BenZ0
BenZ0
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- BenZ0
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I play oni since release as main and I can confirm the turns has been always possible.
And no you only see blood orbs at close range, the orbs give you only in rare occasions the position of a survivor. Oni can be very strong against a team that basicly give him the blood too easily but you can say the same to plague for example then. As long as you and your team are playing save and deny his blood a oni is very much beatable.
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@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2908449#Comment_2908449
I did enjoy XCom 2 but only after recreating all my soldiers as DBD characters.
I might have a problem.
lol 😂
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@Starrseed said:
As a Legion main right now I just wait for the mid chapter so I play my fair share of different games. Generally I bounce between terraria, cyberpunk, binding of isacc and a bunch of other games because my true love wow isn't looking so good right now
oh which expansion did you played and enjoyed if I may ask? I for myself really enjoyed legion and stopped shortly after BFA and didnt even try shadowlands till now.
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@humanbeing1704 said:
Left 4 dead 2 and cod vanguard for multiplayer games also sometimes reinstall other cods for zombies
training that deathslinger aim I see
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@JawsIsTheNextKiller said:
I only play DBD. I dabble with other games but most seem like a chore and I always end up coming back.
Maybe you should expand abit your search for games, many ppl tempt to stick with very similar games of the other "main game", it can be helpful but mostly its better to try out completly other games from that.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2908208#Comment_2908208
I think its not that it's a choice or not. It's that it's a dumb choice even for a decent full cosmetic. There's no real reason to prestige even though its a "choice" so some reward at least would give prestiging some value besides being mostly cosmetic. Like people have said 10% more bp per prestige. Considering I've already burned 2 million+ bp to get to 3 id say that's a decent tradeoff. Sure it's a choice but it's not a very popular one...like at all.
I get where you are coming from, however... many ppl are complainaing heavily (I agree there aswell) about the grind beeing WAY to big, especially for newer players. With this change you indirectly increase the grind even further, also prestige has been always in most other games a "optional choice for pure cosmetics" look at call of duty for example, you get even way less in cod, there you just get a icon next to your name, in dbd you get atleast a full outfit which looks on many characters pretty good.
Although BHVR could take over the Cod prestige mechanic, with that you get a permenant unlock token when you prestige, you can choose 1 gun/equipment to take it with you in your next prestige but you still lose everything else. Which means in dbd's case you could choose 1 perk to take it with you on lvl 3 and on the second prestige you still keep it cuz its permenantly, so on p2 you can now choose a second perk to take it with you. Although again I dont see any big issue with prestige, there are many other things in dbd that needs the attention of the devs imo.
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No one said you have to prestige, if you dont feel its worth it then dont do it lol
Will never get those complains xD
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Bloodlust is kind of outdated now. Most new Killers literally dont need it anymore, its mostly just there for weaker older Killers to somehow have a chance. There are however still rare occasions where sometimes even on a blight bloodlust CAN do something.
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Dont know why so many suggest the break totem thing, its even worse for you then cuz perks like Noed and Plaything lose value, I am 100% sure we will get more hex perks like that in the future.
A better idea is to give the Perk a cooldown after the snuff of 60 sec.
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I agree, world of warcraft did this EXACT same thing what BHVR is doing right now. Nerfing all the strong things in a game to match it with the weak things turned the game in the end VERY unfun, sluggish and clunky, eventually the majority stopped playing.
You know when world of warcraft was at its last peak? At Legion expansion, it was the last expansion (patch) that had very OP and fun stuff. EVERY class had something very broken or strong with them and therefore the game was very chaotic, inconsistent (in a good way) and fun. It was insanely fun beeing able to pull off such amazing plays with so much high damage outputs.
Once Blizzard nerfed all that ######### down ppl began to realize that all classes feel now very "minimalistic", just a shell of what they used to be and that ofc felt just bad and boring.
Back to dbd, I have this EXACT feeling with Spirit, Deathslinger, Nurse and Legion. All these Killers where amazingly fun in their own way, yes they may be unfun for the opposite of the team but I am talking here about the players perspective. After each of these nerfs I stopped playing these Killers just because they feel now just boring and clunky to play, just a worse and unfun version of what they used to be.
Thats why I say yes the weaker Killers SHOULD be buffed to match the stronger killers not the other way around.
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@SomberNokk said:
Im curious where survivors got their ego from. Like survivor is the easiest thing ever, theres nothing impressive about it.
that is the thing about it. BECAUSE it is so easy they survivor the majority of their games, if they dont it hurts their preciouse ego they build up from all the wins before.
Its very easy to feel like something if you play survivor, I have seen this very often from a lot of ppl who start playing survivor. This also applies ofc to Killers, there are even Killers who are worse but survivors tempt to be more often like that.
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Tbf he couldve close the hatch and stay near it and force her to open a gate since the timer goes down. The gates are very far apart so he couldve easily run across both gates and the hatch.
Honestly though I wouldnt waste so much time only for that one kill, some ppl really have issues.
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Imagine blaming construction workers cuz there is still crime in your local area.
You cant blame ppl that have nothing to do with the actual problem. Also they are working on it, constantly, it is an arms race that will never end sadly. Not only dbd struggles with it, CSGO has hackers since the beginning of the big bang.
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@Phasmamain said:
Just like everyone in this game they’ll find the next best thing to complain about
Applies also to the real life
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I like this idea however I think 25% would be too much. Maybe 5% each then it wouldnt be such a big difference, keep in mind that just as ppl are toxic they can also deny those things on purpose. Many ppl are very emotional and petty when it comes to gaming, they will find any excuse or reason to blame someone. In theory a endoresment system sounds great and sure it can be added but giving other players the ability to "choose" what is not toxic and what is will not help or solve anything.
Example: I met someone who called me toxic for playing Artist. He even reported me cuz I "abused" the birds.
Does this mean he is in the right and his endoresement is justified or would promote anything? There are ofc way more examples and thats why I think it wouldnt be a amazing solution or huge thing for dbd.
Again not sayings its bad, would be nice to have it but it shouldnt give such a huge reward difference.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2902284#Comment_2902284
Blight in every single game is so annoying though. I don’t really find Blight as fun as I used to. I don’t think his base power needs a nerf though.
That would be stupid to nerf his base power, also ye blight can be annoying on some maps against dead hard.
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Blight=Fun
Spirit=A chore to play, especially against iron will
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@Tricksters_30thBlade said:
https://forum.deadbydaylight.com/en/discussion/comment/2901808#Comment_2901808
I never said they were bad, but let's get real compared to other killers addons these are so borderline boring. Example :
Mutation rate addons yeah pretty nice essentially his best.
Zombie movement speed make me question my sanity.
Everything else is centered around the zombies variables. Not much creativity with the tenticle.
tbf the tentacle is a simple hit ability, there is not that much playroom with it. However addons like Iri umbrella badge + jills sandwich are really fun aswell and also pretty decent. Broken recovery coin is simple but yet one of his best addons. The parasyte is also a nice addon (Not op or something but still very cool). Believe it or not but the green plant vine addon that makes survivor open vaccines longer for 4 sec is actually really good, keep in mind they need already 4 sec to open one, + 4 is basicly double its time which is really good in general.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2901818#Comment_2901818
Wraith better too
true 😂
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Why playing sadako when you can play wraith and have basicly the same experience?
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Nemesis addons are mostly fine, only cuz you dont like them doesnt mean they are bad in general. Nemesis has a pretty good addon roaster which both encourages different builds and playstyles, probably one of the best ones in terms of variaty.
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@Peanits said:
I just want to start by saying that none of these are bad ideas. On paper, they all make sense. Actually incorporating them into a matchmaking system is where things start to get tricky.
For starters, let's look at just perks. Someone has to subjectively pick which perks are meta, we cannot base it solely on how often they're used. A perk like BBQ & Chili is incredibly popular, but I think we can all agree that it's not because slapping it on will carry you to victory. Applying a penalty to it wouldn't make a whole lot of sense. So already, you need to selectively apply penalties to perks and also determine how much of a penalty each one should carry. This is already highly subjective and I strongly doubt that you could ever find a value for each one that everyone considers fair. There are bound to be loads of disagreements over penalties (e.g. This perk has too much of a penalty. It's not even that good. Now I get super tough matches just for using it.)
This also does not factor in the fact that not all perks are equal. Some perks are stronger when combined with other perks/add-ons. Take Dead Man's Switch, for example. On its own, it's okay. Put in on a Killer like The Artist that can easily force people off of generators and it becomes much stronger. How do you apply a single value to it that doesn't discourage using it on other Killers while also fairly penalizing it on ones that can make full use of it?
All that aside, these penalties/bonuses are redundant when it comes to how a matchmaking system actually works. By design, using strong things inherently increases your chances of winning. When you win, your rating goes up and you'll end up against tougher opponents. Put simply, the matchmaker does not care how you got there. It doesn't care if you're a perkless legend, it doesn't care if you run meta every match with ultra rare add-ons. What it cares about is your chances of winning, and its' only goal it to pair you with people where your strategy (whatever that may be) works about half of the time. When it stops working more than half the time, you plateau and stop climbing. This doesn't mean that you're a great player because you have the best stuff, it just means that the matchmaker has successfully put you in a place where you're no longer pummeling new players.
Adding another layer of prediction on top of that would only make this worse, and would only be of benefit in a scenario where you can see your rating (and it actually mattered). Say you're a 1,500 player, but you're running really good stuff so the game treats you as a 1,700 player. If you lose your match, you only get shoved further down into matches with less experienced players who are not prepared to deal with the meta you're running. In a scenario where you can see your rating and it means something, sure, this matters. This stops someone from artificially boosting their rating by running all the best stuff. This is not, however, the case. Your rating means nothing beyond placing you in matches where you've got an equal chance of winning and losing, and it already does that without predictive penalties & bonuses.
I undersand the part about picking specific perks, however my main point was here about ppl that generally dont even have the perks to begin with. It was mentioned that if you play on a new killer your MMR should be low to begin with since you are learning that specific character, however I have seen more then enough cases where ppl got matched with ppl way above their levels even with their main killers (without survivors that fill an empty slot after someone left)
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2901679#Comment_2901679
Those things are still balance issues and not matchmaking issues, though? The fact that you have to dump a bunch of bloodpoints into a character before you have all perk slots unlocked or even usable perks to fill them with isn't a problem with the matchmaking, and especially not the MMR.
(Does WoW have PVP? I legit didn't know that, I haven't played it before.)
ye wow has pvp xD, if you have a low equipped character and que for arenas you get matched with opponents with a similar equipment level to yours.
What do you mean with balance issue? Its just the progression of the game, you start small and have to level up which is totally fine, you just shouldnt meet ppl that are way above your own level (Progression wise).
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@PlaysByShady said:
https://forum.deadbydaylight.com/en/discussion/comment/2901577#Comment_2901577
How can you improve an algorithmic system unless you have some fundamental understanding of how it works in the first place? Your "suggestions" only really make sense to those on the far left of the Dunning-Kruger effect... i.e. they don't, to anyone with some knowledge of how it actually works.
If it is that hard to do why do other games also can do that? Just asking
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2901621#Comment_2901621
Are you certain about that? Because all of the games I could find information on very explicitly didn't have that kind of function, they very explicitly did just look at a player's winrate to calculate their MMR. This is for two main reasons- one, it's just much harder on its face to objectively measure how powerful/skilful/etc any of those things are in a way that isn't context dependant, and two, it'd throw the system completely out of whack if those things ever changed. For instance, basing your MMR partially on whether you have Dead Hard equipped would then require the system be changed to accommodate for Dead Hard ever getting nerfed- then snowball that out to every perk, item, and addon in the game, and you see why this is a monumental amount of work.
That's why it's based on winrate. If your game is balanced, anything that'd be deemed more powerful or more skilful by something more involved will reliably lead to more wins, and if your game isn't balanced, your matchmaking system can't be built around whatever's unbalanced about it. It's simpler, it's cleaner, it doesn't require mountains of maintenance for any changed aspect of the game, and it works just as well.
Now, obviously you shouldn't be matched against new players; we know that the system is broken in how it matches players, and that's what these recent tests have been trying to fix to my knowledge. To the point about a low-level killer without all equipment slots unlocked... I don't think that's a matchmaking problem, I think that's a problem with how perk and addon dependent a lot of killers are. This is less applicable to survivors since they all share a perfectly serviceable basekit, but it applies a little- and either way, that's a balance issue and not a matchmaking issue.
Hearthstone and world of warcraft both had this for example and it worked very wellt for both games. I wouldnt do it that complicated about which perk and which not but more about if a perk is lvl 1-2 or 3 and how many you have equipped.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2900851#Comment_2900851
The only way to set this up would be to prevent changing of perks or loadout once match making begins. I'd personally be for it, but I can just imagine the amount of complaining in the forums such a change would generate.
there are ppl asking for Artist reworks who just came out a few months ago, I wouldnt worry about such complains much tbh.
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@Marc_123 said:
Yeah... just got a good team and we got a one perk new Ghostie... who was completely overwhelmed.
hes gotta get better at hockey!
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@Aven_Fallen said:
In a perfect world an MMR which takes into account everything mentioned (SWF, Solos, Add-Ons, Items, Perks) would exist. In a perfect World, Maps would also be calculated, including everything what happened due to RNG (the Survivors who died on a Map with the minimum amount of Pallets are not worse than those who survived on the same map with the maximum amount of Pallets).
However, something like this will never be possible.
This is most likely the reason why they went for a super-simple MMR - no MMR in this game can be accurate, because there are way too many factors.
I agree with this, however I am not asking for complicated fucntions. Atleast if you que as an lvl 10 trapper you shouldnt get 4 survivors p3 with all perks lvl 3. I met few days ago with my swf squad a lvl 14 onryo that just bought the DLC. This guy had 1,3k hours which is fine in that sense, however had had only 2 lvl 1 perks against our full stacked squad, dont see any reason for that. This happens rather frequently, I also meet occasionally low level survivor with my full leveled p3 killers.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2901580#Comment_2901580
Then... what's the point of this thread?
I'm not trying to get a 'gotcha' here, if you understand that this is how MMR functions and that it's the better option than looking too closely at a single match, what is your overall point...?
I wouldnt call addons or perks as "closely looking". Many other games also have that exact same function. My point here is that ppl who are new to the game OR if you get a new character which barely any perks shouldnt get matched with other full equipped players. Atleast if you have a low level character you shouldnt be paired with other that are already full.
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@SleepyWillo said:
MMR doesnt even matter. If you've been waiting for a match it'll just pair you up with anyone - regardless of MMR.
MMR could be good - if it was ever actually used...
exactly
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@jesterkind said:
They are using it properly, the way MMR functions in DBD is how the majority of MMR systems work from my research.
There are a bunch of reasons why this is a better decision than having the system pay super close attention to how a single match went or what variables went into that match, but what I really want to hit on right now is that this is just how MMR systems work. They take your overall winrate and base the number on that.
Thanks for explaining however I am already aware of that.
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@PlaysByShady said:
I love these posts about MMR from people who don't know anything about basic algorithms but presume to think that they can immediately design a much better system than people who've been working on it for well over a year with all the data at hand. It's not arrogant at all. 😂
Ye lets ignore the suggestions I made there trying to improve it but instead try to make fun about that, how old are you?
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@Heartbound said:
The killer cube will not go down without a fight.
Really the original pip system was easy to pip on, it just took ~40 hours of gameplay to get to Rank 1. In its simplicity however, I think it did what it needed to do in order to keep newbies and pros apart. Well, at least until the 13th hit.
If you played a lot you were probably good at the game so you'd red ranks quickly. If you played occasionally and weren't too worried about it or couldn't get a 7k point average each game...you probably didn't get that high in ranks. You played with people like you.
Then you had green/purple ranks with people like me that couldn't decide if they wanted easy matches or to be challenged. It was a simpler time.
Agree I really miss the old pip system, it wasnt perfect for sure but it did its job WAY better then MMR and it never got constant changes, tests or attention from the devs and still was better without support for years.
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Yo, Bo Rai cho would be sick as Killer
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@Zeidoktor said:
By my understanding the main conditions fo that alter your MMR are simple.
Survivor gains or loses MMR if they escape or die
Killer gains or loses MMR if they kill survivors or let them escape
For better or for worse, you can't deny it's simple.
That is how you lose and gain mmr but my point here is your MMR should alter according to your loadout. This is nothing new, many other games that use mmr also do that exact thing.
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Yes if any other Killer is not allowed to be able to make use of exposed for their powers why does the nurse then? Its not like it would hurt her anyway... she will still be the strongest Killer and still annoying to deal with.
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@Nathan13 said:
This is why I keep my chat on friends only.
@Marigoria said:
I have my steam profile comments turned off after a long time ago someone was threatening to dox me on there. No thanks.
Thats the thing, this isnt profile comments, I have them disabled too. I searched out my screenshots and wrote on one of them there. I didnt even know I had screenshot comments on public since i never had this happening xD
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/2896080#Comment_2896080
Then what you can do is create another steam account, link the game to it and you will have a new DBD profile with a noob MMR.
But honestly, it won’t help him much because that’s my friend did with me and what happened was that he was looping the killer for 5 gens while I was holding m1 on gens and the 2 others Meg / Claudette were hiding in lockers.
I did not learn much. Training in 1vs1 is the best solution.
sounds fun xD
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@Murgleïs said:
So you want to face weak killers ? Nope, ain’t going to happen.
The solution is to go in private lobby and explain to him how to loop and where the gens are for each map. As my friends did to me.
Thats precisely what we are doing, however we cannot play with him in a regular game which sucks. He bought the game to play with us, not with randoms.
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@Hex_Ignored said:
While it is a good idea, I fear that this would attract smurfs.
there are already smurfs in the game, smurfs are in ANY multiplayer game, its nothing you can do about at any game.
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@SS007 said:
R6 siege has a new player playlist that you can't play anymore past lvl 30 so similar thing might be great for new players measured by hours or similar thing.
ye thats where I got the idea from in the first place, when I started with R6 it also helped me ALOT having a smaller amount of maps to get comfortable with. Map knowledge are in both games very important therefore the same system would make a lot of sense.
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@Xyvielia said:
If perfecting MmR is too far-fetched a possibility, then at least give new players a even more in-depth tutorial with multiple skill level bots survivor/killer bots; and the option to choose the killer bot, or sth, so players can get a feel for what they’re up against before entering matches that aren’t always going to be just vs Trapper.
Agree, different killer bots and survivors are currently at work which is really nice to hear tbh, no clue though how long it would take, since its BHVR we could expect a year or so.
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@Nos37 said:
When you suggest they just work on the gen in your face, effectively giving up and losing so every one can move on...
Why not do the same, as killer? Why not go AFK in the corner for 2 minutes and let them escape so you could all move on?
Do you see the double standard you suggest?
You got it wrong what he is trying to say. He doesnt say survivor should give up right off the bat. With 2 survivors beeing dead the game is pretty much over, unless you can still outplayed the killer hard by keep looping him while the other one does gens, however neither of them tried anything from what he wrote there so there wasnt even the will of trying to win. Instead they just wasted the time of basicly everyone remaining in the lobby and I totally agree with this.
I also had some games where the last 1-2 survivors where hiding and not progressing the game, they STILL died in the end cuz i found them eventually but it took me like 10min+ which is just unecessary and dumb. No one said survivors are not allowed to hide, but it should have a reason, not when the game is over with noone else to back you up.
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Same if you wanna play fun builds and no anti gen tryhard builds.
I was playing coupe de grace, hex plaything, deadlock and bbq on Nemesis with the iri umbrella badge. Its a surprise one punch build where ppl use the vaccine and with plaything I go with a big ass coupe de grace one punch. Its pretty decent the build but ofc not meta and I got regually ppl trying to mock me and make fun of how stupid I am using those perks.
I will never get ppl they cry about killers using full anti gen but if you dont use it they laugh about you dafuq?
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They repaired slower then current toolboxes. They didnt nerf them really they just changed their "use". Instead of having more charges but slower repair speed we got now smaller charges with higher repair boosts.
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Why do you do Adept in the first place if it annoys you that much?
For real its just a digital number, why do you go through that frustration and then complain about it in the first place? Will never get that I guess. I have 7k Hours almost in dbd and dont even have 1 single adept cuz I simply dont see any reason to go through such a unecessary and annoying procedure.
Besides that yes Killer is still to this day very frustrating and sadly the devs dont really care about it.
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@TheArbiter said:
https://forum.deadbydaylight.com/en/discussion/comment/2893763#Comment_2893763
Enduring does stack with C33
Pretty sure it doesnt unless its a new bug atm, but its not intended to stack since you dont get "stunned" from the pallet, you just have an fatigue from the addon. Enduring only reduces pallet stuns.
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Enduring doesnt stack with compound slam stun. Also no its not op or busted, demo also has a kind of "no counterplay build" however you remove and replace perks for chases instead of anti gen. A compound blight has plenty of counterplay in terms of pathing which means dont run from pallet to pallet, no one said you have to use every pallet against him, you have also other tiles and loops. Aswell as teamplay with effiiciant gen splitting.
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Would love to see a FOV slider but the devs have a pretty good point. The base FOV of Killers is around 80-85 (Not sure about the exact number). This is a pretty standart number which most shooters also have and support. Some shooters let you go up to 110+ but these are very extreme exceptions.
Many Killers especially Nurse, Blight, Oni are DESIGNED with the FOV in mind of the perk AND shadowborn. It would make many other things just very complicated to make it now free for everyone. Unless they will keep the same maximum FOV with shadowborn which would be 95. (AGAIN NOT SURE ABOUT EXACT NUMBERS).
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@UnluckyDucky said:
https://forum.deadbydaylight.com/en/discussion/comment/2882634#Comment_2882634
you said it yourself, theyre a group of kids that stick together and do what they want--how does that translate too "they run fast". like.. literally dont see how that became their power. the plagues story has to do with sickness and the curse of an infection spreading to EVERYONE. whats her power? infecting EVERYTHING.
You do know that "do what they want" doesnt mean they can do what they want outside of their power. They are literally kids with knife's, what do you would suggest instead then? xD I dont see a issue with that tbh.