Waldbeere
Waldbeere
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- Waldbeere
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@Pulsar said:
Trust me, it could be worse.
You could've played against me. I'm a Console Killer AND I'm perfectly capable of destroying most teams.
👍😄
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Hm, I had to think about it for a few minutes. I would say:
The whole winning/loosing concept.
What I mean? In my opinion the game gives you more negative feedback about your gameplay then positive.
For example:
- You loop the killer for the whole match and at the end of the trial you die and get less bloodpoints then your teammates also you mmr decreases which is important for some players.
- Although you are left in the game with only 1 other survivor you manage it to repair all generators. At the end you both die and it feels that it was just a waste of time.
- You try to play a fair and fun match as a killer. At the end you have 8 hooks but everyone escaped. Instead of telling you that this was a amazing job, because it is much harder to fight the whole game against 4 survivor, the entity is displeased.
Just a few examples.
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For me the map is ok. The only think that i don't like is the brightness. I wish it would be a little bit darker. Not for hiding, only for the atmosphere. It looks like its 2 PM and I thought we should die until the day starts and not 2 hours after lunch 😲.
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Killer
Basement's best friend: "Wait, Mr. Killer. I'm hungry." The basement follows you.
Survivor
Atlas: "You own the power of the mighty Atlas." Use the 2nd ability button near a generator to pick it up. Press the 2nd ability button again to drop the generator at a your position.
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Killer
Heart Attack: Everytime a survivor has to scream while inside the killer's terror radius he instead gets a heart attack. This survivor can not move for 30s. After 30s this survivor also falls into the dying state. During the 30s countdown others survivors could do a cardiac massage to save this survivor.
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@hastarkis said:
https://forum.deadbydaylight.com/en/discussion/comment/3261264#Comment_3261264
Oh, got it. Then my last point still should be valid. I told more about structure and size.
And yeah, I know people dc for everything, still if it's 10th midwich with nurse starstruck I pretty can puke my frustration out and just insta DC to close the game and don't return untill next update. And I have DCd intentionally like two times only out of my 2k experience. I just can imagine how frustrating could it be, even for me. Of course, maybe, I won't DC, I just will close the game after 9th nurse without even trying to play 10th game. Result is kinda same.
You said yourself "If there are too many loops on a map you would also fix the map and remove loops and not decrease the survivors running speed", so if there's builds that strong rely on maps maybe we should change builds or maps and not decrease survivors' offerings value to band-aid the problem. Wouldn't it be better to be able to play SM Myers comfortably on most random maps and bring Halloween event offering instead of Lerys? Different playstyles still can be different even after you address the problem. Anyway, even if we have different points on how to fix this we have at least one thing in common: I like SM Myers too xD
I like all Myers, he's my main :) I want some love for him from bhvr :ccc at least graphic.
Sure, if there is an idea to make this builds playable on every map, that would be great. And if then finally every map would be balanced the only reason to use an offering would be for fun. This would be the best scenario. I think it's not easy and keep the variety of such builds and make them work on every map 🤔. But hey, maybe some designers have ideas 💪.
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@hastarkis said:
https://forum.deadbydaylight.com/en/discussion/comment/3261121#Comment_3261121
Your suggestion is here because you assume every map is balanced. It's your words. That's why I talk about balancing map. You suggestion should be implemented after all maps are balanced. But if maps are balanced why we even need smth like your suggestion?
Right. Again. I don't put words in your mouth just continue your logic. I'll try to explain.
As I understand, you are trying to say that those map-specific builds have disadvantages on every maps and work NORMAL on only one map. So it's kinda fair to let them get normal gameplay on that one map just like everyone else has on every map.
But that's not true. Some of those builds - maybe. But we also have other builds that work normal on all maps and have HUGE advantage on some specific maps. And that's the reason why those killers want to bring those specific maps.
Yeah, SM Myers can't perform well on wide map, but he can perform ok on Midwich and The Game but a lot of Myers with wallhack tier 1 bring Lerys. And not only lerys, they also bring perks! I just can't agree that all of that is JUST because of build. This game has a goal and every player is trying to achieve it one way or another (otherwise their build should be called meme build, and if they just goof around with no intention to kill they don't really need this specific map). But ok, let's say Myers is one of those "legit" killes whose builds can be bad everywhere except couple maps.
But Impossible skill check Doctor or Starstruck Nurse can perform pretty well on every map but they are significantly stronger on small maps where survivors literally can't avoid key perks. WH Wraith pretty can get value on every map, even huge ones, still small indoor maps with walls or 2 floors give him much more value. RPD with no-boxes-before-gen and everyone-start-with-boxes for pig. Pig definitely get value on every map but RPD put survivors in a huge disadvantage. Now that can be easy "countered" by random offering (not completely countered, only this external value), that's why it's rare. And you want to make it pretty guaranteed. Can you guess how first minute DC ratio will change? :D
You are trying to defend SM Myers and I bet that after implementation of your suggestion EVERY nurse will be starstruck-awareness-midwich. And wesker definitely can find strong build for his 40m TR. And there will be much more of them because now it's risky so they don't bother to use offerings most of the times or loose them by offering battles but with 50%+ EVERY game - sheeeesh that will be a must have to make games easier. And this won't be fun for survivors.
And - again - after that, all survivors will start to use reject-any-map offering. And all this will be for nothing. Maybe it's better to buff map-specific builds that are too weak rather then buff strong ones? Or rework Shape completely, after all.
By assuming every map is balanced I just want you to ignore the balancing aspect. I just want to support playstyles. Because I think the chances should be fair. If there is an issue on a map because of balancing that should be fixed in the map and not be provided by different chances in the offerings. That's the wrong direction. That's was what i meant with "assume ever map is balanced". Maybe this wasn't accurate enough. If there are too many loops on a map you would also fix the map and remove loops and not decrease the survivors running speed. That was the idea 🙂.
You know the people dc for everything, if it makes sense or not 😌. I had someone in my team who dced after he realized the killer was a plague although she hadn't injured anyone. It's just "I don't want to play again this killer. I don't care about the others, bye".
I like the aspect that some killers can have different playstyles based in their addons. For me it's more exciting.
I hope the Shape's SM build will stay. It's so much fun to play against 🙂.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3261187#Comment_3261187
it's about getting fair chance. Devs think that 60% kill rate is fair. For me it's borderline unacceptable. For this reason any additional killer buff is not acceptable. Getting consistently stomped is just no fun.
I would agree that for mirror meyer case he should be able to pick the map. Problem is condemn sadako on midwitch or the game. Problem is legion with anti-pallet build and addons. Problem is nurse or blight that picks mcmillan or autoheaven. Problem is full regression doctor picking saloon and camping his 3gen until survivors DC or sloooowly die... All against 1 meyers build.
Yeah, I understand the frustration. I'm playing in solo queue and I would say I loose like 80% of the matches 🙁.
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@CodeDB said:
https://forum.deadbydaylight.com/en/discussion/comment/3261142#Comment_3261142
I don't get the difference. The reason a Scratched Mirror Meyers wants an indoor map is to be able to sneak up on people and cut them off in chase. Which also, theoretically, helps them win, right? Sure, they can be doing it for the giggles but it also directly helps that build get more hooks/downs/sacrifices, aka winning.
As someone who was working through the rift yesterday and was trying to get the Balanced Landing challenge done, and ended up getting Shelter Woods twice and Suffocation Pit once, its equally as frustrating on the survivor side and has nothing to do with wanting to win.
Oh sry, I thought it was clear. My fault 🙂. He added in my quote "(and not to win)". And that's not what I said.
I don't think it just helps to win. It's required for the build in the Meryer's example. It's nearly useless without a good map. That does not mean it's an auto win, but the opposite is maybe true. Getting another map is maybe an auto loose. And the chance to get another map is much higher, if currently your vote is against 2 votes. Getting another map as survivor while you have Balanced Landing is not such a huge thing. It's not that because 1 survivor couldn't use his Balance Landing they will loose the game. The impact in much smaller.
But again, the whole discussion and maybe the excitement is because of the edge case that both partys throw an offering. I already see in this discussion that winning is the most important thing. And the reason to throw a map offering is only to win. Maybe I'm too different 🙁.
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@CodeDB said:
https://forum.deadbydaylight.com/en/discussion/comment/3261121#Comment_3261121
From your first post:
I would say some killer builds require specific maps. For example you won't play a scratched mirror Meyers on a big open field. I would also say that more often a killer needs a special map to play on his build then a survivor. Suvivors chose maps mostly because of the win rate and not because of certain perks.
How is that not saying survivors bring maps to win and killers bring maps for builds?
That's what I said. I did not say killer bring this to win. That's a difference.
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@hastarkis said:
https://forum.deadbydaylight.com/en/discussion/comment/3261079#Comment_3261079
>>Assume the maps are balanced as are prerequisite 🙂.
How it it even possible? Like, ok, let's assume maps are generally balanced. Then either you don't need specific map to make your build work OR by choosing specific map you get some sort of advantage.
Then, either this advantage isn't that big (then it's not a big deal if your offering doesn't win) OR the advantage is so huge you really want that specific map. In that second case how could map be balanced if some specific build gives you huge advantage on it? Like let's get wallhack wraith. Doesn't matter how balanced maps are in general, every map with LOTS of walls will give Wraith huge advantage. And ability to use this advantage every game can be balanced by only one way: by making all maps with similar number of walls and positions. Then there's no point in specific offerings.
Doc with impossible skill checks relays on small maps with several floors. Then if 1,2,3,4 maps are small and 2 floors and 5,6,7,8 maps are big and wide those maps clearly aren't balanced in between.
Same with every other map-specific build. If you assume maps are perfectly balanced then there's no map-specific build. And if there ARE map-specific builds then you don't have to get value out of it every single time, it's even more unbalanced.
As for "And final, how often does a killer really use a map offering?". It is rare (not really but ok) because there's nothing to "abuse". If killers know they will win offering battle in most cases (and your suggestion makes it so) then they will use that. Just like now they use camping and tunneling. And just like now sabo swf make sure their map win.
https://forum.deadbydaylight.com/en/discussion/comment/3261093#Comment_3261093
Yeah, so survivors bring maps to win and killers bring maps to use builds (and not to win). If I bring balance landing (for archive or anything) I definitely will bring any map that have more than one drop places like the Game or Saloon. If I use detective hunch or Distortion I will bring 2 floor map to get tokens out of terror easier. If I use boons, maybe I will bring 2floor map either. If I use boil over I will bring map to make sure I can use it everywhere and don't have to abuse one spot in main building like idiot (or don't use it at all). If I have lucky break and bite the bullet I'll make sure I'll bring non open map to make killer loose me easily.
That's just a small portion of survivor builds you can have better use of on some specific maps. And now you decide that some map-specific builds for killers are more important that mine? And that I have to either play swf to beat the bet (and make killer's life miserable) or use rejection (with chance to not get map I needed)? How is it fair?
Then you say "But there is a difference between "I want a indoor map. I don't care which one, but without my build is unplayable." and "I want Haddonfield, because with Balance Landing I can't loose, because the killer can't catch me."
So...there's a difference between "I want open map, I don't care which one, but without it my build will be unplayable" and "I want Midwich because then my TR will cover every corner of it and once I land one hit on everyone I won't be able to loose because of thana and coulorophobia"
And here we are back to balancing. There SHOULDN'T be build that works super good on some specific maps (except meme ones). All builds should be playable and winnable (both for killers and survs) on pretty every map. The fact you can get so huge advantage on one map that you can't handle getting any other map is not an offerings' problem. Let's balance all maps and then you won't be so afraid to play on any of them with every build you want (and won't be so afraid to get some specific offering from survivors).
Untill then survivors will just use reject offering and deny all your priority.
"Yeah, so survivors bring maps to win and killers bring maps to use builds (and not to win). "
And I also did not say that. Please do not add words I haven't said. I respect that you do not agree. But you still talked about map balance a lot. This topic has nothing to do with balancing.
I play for fun and that does not mean necessary for a 4k as killer, which might be your definition of ia win, if I would guess?!
But you can try to play a scratched mirror myers on a wide open map and where everyone can see you before you can. I bet that's a lot of fun for everyone without bloodlust and nearly no lunge attack. And this is not a meme build. A BK Meyers would be a meme and that is not longer possible.
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@hastarkis said:
So, you say survivors bring maps because of winrate and killers bring map just for fun? Not because their build (aka perks and addons) work better (provide higher winrate) on those maps?
Also all solo just will be forced to use reject-any-map-offering offering. Like it's 90% win for killer with one survivor's map offering, either you play every game vs impossible heal skill check doc on midwich or you play vs impossible heal skill check doc anywhere else with at least some chance to get even map. Choice is obvious. Your 90% will mean everything in one case and mean nothing in other.
You can suggest to not stack same offerings (like 4 haddonfield offerings from swf will give same probability as 1 haddonfield so you still will be able to get lerys), but your suggestion is broken. Casino roulette gives more chanses to win a bet than your suggestion gives to both sides.
I did not say that ☝️. I said that the killers most of the time throw a map offering because of a specific build.
The survivors throw it pretty often for the win rate and not for the build. There may be some exceptions, but how often does a survivor throw a map because he/she want a better usage of bond? 🤔 Now you will say "Hey in the past the survivors used Balance Landing on Haddonfield'. But there is a difference between "I want a indoor map. I don't care which one, but without my build is unplayable." and "I want Haddonfield, because with Balance Landing I can't loose, because the killer can't catch me.". The last one is more an abuse of balance issue. And even , if you get the wrong map as a survivor the impact is much smaller. I assume you will confirm that.
Most of the time it's all about big maps, strong loops and good spawns. And that's absoloutly ok 🙂. They're are allowed to do this. But it's sad that one offering of a survivor has the same weight like the killer's one where the impact is.much bigger.
A sabotage squat can still throw 4 offerings. That shouldn't be a problem.
And as I answered the person before. Don't forget this is an edge case where the killer and the survivor throw a map offering at the same time. That's pretty rare 🙂.
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@Gandor said:
This would mean killers will get their map practically always. The only possibility this would not be true is 4man SWF (and as devs stated 4-mans are rare compared to solo or 2-mans or even 3-mans).
Also killers already have 61% kill rate. Why do you want to buff stronger role?
Also perks - not true. As a survivor there is just 1 possibility when you pick midwitch - and that is if you want to try out sabotages. For every other build the map is terrible. If you want to take balanced landing, you never ever want to take mc millan as there is 1 map that has 0 BL spots (not counting shack stairs which have 0 usage) and only coal tower & iron works decent main for BL (compared to say the game or RPD). There are multiple instances like this.
As an addition - maps are quite unbalanced. As killers are able to already win 61% in high MMR considering survivors can pick garden or crows maps, what do you think would happen when killers are almost guaranteed to get midwitch or lerys or any other map they create their build for? (e.g. getting the game against some killers/builds is total pain with very little chance to win).
Hi thanks for the reponse, I assumed this reaction 🙂.
My suggestion is not for game balancing ☝️. That's a total different thing in my opinion. A mechanic like this must be independent from balancing, otherwise you could overhaul it after every balance patch. So lets assume the maps are balanced.
I play survivor 90% time. So it's not the view from a killer player. And the only exception for balance landing is Shelter Woods. I used Balance Landing a lot and you will find a usage everywhere. And you can sabotage on every map. Of course it's easier on maps where the killer can't see you. But you don't really won't compare a less effective sabotage with a complete build destroyed build 😲. A survivor's build is by far not so independent on a map. I think you can't compare a full build that's ruined vs 4 players where maybe are 2 perks have less usage.
Don't forget you play 4 vs 1. If your build is not perfect there are still 3 other people. For a killer the game can be nearly over at the beginning.
And final, how often does a killer really use a map offering? 🙂 It's already total rare and 90% time it's used for a specific build. There are so many groups outside there. At least a pair of 2 people. Even 2 people can throw the same offering and most of the time they will win. Additionally 4 players have 4 times more offerings then a killer. There is nothing balanced about this, if you compare this equal.
I think the direction of your comment is more that you are afraid that the killers kill tate will increase. But again, balancing is a total differnt thing. Assume the maps are balanced as are prerequisite 🙂.
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Hi @Mandy , are the amount of up votes important for your considerations? Because I think the most people read and write in general discussions.
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@Roadrunner said:
I either get survivors who can loop me for 5 gens without a problem or i get survivors who don't know how to press w. What is happening here. i just want challenging matches. Not a easy win or an impossible match. PLS fix the mmr system
Sounds like matches where 50% of them are wins or loses. That's the proof, the MMR works 🙂.
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@Katzengott said:
https://forum.deadbydaylight.com/en/discussion/comment/3259094#Comment_3259094
" I slow down, if I see that the killer has problems."
Believe it or not: In 6 years, this is the first time i heard such a thing from a surv.
You mean like opening chests, doing totems and... stop working on gens or do them less effectivly?
Yes exactly, but most of the time this doesn't help a lot. In these matches where the killer player is struggeling even 2 survivors finish the gens pretty fast.
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@Meako said:
I'm a survivor main, who currently plays killer, at least a few times a day. I don't have any problem playing killer in regards to experience/skill, and this isn't some rant about which side needs buffs or nerfs.
I play survivor so much that it can often feel boring, and i ponder the thought of playing some killer. I love many killers and how they're designed, and i'd love to invest the same, if not, more time into playing as killer. However, when i play killer, the mindset is completely different. You can't use a fun or experimental build like you can in survivor, without the real expectation that you're probably gonna get pwned. Sometimes it feels like the system is against you, and you have to play aggressively to come close to winning. It feels like all hell is going to break loose, if you don't kill at least one survivor in the trial, or you've failed completely. This is regardless of how many hooks you got.
When i play as survivor, winning means almost nothing to me. I can take the fat L consecutively. As killer, it genuinely sucks. I've gone so far as to play Nurse with a sweaty build and secure the 4k at 3gens. Then i'll feel empty, like i didn't really enjoy playing so sweaty, like i didn't really deserve the win too. However, i'll play a killer whose playstyle i genuinely enjoy. A killer that isn't considered as strong at high MMR. Then i'll get served by a sabo squad or something like that. Before you know it, the only real move left when you've completely lost pressure, is to start camping and tunnelling. Which i don't think anyone enjoys.
I asked a popular twitch streamer who plays killer almost always, "What's the secret to becoming a killer main" The response i got was "You have to secretly enjoy pain" . I don't really know what to do with that so my question goes out to other killer mains i guess. How do you do it? How do you take the L and move on so religiously. How do you shake off the competitive mindset, and play for fun. No matter the build, no matter the killer you've picked, and regardless of the outcome. Do i just need anger management? Do i have an inflated ego, or are you guys just built different.
Thanks
https://us.v-cdn.net/6030815/uploads/6KF1XX6CQWT8/giphy-286-29456.gif
I can understand your mindset, because when I play killer it feels the same for me. From a survivors perspective I must say that I never know which type of player I'm currently facing. Is it a relaxed person who just wants to have a little bit fun an maybe scare some peoole or is at a 4k dude who needs the win no matter what it costs? I face the last one more often and because of that often I try everything to be fast and efficient at the beginning. I slow down, if I see that the killer has problems.
But for example when I face a scratched mirror Meyers, oh, I love it. I know this person wants to have fun and scare people. I almost forget to repair generators and want to be chased and play with him. I had such a match a few weeks ago on Midwich. And you know what? Then he starts camping and the fun was over. Just another one who needs his kills so hard. The match turns from yihaaa to awful in 1 second.
But back to your topic. Hm, I'm really not sure which advise I should give. When I try some funny, strange build I try to ignore the result. I mean, players who want to play with me should play, the others should leave as fast as possible. Ignore it, end the match, queue up again. Don't waste energy in this.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3254002#Comment_3254002
I can understand why people want to compare their MMR to that of their opponent or teammate. Because a lot of times it feels as though you did all the work and carried them on your back… you do 2-3 gens, run the killer, all while probably injured.
Meanwhile they just evaded by hiding and intentionally refused to engage with the killer. Healed even though they weren’t even the ones who were holding the killer’s aggro.
So yeah it may not be competitive for them (the casual player) but for whoever is taking the aggro and doing all the work, perhaps there is a big part that is. It has to in order to do what needs to be done.
100% correct, but this all requires a skill based matchmaking. And currently there is a win/loss based MMR and the players want to see that score.
In other words:
Mr A: How much MMR do you have? I have 2700.
Mr B: I have 2500. It looks like you escaped more. Or maybe you played more? Hm, or did I play more often, but lose more? Maybe we play at different times? Oh, Do you play SWF?
What I mean is, that the current MMR has no value for a comparision between 2 players. It's only for creating 1:1 win/loss matches.
I assume we will not see a skill based MMR in the near future. But to fix the issues with someone who died and did the whole work and gets punished for that I would say an MMR increase/decrease should be based for everyone on the team final score and not the personal result. BHVR always said that a 2 person escape is a draw.
Example for survivors:
1. escapes >= 3 MMR increase for everyone
2. escapes = draw no changes to MMR
3. escapes <= 1 MMR decrease for everyone
and no personal egoistic MMR score. And I would also distribute BP in this pattern. All teammates get the same base BP based on the team result. Bonuses from offerings count separate, of course. Because this would mean I can loop the killer the wohle match, die at the end and get still the same rewards. I would call this very fair.
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@Plattypus said:
https://forum.deadbydaylight.com/en/discussion/comment/3254002#Comment_3254002
I think the game was ruined by mmr, we all know that and a lot of ppl left the game back then. To say the game is casual at the moment is just a lie, the game was never as sweaty as it is now. If they redo the matchmaking as it was a year ago im fine with not seeing my rank. But by doing a secret ranking and improving this ranking but never actually tell us the ranking is annoying for me idk. And since they added a ranking this game isnt casual anymore.
No, that's not exactly true. The game is still casual. The people play it competitiv and that's why they're frustrated, because that doesn't work.
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I wonder why so many players want to compare there skill in an non competetive game with hundrets of random factors. You can't even replay the exact map tiling, if you want.
The MMR should help to create fair games. It should help you to have more fun. I don't understand why players want to incease there MMR although they already have good matches. And 1 week later they write a post that there opponents are too strong. That's really strange 😳.
The devs should never have said that a MMR exists. Now everyone thinks it's some kind of ranking 😑.
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@AbsolutGrndZer0 said:
Ah, thanks. So you are sure on that? I wish they'd clarify on the main page to be 100% sure.
@MandyTalk Can you find out for sure, and maybe see if they can make it more clear on the page? Because I've been putting in the amount earned for the match, not the total with BBQ and such. :(
Yesterday it was already confirmed by Mandy and Mods 🙂. It must be somewhere in following threads tagged with BHVR.
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You have to enter the sum, including puddings, BBQ and whatever. That means it can be higher then 32k.
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Hm, or maybe not. A good question 🤔.
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Hi, pretty sure the base bloodpoints.
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It depends. Hard to say. But I can say the more relaxed the killer is the more fun it is. That does not mean I have to escape.
Very frutrating for me is a match against a killer with strong perks and addons and then I got hooked and see that nobody is doing a generator. It feels immediatly like a match without a chance.
The best games are the games where you die and still able to enjoy or laugh about the game. Really rare, but happens 🙂.
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Looks like I'm an outsider 😄 . It's always the player behind the character I don't like 😄 . The poor model is just the victim of an evil person 😭.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/2973567#Comment_2973567
Beside experience, one way to counter that issue is to play without thinking about winning. Instead play basically to "troll" and don't do what's expected of you. In my experience, it works particularly well on "bullies" as they are often destabilized by this.
I only play for fun. Fun is my winning condition 🙂. I try crazy builds and what ever else comes into my mind, but always without bullying. But there are so many tryharding people outside who would sell there souls for an escape or 4k and make really terrible games.
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@Devilishly_Rowdy said:
https://forum.deadbydaylight.com/en/discussion/comment/2973559#Comment_2973559
It's the other way round, the survivors must have been waiting for a long time, and since there aren't many killer players available, the game threw the baby killer their way.
It's not important that there are more survivors or killers in sum at a certain time. What matters is, if there are enough in your skill level. Let's break it down:
8 Survivors are online. All of them got a mmr of 2000 points.
There are 3 killers online.
2 got 2000mmr, the other 500 mmr. The 3rd one is waiting for 7min.
Now you have to pair them. You can not ignore the low skilled player who wait for 7min. At some point you have to match him against someone.
You can increase/decrease the amount of suvivora in this example how you like (except their mmr). The problem will stay.
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@Marc_123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2973765#Comment_2973765
Don´t know where it was - i think Mandy explained it.
Some said Sony don´t like it and demands money. Therefore i don´t think it is ever coming. It would bring them less money.
Atm there are some people - like me - who buy stuff on PS4 and PC.
That's sad 😔. Thanks for the feedback.
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@Marc_123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2973599#Comment_2973599
There are already some statements.
Why should they tell al the time when there is nothing new?
If it would be easy they would probably make it, but as it is not there for years now i would not expect anything.
It can also be a shifting of priorities. Maybe other things currently are more important. And that is fine. But I'm still curious of the current state 🙂. We're just asking for a nice small statement.
Hm, I can't remember when the last statement was. You said there were some of them. Do you know where or do you remember the content of them? But please not older then 1 year 🙂.
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An official statement would be very nice 🙂. Is it still on the roadmap? What's the priority? Or did you completly discard it 😮?
As an inducement you may get players back who switched the console brand, if you implement this 😇.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2973559#Comment_2973559
He did not know even how to hit lol
This guy should not face survivors are like us.
Ok, but what would you do as a game designer, if there are no matching players available? He should wait maybe 30 min. or longer for a match? If you handle it like that he/she will leave the game and at the end you have lost 1 player.
I'm pretty sure there are more new killer players with the same problem. That means we can multiple the amount of players who would leave in my example. In sum this will increase the queue times for survivors, because we would have less killer players.
I know it's frustrating and it's absoloutly unfair for the new player. But what I mean is, that the solution is maybe not so trivial.
If I would face a newbie killer like that I would loop a little bit with him, give him some hooks or sacrifice myself at the end. It's just bloodpoints, but a nice gesture 🙂 .
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I really like the game concept. A killer who hunts some survivors. That's really cool. When I first read about the concept, I had so many ideas. Sadly many games (not all) feel total different for me. Although as a killer I'm in the power role it feels more like I try to survive the round. Instead of be afraid, many survivors laugh about the killer.
The rare rounds that are fun, the fundamental concept, and the hope for future adjustments keep me playing.
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And what should happen, if there are no better matches available? Aren't he allowed to play the game or should he wait forever? You all assume that there are always all kinds of players ready for pairing.
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I think they're still not sure what the reward will be and discussing it. That's why they are so quite about that.
Honestly, although they said it won't be a cosmetic or charm reward I wouldn't wonder it would be something similiar, like a portrait border, a title or what else. Something that makes everyone think "If I would have known that, I would have gone prestige".
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@Huge_Bush said:
Slugging is fine. Killer killed two and has one slugger and the last person is hiding. They deserve that chance to find the last person since the survivors essentially lost at that point.
If you don’t want to wait the 4 minutes for your teammate to bleed out, you have the option to surrender by walking up to the killer and ending the game sooner.
And what do I do, if I'm on the ground?Sorry, but playing a slug simulator is not really fun. It has no benefit for me in terms of fun and is just a waste of time. And it's also not exciting for me, in no point. I want to queue up for my next match. I can't believe that there are some designers who decide:
"Ok, and what should the person on the ground do?"
"I think nothing."
"Oh that's brilliant. They will love it."
Certainly it makes sense, if not enough killers online. Because some survivors stay longer in a match on the ground. Not that I want to assume something 😌.
I don't want to give a solution here. That's not my job. But currently this mechanic is absolutly annoying for me.
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same on ps4 1 min ago
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I always thought dying should be the usual thing, because of the game's name 😄 . The sad thing is, that the reward for escaping is so good/important for many players, because of the heavy grind. That causes much frustration to loose all the BP.
I personal do not care, if I die as long as the game was fun.
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@Havi said:
Does it worth to prestige a character? I'm newbie in the game (just about 300 hours) but I just want to do it with Meg Thomas so that I could get whatever they are going to give away
Currently you get the default clothes covered in blood. For each prestige lvl one item and the a slightly increased chance for better items in tthe bloodweb. But the chance is really low. The disadvantage ist that your character becomes lvl 1 again and loses all perks and addons. That's how it works now.
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confirmed
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/2922189#Comment_2922189
I believe bloodlust is cancelled when the killer tries to hit.
Pretty sure only on hit. It looks like a good calculated gameplay. Killer thoughts: "Ok, I vault faster as meyers and I also got bamboozle for faster vaults. Let's wait for Bloodlust 1."
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It looks like he has waited for Bloodlust 1. He vaults after ~15s.
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Someone explained it a little bit earlier in this thread. It is not an aimbot. It happens after you did the hit to fix the animation. So the hit was already done. The idea is that after the hit your character should look into the direction of the survivors position. It should only happen when your client "thinks" you hit the survivor. That's why the devs call it aim dressing and not aim bot. Because it's only for the visual appearance.
Why did I wrote "thinks"? Of course this is could be a problem with hit validations, because your camera will rotate into a survivor's direction and there is maybe now a wall between you and the survivor. With a normal hit this shouldn't be a big problem. But now, if the server refuses the hit (which the client does not know before) you're looking into a wall and that makes this situation a little bit annoying for some players.
Of course there can be bugs, like in every software. But that's the idea behind it and how they described it in a dev stream.
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@ChiSoxFan11 said:
Ever play Red Light, Green Light with a Snowman? I can say I now have, lol.
https://www.youtube.com/watch?v=gBDoxZH6PAg&list=UUODC_RYe0z8yDnIFlmW-TmA
Awesome 😂
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If I find an AFK survivor I down but don't hook him. That's the trade. I don't hook, but he should cost his team time. When the crows arrive i hook him when the noise begins, because this is just annoying.
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@DesignDad said:
https://forum.deadbydaylight.com/en/discussion/comment/2681192#Comment_2681192
Hey friend! Maybe I can help clear things up:
Grades are not used by the matchmaking system. They used to be called "Ranks" and were used for matchmaking, but that is no longer the case. Grades serve as a monthly tracker for how much time you spend playing, based on the Emblem system (Emblems turn into pips, and pips turn into Grades). You can't lose a grade through de-pipping anymore, either! At the Grade Reset on the 13th of each month, everyone goes back down to Ash IV and starts the climb again, and they get a Bloodpoint reward for their previous Grade. Get your Grade higher, and you get a bigger reward!
MMR is an entirely separate value used for Matchmaking. It's hidden, meaning you don't get to see it. It has absolutely no connection to Grades: Your MMR doesn't directly influence your Grade, and your Grade doesn't directly influence your MMR. MMR doesn't reset each month, but it is constantly adjusting based on match results to try to find you balanced games. This is why it's called SBMM (Skill Based Match Making), it's trying to measure your skill and put you in matches with similarly skilled teammates / opponents.
We've been considering removing the Grade icons from the post-game screen due to this confusion. I was hoping we could leave them there to allow everyone to have a little way to show off / have some bragging rights, but I've seen lots of people confusing Grades with MMR (understandably so!). What do you think? Should we hide the Grade icons on the match summary?
Thanks for taking the time to ask your question! I hope this explanation has helped clear up some of your confusion so you can get back to enjoying the game. <3
Hello @DesignDad
absolutly, I think the emblems with "rank numbers" or especially the colors of the emblems are the cause for many confusions. It really looks like a ranking system, although it should show a monthly progress.
I'm no an ux specialist, but maybe something like a progress bar (because you want to show progress) with some markers where you can see "if i reach this marker, I'll get 100k bp at the 13th.". Maybe with an tooltip when you hover over the markers. And without any grade names. The bar could change the color when reaching the end to encourage players to continue the challenge.
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Billy, especially curve/flick. I play on console and I can't do more then 45° curves with 100% sensitivity. That's so sad 😢.
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Yep, I also want to say thanks for sharing your knowledge, Mr. DesignDad, Sir.
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@HLC said:
yeah it sux
Then don't play it. It's your decision.