Advorsus
Advorsus
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- Advorsus
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@AsherFrost said:
How good were you before? And not how good did you think you were, but where were you actually ranked?
Without that Intel, it's hard to make logical sense of the rest. Not meant as a slight or insult in any way, but if you were mediocre before you left, you'd probably see less of a difference than if you were amazing. Of course the time of each match would matter as well, as I believe it's common knowledge at this point that if there aren't enough killer players, the sbmm goes right out the window in the interest of shorter survivor queue times.
With Doctor I was really good, going against swf TTVs a lot of the time, all running the same meta perks, usually very skilled at looping, gen rushing, and even breaking 3 gens. If it was any other killer, I'd say not great. But that's why I b choose Doctor, he's my best by far.
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@Clowning said:
What if your MMR was already at zero though ๐
The minimum is 800... With the starting point being 1100 according to behavior... Are.. are you... Are you clowning me right now? ๐ Lol
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Chucky and Tiffany skin...
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I don't feel like it's the worst thing in the game by far. But I don't feel like it should take 2-3 seconds to stop regression. A single full second would be fair. Game couldn't be held hostage, but it meant they'd actually have to commit at least a little bit before stopping it.
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2550510#Comment_2550510
Again the game is competitive whether you like it or not. The game doesn't have to be perfectly balanced to be tournament ready to be deemed as a competitive game. It is a competitive game by nature due to the fact that it's player versus player game. By the way I checked some of your posts, You are clearly competitive gloating over your 4Ks?. Don't pretend that you're innocent mate.
Mate you played for years yet you only one bbq on one killer? You're flat out lying that's just impossible since BBQ has come out of shrine a lot over the years or the fact that even if you only got LF a few months ago you would still have BBQ just by playing normally.
The game has been the same for years what the hell are you talking about? People have been running the four meta perks of the apocalypse for years and pretending that you don't see it as often now is just flat out lying. The only difference today is that the game is more lenient now due to broken survivor things being nerfed to smithereens.
I know it's convenient to paint a narrative due to the fact that people are whining about SBMM now and making a support group for you whining is great :^)
Again, mate, it's already been explained to you previously on this post by many people. But either you're blind, and just in your own little world where what you say makes sense. And since you're reading this right now I'm guessing it's the latter. I've been through my posts, none of them in the past year or so have me gloating about 4king. Most are killer, map, or gameplay ideas. Some were about the broken console stuff a few months ago. But don't you think it's a little bit sad, that a grown adult is checking out some random person's old posts just so they'll have something to talk ######### about on a completely different post? One could say, immature.
I've also already explained how I don't have BBQ on other killers. But if my description was to complicated let me know and I'll draw a picture of it for you in crayon.
And no, the game hasn't been the same for years. There's been metas where something has been strong, but even then people didn't feel forced to use those same perks or add-ons every game like they do now. And nothing of survivors has been nerfed recently except for keys, ya know, almost a year after Moris were nerfed. I've played both sides since back when survivors had infinite loops on almost every map, and even that didn't feel as boring as it is now.
This wasn't a post about whining, it was simply a post talking about my experience with the game recently. Which everyone else got that. But I guess you're a bit slower to catch-up. Maybe for future reference, you won't go into someone else's posts just to troll because there's little else going on for you in life :^)
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@GamerEzra said:
I hope it will work on Nemesis tentacle...
I think it will once they're infected, as it damages them.
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@BenZ0 said:
Funfact even if you have all perks on all killers there are games where you will get stomped regardless. If survivors want to do gens then there is nothing you can do except you play meta killers.
And I understand that. And I'm fine with getting stomped occasionally. But I don't like the, "Run this build and only this build otherwise you're going to get stomped every game because you're only ever going to go against these types of players."
It's forcing me into one of two options, get stomped or play in a way that I don't want to play. It's just picking one of two evils.
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2549915#Comment_2549915
DBD is a competitive game just by the sole fact that it's a player vs player game get that through your thick skull. A game doesn't have to be tournament level to be deemed competitive lmao. Again TC is pretending that he doesn't play to be competitive you 100% you do regardless of how much you whine about game imbalance. Don't pretend that you don't man up to it. By the way TC is saying he only has ONE BBQ on ONE killer despite playing apparently for three years. Something isn't adding up lmao. Sounds like he's making himself look more of a victim or easier to side with while using problems with the game as an excuse(ergo bloodweb grind). Kinda like his whole post. But I am innocent I just want to have fun I am not competitive at all :(
I feel like you're the type of person to go into any forum just to try to stir up #########. But that's okay, I'll try to break this down for you in a way that's simple for you to understand. And even though it's explained in my post previously mostly, I'll explain it again because there's some things that aren't. First off, DBD is not a competitive game, it's never been a competitive game. It's always been a game that was played casually either solo or with friends. It was designed to be a casual game with lots of RNG based systems. And then you add in a system that's based around being competitive, and it simply doesn't work. This has been said by many people, both be steamers and players with thousands of hours, as well as the devs who designed it. Saying a game is competitive just because you play with or against other people is the dumbest thing I've ever heard. I play Elder scrolls online as well, and even when I'm playing PVP all day long, it's still an extremely non competitive game. Do I still play to achieve an objective, in some cases winning? Absolutely. But I'm not playing to be competitive or to be the best. Same thing here.
I'm playing casually to have fun, but it's not fun to go against the same kind of survivors every match with the exact same builds and playstyle every match. It's boring and repetitive. Getting stomped every game, even if you're just playing casually, isn't fun. Having to run the same builds on the same killer every game, just to have a chance to not get stomped, isn't fun. Even when I'm using my main and I'm the one stomping 9 out of 10 games, it's not fun because it's always the same match, with the same kinds of survivors or killers.
And to explain the BBQ thing, yes I've played for years. But it was either with survivor, or with only a handful of killers. Mainly Doctor, and then some legion, hag, trapper, clown and plague. I didn't even have Bubba until a few months ago when I got all of the other killers. It's not a difficult concept to understand. But you're projecting your own basic thoughts onto someone else and calling them their own, without being able to see anything beyond your own simple thinking. This was a simple post about how the game has become repetitive, boring, and not fun. Yet you come in, just for the sake of arguing, and without any real information to give, just a one sided mindset.
Yes, the game used to be fun, because each match was different. One match could be against a gen rushing swf, but the next could be 4 people being super sneaky. It was always something different. Or if I was against a killer, it could be against a fun meme build. But now it's all the same builds and playstyle, and it's repetitive and not fun.
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@Myla said:
Only reason it's a chore is because you're trying hard to win. If you truly wanted to have fun you wouldn't caring about winning at the same time. If you deny this then you played DBD with a competitive mind set. What a paradox, eh?
Not necessarily playing to win. But if you're playing as killer, you're playing to hunt and kill survivors. Not watch them outrun you by holding a single key while all of your gens go by in 3 minutes. Playing 15 matches and getting only 1 hook because for some reason you only get Haddonfield and red forest against survivors with full meta builds while you have a bunch of level 1 perks, none of which are slow down perks. So at this point your options are either play a killer you've played 1000 times with your own sweaty meta build, or just stop playing. Hence the post. I was playing for fun. But it stopped being fun. And I don't want to sweat every game. Hence the leaving.
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I think they're talking about unlinking the sets of chain fences in Badham preschool, cause that shits whack
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I've said it before. Boon totems add an extra 1-2 perks to your whole team, while only costing one perk slot. It also only costs 20 seconds of a single survivor's time, of which the killer now has no idea they're doing it, to both cleanse a hex and give there whole team in the area an extra perk. That's not balanced
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@NoOneKnowsNova said:
So would you rather killers would be able to relight their totems but they only work within a 24 meter radius?
It's 28 meters, and yes actually. If you made hexes exactly like boon totems, where they worked only in a specific radius, but you could reapply them and use them whenever you want, I'd 100% take that. Adjust the cleansing and hexing to be proportionate for killers since there's only 1 killer, so like a full 5 seconds to hex or cleanse a totem. I think that'd be completely fair and more fun.
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I don't think it's just a matter of them wanting to go against babies. It's about the gameplay itself.
I've seen a lot of people say SBMM has helped their matches. But I, along with a lot of other people, it's made worse.
90% of my survivor games I'm paired with a bunch of survivors who don't do gens, don't unhook, they don't heal or do totems. They just crouch in a corner all game doing nothing. Which, I admit I'm not the greatest survivor, but I'm also not that bad. But the killers I get in those games, are all running: corrupt, ruin, pop, and undying, with red add-ons. Every single match. Occasionally they'll swap pop for NOED.
But switch to killer side and the survivors I go against are also only using the same perks, Dead hard, adrenaline, borrowed time, prove thyself, and DS. Followed by some brand new parts, red add-on flashlights, insta heals, and a skeleton key. Every match has some combination of this and nothing else. It's so boring to go against! It's the same playstyle, with the same add-ons, every single match. With the only thing affecting the gameplay being how the map decides to spawn itself.
It's so repetitive and boring to play. I had 5 matches last night, stomped 4 out of 5, stopped playing because I got bored, because it's the same match every time. That's what streamers are worried about. People don't like watching everything unfold the same every match for 3-4 hours.
It's not about stomping babies. It's about having more diversity in a game that's supposed to be fun. But it's just not anymore. It's just more of the same everyday.
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I thinks it's hot garbage. Straight 100% grade A dog #########. Aesthetically, 10/10, love it. Gameplay wise, it sucks for killer. Completely. Mainly if you're playing Killer. Multiple god pallets on two floors. Rooms that can spawn two windows plus another pallet, plus another small room inside of that room that also has a window, and these windows face each other. Meaning survivors can loop endlessly. Very small rooms with lots of stuff in them, meaning of you're a killer who with any kind of dash, congrats you've been promoted to Basic ass M1 killer with no power all match. You've pretty much lost based on a random factor you have no control over. You also have connecting tight fitted hallways with lockers in them. Meaning if you have survivors with multiple head on perks, you have 0% chance of countering it. You just can't walk past it or eat a stun.
I actually played a match like this. It had the endless loop room, and right outside of it was two lockers. And anytime I would chase someone they'd immediately run to that room because they knew it was an infinite, while another person would go into the lockers, and then head on stun. So I would drop chase, lose any Bloodlust, and either have to keep doing that over and over again. And when I'd just break chase and go after someone else, you guessed it, they just ran back to that room. There's 0 counter play to it, even when the pallet was broken. No mind gaming it nothing.
It's just a poorly designed map that shows they're still making the same mistakes.
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Really it's the turning ability and the auto aim on certain killers. Even something as simple as trying to ambush as pig, just throws you sideways into a wall. Anytime it's something like Ambush, Billy's chainsaw, or nurses blinks, I just get auto aimed to death. They should definitely remove that feature, of make it optional
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Trickster is garbage on console because his aiming is off centered on every throw. Meaning you have to actually turn your camera slightly every time. It sucks and can cause you to miss 80-90% of your throws.
Gunslinger doesn't feel to horrible to me on console.
Huntress feels weird to me. The aiming is fine, but her charge times feel weird. Even if you just tap it, it feels like it charges almost fully before throwing.
But I've found learning to play with slightly higher sensitivity on console helps a lot of these killers. Especially when survivors try to 360 and you just 180 lunge and hit them anyways.
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Beast of prey level 1. Being undetectable after Bloodlust 1 at loops confuses survivors and let's you mind game easier to end chases faster. No one expects it
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Legion is good for getting quick injures and punishing those that group up. Discordance and a gen slow down like ruin or pop work well on them. They do provide a little bit of slow down with their deep wounds. Really the only thing they need is just reducing the fatigue when exiting feral frenzy and The aspect of reducing his power bar when hitting a survivor. That'd make him a decent B tier killer, which is healthy imo.
How to play them currently, I typically run discordance and pop, so that I don't have to worry about them cleansing ruin. Then beast of prey for his 1v1. Having undetectable at Bloodlust one is great for mind games at loops and can catch survivors off guard, giving you quicker downs than normal. And the last perk is either gonna be BBQ for finding survivors, infectious for the same reason, or occasionally spies from the Shadows. He's one of the few I'll use it on because his anti loop is so bad, spies can give an idea of where survivors are mid chase, mix that with being undetectable and it can make up for some of his weaknesses.
As far the actually play style, find your first survivor, either by discordance or normal means, wait until you're really close and then use feral frenzy, then use the killer instinct to injure any other close survivors. If they're too far away just chase after one person and try to get right on top of them before ending your power. This will keep you from losing as much distance. Then chase like normal, don't try to mind game until bloodlist 1 if needed. Once you down and hook the first one, if you're running bbq find the other survivors that way, if not and discordance isn't on, you'll have to check gens like normal. Once you find someone, just repeat the process. The goal is to injure everyone, down someone quickly, then repeat the process. You want to keep them mending as much as possible, but don't chase survivors who are too far away.
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@Matthew_Ong said:
As someone who plays both sides i dont think theres an issue with boon totems because if a survivor boons my hex totem its the same thing as if they find and cleanse my totem anyways so doesnt matter, and boon totems only work within its radius whereas hex totems have much stronger effects and being in its radius does not matter, I can also push survivors off my hex totems but they can't really disrupt me from cleansing a boon totem I mean what are they gonna do, plus as of now boon totems only provide healing and just hiding scratch marks i dont think they are op and its also too early to say if it will be broken or not
Scott literally made a video of being unable to down a survivor because they healed faster than the hit animation. You're right though, much too early to say if they'd be broken or not. And I've watched people play whole matches where their entire build was countered by the Shadow boon because it also affects aura reading. And the survivors would literally just reapply it at the next totem. I've also watched matches where they were running 4 boons, meaning the killer had no totems, and it affected almost the entire map. And they removed the only ability that let killers know that a survivor was interacting with a totem.
I play both sides as well, survivor quite a lot, it's busted AF. You're pretty much giving another perk to your entire team. Wanna know what killers have that's just as strong? Nothing. The only counter play is cleansing their boons, which they can just set back up at the cost of a few seconds.
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Not really. Most games go like this. Spawn in, killer finds me in about 5 seconds, run the killer for 2-3 minutes. Finally downs me, hooks me, still no gens done. Running kindred specifically so I can see what everyone is going, they're all hiding in a corner and crouch walking everywhere. Finally get unhooked after going to second stage. Killer comes back to tunnel me, which is fine. Run him for 2-3 more minutes, still no gens done, teammates are still crouching in corners. Get hooked and die, 5k BP earned because I had 0 opportunity to do anything else.
This is about 90% of my teams. And the other 10% are just barely decent enough to where most of us survive.
And if I'm not found first, I'm working on a gen while the other survivor goes down in 10 seconds, then another survivor tries to unhook in front of the killer, and then the final survivor runs over before the person is even hooked, and tries to body block, and goes down almost instantly. Then there's 3 on a hook with only me, and a killer that's just face camping them. Which I'm okay with because why would he have any reason to leave that spot? I either have to come to him to try and save people, or sit in a corner for hatch.
Now kindred is a must have in every match. Cause if I run a killer for 5 minutes and get hooked, and see nobody on a gen at all and none have been done, I'm just killing myself first hook and moving on to the next match, just praying that I get better teammates.
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Ice cream man clown:
Infectious fright
Iron maiden
Dragon's grip
Make your choice.
Because we all scream for ice cream
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I think we need more beast like killers. Like Demogorgon.
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@th3 said:
Just sounds like old legion with extra steps
I didn't want to change his power to crazy to where they lose their identity. But I wanted to incorporate all of them, while still giving him back some of his kill potential without making that potential too overpowered. I find this gives more diversity, and balance to them, and would bring them up to where other killers are as far us viability.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/282553/the-new-legion
i always liked the idea of all 4 of them chasing you but couldn't figure out how to go about it
That was my exact idea behind this. Why am I only using one??? They're supposed to be a legion! I really wanted the ability to give them a unique power that involves using all of them in one match, without being too strong.
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I picked Hemorrhage because it fits with Joey's personality as the show off, and also because I didn't want the base status effects to be too overpowered, but it could be changed. I would maybe make exhaustion into one of the add-ons, because it can be strong. But I wouldn't put incapacitated on. Just because of legions speed and ability to catch up. Could you imagine a doctor shocking you and then running full sprint at you? Lol it's terrifying
But I love the feedback and ideas.
And yes I have thought about them.
Blades could reduced the cooldown on consecutive attacks, like save the best for last does. So if you use your power, then hit someone, the following members cooldown would be reduced, and then the following one would be reduced further. With each add-on getting slightly stronger based on rarity, naturally.
Buttons could do something like increasing time it takes to cleanse totems. Starting with slightly and going up to considerably.
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Adrenaline=NOED, keys=Moris.
NOED doesn't need to be changed. It rarely has an affect on the match because it either never gets to activate or gets cleansed almost instantly once they realize you have it. The only way you get huge value out of it is if survivors play badly by trying to body block or unhook in front of the killer while it's active. If you're going to remove it, you gotta remove adrenaline too because they do the same thing just reversed. Either way you're playing with only 3 perks all match.
Keys however do need a change. Moris were nerfed a while back but keys never received such a Nerf. So currently they're a lot stronger then Moris. I think they should be on even playing field.
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If you actually read the patch notes, it says they're changing the add-ons that mostly never get played because they're so weak. Why would they take the only add-ons that get played, the strong ones, and get rid of them. You're just assuming that because they nerfed spirit that they're nerfing everyone's add-ons.
TBH I don't think they'll touch the scratch mirror or the tuft of hair add-ons for Myers, cause they get used a lot. They'll probably change is other purple mirror and the yellow and brown add-ons that affect the tier 2 stuff.
But right now it's all speculation and not worth getting worked up over. We don't even know if all of the spirit changes are gonna stick past the ptb.
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Survivors can also 360 without turn speed limits. If you took killer's ability to do it you'd just end up with chases that never end because survivors will just 360 in their face the whole with no way to really stop it.
Also I've never seen a killer full swing for 15 meters. That's like a 4 second swing.
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I agree a ping system might okay, but then you'd have survivors just pinging the crap out of the killer's position at all times. Which would make some killers way worse. I think the only ones who could possibly think this game is killer sided must be pretty new to the game. I've played solo the entire time, and even when I'm playing survivor, my escapes are about 60-70% of the time, even against strong killers.
I don't feel like kindred should be based kit. Or gens should be sped up. They're already pretty quick and is why we have a slowdown perk meta on killers. As someone who plays both sides, if you take a chase that lasts longer than a minute, you're probably down 2 gens already. I don't really think survivors need any more buffs than they already have. Maybe take a look at your build, and pick perks that either make your strengths stronger, or that make up for things you're not good at.
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Do as the devs say, go play something else lol. I did the last time I got tired of this game and didn't come back to it for over a year.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2508433#Comment_2508433
You can't cut them off all the time if the just run forward at no point is there a angle to be made so your average catch up time is around 20 seconds. I normally ignore the over confident ones you know start a chase and you see clicky clicky on the side.
I can agree sometimes it takes too long to catch up. Just take it as a learning experience of when to break chase. I've lost games where I either played badly, or tunneled too hard on one chase, or they were just better optimized. But I've never lost from someone holding W
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Killer main here. I don't really feel like holding W is that bad. Playing as survivor and trying it I found that 9 times out of 10 they catch up really quickly unless I already have a lot of distance.
As killer you can't chase behind them. You have to angle better when you walk, that's where the faster movement speed comes into play. If you're walking a short distance and at a faster pace, you'll catch up quicker. But don't be afraid to break chase if you see them anyway too far away. Just pressure someone else.
The ones that want you to chase them, like the ones standing there pointing or waving at you to chase them, are not the ones you want to chase. Find those weak links and make it a 3v1.
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@GoodBoyKaru said:
https://clips.twitch.tv/DepressedColdRamenPicoMause-_T8hFDPjF1BjoUp-
Mhm, yes, completely impossible very survivor sided, yes correct.
This is the thing, you can still hit through pallets and have it count. I found this out doing some testing. You have to start your lunge animation before way they even press the button. Usually right before they get to the beginning part of the pallet. It takes a bit of practice, guess work, and extreme precision, but yes it can be done. It's like threading a needle with toilet paper.
It's just how they handled the hit validation is bad and that's why it feels so wonky. But if you practice the new way you can still hit them probably 7 out of 10 times without getting the hit rolled back.
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It's always been the same way for me since I started playing DBD years ago, and I've noticed it hasn't changed with SBMM.
Survivor during the day, instant queue times. Survivor at night, 10-20 minutes.
Killer during the day, 10-20 minutes. Killer at night? Instant.
I don't think it's anything to do with SBMM. I think it's about where you're at and your server/time zone.
During the day it's probably about even, maybe a few more killers logged in and playing. But it's mostly solo survivors in the survivor queue. So it's easy to find a match.
But at night, everyone gets off work and wants to play with their friends, so you have a ton of SWFs playing, which means more survivors logged in and not enough killers to go around. Which is why you probably also get sweatier teams if you only play at night.
I've noticed if I play killer at night, it's mostly well coordinated teams with full meta builds ready to rush 5 gens in 5 minutes. If I find a match during the day, I'm 4king constantly and the survivors have mixed builds with some perks at level 1 or 2.
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I feel they should raise the cap maximum, by a lot, and reduce the amount that one Killers MMR affects your other killers. It should still affect it, but not as much as it does right now. Playing against TTVs on my main is one thing, but switching to a brand new killer with no experience on them and facing the same teams sucks.
And then implement bonuses for playing Killer/survivor when one queue is super long. I play survivor during the day because it's super easy to find a match, and vice versa at night. Just add like a bonus to BP or XP or something to make people want to play those other roles at that time.
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Apparently SBMM thinks I'm a godly killer. To the point where I've had to turn off crossplay. Because most of my matches since it's been turned on has been against TTV SWFs.
I play on console, and am a very mediocre killer. Heck half my killers are level 40 with only 5 tier 3 perks, and the other half are still level one. I barely have working builds lol.
I actually had a conversation with one of the TTVs after the match was finished about these issues. I've been playing quite a bit since it released because I wanted it to level me out to where I should be, but I don't feel it's even close to being right. I'm okay with only 2 kills, or 1 kill and 7 hooks.
But most of my matches are survivors doing 5 gens in 3 minutes and then escaping, with me getting maybe 3 hooks, because I'm not playing sweaty or camping or anything.
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Yeah I get them constantly. And that happens to me constantly when playing Killer. Maybe it balanced out? Idk I've never actually used a key in a match.
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Yeah I did the calculations before. It takes a little over 7 million BP to unlock all perks on a single killer. 32,000 is the max you can get per game, with no pudding or BBQ. That means you'd have to play about 220 perfect matches to get enough to unlock all perks on 1 killer. That's 5500 perfect games to do it for all killers. That's Not even counting survivors.
If you had pudding and BBQ, it would take about 75 perfect games with full hooks, for one killer. Or about 1900 for all killers.
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@xEmoGirlxAlexisx said:
Gens finally needs a nerf why a SWF can finish a Gen in 10 secs? How in suposed to defend them ?
I agree that gens can go by pretty fast if you have a fully optimized swf group. I think the fastest a gen can go is 8 seconds.
However, 90% of the player base aren't playing optimally like that. After playing both sides and seeing how long it takes to do a gen in solo queue, and getting all 5 done in a match, it can take quite a while. Because in solo queue it can often feel like you're playing 1v4 as a survivor.
I'd try doing something like, protecting 3-4 gens on one side of the map and letting the others go. Just stay to one side of the map and force them to come to you.
Can usually work, however sometimes you're still gonna get those sweaty swf that do 3-4 gens in less than a minute. Just let it roll off and go to the next match. And now with the new changes they've made to grades, along with SBMM, there's little to no reason to have to "win" most games.
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I occasional get salt. You get a lot less on console. But my favorite response is, "But I won." To everything they say.
This either shuts them up, or tilts them beyond belief. To which they send more salt. Followed by another response of, "But I won."
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@Impose said:
https://forum.deadbydaylight.com/en/discussion/comment/2497829#Comment_2497829
What part of main building is a near infinite? Name one single part of saloon thats a near infinite. Once the breakable wall at top of inside stairs is broken the window actually loses you chase distance. The window next to gen drop down is right next to a hole in the fence that killers can just jump down instead of. Regardless, most killers simply do not chase into saloon unless they need to. There's no reason to do so. Let saloon gen go and patrol main street/saloon/gallows.
That was literally all stated above. I said these are near infinite until you break those walls.
Also that's my exact point. It's a safe gen that's extremely difficult to protect against getting done. Same thing with the hangman's gen. So you have not one, but two gens that are usually just given up on by most killers.
And I know most killers don't chase into saloon. That's exactly why good survivors always run to it, which was also mentioned above.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2497920#Comment_2497920
Okay then let me address your point how the hell do you know that those survivor have the same quality as the ones you encounter with doc?
Their perks, gameplay, hidden elo or what?
And if you know by for example playing lol like i do that such a fresh MMR system has still to triangulate itself and again for every new killer aka you will at first get better and worse survivor. To use my example again, your doc is 1800 and your pig gets rated at 1600 and the system gives you survivor at 1700. What is there to be surprised about?
And finally to your overall point that this is a sign that SBMMR is unfair, here is a picture of a match i had one or two weeks before SBMMR was implemented:
https://us.v-cdn.net/6030815/uploads/JFKSTELI4G1P/20210819-235918-hdr-7e2.jpg
For clarity:
my killer rank should normally be somewhere in purple (never bothered to tryhard into reds) but i only play this game once a month or so at this point and after the reset bug in May in never climbed back up thanks to my survivor friendly playstyle of avoiding kills and maxing BP.
I suck at blight and played them for the third or fourth time.
So while the ranks seem correct you can't tell me that this is not a 4 men swf (profiles were ALL hidden, also a first for me) with 3 smurfs.
So tell me was this fair in the old system?
I never said the old system was fair, or that I even liked the old system. I completely think this game could use a proper SBMM. But what was promised and what was delivered were two different things.
And to answer your question about how I know the difference between good and bad survivors is simple, how they play. Their movements, they're looping, their gen efficiency. It's very easy to tell the difference between really good well coordinated survivors, and decent survivors, and bad or new survivors. I don't want to go against bad or new survivors, that would be boring.
But back to my point, is that if it was as promised then I shouldn't be going against the same skill survivors regardless of what killer I play.
You keep trying to argue that fact with numbers that have no meaning, because there's no shown number. It could be based on a scale of 1-10 for all you know. Then you keep shrinking the difference between those numbers to make it seem like the MMR for my main should be pretty close as that for a new killer once my main is taken into account. But that's not what was promised.
What was promised and what was delivered in this system are two different things. And you keep saying I need to play more to help it 'triangulate' my place with a brand new killer. So you're saying that until I've played the 10-20 or even possibly more games for it figure my skill with that brand new killer, that it should just place me in the same matches as my highest MMR?
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/2497910#Comment_2497910
You also said you only did 3 matches, and if your value didn't decrease, maybe you didn't do that bad before, but also you barely played anything to tell the system how can you do with the killer.
Btw with "teams I would go against with my main" do you mean scary builds of quick&quiet and dark devotion?
No, those were probably the two most random and surprising perks. But it's nice that you picked the two most non meta perks to focus on, and ignore the multiple spine chills, borrowed times, sprint burst, decisive strike and iron will that are in there.
But really I don't have a problem with the perks. It's the difference in skill. I know when I'm going against really good coordinated survivors, and when I'm going against survivors who need to work on their gameplay a little.
But you're telling me, that it's so hard to tell when someone has no playtime with a character, that every new killer I play should start at my highest MMR?
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2497897#Comment_2497897
So i would guess you don't know how a normal elo system works in online games.
They don't start people of at 0 but for example in online chess everybody starts with an elo of 1500 (the best players having something around 2500).
Now your doctor stands at 1800-2000 or something and normally the other killer start at 1500 which then gets increased to something like 1600 to compensate for your overall accumulated game knowledge.
While i don't know if any of those number are even remotely correct or in the right dimension, behaviour never said that you would start with the other killers at 0. And playing a new killer against what amounts to rank 20 as a rank 1 doc won't help and not be fun for the survivor.
It SHOULD place you with new killers against something like the equivalent of high green/low purple but in another thread it is speculated that MMR is based on trial length and kill/escape rates. If that is true then i guess that the data they collected prior with the old MMR is screwing many people over given that rank 1 was a mess of low skill/high playtime up to correct highskill players and killrates where highly inflated by that and trial were either gen focused short games or stomps by the killer and also too short.
I'm aware it was never supposed to start at zero. But you're still not getting the point. Yes, my other killers MMR gets counted into that to increase the overall of all your other killers. But even if that happens, in a working system there's no reason why my killer with lower MMR, should be going against the same skill players as with my doctor.
I've played League of Legends, Call of Duty, and many other online games with MMR systems. I know how they work. And I know this system doesn't work as it's supposed to.
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@Angelicus23 said:
When you try new killers you aren't meant to go agaibst babies and new players, sbmm makes a value using an overall from all your killers, so you have a general sbmm that will apply to new ones you buy.
As you cover your devotion, but there are cells there, you aren't a new player, I would say sbmm did good. Just save points before buying a character.
As stated above, I do not expect to go against new or baby survivors. However if their system worked as intended I wouldn't be going against the same type of teams as I would my main. I understand it's supposed to take into account your other killers, but if it was working properly then it shouldn't be the exact same if I play a new killer or my main. SBMM does not do good when using killers that you have little to no experience with. Because I'm facing the same thing either way.
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@Shaped said:
I suggest playing killers you are familiar with until you at least get some decent perks going for the ones you want to try.
But I know it is not always easy when you really want to play them.
Which is what I've been doing mostly. It's just sad that I have to wait till I've farmed over a million BP, in the hopes that I get decent enough RNG to get decent perks, so that I can finally try to learn a new killer.
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@burt0r said:
How many hours in the game overall, how much of that on killer? Or anything comprehensible of your overall game experience?
Just showing this (btw censor the other names to apply forum rules) is worthless. You could be a whatever main with several thousand of hours and just had a bad day.
I already said all of that in the above post. A few hundred hours, it's close to 600, with 90% of that being on doctor. And since I had just got done playing 4 matches of doctor, and 4king each time, it wasn't really a bad day.
Also, the point is that SBMM is supposed be based upon each individual killer. And if it was actually working as intended, I wouldn't be going against the same skill level survivors with the same meta builds, as I do on my doctor. But it's very clearly not based upon individual killer. As I stated above, it's the same whether I'm playing a brand new killer, that I have no hours on, or if I'm playing my doctor.
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And if you're playing against good survivors, they'll do the two gens on the outside, then do the gens in the hangman's spot, and the main building. Those are both very safe gens to get done and there's almost nothing you can do about it. Then you're down to one gen left, with gens on either side of the map. And unless you're playing super meta killers like I said before, like nurse spirit or blight, you can't get from one side of the map to the other to stop them from splitting up and knocking out the last gen.
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I don't really feel like it is. It's the only map I have issues with getting caught in infinite near infinite loops. I have footage with a friend of mine chasing them through these loops, and it was impossible to catch up till Bloodlust 2. Which leads me back to what I said originally, unless you go clearing out these spots early while you're walking down main street, and losing 2 gens in the process. Or you have to break chase to break these walls. Otherwise survivors just run back to these loops.
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I will agree that if you're playing against survivors who are bad, or making mistakes, yes the map isn't horrible. Or if you're running full meta killers with full meta perks, it's not so bad. But if you're not running those things, or get good survivors, it's almost impossible to deal with. Because good survivors are smart enough generally to not do all the gens on only one side of the map, and they'll usually run to the main buildings because they know it's easy to loop killers for a long time there.