand, it straight up gives you a "hit" but they also get the speed boost and are not downed, that "hit" criples nearly 40% of the killers abilities because it "hits" but did nothing.
and thats just RECENTLY, gods forbid we go back to Feb.
this is why killers (myself included) are either quitting or playing survivor, because its straight up unfun these days because of the one sidedness, and thats not even dipping into how broken SWF comms is.
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this may sound stupid but... the game is server based, if hits are hitting when on your end they clearly didnt.
that means YOU are lagging.
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i would say rework deadhard so that taking a protection hit stuns the killer for 2 seconds and gives the protected survior a 5% haste for 3 second and reveals your aura for 7 seconds.
when you take a protection hit you are broken and exausted for 17/15/13 seconds and then mangled till healed back to full health.
this would make taking protection hits more akin to how kings lore fits him as well as promoting risky saves through protection while the 17/15/13 second heal+exhaustion perks disable would help stop them cheesing a medkit hemo into a lithe/balanced landing combo after a protection hit and the mangled would mean more downtime which many killers need lets be honest.
this would be far better than the current deadhard which to be quite frank is broken as it allows you to even "dodge" through things that shouldnt be jumped through like doctor zaps, victor latches, puke, bear traps, etc
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@ThiccBudhha said:
Does that even work? A lot of games with mmr count disconnects as void. You typically lose rank or whatever, but it doesn't adjust your actual matchmaking rating.
says who?
the devs have stated that its purely kills vs escapes.
a disconnect = 4 escapes so you "lose" 4 matches essentially.
its exploitable as hell.
the fact that the queue times for killer are now longer than survivors further backs this up because it means MANY people are doing this.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2585943#Comment_2585943
I watched a vid recently where someone was quoted as saying that supposedly 10% of the PC playerbase uses cheats (in some capacity)
There's no citations or proof or anything like that but the person who said that is supposedly someone who knows a lot about the people cheating in dbd. If that statistic is true then that's kinda shocking right?
i would assume that means 10% of PC player base and not the whole DbD playerbase since consoles cant cheat the same way PC does
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@Exult said:
https://forum.deadbydaylight.com/en/discussion/comment/2582391#Comment_2582391
I'm not going to get too far into the NOED vs. DH, but DH can be baited out in two seconds, and if used for distance well there are two other exhaustion perks that give you twice the distance DH does. That's all
i'd personally just nerf what it can and cannot dodge.
hatchet from the back? no.
hatchet from the side? yes.
trapper traps? no, because your not jumping over your shoving forward.
puke? lul wut how can you dodge liquid being poured all over your back?
doctor zaps? no its an AoE yet can be deadharded.
see what i mean?
if it can only dodge basic attacks and projectiles not connecting with your hitbox it would be a far more balanced perk. maybe throw in 10 seconds of oblivious as the risk factor of using the perk and i can see deadhard being in line with how NOED impacts the map.
it can solve alot of problems, be countered, isnt a cure all end all solution.
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NOED fills the same void Deadhard does, it rewards bad play.
if one needs changing, both do.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2581536#Comment_2581536
It's because there need to be some starting MMR and that is based on your other killers. It's not like you buy new killer and you will get chance to stomp noobs because of it, that should never be a thing.
You may not be best with his power, but overall killer knowledge is still there.
i was making an example not a statement, lets make an extreme example.
new player starts getting cheap 4 k's every game as... i dunno lets say huntress.
guy ends up in the "high" mmr due to stupidly high kill rate, hasnt learned how to pressure gens, map control etc, he's just been relying on NOED, Iri and camping while all the survivors victimized by said insta down focused are losing to this guy's cheap wins.
now he decides to pick one of the lesser killers to play, he buys... myers!
due to his base mmr he is going to get crapped on over, and over, and over, and over, till he loses all that mmr and more, but with all those losses he's saved up enough for tombstones and such, he is now in a lower mmr bracket with an insta kill setup again, still hasnt learned map pressure, etc. so all those losses he handed the survivors free wins where they may not have gotten much points but they got an escape and escape = win
so you now have a case of many survivors getting occasional wins due to low-average killer not knowing how to play while a bad killer has got setup to stomp easier survivors.
survivors climb especially solo, is insanely steep due to lack of communications, survivors can snowball a game by playing bad and bleeding over teamamtes, etc so the survivors dragged down are dragged further due to either cheap killer tactics or bad survivor plays snowballing onto them.
in my case i get 3 gens done, thats 50% of the game done, 2 more gens and gate till i "win" because i need to escape to win, but oh no! i'v been downed, but dont worry i can hopefully rely on my teamates to make a good play and pull me out... oh they are all hiding... oh im being face camped...
another loss because of said snowballing low mmr.
does this seem fair now? does the system sound like its working?
if this was chess or an RTS a + or -1 system would work flawlessly the same way its worked for chess for many many years.
but this isnt a 1v1, its a 4v1, but the system treats it as a 1v1v1v1v1
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@Dino7281 said:
So your system would be super easy to get into high MMR, so again lot of skill levels = random games, which is what they tried to prevent with SBMM.
If you make it harder, then emblem system forces you to babysit other side, which I just hate. Current system doesn't care about that.
Also emblem system is not same for each killer, which is just bad. it's way easier to get double pip on some killers than others Plague vs Wraith for example. Plague sucks for pips.
Btw it's funny how you created limitations for killers, but nothing for survivors... definetly not biased
You don't wanna do changes only for soloQ, or nerf only SWF like that. It basically punishes people for bringing friends, which is just bad concept for the game and should never be implemented.
Kindred without killer reveal would be fine base-kit for everyone, because that is info easily shared by SFW.
Small game, nor any totem hunting perk shouldn't be base-kit. It takes some time to learn totem spawn, your change would make hexes even worse than they are already.
i fart up the idea in 5 minutes, i never said it was the best system ever, im just saying a system that is just a simple binary in an ASYMETRICAL GAME that is designed to be uneven is just a recipe for failure.
could easily tweak values, increase certain killers scorings yadda yadda, point is kills/escapes is a horrible system and shows that these "YeArS oF rEfInInG" their "system" only to give us one of the most simple ladder systems ever made thats built on THE 1v1 games of freaking chess in a game that is 4v1. its lunacy to say the least thinking that was somehow a good idea.
a prime example of how bad such a system is, i just loaded up my first game as blight, literally bought him 15minutes ago, got a brutal killer with one red emblem in chases, with one perk, and what was my competition as a brand new killer?
4 deadhards, 3 borrowed times, 3 Lithes and 2 adrenalines and 3 medkits with healing syringes followed by a nice fat "EZ"
like no ######### it was ez, i was a brand spanking new killer out of the box literally bouncing around practicing the rush power, i even tried to signal i wasnt even interested in winning by swinging at totems and they just rushed the game, teabagged and left thinking they somehow earned the game.
under my system i would have lost sure, one red emblem isnt much to brag about but its a stepping stone of learning and its gauging of where i need to improve, my ability to chase wasnt an issue because i got a red while my gen pressure and hooking was non-existant and the emblems told me this is where i failed so as a system told me where i needed to improve and failed me for not doing said scorings.
under the current system a brand new killer was crapped all over, teabagged then told "EZ" while offering nothing but a big fat "you suck" from the other team in the form of a match that lasted a whopping 7 minutes with 3 health states damaged all 3 being syringe healed and essentially "4 losses" because 4 escapes = 4 losses, while each individual survivor only gained 1 point, meaning they can do this crap for weeks and drag a ton of mid level to low level killer players down hard in ranks pushing them into newer survivor players playing field.
if i was some nurse god (im an average nemesis,demo and pinhead enjoyer) tried blight with all that knowledge but needing to practice my abilitiy, losing 5 games is going to knock me down 20 pegs, now if i lose 10 games i'll be down 40 points, thats 40 wins required for a survivor to plow through to get up higher, now imagine i "git gud" as blight with my nurse knowledge of the game, im now going to stomp upward of 20 games of lower bracket players games because i'v adjusted to the killer but have higher end games experience, then im back to "0" and im now in a position to wreck 40-70 more survivor games till im in my intended bracket.
see how bad that system is now?
40 killer games stomps means 160 survivors were taken down 1 peg, meaning they didnt get affected much while i spike up and cause 4 kills every game, thats not a good system thats an abysmal system that punishes other people due to me being way below my class.
likewise the survivor side if i am way below my skill bracket i have to win 160 games to achieve the same sort of spike that the killer needed to, unless im some sort of survivor god that is undefeatable and psychic, i aint getting that power shift anytime soon.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2581363#Comment_2581363
What system do you think will not end like this?
Unless it is bubba camping is not an issue, tunneling is not an isssue. Most of "tunneling" killers I have seen while playing with randoms -> they weren't tunneling. Most survivors just don't know what it means and it's free excuse for them dying in 10 seconds.
You think you will not get "tunneled" more in high MMR?
If you want higher MMR, then start playing SWF and learn how to deal with camping and tunneling.
SoloQ will just not get there, unless you are really good as survivor and by that I mean Ayrun, JRM etc. good. It's easier to get there as SWF, because you are in control of what teammates you play with. You can be more altruistic = more escapes.
As SWF it doesn't matter if you die, when your friends escape, because their MMR will go higher, so you play against better killers anyway.
the system i would introduce would be focused around pips like the old system but more tuned.
instead of escape/kill = +1, i'd change it to 2red emblems = win, 3 golds = win, 4 silvers = win, anything else being a loss, that way everyone has to do their part survivor side to score up emblems while killer has to focus on "draining hope" over kills (after all, this is the entities whole reason for hosting these games), kills ofc still rewarding a decent point amount but if the killer can get 4 red emblems and no kills i'd still consider that a win even at higher ranks because it aint easy to do such a thing.
red emblems means folks got to play the game good or bad, at least its not a face camp.
the killer gains points for hook progress rather than stages and a small boost when a stage progresses.
face camping for a full hook stage should transport the hooked survivor to the furthest hook from the survivor to discourage cheese killing, forcing the killer to adapt and giving said player a chance to actually play the game.
survivors near the hooked survivor while the killer is if remaining when the hooked survivor is transported will be exposed as punishment for not doing gens/pressuring the killer to want to leave the hook and giving the hooked survivor a chance to play (due to the force face camp)
in the event a face camp happens and the survivor is transported, the killer loses point progress towards hunting, if the transported survivor was transported because of other nearby survivors forcing the killer to protect his hook, the survivors (not the hooked survivor) lose progress towards aultruism instead and any points lost by killer or survivors will be given to the player who was on the hook when transported, giving them a chance to gain emblem progress.
healing yourself with a medkit grants no points, but healing other survivors grants double, give self care a point modifier that allows the survivor who heals themselves with a medkit 50% of the points (current heal self points)
Kindred and Small game current effect will be made baseline for solo survivors (no parties) and the perks reworked;
Kindred = walking within 16y of a survivor allows you to see their aura (up to 80y) or 10/20/30seconds, any perks or items(maps, keys, etc) that reveal survivor auras (besides Kindred) will refresh this buff
Small game = hex totems give off a weak humming sound and take an additional 3/2/1 seconds to cleanse, cleansing a hex totem if the hex is a trap (haunting grounds, retribution, etc) the debuff duration is 50% shorter for you.
and now with current kindred and small game being baseline/SWF(comms), we can balance ALL killers around the fact communications is built in and might actually see balance being more achievable.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2581330#Comment_2581330
I think you don't take it correctly, it's not really reward, it's punishment to go higher.
You don't see it, you don't get rewards for it, you only get harder games.
You really don't want lower MMR for camping / tunneling etc., you want them to go against better survivors for it and get destroyed. If you would lower their MMR, it would work even better next time and they would never have reason to change their playstyle.
Btw it's not like you would be able to gain anything even with rank system when getting camped etc....
i WANT to go to higher rank games because i like both the challenge and ACTUAL teammates.
this is the argument, lower MMR means baddies more often, baddies more often means more losses, its a cicle that feeds itself Ouroboros style.
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@Dino7281 said:
I don't know about that, SBMM system is way better than ranks used to be.
MMR system for killers is as good it can get, because other versions don't work same for every killer.
MMR system for survivors could get better for sure. I wouldn't care only about escape, I wouldn't really care about that at all, just see how much that survivor did compare to other survivors...
aye but currently you are only scored on if you live or die.
face camped a the start of the game by bubba? -1 mmr for you +1 for the killer
tunneled out because idiots dont bring borrowed vs a face camped? -1 point for you!
decided to go insidius pinky finger clown and remove one player from the game by insta down camping in a corner? +1 for you and a forced -1 for that guy as they lose any fun they could have had.
the system is broken atm and ENCOURAGES toxic plays
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2581179#Comment_2581179
U are overreacting it's much easier to escape as survivor than 4k with killer. Even if survivor is potato there are perks that allow u to play like rat and escape almost every game.
i dunno, its been what, 4 years of this crap? and SWF is still the dominant playstyle while solo survivor is bottom of the barrel, singular players dont all play just killer after all and they make up the space fillers for 3man teams or killer roles.
if the solo player isnt respected enough to be able to get fairer and less cancerous games why should they stick around?
at least single player games can offer a challenge that doesnt bend you over and whip you as it demands to win 4 other players games for them while it has you tied up
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@Junylar said:
That's escape based matchmaking for you. The devs have no idea how their own game works since they only play it to test functionality, and the refuse to listen to players. Moreover, with every death your MMR will drop even lower, and you will get even worse teammates, leading you to even more deaths and even lower MMR. Escape Based Matchmaking for solo survivors is a ridiculous Elo hell, which doesn't even deserved to be called "Elo" since it's not even a proper MMR system in the first place.
no kidding, as i type this i am sitting in the end screen of another sandbag match where a survivor from the 10th game decided to body block me into a room with a hillbilly, needless to say i disconnected and left them to their bully match.
and the great thing is this will in turn "reward" me by dropping me lower where im again in even more matches that i do most of the gens and still get bent over and abused
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@glitchboi said:
IMO it should also increase the speed of breaking pallets, breakable walls, and generators.
possibly, would make his map pressure much better, but i say baby steps first, make his chases feel smoother and go from there, atm he's considered one of the weakest killers because he just doesnt bring much to the table, which is sad since he's also one of the killers with the most build options
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@Shaped said:
That would just end up in pig nerf.
doesnt everything? even a pig buff is a pig nerf :)
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@dnj510 said:
https://forum.deadbydaylight.com/en/discussion/comment/2496666#Comment_2496666
Wait, hold on, people take the box hostage? Doesn't Pinhead get a notification when someone is carrying the box? Some type of loud noise indicator or killer instinct?
Anyway, funny thing happened recently. I guess I took the box hostage, unwilling I might add. It was kind of funny, I'm Oblivious but I had Spine Chill active, so I tried to solve the box but I couldn't because the killer kept chasing. I went on a 3-gen chase while holding the box, not because I wanted to, but because the killer KEPT CHASING ME. You can't even drop the box willingly so I had no choice but to keep running with the box until he caught me. It was actually a very funny run.
nope you only get a notification if they are actively solving it.
this means if they pick it up and never solve it they take your power hostage.
the hunt stops for everyone exept the box holder, if they can dodge the 3 hooks they can easily go on totem duty while removing pinheads power from the game :)
"""f-u-n"""
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@NuKeD said:
i don't know if you did a shadow nerf or smth, but i barely could use his chain power, survivors kept avoiding the chain the whole time. he still feels slow and i couldn't even get the chain hunt working... even trapper looks better than him rn.
i tried again, but i'll stop playing him, he's so weak. i'm not having fun at all, i just get mad and frustrated when playing as him.
i'll retry when you buff the ######### out of him, otherwise he can stay there to rot, on my book.
i see you are experiencing the survivors taking the cube hostage.
fun right? having your power completely removed from the game because they can WILLINGLY choose to solve the box or not
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@DaBawb said:
https://forum.deadbydaylight.com/en/discussion/comment/2485528#Comment_2485528
Yes, play to defend the RNG box that goes away if you teleport to it; and is solved in 5 seconds if you want to walk to it with hoarder. Genius.
beat me to it, camping the box is literally holding up a sign saying "gen rush me please" as it gives the player an artifical third objective to defend.
the only way pinhead can find his box is with an addon, which removes his ability to force a chain hunt early. GREAT addon.
otherwise the box is 100% just laying in the world with no way to find it beyond roaming and having RNG bless you in finding YOUR OWN POWER.
his looping is abysmal, his chases require survivors go full potato and run in the open and oh yeah, he has to STAND STILL to use his slow.
the only reason pinhead is above clown atm is due to his scouting potential and RNG chains
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@JoByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/2485434#Comment_2485434
You mean they have tested it 4 times?
Now they have activated it.
they werent tests, they were "live introductions" followed by swift we had to revert back to the old system because of """"bugs""" aka survivors figured out how to exploit the system and get super easy games by having one player in the SWF do specific things to tank so hard that their mmr was at its lowest, party with said person and suddenly the 3 man rank 1's and the "smurf" rank 15 were being averaged at about rank 16 because of how """bad""" the exploiting party member was.
and once they figure out how to do it in this version it'll be the same cycle again.
exept this time EVERYONE but the exploiter suffers
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@latinfla4 said:
More tunneling more gen regression more noed usage less lower tier characters being used its beautiful 🤣
dont forget insidius face camping, im guilty of indulging and avoiding this as both killer and surv respectively.
denying 1-2 players any fun is the meta atm due to how bs the matchmakings swat teams are
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@Astrian said:
https://forum.deadbydaylight.com/en/discussion/comment/2470463#Comment_2470463
Except the evidence shows that it has worked.
I and many others have said that it works as intended. We get great games as survivors working together as they should, and killer games are generally more challenging as people aren't throwing at the beginning of every match. People generally at my skill rating make better decisions.
By definition, the SBMM is working as intended and many in the community can back up my claims, just look at this thread and see the highest upvoted comments.
If it works so well for me and many others and doesn't work well for others, I can only assume a few things.
If you are a survivor player
- You are a player who has thousands upon thousands of hours in the game and therefore should be paired against high skilled killers who pick Spirit and Nurse and run all meta perks.
- You are a bad player who was benefitting from the old system and in a higher rank than you should be.
If you are a killer player
- Again, you are a player who has thousands upon thousands of hours in the game and therefore should be paired against high skilled survivors (not necessarily SWF) who run all meta perks and play optimally.
- You were benefitting off of the old system which had lowerskilled survivors in high ranks and are now being paired against survivors who actually know what they're doing. <--- This is where most killers in purple and red ranks fit in, including myself. These killers are not necessarily bad because they were just playing the hands that they were dealt.
Every single time someone has complained about SBMM, they easily fit into the #2 category.
If you are a survivor player, I'm sorry. You for once in your life have to actually pull your weight and be a team player. I'm sorry that you cannot be a burden on your team anymore. There are 3 other people on your team who would like to have an enjoyable game. Please be considerate and actually try to win.
If you are a killer player, I'm sorry you actually have to try for once to get your 4K. It is extremely annoying for a lot of killer players to join a game and instantly get a disconnect because you are playing a killer the survivor doesn't like, or because they got downed first. Nobody wants to deal with this.
if its worked then why do they keep removing it before a full week goes by because survivors (shockedpikachuface) were abusing it?
they'v "Introduced SBMM!" like 4 times now, 3 of them being complete failures.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2485349#Comment_2485349
Woih the chain hunt starting on the survivor who is holding the box hostage. It makes it easier for Pinhead to locate that survivor, down them, and once he downs them, Pinhead gets to activate the chain hunt immediately.
I feel like the downside to holding the box hostage is enough now.
the chains only really make sound at less than a whimpering injured survivor and isnt buffable, arent "super obvious" on indoor maps or well lit maps and over all can be juked pretty easily, i'v been getting games back to back where the surivors just take the box, go hide for a short bit then do gens, the moment i try to take the box from them their hivemind comes to the rescue, bye bye box i wont see you for another 2 minutes when all the gens are done... oh the gates already open?
"""F-U-N"""
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@T103 said:
I suppose you could run the two addons that make solving the box longer & put Hoarder & Franklin’s on which can help you get the box.
Or you could run the Iridescent puzzle box addon which reduces the chances of survivors finding the box so that chain hunt begins passively.
personally the Lament Configuration addon should be baseline (make its minimum range 22 instead of 16) so that way the survivors have to TRY to find the box, this would achieve the goal of what chain hunt is ment to do, pressure generators, be it due to 1 survivor looking for puzzle instead of gens or all survivors ignoring box to do gens, chain hunt would pressure the gens.
currently you can completely remove the chain hunt by taking the puzzle box hostage. as in NEVER solving it, sure that one survivor holding the cube is being chain spammed but he's not being revealed, all he has to do is keep moving and doing totems and the game is essentially a 1v3 with a powerless killer
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/278894/pinhead-is-similar-to-pig
Thank you, people keep comparing him to clown just because it is slowdown, but he does not play like clown at all. He has incredible slowdown and if you can get good at him, he is a solid high B tier, low to mid A tier.
you can completely disarm and take pinheads power hostage by holding the cube and never solving it.
survivors have full control over if pinhead can use his power or not.
the only killer that bad is... well trapper but even trapper can get some cheap traps in using vaults or delaying the gate
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clown, no contest, guy is built like a truck for an obese alchoholic, even naturally WALKS faster than twinkster can RUN and with how well he shrugs off pain in his lore the little twig wouldnt even do much before the gas arrives.
but the real question is, who would win, pinhead or daddymyers? excluding both their immortality of course.
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@White_Owl said:
I just got in a team that managed to get caught in every beartrap in the map. The problem was that it was an "ash" Trapper who didn't even try to hide his traps.
As a killer yesterday instead I only got pleasant matches.
YESTERDAY.
as in, before the SBMM went live? you know, the thing that wasnt activated yesterday?
so you are saying you had BETTER matches BEFORE SBMM?
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because i bet under the hood theres only 2 factors "did you die?" and "did you kill them all?"
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/2484301#Comment_2484301
Yeah thats the RNG I keep mentioning, his RNG for a chain hunt either on everyone or just the box holder needs to be adjusted to a middle growd. Becauses its honestly either completely useless or extremely oppressing. Once again this is less to do with the survivor and more to do with BHVR's RNG and the Map as in indoor map will have more chances to block chains.
I bet you've had matches where the chains carried heavily, I know I have but you don't complain about the chains being oppressive in those instances. Its like when nemsis gets carried by zombies just being in the right place and downing a survivor at just the right time, no one complains about that rng but they complain every they feel like they didn't get any value.
DBD is sadly an RNG game, you're going to get matches where that RNG carries you and then you are going to get matches where BHVR's RNG bends you over the counter pulls down your panties and makes you its play thing. It sucks and I fell you, trust me I do, I've been BHVR's plaything many a times in my nearly 4k hours. I just feel like its a hard thing to fix and I hope they work on it. But its a BHVR thing not a survivor thing.
big difference between nemesis and pinhead is the survivor cant take your zombies hostage.
sure terrain might do that but at least nemmy can reset them with a quick whip.
pinhead cant reset his box if they decides to abuse the poor decision of how his chain hunts work
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/2484280#Comment_2484280
I mostly play killer, but do play survivor with my friends. None of us hold the box as in your example, but we have only really every experianced less then a handful of chain hunts. Cause we just go and do the box when it appears.
Which you're saying is denying the killer their power, but its also taking someone off gens. Rarely has the box appeared next to us, we usually have to run across the map for it. You may not be getting map pressure from the chain hunts but you are then getting pressure from people not doing gens. Its really a win win for the killer. And this only becomes harder after a survivor dies. The game already drastically changes when it becomes a 3v1 but a 3v1 that also has to prevent chain hunts... Thats pretty oppersive in my limited experiance.
So once again, I am sorry you got screwed over on an INDOOR map by an RNG mechanic. But this still seems more of an issue with the map design then anything else. I suspect you have this issue far less on outdoor maps, I know I do.
its not that they are solving it, they are REFUSING to solve it, the chain hunt doesnt start not because they are solving it, but because they are holding it.
the box will only hunt the box holder if they pick it up, if that single survivor is good as looping, or keeping the killer busy that box is doing NOTHING for the killer but reminding you that your still being looped due to the clink of the chains constantly missing the box holder.
you cannot teleport to the guy to stop him solving the box if he is refusing to solve it, as long as he HOLDS the box, the map wide hunt never starts
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2484254#Comment_2484254
Most likely the OP plays killer a lot. When he plays a new killer, whatever score he's been getting previously translates over. So if the OP was continually getting 4ks on Nurse, then played Pinhead for the first time, then Pinhead gets part of the Nurses MMR to adjust for players that know how to play Killer but don't know how to specifically play a new killer.
i play both oddly enough, it depends on how my mood is, both my ranks pre-changes were usually in the green range, not great but not awful, so would explain some of it but wouldnt explain the uber sweat groups, i rarely saw those before the new system, so far its been 5 out of 5 games
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/2484243#Comment_2484243
I am not trying to be an ass, but your using a map where RNG favors the survivors for his power as your example... Which don't get me wrong, is not great, BHVR should really work on chain spawns for indoor maps. Its not really a fair test or the fault that the players used BHVR bad choices to take advantage of a killer that is so heavily RNG based.
You really shouldn't be complaining about the survivors, but more so that his chains RNG logic for his chain hunts either do nothing or are extremely oppressive and indoor maps exaggerates that to an extreme
the point is there were almost NO chains BECAUSE he took the box hostage, cant have RNG chains if he takes the RNG away entirely, sure the one guy had chains but he was also on a map that favored him, meaning my ability to be oppressive was denied entirely, no killer power should be completely switched off by the survivor (if the killer misses an ability, doesnt setup, whatever thats fine its the killers fault) otherwise its not a killer is it? if the enemy can completely take your ability away thats down right broken.
imagine if survivors could lock the lockers and deny hatchets+knives, disassemble all bear traps permanently or wear gas masks so clown has no effect, it breaks the balance, this is whats happening to pinhead and his box currently
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@Zeidoktor said:
Question: wouldn't the OP be a 0 MMR killer with Pinhead specifically? Or close to it? MMR is by-killer, by my understanding, and the Cenobite's been our barely 72 hours. Unless overall killer performance is also a factor, shouldn't that mean any Pinhead players are technically new.?
if its per killer basis then true, but if i recall theres some info somewhere (if anyone knows where it is please post it) where they specificed they were resetting the hidden skill level to fine tune the new mmr, this in itself is an adament idea but resetting it to ZERO is not
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/2484218#Comment_2484218
If some dude was successfully completling gens and looping you well they had an active chain hunt (which holding the box does, it gives that player a chain hunt)... Then either that player got the best RNG in the world or you just didn't play well. It's super easy to down the player holding the box cause chain hunts slow them down quite a bit.
Now to be fair, this can also be RNG but if he had it most of the game, then as I said before either he had the best RNG in the world or you could have made better plays.
it was the doctors map so indoors, easy to avoid chains, the only time he did gens was when i stopped bothering to chase him because he had an insane amount of body blocking from teammates, pallet RNG, and deadhard, after wasting 3minutes trying to take the box back i knew it wasnt happening so i went for his buddies, they were just as eager to be chased as puzzle box boy.
the game ended with one hook because the box holder got cocky at gates and i dragged him back, but they still saved him and because of D strike, he got a free escape since iths either pick him up and eat the stun or let him crawl to victory.
lose lose situation, thats when i didnt see the point in staying and gave them a quitter bonus and ate a "mmr" hit, i might end up tanking just so i can get a footing because screw this mmr crap so far
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@Zeidoktor said:
https://forum.deadbydaylight.com/en/discussion/comment/2484195#Comment_2484195
I believe it's when they start solving. I'm not sure if the Chain Hunts begin is the survivor is carrying the box (if so that would remove the incentive for just stealing the thing)
correct, chain hunt doesnt happen for anyone but the box holder, asl ong as it remains unsolved, meaning if they just grab it and run around, the chain hunt NEVER starts, so the power is taken hostage by 1 survivor.
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@chargernick85 said:
I don't get it. Killer Instinct procs when they have the box (or maybe when they begin solving) so you can teleport o them. if they don't solve chain hunts begin either way you know where the box is when they have it. Least that's how my game played out.
chain hunt only affect the box holder while they carry it, if they do not try to solve it, no instinct or teleport is available.
he abused this and took the box out of play essentially and just did gens and looped while holding it.
chains were out of play for the other 3 players because of this so they were able to power house the gens and body block me if i managed to get close to taking the box away from him.
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@JawsIsTheNextKiller said:
I don't disagree with your point but the notes on the screenshot are misleading. Ash grade doesn't mean you are the lowest skilled player, it means you have played it very much recently.
Would this game have turned out differently if you were not out of practice and played your main?
match may have gone slightly better had i gone as something like nemesis or spirit, but the whole team had second chance perks making the game that much more unbearable, that as well as clearly being voice commed because the moment i would start a gen, i would see another run past to do the gen, if i end the chase to go tap the gen to stop them they'v all scattered before i even get there, etc.
come end game which i myself initiated because they were 99ing the gate i downed the one guy using possessed to stop him escaping and dragged his ass back in, his 2 buddies who hadnt already left trying to body block the whole time, then proceeded to take turns trying to face unhook, so well in fact one of them used deadhard to stop me from inturrupting the unhook, at that point i just bailed, wasnt worth it.
and yes they smack talked the whole after game with the usual cancerous "haha face camp noob" "baby killer HAHA!" and my personal favorite "gunna cri noob"
it wasnt worth playing after 5 games of this crap, this 5th game was the straw that basically said "this is DBD from now on, enjoy being a survivor only player, a masochist or quit the game"
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@TicTac said:
Grades have nothing to do with MMR.
the grade isnt the issue, i took a 2month break, so im a "0 mmr" player due to their resent slate wipe, the groups im being put up against as a "new" player are so desgustingly one sided its borderline questionable how setting the default mmr to the BOTTOM of the numbers was a freaking good idea.
when you do mmr system you start people at the middle so people can either climb or fall.
starting at the bottom means you will ONLY climb, never fall, meaning whenever a sweat group wants to stomp "ez" games they can just get a DBD gift for a friend, let him "smurf", party with him, artificially lower your groups mmr low enough to be against "ez" matches, repeat ad infinium.
edit: and because bottom of the mmr means you cannot go any lower, new account smurfing will become so abusable that new players will almost ALWAYS be against either sweaty smurfers or literal newbies, no inbetweens, and because losing means no progress AT ALL because your always at the bottom, this pattern with infinitely happen
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@Hoodied said:
Issue with tis is that either this is a bug, or someone is cheating in the lobby
quite possible but i was utterly confused by what happened, tried to let the survivors farm with me because bullcrap is never fun but clown was enjoying the chain hunts to much
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@Shirokinukatsukami said:
You know why?
Because prior to the patch my Survivor queues took 5 minutes.
Today thanks tot he patch my queues are now instant, like they were 2 years ago.
BHVR finally did something right after a long while.
Thank you BHVR for improving my Survivor experience signficantly.
until you realize the only reason the queues are so good is due to bugged hitboxes making playing killer a bit easier atm since its harder to loop a killer because of the reach :)
the moment it gets fixed the longer the queues
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jason would be a great one, can teleport but only when within fog, while outside fog his vision is dimmed slightly.
likely would cripple fps tho
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knowing my luck, when something RE is expected it'll be something like jason or chucky.
i would love to see X or nemesis but my luck always gives me what i dont currently want :P
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try getting spawned just outside spine chill range of an iridecent huntress but close enough to see each other face to face during the start rotation.
got downed within 4 seconds of the game starting.
bet your sweet posterior i rage quit out of that BS
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@Sluzzy said:
Continously nerfing survivors and buffing of killers since the game was released has made the killer role way too easy. Nerfing survivors over and over, nerfing survivor perks, nerfing map sizes, significantly nerfing survivor defenses, and releasing powerful killer perks, slowgen perks, tracking perks, and buffing perks to be unfair such as tinkerer where it punishes the other side for doing the objective. They are oblivious to how lopsided and easy killer has become. Buffing leatherface, doctor, and clown when they didn't really need it.
Streamers boasting of huge long winstreaks, hardly breaking a sweat, the other side has hardly any chance whatsoever to win. It is not even entertaining to watch. It is not only entertainers. Because you have some experience in killer shouldn't be a green light to win 99% or 99.5% of your games. The devs should stop catering to one side and make the game fair for both sides.
i'll pretend this isn't bait.
just because a handful of killers can win effortlessly doesnt mean the majority do.
most cases survivors are the one "memeing" about while they win, the killer HAS to put 110% into every match in case its a sweat group.
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play the worst killer in the game, piggy.
then get hate for being unfun.
you wont win because your the enemy team so just play whatever tickles your fancy, if you wanna play the most unfun to vs setup in the game go for it, sometimes i myself indulge on some forever freddy or quick down ghostface.
its a writ of passage to be insulted for being to "op" in endgame chat, though if the enemy does put up very little fight to the point i'v gotten 2 hooks before 1 gen is done i'll actually slow down alittle just for points sake