Gaming_Gamer
Gaming_Gamer
About
- Username
- Gaming_Gamer
- Joined
- Visits
- 61
- Last Active
Comments
-
@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2498843#Comment_2498843
So empathy and my experiences, hm?
My empathy tuns out when people have as if this game is the one and only and whine accordingly.
Fitting to that my experience? Especially with the new SBMMR? I don't have any. I don't know if I said it already in this thread but i play this game only very sporadically for the last 2-3, meaning once or twice a month if I am in the mood because while i like the concept and style of this game, which make it unique, i have a plethora of other games i like and still want to play.
I would get bored out of my mind playing one and the same game for more than a few hundred hours and can't comprehend many people playing a game for several thousand especially alone. The only games where I have hours even remotely close are world of warcraft and league of legends accumulated over 10 years (not 5 like people in DBD) and that also only because I had friends to play them with.
So neither my empathy nor experience match with most people here and I argument mostly from a logical standpoint not a subjective one, unlike many others that only vent their frustration while leaving logic and reasoning behind.
But your argument isn't logical, it is based only on assumption on how the system works. And if it is based on assumption, then logically, it can be false.
Most people play games to have fun. Forums are a place to give feedback about the game. If people are not having fun but care about the game and want it to change so they can have fun, logically they will come to the forums to express their frustrations. Trying to tell them why what they experienced should have happened based on your assumed understanding of how the system works is unhelpful.
If you don't care about the game that much, why even come of the forums?
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2499052#Comment_2499052
16k to 22k is about normal for a survivor escape scores. He also killed someone really fast.
The grade system isn't used by SBMMR, however the grade system does grade you on what it considers necessary for a win. So it can still be used a rough estimate of their skill level.
Still completely disagree on scores. If I only got 16k or 18k on survivor with escaping, it means I didn't do much during the match, or couldn't because the killer couldn't down people. And 16k on killer is really low.
You absolutely cannot use grades to determine skill. They all reset to the lowest level every month. I could be a high MMR player but because I didn't play until the 10th of the month, I am going to have a relatively low grade compared to everyone else. And now you can't depip to a lower grade. Grades are even more about how much you play in a month and less about skill than ranks were.
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/280267/sbmm-is-totally-fair
It's hard for me to tell what's going on here but from what I'm seeing is you are playing against 3 ash players and 1 bronze player while you are also an ash, so the levels seem pretty consistent. Also, the score seems pretty even across the board so the game wasn't crazy lopsided. What's the issue?
What do you mean by the levels seem pretty consistent? SBMM doesn't use the grade system for matching so they in essence mean nothing to the players' skill level.
I would also disagree with your assessment that it doesn't look lopsided by scores. They look low to me. With those scores I would assume he didn't hook many survivors so he got low scores for not being able to down enough survivors and they got low scores because there wasn't much opportunity for altruism.
-
@burt0r said:
First of all expecting behaviour to keep any promise they make is delusional. They have shown time and time again that they a) their word and promises are worth scrap (see console optimization in the first year, early game improvement in the third year (and this nemesis perk is not a satisfying substitute), key changes several times and many other points) and b) the devs themselves don't even have the in-game knowledge that is up to par with even mediocre players and even moreso far from the top.
Second, my point is not the undisclosed MMR number but that maybe your pig and doc aren't as far apart as you think and that the survivor that are easy on your doc are of the same quality as the hard survivor for your pig. And both timer the opponent have the same elo difference from your killers but one time below and the other above.
You are guessing at how the MMR works to try to suggest to the OP that the system worked correctly. No one knows because the rating isn't shown. You are trying to say the new SBMM system works while also saying don't be surprised it doesn't work because BHVR doens't live up to their promises. All of this speculation could be solved by them showing the ranking numbers.
As for your rank based match making example, how is going from one matching system that could produce lopsided matches better than this system that can produce lopsided matches? That is what people are expressing their frustration about. The games are supposed to feel like you were matched with similarly skilled people, which for some people it seems to not be doing for some reason.
Instead of trying to argue with people about their experience and shoot them down with assumptions, why not just try to show a little empathy and offer how your experience has been?
-
I've noticed my games seem less fun on both sides.
-
Borrowed time was created to counter camping killers, just like D Strike was created to counter tunnelling killers just like Ruin was created to counter gen rush, just like Hex Undying was created to counter survivors finding your totem in the first 30 seconds. Most of the perks we get are created not to make the game more fun but to help against anti fun game mechanics. BHVR is the only one to blame for the boring meta perks that both sides use instead of fixing bad game mechanics.
-
I think you should solve it right away at the start to give everyone more time on gens initially, especially if you are a strong runner. Then you can wait to solve it the next time when your meter is close to full to give you time on gens while still avoiding chain hunt. I don't think holding it is a good strat because if the killer isn't chasing you and the chains are spawning you are essentially like someone hiding in a corner not doing anything. If I was Pinhead, I'd let you hold it and spam me the whole time and just ignore you.
The biggest problem though is how much stronger it is in solo queue than SWF comms. You have know idea if your teammates are going for it or not. I'm solo exclusive. In most of my matches, every survivor not being chased is usually running for the box or none of use are. Add ruin on top of it, and gens just don't get done with a halfway decent killer, even if they can't use his chase power that well.
He is just another solo stomper killer that has a hard time with coordinated SWFs on comms in my opinion. Especially with ruin/undying.
-
He is just another solo team stomper killer that has a hard time against coordinated SWF on comms. Run ruin/undying and benefit from none of the solo survivors knowing who is going for the box or working gens or looking for the totems. Either way, half the team is being chased or going for saves and the other half is dealing with chain hunt or trying to find totems and no one is doing gens.
This game could be balanced so much better if they would just add in some simple ways for solo survivors to communicate. A global ping system like League of Legends that let you say things like Being Chased, Going for Save, Going for the Box, etc. would help close the gap without giving any extra benefit to a SWF team that is using comms. Then if he starts to under perform, buff him.