MadEyePopo
MadEyePopo
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- MadEyePopo
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Thank goodness I found others reporting this. I have been trying all day to get this yellow glyph challenge done and I fail when I honestly hit each zone! Very frustrating.
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@jamally093 said:
Everyone says oh the counter to Wraith is you can hear him growling...uh fun fact no I can't even with volume up at the loudest I don't hear it either I've gone completely deaf or everyone has super powers.
Because I seriously can't hear Wraith's growling noise people say he has(when he doesn't) so basically like always Wraith has no counter or I just have an extremely old version of the game where Wraith never had a growl.
It is more of a gurgling or snarly breathing sound. You can only hear it when he is fairly close to you - but can still give you an early enough warning to take off before he can uncloak.
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Slugging at least brings some thrilling variety into the game that is not the same when just placed on hook.
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They brought in a new skill check interactive component which is really nice but I don't think it is an excuse for not putting any resources for Lore, Story, and Mori (aka the 3 stooges).
The Skull Merchant is such an after-thought. There must have been something else in the works.
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Two things to enhance the mori experience:
- Multiple moris for each killer where you never know which one you will get
- Give survivor an interactive ability where they actually have a tiny, tiny chance of escaping it - kind of like how you want your character to respond in defense to the action. That would be very engaging.
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I would love to see animated interactions between lobby players. Would I pay for it though? Probably not.
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@[Deleted User] said:
Look at why killers are dodging lobbies and then fix that problem.
A dodging killer perhaps just wants to be able to get to Iri 1 as fast as possible. Personally, I can never get to even Gold 2 and I play close to 100 matches per month.
The de-pipping is the top thing that needs to change with this game. If a killer player knew that they wouldn't get punished with de-pipping after getting steam-rolled by sweaty SWFs, I am pretty sure they would be more willing to use that match to test their skills and even have fun instead of dodging and stressing about it.
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@MikeyBoi said:
Hey guys,
Id like to discuss experienced killers that dodge lobbies for various reasons. Why do you dodge lobbies? Is it:
The survivors have too many hours? Too many medkits? Private/Anonymous profiles? Sweaty survivor outfits? Toxic personality and gameplay from previous games? Too experienced etc…could be a lot more reasons on top of previously mentioned.
I run with a pretty juicer squad and killers dodge us left right and center BUT when I play killer I sometimes do the same thing… As a double engravings Hillbilly main if I see or know a Swf that pre throws pallets when I’m miles behind them cause Ive played them before.. I’m dodging I’m sorry, I don’t want to play against a boring sweaty Swf that plays for a $20 subway gift card against a Billy. If I’m playing Blight or Huntress I’ll stay reguardless if it’s a strong Swf or not for the most part…
This seems to be imo one of the issues affecting matchmaking for newer/ less experienced killers that don’t know what to look out for when they load into a lobby after veteran killers have already dodged multiple times only to then get steamrolled by the experienced survivors that all the experienced killers dodged..
Should the developers implement a matchmaking penalty for killers that dodge too many lobbies? This is a touchy subjective topic but I feel like it needs to be said..
I know you are talking about "exerienced" killers, whereas I just started playing DBD about a year ago. I think BHVR is trying to do something about this, at least in the lower ranks.
For instance, on rate occasions I will run a Med Kit with the Built To Last perk. Almost every time, I get matched with a killer that is running Iron Maiden. I am not convinced that survivor builds is not a factor in choosing which lobby a killer gets sent to.
As for killers dodging a lobby as their only recourse, I disagree. the game now allows you to have 3 different loadouts pre-prepared. On some of my killers, I have load-outs that contain Franklin's and/or Lightborn for when I see 3 or 4 flashlights in a lobby. Much more fun and fast to switch to a new load-out than to dodge and re-queue.
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@kisfenkin said:
I'm the opposite. I like to plan ahead and want to know whether to set aside some money for a game. Since I have no knowledge of what DBD is offering, it is going to go to someone more reliable. In the horror genre alone we have Dead Space, Resident Evil 4, and even Dead Island 2 which are either out or coming out right around the same time frame.
Just plan ahead once they release the chapter. You will be back....they always come back
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This just sounds like a bad matchup. Does this really happen that often in solo Q? Maybe I'm just too low in MMR to come across this?
Then again, maybe that was me standing by the pallet or exit gate just not knowing what to do? jk jk no one is that clueless.
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I am supposing a re-work is in order. When a killer is released it often comes in as a concept that has had some real world testing but only in the Steam PTB. It is great that BHVR is trying to come out with new powers and play-styles for killers. When that happens it may take several months in full release to gather the stats needed to make any meaningful improvements. Give the Knight and his boys some time and I bet in less than a year from now they will be much better.
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@VikingDragonXii said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338650#Comment_3338650
It would bring elitism and more toxic behavior than there is now. Players with higher MMR would talk trash or even greif players with lower MMR.
I didn't know that was a thing. That would suck.
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@Trollinmon said:
For me the issue with knight add-ons is that Dried Horsemeat and Map of the Realm feel mandatory for him. I don't think they can even change that since the reason it feels that way is because the assassin can get you hits with that combo.
Map of the Realm and Gritty Lump are must-haves. What they should do is buff the detection distance and speed of the base guards because without these 2 add-ons my guards hardly have a chance of even detecting someone let alone catching them.
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What, there is an aim assist? I never noticed so I can't blame my misses on that. Are they doing AB testing with a new Aim Assist feature or something??
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@RavenBirb said:
Really getting tired of "try hard mode activated" when the pink offering doesn't flip over in any given trial, can't wait to be able to kill them all regardless of an offering. They should bring back the others and just have them do something similar but different
I think they are going to still have the mori offerings in the bloodweb that allow them to change something about end-game mori.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338648#Comment_3338648
They already do that, I don't see how seeing the number changes any of that at all. They know they're dropping it, whether that's by 10 or 100 points is irrelevant.
I agree. No harm in letting you see your own number. If anything, it would be incentive for bragging rights. Some would argue that would create more try-hards, but who cares? Gamers love stats and there is no solid reason for keeping MMR ratings hidden.
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@jinx3d said:
https://forum.deadbydaylight.com/en/discussion/comment/3288363#Comment_3288363
she is bad though. killrates dont mean #########, nurse has the lowest but does that make her bad?
I may not be a good survivor but I rarely escape Sadako and most games end up being a 4K. I have never played her as killer but to me she seems really strong. I have never watched vids on how to counter Sadako so maybe that could help me.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3280000#Comment_3280000
If the global kill rate is close to 60%, it's not unlikely that versus Solo's it's close to 75%
Currently kill rate against me as soloQ is 77%
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3266928#Comment_3266928
https://deadbydaylight.fandom.com/wiki/Emblems?so=search
This link explains it in pretty excruciating detail
Its kind of a sliding scale as you rank up through the season the requirements to pip get harder, if the depip level was set at the silver requirement all the way up it wouldnt be as bad, and still would activate on people who dc and suicide on hook early and stuff.
No one complains about depips in silver its really only in iridescent that its usually a problem.
No one complains about depips in silver? Man, I am struggling with that right now. These de-pips suck and I am not one to face camp (maybe a rare proxy camp) or tunnel (at least not intentionally).
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@Grumblephant said:
I really support it. Making it based on everyone escaping, I've seen more people being more helpful on unhooking others.
Killer side, I try not to kill but still get pipped, so that's cool too. I don't feel stressed to get kills.
I'm glad others have my positive experience on the new matchmaking. As for still getting pipped when not killing? Well, I think BHVR really needs to put more work into not punishing fair-play killers with de-pips as I unfortunately still experience that a lot.
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@solarjin1 said:
paid actor or one of the new survivor bots? joking.. i'm glad for you man! at least somebody having fun.
I figured not eveyone has my same experience. I think lower-mid level soloQ gains a lot from these MM changes. It just feels good to be able to practice some looping skills as survivor. I never seemed to have that opportunity much before this 6.4.0 update.
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Hi I must be in low MMR but I am enjoying playing Knight. I only have about 15 games with Knight (as killer) and about 9 as survivor.
I think there are still some skill tactics to be worked out. I will let you know after I get 100 games under my belt.
Yes, Knight needs some buffs nd re-works to be more fun, but is still unique enough and comes with some decent perks.
I have replaced my Twins games with Knight if that gives you some hints on my perspective :)
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Next game I played using Doctor with same build registered the 4k in the Stop The Presses challenge.
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Me too. What a total bummer. Adam using only Sprint Burst and Quick & Quiet perks. I had a BPS offering as well as a med kit with items but it didn't say anything about not bringing items - just perks. Grrrrrrr.
DeadByDaylight-EGS-BlueRibbonRunnerBroken.png -
@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3266534#Comment_3266534
Have to disagree here, if you completely remove depips things will definitely get worse, we already have an epidemic of people getting hooked once and suiciding on hook, how much worse would it be if you get rid of the only penalty for it?
I think the best answer is adjusting the way the safety pip works
If there is a dc, regardless of the rest of the match everyone should minimum saftey pip except the dc person
If the killer hard tunnels 1 person, safety pip everyone
If someone suicides on hook, minimum safety pip everyone but that person
There are plenty of other situations as well you could account for but im sure you get my meaning.
I don't think I understand exactly how complex the pip system is. I just thought it gave you pip(s) if you did some stuff and took one away (de-pip) for not doing enough stuff. I just find de-pipping frustrating and I don't do any of the toxic stuff you mentioned here. So in that case, you are probably right.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/352752/the-pipping-system-needs-reworked
Remove depips, that's all
Then you can naturally get pipped up just by playing the game
I think your idea is a simple change that would basically fix everything that is wrong with the pip system. I can take it if the Entity decides "no pips for you!" on a game that I did pretty good in, but it is just a kick in the teeth to get a -1 pip for a good, fair, and fun game played.
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@Blink0925 said:
Hello BHVR, I am writing this because I believe that you guys should take a look into reworking the pipping system. Currently, myself and my friends find it harder and harder to pip. I find that if I do not play an absolutely perfect game, I barely single pip. I feel like I have to camp and tunnel every match to try and pip, but if I do that, I don't pip. If a person DCs or kills themselves on hook, everyone else gets punished. I dont want to feel like I have to play a match in a certain way that I find unfun to pip. I dont know what you guys could do, I am not an expert and have no idea about any of the system, I just wanted you guys to know how it has been lately. Thank you guys!
Thank you for bringing this up. Over the last few months, I have found it painfully difficult to pip up past Gold IV when I could usually reach Gold I or even Iri I.
I'm not better than average, but I play regularly and find the recent de-pipping for a decent and fun game (for both sides) demoralizing.
Re-working pip system to reward time in game, not just acutely situational accomplishments, is top of my request list for DbD.
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@Advorsus said:
I've been saying ever since grades were introduced that they need to remove the entire pip system.
It should just be a single progress bar. As you play and earn points, all points get added up and it goes into this one bar. Once the bar fills you move on to the next grade. That single bar can be managed a lot easier than pips and emblems. You can adjust it easily to fit what they want to see on average playtime each month. Maybe players are getting iri grade to easily, simple, just increase the amount of points needed to fill the bar, or lower it if it's taking too long. Easily managed.
Then you can add a single grade emblem that is a combination of the points you earned in match that will give you an idea of how well you did, for those who want the satisfaction of knowing they did well or poorly.
You could even flair it up to make it more interesting. Maybe instead of just a simple bar it's a vial or a blood relic of some kind. Once it fills it cracks open and awards that set bonus bp immediately so that you have immediate rewards for your time playing. It would just be the static rewards that are already given at the current reset.
Then all they'd have to do is just reset everyone's numbers and not having to worry about BP rewards at the reset.
There's so many options with a more simple system. Idk why they don't do it
Please Please Please BHVR do this!
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Since I'm not on Steam I cannot see the PTB. I guess they will release info when they are confident with changes to be released. I am excited to see new Knight show up in main release soon and love to see updates on how the PTB is going. It has been pretty silent lately, though.
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@Veinslay said:
Agreed with op. Can't stand to hear "GG WP!!!" after getting a 0k. How is getting 0 kills a WP game? It is mocking
I just finished a match as Doctor. I got 2 kills, a DC on death hook, and escorted the last one to escape - and there was only 1 gen to go. Although the tally was clearly on my side, I gave a ggwp and the survivor replied with a gg.
They were crushing gens in the beginning and there were some good chases from survivors.
I guess it depends what is meant by a "decisive" win. I could have made it a 4k but really felt the survivors did better than the k-count showed and the well-played was well-earned. I am glad the ggwp was received in the way I meant it.
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Yeah it's annoying. Very rarely ever do I face camp except for some very rare circumstances. If I get FC'd as a survivor, well I just laugh it off and hope the other 3 are cranking out gens (I go soloQ)
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I didn't even know I was waiting for this but now I am...
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DBD is still recovering from the over-correction of increasing gen times and giving killers shorter times to down in a chase (and this is coming from a killer main). That big change really made for some boring matches, win or lose.
It seems when I play survivor, it is usually a 4K. I'm below average on survivor but I doubt I am the reason for so many 4K's.
When I play killer, it is almost always a 3K and 4K which was quite foreign to me in the past. The only time there was a 4Escape against me was when I chose DeathSlinger to do an orange glyph challenge.
That said, it is getting better again as devs make their micro-adjustments.
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There is no difference. I get the same amount of junk as I did in lower prestige levels. I think BHVR should prioritize this as something to be adjusted as I seem to remember hearing them say they are looking into it.
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@FriendlyKiller said:
I'm having a much rougher time trying to get it than deal with it. Roughly 1/4 of squads try to blind you every chance anyway so I haven't noticed a gameplay difference. I've been trying to get it with blast mine and flashbangs since I suck with a flashlight, not going great so far.
@FriendlyKiller that is EXACTLY my situation. I am a killer main who is having a heck of a time trying to get 4 stuns in a single match - especially since I don't have Head On perk or Blast Mine in my collection. I'm just trying pallets and flashlights.
I don't notice a difference in gameplay yet either as you said, if I get stunned by a pallet it is a sure bet they are going to try to blind me on pallet kick. Same old, same old.
This post has made me more aware of this and will try to take more pallet stuns for the sake of survivors doing this challenge. As always, I rarely ask myself anymore 'what is that survivor thinking?' as the usual answer is they are doing stupid things because the stupid Rift or Daily commands them to do stupid things.
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@_kostas_pap_207 said:
https://forum.deadbydaylight.com/en/discussion/comment/3163908#Comment_3163908
Yeah but this youtuber had very high packet loss but he didn't lag at all
How
It is possible that they were playing from an extremely great internet pipe connection. In that case, your computer could be dropping 6% of all its packets. If running over huge bandwidth/fast speed internet, the transaction to re-send a missed packet would still be a pretty short round trip time.
It could also be that the streamer had some kind of packet shaper running that prioritizes important or preferred packet types but drops packets with less critical priority. That way, packets get dropped but not the essential ones.
I'm just guessing here because there are so many factors to consider.
The incident you report seeing is interesting indeed. I think BHVR will be tuning those indicators to ensure it is giving useful and correct information. Could you post the link to the YouTube video you are referring to?
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Everything sent over the web are pieces of data broken down into many TCP/IP "packets".
So if you click M1 in the game, the key code might get sent in its own packet over the internet to the game server. Hundreds or thousands of packets can be sent/received in a short amount of time.
Sometimes if your internet modem is getting overloaded, or any number of network issues occur, that packet might get dropped by a router and never sent to its destination.
Normal TCP/IP (Transmit Control Protocol/Internet Protocol) has ways to re-request that packet to be re-sent by your computer, but by the time that negotiation takes place, hundreds of milliseconds could go by.
As you can imagine, a dropped packet at a critical moment can indeed cause a lag effect, especially when many packets are being dropped. Not every packet contains critical information that would cause something like a missed M1, but as packet loss counts increase, poor gameplay experience will be noticeable.
It is possible that dropped packets are what can cause high ping return times, but you could also have high ping return times without any packet loss. That is good for you to know when troubleshooting, Sometimes actual packet loss can occur because of networking hardware issues (network card or cable, wi-fi access points competing for the same channel, flaky modem firmware or hardware) whereas high ping return values can just be caused by your Steam app downloading a 1TB update at the same time someone in your house is streaming Netflix at 4K.
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@Notionless said:
https://forum.deadbydaylight.com/en/discussion/comment/2685952#Comment_2685952
Totems, 5 spawn every match in different places
https://forum.deadbydaylight.com/en/discussion/comment/1998383#Comment_1998383
I thought the acronym was monitor?
Now is the "Abuse" part the verb or the noun?
For example:
- Monitor and Ab-yooz
- Monitor and Ab-yoos
People want to know.
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@Ruma said:
https://forum.deadbydaylight.com/en/discussion/comment/2183490#Comment_2183490
It doeant have to be ineffective, it just means its not as good as before, even if the difference is barely noticeable.
That's right. Nerf darts can still take out an eye in certain situations.
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@Moto_girl_bg said:
Thanks all for opinions, I noticed that not so many people use the artist, to me looks very op killer if u know how to use her ability with crows properly. What do you think about her?
Also I bought the twins, it's very funny to play with/vs this killer 😂 I always laugh a lot with little baby but I think it's not so op or maybe need very good skills to use it.
I'm with you on that. I love to play the Twins because Victor is hilarious. By the way, don't call him a baby. He hates that. He is the same age as his sister!
You are right about the Artist. Huge upside. I am working at getting better at Artist but just don't play her as much lately. I think I will go play a few rounds of the Artist now!
Seriously though, Victor does not respond well to being called the baby, Watch out.
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I like any killa characters that seem to be having fun. I could not stop playing Doctor for the longest time because his laugh after each attack would bring a smile to my face.
And Clown. I mean, who doesn't love a playful clown???
I got Hag 5 or 6 weeks ago and much more upside and fun than the Trapper. Note: My MMR may not be very high so your mileage may vary.
Lilith Omen streams have inspired me to play Blight more just for the skill challenge although I do not pretend that I can ever reach his level of expertise.
At this moment of time, killas seem to be favoured in the game balance so it is a good time to experiment with ones you have been avoiding because of their difficulty level.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3150267#Comment_3150267
Most bubbas I face do not camp and he is quite fun killer to face. Killer I hate for most is nemesis he is so common and his testacle has bigger hit box than huntress hatchet.
Nemi's what? WAT?
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3138055#Comment_3138055
What does basement add to the game that doesn’t encourage camping and tunneling?
(hint: the answer is nothing and it’s an outdated mechanic that should be removed)
and replace basement with what? You can't just take it out without something better to stand in its place.
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@Grum said:
https://forum.deadbydaylight.com/en/discussion/comment/3117368#Comment_3117368
Tournaments restrict perks/addons/items that can be used. So, no? Saying a killer is balanced because of tournament settings with their own rulesets, in a game that is largely dominated by casual players, is kind of ridiculous. Especially since basically every Nurse player that took the hour and a half it takes to learn blink timings, plays like there's a $20 Applebee's gift card on the line, and just plays as nasty as possible while running the nastiest builds possible.
But both sides in tournaments have restrictions. I think Nurse is a powerhouse if you can play whatever perks and addons drip with bloodsweat.
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@ImNotBobDylan said:
So recently there has been a few topics discussing how miserable solo queue is, with many people claiming their average winrate being around 30% or even less.
This matches my experience but as BHVR didn't give any stats to confirm, I started to look at solo queue streamers on Twitch and record how many times they win to figure out if we can make our own statistics.
RESULTS
I don't think you'll imagine how bad the result actually is, I expected the winrates to be low but not that low. I took the top 4 english streamers who are doing solo queue currently:
ANGRYPUG : 0 win / 4 games - 0% escape rate (vod link)
PROBZ : 2 wins / 11 games - 18% escape rate (vod)
DOWSEY 3.5 wins / 9 games (counting hatch as 0.5) - 39% escape rate (vod)
Otzdarva : 0 win / 2 games - 0% escape rate (vod)
TOTAL: 5.5 WINS / 26 GAMES = 21% WINRATE
I will continue updating the results later and redo the same experience exactly next Monday with the same streamers to avoid selection bias.
Now assuming this is true, is it known/intended that the solo queue winrates are so abysmally bad? Wasn't there a statement that 50% killrate is the ideal balance? And isn't MMR supposed to bring players close to 50% regardless of balance?
Now, if even these players who have thousands of hours on DBD and probably amongst the highest MMR, can not achieve a decent winrate, how are casual players supposed to?
I was going to argue with your claim in the title by saying the changes are really only felt by low and mid tier survivors whereas skilled ones won't see much of a difference in wins.
Although you have a small sample size, it made me hold back a bit since some if not all of those are very skilled.
From my games, I go 8 games in a row as soloQ where most end in a 4k or 3k loss. I think once in an entire evening was I part of a 4 player escape. On the other hand, when I play killer, I am usually winning with 3k or 4k. Occasionally I will get stomped, but killer is a cake walk most of the time and am starting to feel bad for people playing survivor.
I think the big hit is making killer stun times less and also increasing the speed to blood lust up. They should have just picked one of those, not both.
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@kizuati said:
I really miss that time,ngl. DBD was way more fun compared to the
skillkill based matchmaking.Having fun should be the #1 matchmaking goal. If there is a way to do that again, I really hope BHVR will implement it.
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@maximo99ac said:
hell no 1/3 of my games had a bill that did nothing the entire game, rank system was a pain in the ass.
Hey stop dumping on Bill!
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@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3112707#Comment_3112707
Suiciding on hook could be very easily fixed by literally removing kobes from the game unless you're using Deliverance, or just removing struggle skill checks so you have to wait at least a minute before getting out of the game.
Removing struggle and forcing a boring wait will encourage even faster disconnects. I think the best is to replace a DC player with a bot. Sure, you have half a potato on your team but it is better than nothing.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3117024#Comment_3117024
It's not just fig whisperers. That's the problem.
I have no idea on how to become a Fog Whisperer, let alone a Fig Whisperer.
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@kisfenkin said:
The cheaters have no control over who they were matched with, so the idea that they are 'targeting' anyone is ludicrous. Sure, they might be playing at the same time and HOPE to get into a streamer/whiisperer's match, but that is just random chance and MMR in the end.
It's not as if ONLY whisperers are getting cheaters, everyone has them now and then. Some people never even notice them. Subtle cheating makes it even harder to figure out. It's only when it is blatant that it is definite, and even I have seen blatant cheaters on many occasions. Not lately though, thankfully.
I am also confused by people's statements that cheaters are "targeting" Fog Whisperers and content creators. Are we sure this can even happen the way the lobby system is set up?
I think the best answer so far is for BHVR to step up their anti-cheat sub-system instead of forcing players to get punished for legitimate non-malicious disconnects.
If I get a cheater holding me hostage, which is very very rare, I just go AFK and do something else. However, I have zero people following me so I feel for streamers who get stuck in those situations.
