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Archimedes5000

Archimedes5000

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Archimedes5000
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  • @Peanits said:

    More or less. You will see your own rank. It'll be something for you to work towards each month. Nobody else will see it, though.

    Your rating is going to be completely hidden, though, and your rank will have no influence on matchmaking.

    Why cant we see ours and enemy skill rating?

    This does not seem logical to me. We should be able to tell if the matchmaking works or not.

  • @BBQnDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1040602#Comment_1040602

    Why show ranks when they will do literally nothing? It would be pointless UI clutter.

    The skill rating they won't show us is all that would matter.

    Thats why they should show us the skill rating

  • @ScottJund said:

    I'll start by saying I don't necessarily think this will improve or impair the actual quality of matches, so its not a change I'm particularly worried about unless it kills queue times.

    That being said, its extremely easy to see why an MMR system cannot ever work for this game: There are too many variables. It is impossible to design a system that accounts for all of the variables that go into the outcome of a match. People have thought of solutions for years and there still are none. You just simply cannot do it.

    Here's what I mean, with a line from the update:

    "Going forward, we will use a hidden skill rating for matchmaking purposes. Your skill rating will increase when you do well and decrease when you do poorly."

    Already this is now flawed. You cannot determine what "doing well" and "doing poorly" in this game is, so the system is based on a premise that is impossible to define to begin with. What killer are you? What addons did you bring? What map did you get? What perks do you have? What perks do the survivors have? Is this map bad for this killer? Did someone kobe? Did you get bad map RNG?

    There are an infinite number of variables that result in the outcome of each match, and you cannot account for all of them, or even most of them. You're not a bad player because you got Blood Lodge with Wraith and everyone can see you at all times. You're not a bad survivor if you spawn in a deadzone with a Billy that comes right at you. With an automated MMR system like this, the game will simply draw the conclusion though, without taking anything into account. How do you even determine who is good at survivor? Is an escape good? If so, hide all game, get the hatch. You're now a God. Is altruism good? What if the killer is facecamping and you literally cannot save in any way. Are you now bad at survivor? What if its tied to how long the match goes? Billy slugs for the 4k in 2 minutes and is now a bad player.

    What if I run Iridescent Heads 200 games in a row? Am I now a godly Huntress? Is this Huntress being compared to an addonless Clown with the same system?

    The thing is, you CAN tell when a player is good. A person can spectate and KNOW "this killer is good, this survivor is good." A SYSTEM cannot ever do that because its impossible to code for every variable that happens. A good survivor might perfectly know the distance of a lunge and run through a pallet, baiting a swing, saving the pallet and wasting the killers time. A system is not going to be reliably able to record situations like that and assign a skill rating to a play.

    You can't even determine how good a survivor is based on how long they last in chases. What if someone uses every single pallet on the map. Just straight up camps them. He makes the killer chase him for 3 full minutes. Now no one else has anything, they all go down instantly. Are those other survivors now worse?

    Yeah. Its impossible. It cannot ever be done, and its not because the developers are bad or anything. No one can do it.

    No system is perfect, but the New system certainly looks more fair that the current one.

    The only concern is if it will really WORK.

    Because current system does not even WORK properly, not sure if its that bad or not, but it just does not work.

    What I fear is that the new system will be impossible to judge, because @Peanits said that the Skill Level will be hidden.

    SKILL LEVEL CANNOT BE HIDDEN

    I am not saying that the new system will be bad, its just that we will not even know if it works or not. Its as if they took away ranks from end screen with the current system. It would be a catastrophe.

    New system may be better, BUT PLAYERS NEED AN ABILITY TO SUPERVISE IT.

    If devs have nothing to hide, then it should be visible.

  • @Peanits said:

    Batch matchmaking and skill ratings are two different things.

    The batch matchmaking takes a group of people (let's say, 100 killers and 400 survivors) and goes, "What are the best matches I can make with these people?" It compares their skill ratings and makes the fairest matches it can.

    You'll know if it's working because you should win about half your matches. The end result should be an average of two kills or so.

    PLEASE

    We NEED to be able to see if skill matchmaking works or not.

    So we NEED to be able to see at least basic matchmaking data, just like we can see Ranks now.

    You cant expect us to blindly believe that new matchmaking will be better than the current one.

    You have nothing to lose, but its very important to us.

  • I REALLY hope that we will be able to see the Skill Level of our enemies, otherwise the matchmaking could not work and we would not even know about it.

    PLEASE DEVS

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1040616#Comment_1040616

    Then we have different ideas of what DS should do. I think it should disable all tunneling while you want it to be useless except in niche scenarios versus desperate killers. Good chat mate

    I want DS to be an insurance that the killer will NEVER go for the unhooked person while the save happens, and will always prioritise going for the rescurer, similiar to BT, but for a longer time and only against hooking, not also slugging.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1040582#Comment_1040582

    Killers aren't punished for the survivor running into a trap.

    They are. Being forced to slug because he MIGHT have DS is punishment. Killer is forced to change his tactics because "anti tunneling" perk is active even though he is not tunneling. And slugging is less desirable than hooking, because it does not increase entity progress.

    If you really want to stick to your definition of tunneling then ok, lets call what I call tunneling "toxic tunneling".

    DS should be a perk that discourages this "toxic tunneling", "tunneling" multiple people is not toxic or harmful in any way and should not be punished by DS

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1040489#Comment_1040489

    Tunneling is rehooking the same survivor rapidly without them having time to recuperate. That's what happened in this scenario.

    If we would follow this train of thought, then very good killer can tunnel all 4 people at once...

    This does not makes sense. What is important is not how quicky was the survivior rehooked, but how many events happened between the unhooking and rehooking.

    Rehooking someone after hooking 3 other people is completly different than chasing, downing and rehooking someone immediately after he got rescued.

    If tunneling is something that killer is punished for then it must be something he is guilty of, when unhooked survivior walks into a trap, then its the surviviors fault, killer shouldnt be punished for that.

  • From technical standpoint you cant tunnel 2 people. Because tunneling means focusing on 1 player over the other 3, when you 2 people on hook then its 2vs2, so you are free to choose either side, obviously guarding the hooks is the easier option, and this is neither tunneling nor camping, you cant force the killer to do disadvantageous choice for no reason.

    And getting caught in a trap immediately "disables" tunneling, because it was the survivior that initiated the situation.

  • @Peanits said:

    Not sure if you skipped to the end, but matchmaking and ranking are both being completely changed. Yes, ranks will be hidden at some point, but only because they are not going to be used for matchmaking. Instead, we'll be using a different method to track skill (independent of emblems) and matching you based on that.

    Will we be able to see that "skill rating" though? Because thats an important issue. No one is going to trust the new matchmaking system after they saw what is happening now.

    You know what I mean. No matter the system or your motivation, not letting people review the results by themselves automaticaly accuses you of manipulation. I know you dont have bad intentions, but matchmaking results need to stay visible for everyone, just for the sake of trust between players and developers.

  • You can't tunnel 2 people because of the definition of tunneling itself...

    And the second guy got caught in a trap. Was I supposed to let him go or what

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1040143#Comment_1040143

    They can't do any meaningful objectives, and running around in the killers face isn't all that beneficial for the team, especially since the killer can just slug you and be on their way.

    If this would inlude saves and healing as "things you cant do with DS" then It wouldnt be too bad, but there still would be issues.

    For example once I hooked 2 people in basement, trapped it with 1 Bear trap and left, heard the warning and went back, I met the 1st unhooked at the exit, slugged and went in, 2nd guy gets saved, I hit the unhookER once and he runs away. And THEN unhooked no. 2 steps in the trap. I pick up unhooked 1 and get DSed. Well ok he just got unhooked. I pick up the guy no. 2 from the trap and get DSed 2nd time. Wow, multitasking tunneling so toxic. From 2 in the basement to 0 on hook.

    So: only 1 DS can be active at the same time AND getting caught in a trap disables DS.

    If we add these 2 conditions then I think your idea would be fine

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1040125#Comment_1040125

    The survivor running around doing nothing for a minute is beneficial to the killer.

    Yes, thats why that survivior will do everything to piss the killer off, using and abusing the invicibility as I mentioned above.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1040071#Comment_1040071

    What do you mean? It means the survivor either has invincibility or is doing meaningful objectives.

    I think he means that survivior that has nothing else to do will be more likely to abuse the invicibility (bodyblocking, flashlighting, stunning with locker/pallet, hiding in a locker, abusing vaults to create noise, trigerring hags traps, disarming trappers traps, other toxic #########.)

    Also what about people who get caught in Bear Traps? Its their fault they got caught, DS should get disabled.

  • No

    DBD 2 maybe, but this game is already in its decline, not dying or anything, but we cant expect competitive gameplay or any revolutionary gameplay changes anymore.

  • @TheLegendDyl4n1 said:

    https://forum.deadbydaylight.com/en/discussion/123368/an-option-to-disable-autoaim-not-clickbait

    i agree, i sometimes hit a tree or something like that on console due to auto aim, this isn't no first person shoot, its dbd, and unless auto aim works on huntress like a homing missile than idc, also THIS IS A FEEDBACK AND SUGGESTION MODS!!!

    Eeeh autoaim-whatever does not work on projectiles, thats for sure.

    And no this is not Feedback and Suggestions, this is discussion about autoaim (that turned out to be not autoaim) and how to disable it, the suggestion about adding an option in the settings was just an additional thing.

    But well, no one wants to go to the idea scrapyard called "Feedback and Suggestions", this forum is confusing enough.

  • Oh no camping

    *Killer literally uses anti camping perk while surviviors do nothing to counter it*

    Oh no killer kills

  • @HellDescent said:

    https://forum.deadbydaylight.com/en/discussion/comment/1039532#Comment_1039532

    They want killers to be locked in on hooked survivors so they go for a free save

    Hook tech does not exist, its just the dumb animation enhancement.

  • Could anyone from powerful people like @Peanits or @not_Queen explain anything?

    We have joke thread here while surviviors all over the world are still struggling...

    No, but seriously, I would like to know if you ever though that its boring and needs to be changed, or maybe you enjoy this kind of gameplay.

  • Yeah, maybe 1 hook is not enough, but what about 1 hook/down = -30 seconds? This would mean either 2 hooks/downs or 1 and 30 seconds for another save.

  • @Waffleyumboy said:

    Too many people are calling for DS to deactivate when another survivor is hooked. This would enable tunneling and make the perk useless.

    Survivor gets unhooked, killer downs them, killer downs unhooker, unhooker gets hooked, unhooked gets hooked aka tunneled.

    This can happen only in few situations:

    1. Unhooked is dumb and runs into the killer
    2. Unhooked is dumb and steps into Trap
    3. Unhooked is dumb and heals under hook
    4. Unhooked is dumb and does gens next to the hook
    5. Unhooked is dumb and bodyblocks you to save another survivior

    In all cases above, reason why it happens is because:

    • A) Unhooked is dumb
    • B) Unhooked has protection of DS so he can act dumb

    To be completely fair there is one more reason

    • KILLER IS CAMPING

    Unfortunately DS is not anti camper perk, BUT I FULLY AGREE THAT CAMPING NEEDS TO BE PUNISHED, OR AT LEAST THE CAMPED SURVIVIOR NEEDS TO BE RECOMPENSATED FOR IT

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/124761/the-problem-with-this-suggestion

    "B-But I still get hit with DS after hooking 2 people omg"

    So you're complaining about... dominating the game?

    Is this anti tunneling or anti "dominating" perk? Make up your mind. You cant have a perk that will solve all your problems with toxic killers.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1036376#Comment_1036376

    And they grew from that experience and made the changes, as it didn't feel good to Killers.

    In what universe is uncounterable auto gen regression fair or fun to play against? Will just make the high mobility killers even better than they already are since the regression cannot be stopped via a totem and games would last forever. No thank you

    This is why idea of new Ruin was flawed

    1. It helps the strongest killers the most
    2. Its a "late game hex" without protection = almost useless
    3. It is almost useless for Hag, she needs time to set up traps, not auto kicking gens
    4. It useless for all killers that have low early game pressure
  • @28_stabs said:

    They keep a good reason to not play survivor.

    As killer: omg, genrush, keys and matchmaking is so annoying!

    As Survivior: omg this tunneling, doing gens and SMASHING YOUR KEYBOARD is so annoying!

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1039665#Comment_1039665

    Its not really about the year, you can still start DBD in 2020 and may like the Struggle-Mechanic. It is more about how long you are playing, sure it is really exciting to "fight for your live" in your first 50 hours. But afterwards, you are just annoyed.

    Struggling on the Hook should be automatic. With a button to "Give Up". If they want to keep it for those people who actually enjoy it, they can make it an option, but I would highly prefer to not mash my Spacebar.

    Im not a veteran player, by "long ago" I meant the QTE boom in console games. Its like, no one does games with button mashing anymore. And even if they do, its never used so often and its never one of the core mechanics. Because its boring.

  • @Booper_Of_Snoot said:

    So you can take hits to get your teammate out

    So you can't get to basement from ny side of the map

    So there is a "Fight For Your Life Factor"

    Many things.

    No, no, no, I am not saying to remove the "struggle phase". I am saying that player input in this way is completly pointless, either make it automatic or give skillchecks instead

  • @PacifiedByDaylight said:

    As they said in 2016, this is working this way because it adds more tension and "fight for your life".

    Can`t agree nor disagree. Also, you don`t need to smash your spacebar like crazy, 2-3 clicks/second is enough

    In 2016...

    Well the times have changed. I don't think many people still feel that way about it...

    Its 2-3 clicks per second, provided there is no lag, or you die instantly...

  • @AvisDeene said:

    Devs believe that most gamers are fat basement dwellers so they have implemented struggle as a way to help players burn some calories!

    I am tempted to mark your reply as an answer, but I want more people and devs to see this thread first lol.

  • Yeah, hooking 3 surviviors and then catching the guy with DS still counts as tunneling. Wow, you are so objective.

  • Today I had the same thing happen to me...

    Anyone got any bright ideas? There is nothing else in the settings file, Peanits got tagged so many times and still did not reply whether you can disable it yourself or not, I guess devs dont want us to, not that I can blame them for it.

  • Uuugh I dont think so, maybe you just had better connection/keyboard.

    Honestly I am not sure why this mechanic even exists, but good for you I guess

  • @TheLegendDyl4n1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1039365#Comment_1039365

    well this might happen once a month across the board, very few swf teams all run no mither, with the small chance that they get oni, if this were to happen he would still get blood from hitting them, maybe they could make it to where if he hits a survivor that has no mither he gets 75 percent of his gauge, i mean a swf team all running no mither is still a huge disadvantage, even with his power being "useless" (even though it can be used to traverse the map fast) what your saying makes no sense because this would never happen. i bet if you look at the percent of players that use no mither (other than for challenges or adept david) it would be between 1-3 percent if that.

    I know almost no one uses No Mither, but if you added an option to bully Oni like that, maybe they would start to use it. But well, I dont know, maybe the blood on hit would suffice.

  • I had an idea to ditch all Wraith perks and make it into one. Bigger FoV, easier to see blood, easier to see scratch marks. Makes sense to me.

  • @TheLegendDyl4n1 said:

    My main problem with it, and how to possibly fix it

    • Legit he always has a way to find me by following the red orb road?????? i feel the only way to fix this is to make it so if you have no mither you dont drop blood orbs because lore wise its right because in the definition of no mither it says "You are affected by the  for the duration of the Trial. Your thick blood coagulates practically instantly." so i feel it shouldn't let you generate blood orbs.

    Other perks that counter other killers

    • it's kind of like how like calm spirit is a counter to the doctor because you never scream no matter what, he might know your in the general area of him if he sees he got bp for madness tier up(when he uses his static blast ability), but other than that it is a really good counter to him because you can still drop pallets and vault windows if you are using it.
    • Another great counter is Iron Will against Spirits, After Spirits hit a survivor they tend to listen for grunt pains but thi is hard countered by Iron Will, now Iron Will might be a good counter for all killers but not as hard as it is for spirit.

    Possible way to allow oni's to still get blood from people running no mither

    • Maybe as a way to still allow No Mither not to be such a big counter to oni they could make it to where if you hit someone with No Mither then it's like hitting a health survivor, where you get blood from it. since your blood is so thick and hasn't been falling out of you even though your injured.

    The oni's add-on "Renjiro's bloody glove"

    • I am grateful that if the oni is using the add-on that has survivors absorb blood orbs he sees your aura for 2 seconds that i can't absorb the orbs, but that makes no sense, i feel i shouldn't generate orbs but with that add-on be able to absorb them from other survivors.

    my usual survivor build

    • I legit put my team at a huge disadvantage when verseing a oni for it, and dont say just dont run no mither because i like it, my usual build nowadays is No Mither, Resilience, Dead Hard, and Spine Chill. Please change this for a quality of life change for people like me who run no mither.

    message for the mods

    • P.S. please dont move this post to the feedback and suggestions because i am trying to have a general discussion with other people, i dont see mods moving discussions out of general if its talking about ruin changes or something similar that they dont like

    conclusion

    • What are everyones thoughts? should this be aloud? any other possible ways to solve this problem?

    What you says logically makes sense, BUT what if ALL surviviors had No Mither against Oni? It would mean that he can't use his power. Even if you made it so that injured people with no mither would give blood just like healthy people normally, it would still be a big disadvantage for Oni. Or maybe not really. I think it would require testing.

  • My ideas:

    Version1: When a generator is completed, block ALL windows for 20/25/30 seconds. Blocked windows are highlighted. (if too strong, it could block X closest windows, x meaning like half of all the windows in the map or so)

    Version2: When a generator is completed, perk activates for 40/50/60 seconds. While the perk is active, every time survivior vaults a window, that window is blocked until the perk deactivates. Blocked vaults are highlighted 3 (or 5) seconds after being blocked.

    Version3: When a generator is completed, all Windows, Lockers and Pallets in a 24 (or 36) meter radius are blocked for 20/25/30 (or more) seconds. Blocked things are highlighted.

    Version4: When a generator is completed, barrier is created in a 24/22/20m radius around that generator for 15 seconds. Surviviors cannot pass through this barrier. (OR: Surviviors that will pass through the barrier will scream, be injured and will suffer from exhausted effect for 20 seconds)

  • They should adjust bitter murmur and dark sense so it works like NOED and adrenaline, not the other way around

  • Not much has changed? Well we had Oni update, Ruin nerf and Doctor rework, thats quite a lot. Maybe you should do another one just before you add next killer

  • The only thing to be balanced about huntress is her ######### hatchet hitbox

    She already has a cooldown, just because there is no bar doesnt mean it does not exist.

    And she is so slow that any additional cooldown would kill her.

  • Ok, soooo I opened the GameUserSettings....

    And the "AimAssist=" was "false" already...

    Looks like we got Bamboozled

    If this is with AimAssist disabled, then what happens if you enable it?

    At least now we know why devs dont like when we call their "Animation Enhancement" "Aim Assist", its because these are two different things...

  • @Kees_T

    Edit: THE THREADS GOT MERGED LMAO

    I had to question my sanity for like 15 minutes

  • Deleted because no longer revelant

  • Deleted bacause it makes no sense after threads got merged

  • @Kees_T said:

    I don't know if it works, but there's an option named auto-aim in the config of the game in the %appdata%.

    C:\Users\youruser\AppData\Local\DeadByDaylight\Saved\Config\WindowsNoEditor and open the GameUserSettings.ini, in the [/Script/DeadByDaylight.DBDGameUserSettings], in the bottom there's the option called AimAssist, mine is already false but I don't remember if it works because I don't play killer an long time, maybe give it a try.

    OMG THX BRO, THATS WHAT I NEEDED

  • @BillyMain01 said:

    For one of my game I had full 5 stack on my Huntress Lullaby and caught someone cleansing the hex totem. My gamer sense told me I should camp since the generator will not go since my Lullaby was full stack and I can reduce the number of survivor if they do not come. If they come I can start a new chase. Obviously, after the game I got a message "camper, looser go play fortnite." Since I did camp after all.

    First, I agree camping in general is toxic and ruins survivor game, but beside that does strategic camping exists like my game or am I just sweaty killer main.

    During the gen phase? No, maybe only if you know that there are 3 people going for the save, but its not camping then

    After gates are open? Yes, you firce them to get off gates and save the guy. If they are dicks or are doing challenges they can just leabe.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1035914#Comment_1035914

    "Gen speed issue"

    Hold up, what's wrong with gen speeds all of a sudden?

    Early game gens are being done too fast, thats why people used ruin

  • Feng Min's Perks:

    • TECHNICAN: generators you are working on are more silent, there is 30/40/50% chance to NOT alert the killer when you fail a skillcheck.

    Killers can tell if someone is working on a generator based on noise it makes, this perk makes it harder, but more importantly it lets you hear Killers Heartbeat way earlier than killer can hear you. This allows you to WALK away from the generator and not leave any scratch marks.

    Killer gets notified every time survivior misses a skillcheck revealing the durviviors location, and beginners miss a lot, so this perk can save you a few times.

    • LITHE: after vaulting, you can sprint at 150% speed for 3 seconds, but it leaves you exhausted for 60/50/40 seconds.

    Most beginner friendly exhaustion perk, unlike Sprint Burst it does not require exhaustion menagement and is triggered only when you want it to be.

    • ALERT: after the Killer kicks a generator/pallet, you can see his aura for 3/4/5 seconds

    It allows you to see the killer searching for you after kicking the generator or during a chase, thanks to that you can make a decision where to escape based on killers movements and make less mistakes.

  • Consoles: Feng Min(good for everything), and then the ones below

    PC: Meg(boldness), Claudette(altruism), Dwight(objectives) Feng Min is not free on PC

  • @ClickyClicky said:

    For the killers that are complaining about DS:

    1. Just don’t tunnel

    It’s that simple.

    I will tunnel as many surviviors as I want. 4 at a time

  • @Go_Go_Roboto said:

    I wish you luck getting constantly 360'd lol

    360s is where it works the worst lol

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