Kaleria
Kaleria
About
- Username
- Kaleria
- Joined
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Comments
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@Mandy said:
This has nothing to do with survivor main or killer main - this is to do with the system not working as it was intended to, so it's been pulled for the time being.
Believe me, there was pretty much equal complaints from both sides of the game with regards to the MMR so to say survivors only complained is completely false.
Hopefully you fix the system fast because the game has been a nightmare since you removed the MMR system.
Side note: What is being done with the SWF balance because it's getting extremely tiresome to go against groups of 3 1s and a 20 as a mid ranked killer?
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If you see a survivor working their way towards a hooked player or red marks heading that way, you're just doing what you should as a killer; pursuing the survivors. It's the fault of a survivor if they're being chased and they run towards a hooked player instead of away to allow one of their other teammates the chance to pull the person off the hook.
You're not camping the hook because of poor survivor chase skills or because you see three of them walking towards the hook so you choose to stay until you know you can get a chase with value started.
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I'm in the minority: I thought the MMR system was good and was enjoying the matches I was getting with it, no matter if I was a killer or survivor. I felt like I was actually getting match up with people of a similar skill to me on the survivor side, both as teammates and the killer, or as a killer to ones who I could actually manage to play against and not feel like I was bullying / being bullied.
I think how they implemented the system was wrong, seemingly tossing everyone to the same MMR and then having to have us sort ourselves out over the coming weeks (which we didn't give it enough time). They should have done a 1 - 10,000 kind of system where you were placed at a comparable MMR to your current level. If you are a level 1, you start at 10,000. A level 20 starts at 500. Level 10 at 5,000 etc. That way, you wouldn't have seen extreme variance of a brand new player against a 5K hour player except for the relatively infrequent times when people quit the game for months on end then return.
All that aside, I think the SWF just really screws the system, no matter the system. I understand wanting to play with friends, it makes the game a lot more fun to be able to communicate. That aside though, it makes balancing an absolute nightmare. There's zero way to balance a killer against a team with a 20 and a 1 on it. If you make the killer more towards the low end, the 1 will just destroy the killer. If you make the killer towards the high end, the killer will just destroy the 20. If you make it a rank 10 killer, it will still destroy the 20 but be destroyed by the 1. It just can't be balanced.
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Sounds like a combination of going to more obvious spots on the map, being bad at hiding, and the killer just choosing that direction to head at the beginning. 25 is an extremely small sample size too coupled with we don't know which characters / outfits you're running which again, might be a contributing factor to being found so easily.
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@faff said:
https://forum.deadbydaylight.com/en/discussion/comment/1467776#Comment_1467776
people would still use discord though.
SWF people would and still do sure. I was talking more for single queue players or groups of 2-3 to be able to communicate with their other group members.
Proxy chat helps solve the issues that things like discord bring, making the information one side has access to vastly overwhelming.
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@faff said:
allows too much free info, BT is perfectly good without coms.
If they made it open proxy coms, it would be balanced both allowing for the exchange of information to people near you, but also a risk you take if the killer is nearby.
"Hey, I'm in this locker the killer didn't check right by the hook, I'll get you off in a second" works on discord, but if that were in open coms chat and the killer is nearby, guess who just got grabbed out of the locker.
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@SpaceCoconut said:
The easiest solution would be to average the MMR scores of the group and then match them to other players with a similar mmr.
100 & 10 swf duo would get matched up with 55 mmr solos & killer.
Too easy for the better player and too hard for the worst one.
That aside, the benefits a good player bring are a lot stronger than the negatives a bad player do so it should be weighted towards the better killer. A poor player, in the least, occupies time; a valuable resource in this game and something a good player can easily take advantage of. If Bad Player A is popping a gen across the map, the killer most likely is going to start making their way there, leaving Good Player B enough time to finish their gen and move onto the next one.
If you go the fully equal way of it as you describe, I think the only way to potentially balance it to be a decent game would be to make it so SWF groups can't run perks from survivors they aren't playing with currently. That may be enough of a punishment that your better skill and awareness, checks, etc. offset that you're playing against a killer at half your skill level.
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Been happening to me too. I was a rank 14 killer going against a 17, 3, 1, and 1 on the survivor team.
I stood absolutely no chance of winning let alone even putting up a decent fight. No matter what I did, they were right there with a flashlight, hopping in a locker and then stunning me as I tried to catch someone else or just endlessly looping me around a wall. If I gave up on one survivor, I'd just go off and encounter the same exact thing somewhere else. I stood no chance of winning, they knew it, and they behaved in a very toxic manner because they knew they could.
Another time, I was introducing two new players to the game. I was a rank 8 survivor, playing with a rank 5 friend and two rank 20 noobies. We were matched against an 18 killer. Me and the 5 were able to do the generators with no problem, run the killer when needed, help and guide the new players. They didn't really learn much because for the most part they could safely sit on a generator and just do that while the other two of us were able to do anything that was needed. It wasn't super fun for them and I can't imagine it was for the killer either.
I really don't know much of a solution though, because SWF is going to skew the numbers dramatically. I feel in cases of SWF though, the higher skilled player and the ability to communicate should weigh the balance towards the higher player, not an average and definitely not towards the lower player. In the first example above, the killer should have been towards the 1-5 range to give that team a challenge. In the second, a level 10 killer should have been the minimum, and even then it would have probably been survivor lopsided.
I feel the wait times have also been quite long, especially on the killer side. 5+ minutes seems to be the average, which is a fairly long time to then be put into a potentially lopsided match.