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Blueberry

Blueberry

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  • @Wesker09 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1894938#Comment_1894938

    I know I myself am not the greatest but I do pretty well in chases and having good game sense but the teammates I get just...yikes (especially as late cause MM keeps giving me yellow/brown ranks for some reason?)

    And I do tend to win quite a few of my games but so many I don't get to have multiple escapes cause my teammates just love to farm each other and not help out like I mentioned (can't tell you how many games I get where I have to do up to 3-4 gens myself lord it's annoying)

    I really hope MMR (I have doubts) fixes mm so I can get better teammates more frequently cause lately it's a big yikes

    Well we can exclude matches where you get thrown wild ranks like the browns you were mentioning. That's a matchmaking issue and not truly reflective of a normal solo queue game.

    There are a multitude of issues with mmr and why it's not going to work.

    Firstly the whole reason we are getting mmr is because rank isn't an accurate gauge of skill. Yet, we aren't being told how mmr ranks "skill". We also aren't going to be shown our mmr. If mmr is to replace ranks because it's a more accurate gauge of skill, why didn't we just use that criteria for the current ranking system?

    So what reason would there be for not showing us our mmr, not showing us how it determines skill and not just using its metric for the current rank system?

    It's because there isn't confidence that it actually does gauge skill and also because they don't want us to be able to point out its inaccuracies or that it is matching us incorrectly. In other words, it's the current system we already have except without the ability to see the poor ranking and poor matchmaking to be able to call out the devs on it. It's a way to cover up the games issues.

    The only reason they've given for hiding the mmr information is that it will supposedly be manipulated to control our mmr. This doesn't make any sense. If mmr measures skill...then us seeing the skill metrics...will make us play skillful in order to.."manipulate it"? So "manipulating" the mmr system is just playing skillful? Sounds silly right?

    You're now gonna have no idea after a match as to whether or not you were matched correctly and no clue if the system considers what you did playing well. You're gonna be in the dark. Can't complain if you don't know anything right? lol

    Here's another issue different from the rest of this...

    The game is quite poorly balanced in its current state. The extremely poor ranking system, rank reset being too little, too much ease in ranking up on survivor is what covers up the games imbalances. It puts more potatoes against good killers.

    IE in a perfect mmr system world killers would be getting destroyed. The games issues I just listed cover up these imbalances.

  • @Wesker09 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1894906#Comment_1894906

    I can agree on balanced but it's also more frustrating when the teammates I get aren't that good. Had a game last night against a ghostface on haddonfield and the nea, bill and david kept farming each other like crazy while I did the only gen and they essentially threw and we all died (I died to egc) Sure it's more balanced in solo queue in a way but with matches like that I can't understand people who enjoy solo.

    I try so hard to make solo work but when my teammates aren't good and won't help out I can't tolerate sometimes, sure I win some games but that's only if the killer was bad in some way

    The vast majority of my solo matches are 3+ escapes. You will get matches like that every now and then, but on average the bad survivor teammates you get are still decent enough that if you are decent you will do alright. IE most games they're just slightly bad that you can manage a win if you're good. Rarely are they so bad you can't carry.

    In other words, I think when "most" survivors complain that they lose the majority of matches because they have teammates that are so bad that they can't win, it's actually because they are bad as well. This is speaking in general, not specifically towards you.

    Most games are winnable in solo queue if you're good. Most, not all.

    I think the majority of people on here lack good self reflection. This is a big part of why I'm thinking about starting a series of videos where I critique submitted videos to help people realize how winnable a lot of matches were if they had played better instead of just blaming bad teammates.

  • @Wesker09 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1894624#Comment_1894624

    Why may I ask. Personally it's how I play but it's god awful. I get teammates that leave me to die on hook despite running kindred sometimes (still don't know how people think this perk is good) I run the killer around for quite a while and I see my teammates doing nothing after getting hooked, and no one helps me with gens or totems so I'm not sure how anyone can prefer solo queue tbh

    Because it feels like a more balanced and fair match.

    If I'm in a swf it feels like we're bullying the killer with an unfair advantage that the game wasn't balanced around.

    Kind of like if you enjoyed boxing as a hobby but for every match you went to, you showed up with a knife...does that sound fun, challenging, or simply fair for the other guy?

    It's hard to honestly feel like I earned a win, or outplayed the killer when we aren't playing by balanced rules.

  • I actually like their concept to play as and against.

    The problem is they're completely terrible. One of the weakest killers they've released in an extremely long time. Just so many problems.

    They have counters, on top of counters, on top of counters.

    -Victors locker hold needs to be longer

    -Victor shouldn't be kick-able after a successful lunge

    -There shouldn't be a notification to survivors of when they swap between each other. Is asking survivors to have their eyes open really asking too much? I mean honestly.

    -Why is Victor so loud? It defeats the entire point of him not having a TR.

    -Victor should be re-callable immediately, why is he able to be held hostage at all?

    -While a survivor holds Victor, Charlotte should have Undetectable. This actually makes survivors want to get him off.

    -Survivors near Victor when he's idle or on someone should be aura shown, not a location ping

    Boom now she might be close to A tier. This may seem like a lot, but that's just how bad she is.

    Right now play against The Twins as survivor feels like I'm a child having my hand held.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1893338#Comment_1893338

    His traps would still be too visible on certain maps like the game, maps and OoO would still turn him into Machete man, and there would still be so many counters to him and no consequences to stepping in traps if injured so long as he isn't like RIGHT there.

    Trapper is like 90% weaknesses and counters haha.

    Oh I'm not disagreeing with you. OoO needs a rework as well.

    As you mentioned there honestly does need to be more of a threat to walking into a trap while already injured. IE maybe walking into trap while injured requires a teammate to free you.

    Trapper with his best addons still isn't even A tier and I don't think A tier is good. That's how bad he is.

  • Well Better Together is showing teammate auras occasionally as well. That said, I think that perk needs buffs also.

  • I'm not sure about that addon at base, but at least 3 traps at base, traps on the map are more clustered towards the center, much darker traps at base, and a larger radius on the traps triggering would go a ways for helping him. Even with all this he wouldn't be A tier though, that's how rough he is right now.

  • Basically.

    They could also make the tokens work like DH if they wanted as well. IE it rewards you for playing in a way that's more fun for survivors since you're leaving the hook and letting them rescue. I like the idea of more perks that give incentive to "fun" game play.

    They've got some options with coding that already exists.

    Side idea. Reverse Fire Up. You start the game with max tokens and lose them as gens get completed. Interesting thought.

  • Convince the devs to make Visionary show gen auras that you see to all teammates. Easy peezy.

    Honestly why doesn't this perk already do this? Not like it would be too strong and it would help new players.

  • Honestly I wish they'd scrap the amount of uses in the first place.

    Just decrease the percentage and make it a permanent passive increase to your lunge distance as the game goes on.

    Currently it's just a trash perk.

  • @[Deleted User] said:

    I just can't for the life of me figure out the logic behind making her go get fountains while also making those fountains replace healing for less time than a teammate heal. It genuinely hurts my brain

    I'm with you man, I'm with you.

    People like to look at how fast you can down with her Corrupt Purge without realizing that you probably ended up wasting way more time getting them infected/broken and then picking up the fountains in the first place than the amount of time you saved downing with the Corrupt over a basic m1. Not to mention time spent getting those people infected/picking up the fountain is also killing your map pressure aside from its time loss component.

    I think people exaggerrate how strong her Corrupt Purge is too. It's good don't get me wrong, but much more out playable than people make it sound, especially given the cost associated with getting it.

    You're also one of the tallest killers in the games for your mind games at loops.

    Honestly if they'd just allow her to activate her pools from anywhere that would go a long way.

  • How does this prevent them from rushing the hook?

  • Yeah when they talked about the trap changes

  • @Terro said:

    They never did give concrete numbers to the escape chances or what exactly they did with the escape percentage numbers.

    They actually did give the numbers, I don't remember them off the top of my head though.

  • Keep the timer at 60, use your deactivation metrics, also add when you hook a different survivor and keep it at one use.

  • I love Plague, she's one of my favorite killers. She is in serious need of a Doctor level rework though. There are just multiple things wrong with her on a balance level and a simply fun to play as/against level.

  • I don't believe that is bannable at all. He's doing whatever it takes to save himself.

    The "working with the killer" ban criteria I believe is more referring to entering into a match knowing the killer from the beginning and working with him from the beginning. Those scenarios are very different.

    One is a self preservation tactic when you're about to die and the other is trolling/ruining the match for everyone.

  • I find them fun on both sides.

    Their issue to me isn't fun, it's just how ridiculous bad they are.

  • Quite a few killers addons are in much more need of attention than either of those two.

    Myers is actually pretty good compared to the rest the roster honestly (addon wise) and only thing Huntress needs touched is the IH and an addition ultra rare addon.

  • While I agree with your initial point, NOED is unhealthy design and should be changed as well.

    Honestly almost all the second chance perks in this game including NOED need nerfs/reworks.

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1891898#Comment_1891898

    The reality of the game disagrees with you.

    If the bar to carry were as low as you say, most survivors should be able to loop the killer consistently for minutes. The fact that that doesn't happen means that the bar is actually pretty high.

    You can't argue with the actual state of the game and the facts and actual kill rates of the game. I know a lot of players like to invalidate BHVR's statistics and call them worthless, but the state of the game is how it is because it is.

    Like I said, you're so good at the game that you can't even understand that the game is actually hard for a lot of people. Majority of survivors escaping 75% of the time like in your case is far from normal.

    "ike I said, you're so good at the game that you can't even understand that the game is actually hard for a lot of people."

    I never once said it wasn't or even implied such. That is what you inferred on your own.

    "I know a lot of players like to invalidate BHVR's statistics and call them worthless, but the state of the game is how it is because it is."

    The stats are near worthless for a multitude of reasons if you seriously want to get into that here. Kills =/= a real representation of the games balance. You referencing the state of the game with the kill stats seems to imply it's skewed against survivors, that is not the case.

  • That's the worst.

    I also think they could do with another another perk or two on each bloodweb. This would lesson the grind some and give them more chances to get the specific perks they're looking for.

    Quite an easy fix for an issue a lot of people have.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1891905#Comment_1891905

    I mean it already has a cooldown and often you don't get much value out of it even if it stays up the entire game so....there really is no need for it to remain a hex.

    The devs have said themselves Hex's are meant to be extremely powerful/dangerous compared to normal perks, but you run the risk of losing them.....Blood Favor has all the risk with none of the reward.

    So they should either make it not a hex; or buff it. Thing is they won't do either....it takes months, years even, to get one lousy perk's numbers changed by like 10%....

    Oh I agree.

    Honestly if they did nothing but strip it from being a hex and kept all it's current effects it still wouldn't be ran by anyone, that's how trash it is.

    I mean jeez for hex's supposedly being stronger and no one would still run it even if it was permanent should seriously tell the devs how bad it is. That says something.

    What's funny is you could do this same thing with a few other hex perks and people still wouldn't run them either...lol

  • @tennmio said:

    https://forum.deadbydaylight.com/en/discussion/comment/1891874#Comment_1891874

    Obviously not. If your team mates are actually getting gens done, while you distrac the killer you should consider yourself lucky as well.

    The team mates I get don't always do gens while I am chased. Not infrequently I am the first getting chased untill the killer leaves me and the first getting a gen done as well. Sometimes I am even I only one going for the save after I got that gen done.

    I'd love getting more of the team mates that you say you get frequently, but I don't. I get some of those that dc after getting downed first time, some that kill themselves on their first hook after lasting a 30 sec chase. I get some that just farm someone else of the hook withouth bt and go down instantly as well, resulting in 2 people hook and 1 gen done. I get some that just fool around to have fun, not caring to escape but to bully the killer. etc.

    I said it already: You can consider yourself a lucky person when it comes to this game :) Be happy

    Do you stream or record your matches with all this happening? I'd like to see this.

  • @redsopine00 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1891901#Comment_1891901

    Exactly instead of waiting to lock it auto locks one pallet if it’s abused and if you nail a hit boom the survivor is actually taken out because they wasted time these changes would effectively become the anti pallet perk it’s ment to be as you either drop it and it breaks or your locking it out and the locking out any you come in contact with including vaults

    Honestly wish they'd just scrap it being a hex, remove the hit component and now it's just a permanent bamboozle for pallet looping. Doubt we'd see that though.

  • I like your idea actually.

    I honestly wish they would just stop making hex perks if they refuse to make them more viable. The vast majority of hex perks are trash bar only a couple exceptions and even then, those perks we're only really worth running when we had Undying. Without Undying (IE the nerf coming kills the perk) hex perks in general just aren't worth it. Undying was a bandaid to fix how bad hex perks were.

    I assume they want to keep the perk a hex. If this is the case use your recommended change and remove the cooldown.

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1891874#Comment_1891874

    No, not everyone can do it.

    You are a gifted player and good at the game. Not everyone is at your skill level. This isn't hard to understand, but it may be too hard for geniuses to get. Geniuses are so far removed from the realm of mortal man that their standards are completely skewed.

    75% survival solo q rate is ridiculously good and maybe only 1% of the playerbase can achieve that.

    There's a reason why the kill rate is what it is. Most players aren't as good as you are.

    I get what you're saying but you're missing my point.

    My point was that his terminology was implying that there's a problem with solo queue balance, rather than an issue with teammates or his own skill level.

    IE the implied reason for the results is my issue.

    I also think that the way you phrase this is that it takes some really high skill level to carry on survivor in these solo queue games and I don't think the requirement is that high. The bar is actually way too low currently imo.

  • @tennmio said:

    https://forum.deadbydaylight.com/en/discussion/comment/1890065#Comment_1890065

    The mayority of you all? Then call yourself lucky, seems you get all the decent survivor players, that fit their rank and behave like their rank and actually try to be a team with the other 3 strangers, most of the time. As you know that isn't the case for everyone- you just stated it yourself: There are a lot of people that are getting to red ranks that struggle against those experienced Killer players (going down after 10 seconds, just searching chests, totems and going for saves/ never touching a gen, killing themselves on first hook or dcing as soon as they got found).

    Even you should know, that your survival of 75% of your games in solo Q, has to be an exception, as it would change the numbers in the stats dramatically. Consider yourself lucky :)

    Anyway, thanks for your experience although I am honestly more interested in hearing about other ranks experiences.

    No, I get lots of bad teammates. The reason it works is because I get the killers attention and loop for the team. You know how to carry in other words.

    "Even you should know, that your survival of 75% of your games in solo Q, has to be an exception, as it would change the numbers in the stats dramatically. Consider yourself lucky :)"

    You're missing my point. My point is not that this is the average. My point is that if I'm doing it than so can y'all, and if you're not able to on average that you may also be the weak link.

    My point is also that by your original post you seem to be pushing the match results as out of your control and solely because you get bad teammates. IE you give yourself very little agency.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1891566#Comment_1891566

    You will love my Twins build. Undying+Ruin+Sloppy+Dear stalker. Its literally designed around 4 man slugging. To be honest, after Ruin+Undying get erased from the game, I think every survivor game regarding high-level will just be 4 man slug oriented. It really sucks because I like playing all the killers but its not fun playing killer if every game is uphill battle that gets played 1 gen or in EGC for 90% of the game vs ultra high-level. I'm sad that that slugging will be only way to win consistently with so many negative killer patches. Oh well, so be it.

    I do not like slugging as survivor purely because it shows weakness in the killer's ability to chase within alloted generator time window so in order to fix generators, slugging is used as shortcut to scapegoat an imbalanced aspect of gen speed to chase to hook ratio.

    Tbh 4 man slug is never happening unless the survivors are playing like complete potatoes or the killer just completely outclasses them in terms of skill.

    I agree Undying will be dead and gone from every game pretty much once the nerf comes to live. Nerfed version is trash.

    Slugging is the only way killers can win against good survivors other than camping or slugging.

  • I would always rather be slugged when I'm on survivor.

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1891050#Comment_1891050

    Yes she does but Bhvr don't know who plague is she was accidentally added to this game by an outside source and they don't know who or how to fix so they ignore her lol. Anyway wraith, trapper, ghosty, and clown all needed help as much as her maybe more. Clown will HOPEFULLY be better, wraith I don't see the invisibilty changes helping much at least not in purple and red ranks, trapper they might have made worse or 1% better. plague is buggy and controlled by survivors.

    I'd say Clown is still trash. His change is a buff technically, but nothing significant enough to matter whatsoever. None of his core issues are fixed.

    Wraith change once again is technically a buff, but nothing that matters. Both him and Trapper suffer from the same issue which is heavy addon dependency. Both of them need more addon power baked into their kits.

    I actually think Ghostface is alright, maybe just some more power cooldown reduction at base and an addon rework as most of them are bad.

    Plague needs like a Doctor level rework.

  • @Mandy said:

    @Blueberry it depends on what you're reporting, what the ingame report button actually does is flag the match, so it shows that the match occurred - we're all aware of how easy it is to fake video names etc these days so when you report the match, the players names/id's are registered etc.

    Ah makes sense. Thank you.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1890775#Comment_1890775

    We don't have a way to see matches, what you are referring to is what people have recorded and attached to their reports.

    Thank you for the clarification.

    So the actual report button doesn't do anything, it's the attached evidence that a player may provide that does something.

    IE hitting the button without attaching anything does nothing?

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1890775#Comment_1890775

    I was watching Otz on a stream go against a hacker, he clipped some footage and attached it to his report. Unless he was doing this to be extra safe in case they lost their copy or something, this made me think they do not record matches.

    Just think about the logistics behind this, assuming the game is recording video for 5 players a game, that is say 70MB per player (assuming say a 10 minute game, obviously there will be longer games). So that's 350MB for one game, almost half a GB. If you work out how many game are played each day, this becomes a massive amount. Even if they were storing videos for one day, we're talking big scale here.

    Considering stuff like the match enjoyment rating not doing anything (so I've heard), and also the amount of bugs in the game, I just don't see this being likely.

    Not to mention this video recording would also have to be streamed from each players machine to some server. Most people have very slow upload speeds. It's not happening.

    Some sort of server-side log recording is more feasible, but still, I doubt it.

    Not one of areas of expertise so you probably know more of this than I do so that sounds reasonable.

    I suppose this would mean the report system is near entirely placebo then. The devs have said quite frequently that this isn't the case though which seems a little contradictory as to which it is.

    Not sure. Maybe one of them will clarify how the process works here in a little more detail.

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1890754#Comment_1890754

    "The matches are obviously recorded". Is this known or been confirmed? It seems like a pretty complex feature to implement (technically they'd have to store and transfer a lot of data to record every single game)

    They've stated they go back and watch matches for reports of hacking and even if they hadn't said that I figure it would be obvious as then there would be no reason to even have a report option if they can't go back and check. Wouldn't make any sense.

  • Replay would be cool.

    I'd really just like a rewatch feature after every match so that I can go back see where my mistakes were and what not to improve. The matches are obviously recorded for devs to go back and check reports of hacking in matches so I'd just lack that video to be available to use as well after the match.

  • @[Deleted User] said:

    Plague- her Corrupt Purge needs to either not be on a timer once picked up, or the fountains should grant tokens. Manually going to fountains is a disproportionate timesink for the killer when those fountains act as infinite omega medkits for the survivors.

    Tokens you can use to activate it whenever yes please. +1

    The time spent infecting and then picking the pools up almost completely counter acts the time you save by getting the Corrupt Purge. Not to mention the corrupt purge is quite out playable in the first place.

    Too many negatives for not enough positives.

  • Blight, Huntress, Spirit, Nurse

    All fun because they change up the game play and make me do things differently than I normally would in order to counter them.

    Like 90% of the roster is countered in generally speaking the same way.

  • How so?

    Someone playing only one side means they will have a biased experience as well as limiting their skill on the other side. That isn't anything of my opinion, it's just facts.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1890647#Comment_1890647

    My achievements mean nothing about what side I play. Everyone who has the minimum knowledge of the game knows getting achievements as killer, specially adept is way more difficult.

    Adepts are pretty easy actually.

    I'm also not mentioning achieves to represent skill. I'm mentioning it because it illustrates very little killer experience which in turn can create a bias on the subject. Not to mention limiting skill on survivor which could lead to some of the things you're experiencing here today.

  • Nah I looked you up manually. From looking at your achieves I think what may be skewing your opinion on this is never playing killer as you've barely touched it during that time.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1890632#Comment_1890632

    I do need to play the game more when I'm at 4k hours, you're right

    I'd find that extremely surprising if you were actually at 4k hours and still think this. I don't think you are though.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1890629#Comment_1890629

    If you don't agree with me, you are bad. I think i've read enough.

    I think you will change your mind once you play the game more.

    Saying I'm bad because I don't have trouble pipping, getting camped, or tunneled literally makes zero sense.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1890610#Comment_1890610

    Your experience is one experience in a thousand. Considering 80% of the player base complains about solo Q, I think it means more than your 0.01%

    The majority of the player base is pretty bad, that's why.

    Someone having more trouble because they're bad doesn't mean there's a problem with the system, it just means that person is bad. It's essentially the same philosophy to why you determine how balanced a game is by looking at the best players, not the new players. The good players using things to their fullest potential shows you what is too strong or too weak when used correctly.

    If you go by the bad players they will say something is too weak just because they don't know how to use it properly. Balancing around that doesn't make any sense and causes imbalances at high ranks when used properly, IE what we have now.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1890593#Comment_1890593

    Considering I am rank 1-2 surv and play only solo that comment surely isnt for me. Also no DS + UNB

    It is for you.

    I've had no issues like this in solo queue rank 1 for years.

  • @Mandy said:

    I sort of agree that the Safety Pip isn't needed so much any more, I remember when it got introduced into the game, and how much harder it was back then to pip.

    I think I would like it so that lower ranks (20-15 for example) have the safety pip, but then as you get higher up the ranks then you would lose this...however, it might all become moot with MMR anyway

    Maybe it would still be useful after the new MMR system as it would give more challenge for people striving to get the blood point rewards for the higher ranks? Something to work towards in other words, could be a nice challenge people might enjoy.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1890569#Comment_1890569

    Disagree, if you get camped/tunneled or no one saves you, you will depip. As killer is way harder to depip, only way it can actually happen is if all gens get done in less than 3 minutes.

    If you are depipping that much from camping or tunneling you are making the mistakes. The amount of times I depip from that are once in a blue moon. People like to make excuses instead of taking responsibility and claim many scenarios that are "camping or tunneling" that really aren't. Even when you are being camped or tunneled many of those situations are manageable if you played it correctly.

    I don't have this issue and I'm not even running all the plethora of second chance perks that exist in the game to counter this. If you're running any of these (if this is such an issue for you then you should be) and still finding this an issue it's something you are doing.

    This is also assuming worse case scenario of solo queue. If you do even a duo queue this drops significantly.

    The minimum safety pip on killer at least requires you to out play a few people. Minimum safety pip on survivor can require zero skill and just sit on a couple gens and get a hook save.

  • It's way too easy to safety pip, especially on survivor side.

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