Lordofweed
Lordofweed
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- Lordofweed
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I play both roles but i'm kinda switching my prioritized role every now and then. It depends if my friends are online. If i play dbd solo, most of the time i will play killer.
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Thanks mate! Didn't knew it was a thing.
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@konchok said:
The directional phase has a very short range. Probably around 12 m. This means that almost like other stealth killers, she can sneak up on survivors. In addition to this she is very strong with exposed perks. Now I personally think she's over-rated, but she's definitely top 5 imho.
Wait What? Spirit can sneak up to players? I mean, technically you could if the survivor doesn't play with sound :)
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Thank you for your help :)
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@bigdaddyjeff said:
Bro why are you so sure about the false information you posting here? Tunneling and camping were non existent?
I played 10 matches in a row and 8 of them the killer just camped and tunneled a survivor out of the game cause it's so easy now.
It's my personal experience.
"but let me tell you, how the first days went."
"On patch day, the first rounds went okay-ish. We pretty much died every match but tunneling or camping were almost non-existent. "
Sorry if that was not clear.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/336015/devs-community-please-read-this
I read your entire post and yes there are some parts I agree 100% with and that they may of shifted it to far Killer side but what made me lose a lot of interest and since is that you admitted to forming bully squads the very squads that brought about some of these changes and what made many Killer go to tunneling and camping to begin with.
I for one have caught my self tunneling a bully squad member because my anger rose too high. I'm sorry that the game has shifted sides so dramatically but bully squads and troll squads get no love from me because toxic behavior I don't condone or agree with.
I would not consider our group as a bully squad as we do not push for gens, so as i said we almost always died (hatch). If we pick troll builds, its totally fine we get tunneled, nobody complains about that. Many times we even had a good conversation in the post game chat, so we like to troll but we are not toxic. No t-bagging, no flashlight spamming or other (in my opinion) unfair mechanics.
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@MrMori said:
https://forum.deadbydaylight.com/en/discussion/comment/3059767#Comment_3059767
Strange way to look at things, it's not exactly an illusion to get more comfortable in chase, move better, make better 50/50 decisions and overall do better.
What I would agree with is that it's a trap in some ways, since the better you play and the more you escape the tougher your opponents become and the harder you have to try. I'll say the solution is to not freak out about not getting the escape, not slamdunk gens like your life depended on it and accept that there will be tough games thanks to teammates and strong killers.
The point I was making is that if you immediately start getting downed in 20 seconds of chase once DH gets nerfed, maybe you should practice basic looping now that you can't rely on a perk to extent chase as long as you can aim it right.
I get what you want to tell me, but it makes literally no sense for me. It's an endless loop. If "person A" got the basics of looping down, than he/she will have a higher escape rate and person A will get better Killers, so person A which learned how to loop at a basic level, now has to exceed his/her basic strategies in order to have not only a feeling of success, but success at all again. If person A got advanced looping strategies down...Can you see where this is going to take us at some point? :)
The endless need to constantly improve, destroys the argument that one should practice more.
This is a fact that I personally cannot ignore. At the same time, I can't take games with SBMM seriously anymore, but that's my own attitude and my comment only reflects my personal opinion.
My point is that it is pointless to tell someone to please do better and only then should you be allowed to have a say, as the argument is nullified by SBMM.
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@MrMori said:
I never ran DH and I cope just fine. It's a crutch for mediocre players and unfairly powerful for strong players. The devs themselves said escape rates were too high. If it turns out you can't run killers anymore without DH, you don't deserve to be in your MMR bracket.
"you don't deserve to be in your MMR bracket." Getting better while "MMR" or "Skill" -Brackets exist, is an illusion. Where is the point in getting better in a Game if you get punished for getting better?
Every second comment here be like: "Adapt", "get better", "just learn how to use it" or whatever... Eventually you will adapt to the new DH if you try it hard enough and a few matches later, you get matched with Killers, which can deal with it, so where's the point in even learning something at all?
I would also throw DH in the bin, where it belongs in 6.1.0. but at the same time i think to myself: "Why should i even care about those changes, when ther's sbmm, which will put me in a lower (or higher) mmr bracket if I was better or worse compared to now?"
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Just don't deal with 360s. Stand like 0.6m behind the Survivor and wait until he has finished his 360 and then click m1 :)
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Nurse, because i don't have to play DBD. I play the Nurse Game.
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@I_am_Negan said:
https://forum.deadbydaylight.com/en/discussion/comment/3039442#Comment_3039442
My comment was more meant to be funny. I joke around in hopes that everyone will stop being so serious and try to have fun in the game, but it doesn't matter playing to win is what's important not having fun. Play something else just means play something else there's thousands of games out there. It doesn't have to be another asymmetrical horror game. If horror is the choice there are tons of horror games out there.
There is no working together to find solutions when killer/survivor mains exist.
I think "working together" can exist. For example: I'm a Killer Main (Nurse) and i played some matches in the new PTB Update and i think Nurse is too strong compared to the live build. That's my honest opinion about this topic and i believe we all can find solutions for new problems which occur.
I also play A LOT Survivor with my friends. We play a few hours every day and i'm aware of the problems which every role naturally comes with. If everyone in the community would play both roles, we could have a better understanding of the real problems i guess. As you have already mentioned, there are hardcore killer mains and hardcore surv mains out there which won't touch the opposite role at all (besides some daylie missions) and this is a problem related to the evaluation of balancing in general. In some cases, it also distorts the amount of likes of comments in the forum and it can lead to a incorrect assumptions, beacuse of the asymmetrical Player distribution in DBD.
Personally, I also had less fun on the PTB build as Survivor than on the live server. Maybe that's just the first impression that speaks from me. However, I had the feeling that the top tier killers like Blight or Nurse were overperforming.
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@I_am_Negan said:
https://us.v-cdn.net/6030815/uploads/CPG0GAZ64Y4O/tenor.gif
DBD is a competitive game not a party game.😂
It's not meant to be fun if you're trying to have fun in a video game you have to play something else.
And which oder asymetrical Horror Game with licensed Characters could you possibly mean? Spoiler: There is no such Game which could be even close to DBD at the moment.
All the other Games out there are like a Shadow of DBD, like a bad copy. Sorry, thats my opinion.
To say somebody should just play other games is always a good answer if you don't want to solve issues and instead provide unsubstantial informations or comments. It reminds me a bit of Politicians or marketing representatives... xD
My comment is not meant to be an attack, but to make you rethink. in my Opinion the forum is also there to share one's problems with others and to find solutions to certain problems together.
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I don't understand why BHVR is now considering changing the Hug Tech, because the Developers which programmed the Game, tied the (hitbox-)collider of the Blight to his camera. They knew if he would look down, the hitbox collision could be affected in a negative way and this could create room for bugs. They can't tell me that wasn't intentional.
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@GoodBoyKaru said:
So a few attentive people may recognise this from a comment I made yesterday (technically it was 24 minutes into today but let's not talk semantics). A couple of people suggested I make it a real post because "That's an excellent guide, very well put together." So, here I am. I've added a few more things so it's still worth a read.
This will cover what is, in my opinion, his best build and why, as well as a few tips on playing him & a few videos.
So hey, it's me- GoodBoyKaru, your friendly neighbourhood Pyramid Head main- here to give some swift Tips and Tricks(tm) to help make you a better Pyramid Head player!
For the record, this was made during DBD Patch 4.7.2
Build
PERKS
My personal favourite and imho strongest build is this:
- Corrupt Intervention
https://us.v-cdn.net/6030815/uploads/5A01IV8RME2M/image.png
Crucial early-game slowdown on a killer without mobility, allows him to stall the game massively because survivors know that if they get found they're doomed.
- Pop Goes The Weasel
https://us.v-cdn.net/6030815/uploads/FHA7ZFNAKVZY/image.png
It's the second best gen regression perk in the game, Ruin is too volatile to be anywhere near reliable on him because, again, no movement speed, he needs gen perks because he cannot move around the map quick enough, 11/10. "But you don't hook pe-" WRONG. You should be getting plenty of value out of PGTW and if you're overcaging then you're taking your map pressure and throwing it out the window.
- Barbeque and Chili
https://us.v-cdn.net/6030815/uploads/SC8THLXSY3RP/image.png
Now, you could obviously put other perks here like Infectious Fright (amazing snowball), Tinkerer (Undetectable is nice and it helps tell you where to go but again no movement speed) or Discordance (amazing info, can sometimes do nothing about it). However I say BBQ because I like the perk and also because bloodpoints.
- I'm All Ears
https://us.v-cdn.net/6030815/uploads/V90CSL0I44NO/image.png
Hands down the best perk in the game for Pyramid Head, that's six seconds of wallhacks. I cannot stress how valuable this is with his power- that is a guaranteed free hit in 9/10 situations. To show what I mean, I've linked a timestamped video below of where IAE comes in so clutch- continues to 5:16 in the video.
https://www.youtube.com/watch?v=XJs4rvkppqs&t=296s
(you can watch the whole thing if you really want I'm proud of the game).
An honourable mention here goes to Ruin/Undying over Pop/Corrupt. As I've mentioned before, Tinkerer isn't a great perk on him due to his lack of speed, but the same goes for Ruin/Undying. You don't have the map mobility to defend your totems, especially if they spawn further away, and you'll probably end up losing two perks before 2 gens go. Corrupt/Pop is just more consistent in my experience.
ADD-ONS
So, his add-ons aren't great. The best ones, by far, are range add-ons which, when combined, extend his POTD by up to 2.5m (10.5m total). These are Burning Man Painting (Rare), Wax Doll (Uncommon), and Black Strap (Common), which ass +1.5m, +1m, and +0.5m respectively.
tips
Okay so rule number one is to not break pallets. Sounds weird but, just trust me.
His power is incredibly strong in a chase- so much so that if a survivor commits to an animation they die. If you don't break pallets (with some exceptions like God pallets) you can do amazing things. Because who doesn't want more opportunities to win a chase, like, instantly? It turns incredibly safe pallets into death sentences
To show what I mean, here's another timestamped clip. Ends at 10:58
https://www.youtube.com/watch?v=gu3X5o9GpjY&t=646s
Learn the range of the power. 8m is specific and sometimes you think you can hit things and you can't. You need to be very careful, especially when playing with range add-ons for so long, because it can and will screw with your perception.
Adapt to the survivors you're facing. A lot of players will fake taking an animation, go to the side slightly to bait your POTD or your cancel, and then commit to the animation. If you turn to the side and release, you'll catch a lot of these survivors out and get a hit. It's really satisfying to do. Alternatively some survivors will commit to the animations regardless, in which case you'll know to aim in the centre. Other survivors will just hold W and pre-drop pallets, in which case you know to leave them because you'll really struggle catching up, or do not use your power.
I cannot stress that enough. If a survivor is pre-dropping W key gaming, do not use your power. M1 killer them.
Don't overcage and don't stress about torment. If a survivor loops you, they'll get tormented. That's just kinda how it works- you stick your knife in, follow them around a loop, and release your POTD after tracking their movements.
To see what I mean we return to the first video, again timestamped. Clip ends at 1:36.
https://www.youtube.com/watch?v=XJs4rvkppqs&t=83s
See how I hug the car, turn the camera and use the power to hit him out of animation lock? Had he kept running, easy torment too.
In my opinion, only cage someone in one of four scenarios:
- You're afraid of a DS (just please don't tunnel I'm begging you)
- You're afraid of an Unbreakable (much more likely)
- You can immidiately get into another chase
- It would place you into a Pressure Point Of No Return (name pending).
What I mean by that last point is that there comes a time in a DBD game where the killer will hit a Pressure Point Of No Return, where the survivors physically cannot come back from the amount of pressure and momentum you're building. The best example of this as Pyramid Head is where you split the map through cages. You have two downed survivors. Cage one, hook the other. Nobody is on a generator, you have a BBQ proc to interrupt the person saving the cage or the hook, and now the last person must save both people. On especially large maps, like Mother's Dwelling, or multi-storied ones, like Midwich, this can force people into second stage and you've won the game at 5 gens. It's more common than you'd think.
If you cage at other times you're probably wasting pressure you could've gotten from a hook.
Learn where you can and can't lay trails. In front of totems and lockers? Amazing. In front of a gen? Not at all, it becomes a Restricted Trail Element and disappears after a few seconds. The DBD Wiki has a section on this which I'll just paste below.
https://us.v-cdn.net/6030815/uploads/2808XTGCLSHV/image.png
I'd highly, highly suggest reading the wiki page on his power as it's really useful in understanding the fundamentals and giving actual values to words. Here it is:
https://deadbydaylight.fandom.com/wiki/Pyramid_Head
Finally, learn where you can and can't use POTD. It sounds like a simple thing but learning where you can and can't use it, however there's a lot to it. For example, learning how vertical changes affect it. Did you know if you release his power on a slope going up it'll fail, same with releasing it on a slope going down. However, if you're barely off of the slope it'll travel down it, but only if it isn't too steep.
It's nuts but knowing where you can and can't actually have an ability is, funnily enough, pretty important.
A few more quick-fire tips:
- Don't just go for animation lock shots. People expect these and adapt. Be unpredictable to catch them off guard and get easy hits. Like this:
https://www.youtube.com/watch?v=0U1k10I-zG4&feature=emb_logo
Bet they didn't expect that one :p
Needless to say that was where I hit a Pressure Point Of No Return and poor Jakey couldn't pick up the scraps.
- Don't spam his power. You waste too much time. Be precise, predict, and adapt to your opponents.
- Don't spam his trails. You move at 110% and you already lack a movement ability, you waste too much time.
- Tunneling isn't the best strategy. I know it seems like it because cages but again, you do not have a movement ability. Survivors can and will facefuck generators and ruin your day substantially.
- Dead Dawg Saloon and Hawkins are both maps you never press M2 on ever. Play like a default M1 killer because the map design prevents you from using your power. They're pretty much auto-loss maps, ngl, unless the survivors really badly mess up.
- Play survivor. Learn where survivors move and how they path, shoot POTD to hit them. That's what I did in that last clip.
And, yeah, that's about it. If people have any questions please let me know and I'll try to answer them as best I can, though I think this is comprehensive enough.
Wow Thank you for your Work to provice us your Guide! I love it :)
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'*=~ Hope ~=*'
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@DBD78 said:
Just played the game, no update yet? Perhaps only on PC.
yeah, probably only on pc. Maybe you will get the update later on console...
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@IamFran said:
Use sharpening filters with ReShade or Nvidia filters, it's what i do.
Nvidia filters also don't work anymore :)
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Yeah, same for me. Can't play DBD anymore, because it looks terrible with AA :(
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2914015#Comment_2914015
Fair enough. Blight takes the most, but Nurse is a close second.
Those two killers have the biggest skill requirement, but also reward the hours put into them. Which some Survivors seem to be claiming is the reason to nerf them, I guess?
I can understand those Survivors tbh. Most of the time i play Survivor and even though i'm a very decent Nurse player i often taste my own medicine when i face a great nurse player. So to play against a good nurse, it can be very frustrating as a survivor, especially when you're not in a SWF group.
I also play a lot of custom matches with my friends (some of them have like 500 hours and a few have over 2500 hours) and even the good and experienced friends say that they can't do anything about me when i play the nurse. They let themselves die on hook. It's not even fun for myself at this point and ofc i do not tunnel, camp or something like that. I didn't believe them that it's so annoying to deal with her until we had another really good nurse player, which played against us in a custom and it was horrible for me as a Survivor.
It's simply unfun. So yeah, i can understand why so many Surivors are crying for nerfs. Even though i love to play nurse i sometimes feel bad for many Survivors.
But how could you nerf a Nurse or a blight, without literally destroying them? It's kinda hard to judge about those 2 killers. Look what BHVR did to Spirit. Once a feared Killer, now (Survivor's perspective) i don't play like i'm in a trial with a killer. Spirit is kinda dead to me and i have no fear to face one.
I really have no clue to solve those problems.
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@AngyKiller said:
So knowing Nurse takes the most mechanical skill and the longest to learn, you think that's the reason to nerf her?
Because, mechanically, she has the best reward for the time put in to learn her?
That's a hard no from me.
I think you're wrong with saying, that nurse takes the most mechanical skill in DBD of any killer. IMO it's blight. I play both Killers and as a blight player you need to learn EVERY object, tile and killer shack all over again (even in different versions of the same map), because some of them are slippery (which is good for Scoot Surfs etc) and some are not.
With Nurse, you just have to learn how your blinks work and how to time them correctly. After that, it's only a matter of time until you can read each type of Survivor. At this point Nurse Gameplay becomes a simple mindgame.
This does NOT mean Nurse is easy to play. OFC Nurse is hard to master but Blight is way, wayyyy harder to master than Nurse.
I'm getting 3500-6000k hours Survivor Teams with Nurse and slightly less experienced Survivors with blight. Just for reference.
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@hastarkis said:
It's a bug, not cheat. Look here:
https://forum.deadbydaylight.com/en/discussion/314358/instant-wiggle-off
Alright. Thank you for your reply!
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@SleepyWillo said:
Was your friend at like 90% wiggled when you were downed?
There was a recent bug (though supposed to be fixed) where the wiggle progress transferred to your teammate if they got downed while you were about to break free. This meant that when you got picked up, your teammates wiggle progress transferred to you allowing you to get free.
Again, this was supposed to have been fixed in the last patch and I have not seen or heard of it happening since. You may have stumbled across a perk combo that allows for it to reoccur? I suggest putting it into Bug Reports.
Yes they were very close to wiggle free in both situations.
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@Chaos999 said:
Could be hacks, but same one in different games sounds fishy. Are you SURE none of your friends is subtly hacking?
YES. The first time happened with other 2 friends. Again with a random Player. I mean it COULD happen 2 times in 2 weeks (because of hackers) but i don't really know if a Hacker could manipulate other Players aswell...???
To me it sounds more like a glitch. Maybe it could also be a problem with my hotas (Stick and Throttle for flight sims). There are plenty of other games which HOTAS User report problems, because a Hotas sends many input signals every second (if the game detects controller/hardware controller inputs aswell). I could imagine, that this problem could be also related to my Hotas. Maybe its a glitch, which occurs, in certain situations, when keystrokes in a particular order were made in a frame. I know of a glitch in Zelda BOTW where you can glitch though the ground with a key combo with perfect timing on the right frame, thats where my idea comes from.
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@katoptris said:
Was there another random in your team? You could have been playing with a hacker.
Yes there was a random. He also played very well together with us and he also took a hook sabo build.
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@DemonDaddy said:
https://forum.deadbydaylight.com/en/discussion/comment/2788845#Comment_2788845
If it's Bubba and they cockily go for a save like he doesn't matter; yeah that's disrespectful to his presence.
I haven't seen a Bubba camp unwarranted in a long time now, but regardless of why the killer is near the hook it's just a bad idea to attempt a save without a situational advantage. Sucks for the person that screwed up and got caught, but the team needs to avoid turning a solo situation into a snowball.
I don't see camping as particularly rewarding without the survivors making it effective, but without positive incentives to replace camping the removal itself won't have a positive impact. It may help some segments of the community while also damaging others.
"I don't see camping as particularly rewarding without the survivors making it effective"
Unhooking is typically something that comes with the role as a Survivor and should not be a tool of the killer.
I dont see why preventing face camping, where a player will get a minus pip without being responsible for the killers behavior would damage the game. Sometimes i see good Bubba players, which won't camp at all - not even proxy camping, which still get 3 or 4ks but in a honorable way. In fact most of the bubba players on Twitch wont camp someone, except for some very annoying and intrusive players, which kinda deserve it to be camped i guess.
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I feel that. I recommend you to try Survivor for a week :)
So much more relaxing gameplay style, i love it. You can even hear music while playing Survivor xD
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I think last year (pre nerf), the perk was too strong. Post nerf, DS is a joke imo. The amount of time it provides until you're finally tunneled out of the match isn't worth the perk slot imo.
Oh, did i mention that your're completely useless for a whopping 60 seconds? That's about 1/5 to 1/4 of a match. WoW :D
Also many killers be like: "Hey [Insert your favourite Smart AI here], start a 60s timer.".
This trick works especially well with Bubba or the Trickster :)
I rather get tunneled (if the killer can get me) out of the match and go for the next match, because i don't want to play that kind of match anyway.
Also BT isn't a viable anti tunneling perk too, because i think many people should be able to count to 12. Bad luck if another Survivor pre dropped every pallet nearby :D
Well, BT is stil much better than DS, so you're pretty much screwed if you don't take it.
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@DemonDaddy said:
https://forum.deadbydaylight.com/en/discussion/comment/2786966#Comment_2786966
Exactly, he discourages bad play and punishes disrespect of his presence. If a survivor tries to save in his face they are rewarded with the proper outcome for a bad decision.
So trying to unhook a survivor, which is getting camped is considered as "disrespect of his presence" ?
I can understand the Survivor having a little sense of justice and going for the unhook even though it will probably kill the whole team but whatever xD
Most of the time he will standing around for 3 minutes until the gens are done and the other 3 survivors are gone so whatever. Fortunately, no one has tried to save someone against a camping bubba in my matches for a long time, besides trading a hook when a survivor is going to get killed every moment to buy some time. In certain skill brackets (or how you want to call it) Survivors won't fall for an insidious camping bubba.
I personally think that camping with bubba is a disgusting and bad behavior and hopefully will be prevented in future patches. In fact i also did that when i was starting with dbd but ofc i didn't improve at all, so i started playing nurse and sometimes blight and ofc Survivor and i'm a pretty happy Player so far.
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@DemonDaddy said:
Bubba is a good example of a killer which imposes consequences for survivor. One of few killers that makes the survivor weigh risks in bad situations even with 2nd chances.
That's because second chances mean nothing if he can just saw through your BT and still going for another down.
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Didn't received my shards too. I also played on Xbox but i didn't play on xbox for like half a year. I'm also on Steam.
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Hey. i would buy a steelseries arctis pro + gamedac or buy a buy a 7.1 surround sound app in the windows Store + a good stereo Headset. Those mentioned 7.1 surround sound apps cost around 15-20 bucks. There are DTS and Dolby Surround. I prefer DTS, because of a higher Bitrate, which makes the sound much better than with the compressed dolby digital app imo.
If you like to hear where a Survivor or the Killer is walking towards, without having to look, i would recommend checking those surround sound apps out.
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Guys. BHVR did at least something right this patch. They made some really bad perks kinda viable (again). They changed some insanely useless Killer and Survivor Addons, so we can have more diversity in our matches with more viable perks. Thats great!
If they "remove" the ability from Survivors to dodge hits, how should Survivors be able to win?
Overall the patch is good in my opinion. They did some things right and instead of flaming and complaining, we should be kinda thankful and happy for that, because we all know, that not only BHVR but also other Game Developer Teams from other Games can do unusual crappy things to their games and therefore we should just stop complaining and instead try to help the devs finding the right path of future features and changes.
Imagine you are a developer and read through the forum posts and like everyone is saying: "omg, such a bad patch again! i will never come back again." xd
Happy Devs/Dev Teams = Better Game = Happy Players =)
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Man Ray from Spongebob....Yes, for real.
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@Shroompy said:
Well since "Exclusives" are really just "Timed Exclusives", they probably will be back at some point
How do you know that its only time exclusive?
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@DesignDad said:
https://forum.deadbydaylight.com/en/discussion/comment/2670592#Comment_2670592
I'll answer what I can so we can both go back to building decks / falling asleep while watching The Big Game. I'm mostly focused on answering questions about the existing system, and not going into too much details about potential future changes.
- For those insta-queues that feel unbalanced, you're correct! Imagine the situation I was describing before where you are waiting and waiting for someone to show up in the queue that's within your range, but from the other side. A group of survivors is waiting (and to be clear, they might not be a full SWF, just that they are grouped together by the MM system), and then you pop into the queue: An opponent who is near the edge but within the boundary for their search. "Wonderful!" the MM system thinks, "I can finally give them a match. It might not be the most balanced, but hey, they're playing after a long wait!".
- We actually had a system in place to prevent smurfing / intentionally dropping your MMR before, and it ended up causing more problems than it helped. That's not to say that it's off the table forever, but rather that it's a really tricky problem to solve in a way that works across the board. it's not at the top of the list right now, as there are other issues that we can tackle with bigger payoff in terms of matchmaking improvements. Prioritization!
- I could talk for hours about defining a "good match", but I'll do my best to summarize: What the MMR system does is predict the outcome of a match before it starts. More specifically, it predicts the odds of the outcomes. With a large enough sample size, it's actually really good at this! If you look at all the games where the system says "PlayerA has a 60% chance of escaping this match", PlayerA does escape those matches about 60% of the time. Generally speaking (and I'm definitely simplifying here, so don't take this too literally) we operate under the assumption that a 50% escape chance per player is indicative of a balanced match. This holds true in most games outside of DbD, be it Chess or [Insert Popular FPS Franchise Here]. If both players are equally as skilled, then the odds of either one winning are about equal. So if you can make a match where the prediction is that the odds are equal, then you've likely got a balanced match!
- Some people are willing to wait 30+ minutes for a perfect match, and others don't want to wait more than 5 no matter what. So we have to find a decent compromise, which is extremely difficult. Remember that the MM system isn't just trying to find you good matches, it's trying to find good matches for every single player!
- I'm not going to go into long-term plans here but I will say that we have consciously decided not to show explicit MMR values for now, as doing this generally result in a lot of toxicity for other online games.
- I'm very familiar with the technique of managing group MMR, and it's something that we have also considered. For a while, I was thinking about maintaining a completely independent MMR for solo queue and group queue, which is something I have seen other games do. That said, several of them have moved away from that technique as it didn't actually provide much benefit for matchmaking, but did result in a fair bit of technical overhead. Overall, we're still open to doing something like this once we feel like we've got a good solution and that it's going to be a meaningful improvement, but there are bigger fish to fry for the moment. As it stands, we're taking the average MMR of the group and using that for matchmaking, which works fairly well at a high level. We'll likely revisit this after we've made other improvements elsewhere.
- SBMM never goes offline. It sees you when you're killing, it knows when you escape. It knows when games are bad or good, so play good for goodness sake! But for real, the MM system learns by doing. When you get matched in something that feels crazy unbalanced, the system is paying attention and adjusting both your MMR and your opponent's MMR accordingly. There are situations where the system can be very unsure about where a player should fit, and so it tosses them into games to calibrate their MMR. When you do happen to end up in a game against these folks, keep in mind that your MMR is likely not being adjusted that much by the result.
I hope that helps clear a few things up. Overall, the biggest challenge of building a matchmaking system is that it has to produce thousands and thousands of matches every day, so we have to take the big picture AND the zoomed in view into account. For every discussion we have about a graph showing all games in the last month, we also dig into specific examples to see how they are panning out, too.
Thanks for taking the time to ask questions and listen! <3
Thank you so much for clearing things up! Those questions were very important for us to know :)
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@lordfart said:
I don't find it unplayable, weird that.
You most likely don’t play enough of the same Killer or your mmr isnt too high.
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This list is a troll.
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@OopsAllHexes said:
https://forum.deadbydaylight.com/en/discussion/comment/2669527#Comment_2669527
It's the strangest thing, the same mindgames done on ranged killers work on Artist, just bait her power and then vault or drop the pallet. Or shift + w if you don't want to outplay her.
Survs even got a perk to counter her in the same patch for holding W more efficient. They dont even need to push any button and still complain xD
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@C3Tooth said:
Last week I played over 10 matches as Trapper and got totally destroyed with 2-3 matches were 2k because I had Noed & Rancor, most matches were 0-1k. Tonight was no difference.
No its not because of skill. Patch after patch the spots in every map that used to hide traps are removed (I can list these spots detailed if you want to). By the time I almost finish setting up, 4 Gen done, then come with trap disarm noti in far distance.
I use Tar Bottle every single match and survivors disarm them like its their breakfast. Amazing that the new map has zero grass on any loops.
Trapper is that one Killer that you can counter by setting graphic to Low and increase screen brightness. I never feel so worthless as Killer in the last week (only when I play Trapper)
I will shift to between Shape, Spirit, Cenobite & Artist (not try her yet).
You could play Survivor.
Or Hag but i can guarantee that (thanks to sbmm) you will eventually reach the point, that you will face only Survivors, that will harass you by activate traps on purpose all the time, so you cant build up an area. They know the activation range and will use that. You wont get a hit because you are too slow with 110%.
So yeah, better play Survivor at this point.
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@Regulus47 said:
Doesn't seem like much counterplay for the crows. She puts down crow, forces you into it, unavoidable damage. Should maybe be 110%?
If anything: 90%. We need to make sure 2 of 4 Megs will escape.
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@Impose said:
Welcome to BHVR, where nothing makes sense and the ranks don't matter
You‘re wrong. Everything makes sense if you choose the right bubba build for the basement.
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@Hunter_Main_322 said:
https://forum.deadbydaylight.com/en/discussion/comment/2664232#Comment_2664232
Here's a small nerf for a big buff
I think the spread of knives should be done by 20% and then your proposal will be balanced
No trust me, additional 12% to the existent recoil is more than enough. It will be very hard even at medium range (about 15m) to spam hit knifes.
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From the worst killers i like Mrs. Piggy the most :3
I mean no other Killer can turn DBD into a Racing Game!
Just down 2 Survivors, open the exit gate, bring them to the gate and convince them to start crawling while you give the start sign (grunt 3 times). 😂
I could achieve that scenario in one single match. The Survivors had as much fun as i had :D
For that reason i pick mrs. piggy over any killer.
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@Aven_Fallen said:
Are you a Killer Main?
No
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@DatFastBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/2665583#Comment_2665583
They won’t get banned it’s not bannable, Mandy already said it
Can you link Mandy's post here please?
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@Chocolate_Cosmos said:
He is very balanced. I like to play him and VS againts him. But what is not okay imo is when Blight players are using macros or techs or whatever else they are using to just hit you no metter what.
Like you can't loop him or avoid it at all. You don't need any turn rate addons for it. You just "by default" slide and turn entire loop or car like it's nothing. He can turn above 90° like no problem. I think this needs to go. It makes the Killer unfair imo. You can't loop him, can't unrun him, nothing. Add Alchemist Ring on top of that with speed addons and you can just say "gg" and surrender.
You know, Killers need to be inventive with their mechanics, so they barely have a chance against high mmr squads.
Its the same with 360s or moonwalks or 360 flicks. I could say, that this is also unfair, because the Killer would have hit you.
There actually is a macro which is cheating imo. Some blights are using lag macros, so they can J-Flick again. They achieve this with an unallowed 3rd party program. They will get banned soon.
Other than that i dont see a problem with hug techs or moonrushes. It's part of blight culture.
I would suggest you to watch some blight guides and try it yourself and then judge...also there are ways to counter blight but you will most likely see them being used in high mmr, so just watch some guides by experienced Surv players.
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@OniWantsUrLocation said:
https://forum.deadbydaylight.com/en/discussion/comment/2664455#Comment_2664455
They need to practice more? Kind of funny that you said that, because I think it's a lot harder to correct the timing than it is to just time it right, you know what I mean?
Edit: This sentence reads very strangely. What I mean is: It is difficult to recognize and correct the early timing. However, this is often necessary, especially with strange angles. For the most part, only pretty good survivors with flashlight experience can do this, so a CD on flashlights would remove that skill component.
I disagree with that. Imagine Killers could revert or reset missed attempts to do a offensive action. Yeah, i think you can see where this is going.
Timing is a big thing for Killers too. Most of the Killers rely heavily on perfect timing. If you miss the perfect moment to throw a hatchet, you may end up losing a match.
Why should a Survivor not get punished for a failed attempt to time the flashlight right? 🤔
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Bubba: Noed, Mad Grit, Agitation and Iron Grasp :3
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No.
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@OniWantsUrLocation said:
https://forum.deadbydaylight.com/en/discussion/comment/2664364#Comment_2664364
Sometimes people use their flashlight a little too early. When they realize they're too early, they can just stop flashing for a split second and re-flash to correct their timing. With a flashlight cooldown that would no longer work, but since it is a skill component, it should stay in the game.
Well i would say, they need more practice. Not the Killers fault.