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Blueberry

Blueberry

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  • I'm pretty sure the vast majority of the community agrees with this. Almost everyone would rather us go back to the grade system with ranked matchmaking.

    The problem is that after how many years of time and money they put into creating the SBMM they are realistically never going to throw it away and revert. Unfortunately.

  • @Nebula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700771#Comment_3700771

    Very fair, and you’re definitely correct on both points. It seems that I may just enjoy the slight bit more of agency and decision making that you get with getting to determine where to take the chase on outdoor maps compared to indoor maps. Hold W is definitely a universal problem in the game.

    Also want to point out that I do think that indoor maps are a healthy departure from the typical gameplay and can elevate certain killers and playstyles that struggle on the typical outdoor map.

    This is why I get so confused by so many popular streamers/youtubers that consistently complain about indoor maps when I think they are objectively healthier design for all the reasons mentioned. I've yet to have them or anyone who agrees with those points actually give me some tangible points to support this.

  • @Nebula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700768#Comment_3700768

    I see your point but the difference though is that on outdoor maps, you can cut them off, push them towards the edge, or zone them towards the direction you want the chase to go. All much harder if not impossible to do on a map like Midwich.

    Midwich can also be an absolute pain to traverse as a non mobility killer as there’s only two locations to reach upstairs with outside breaking 2 walls.

    "the difference though is that on outdoor maps, you can cut them off,
    push them towards the edge, or zone them towards the direction you want
    the chase to go. All much harder if not impossible to do on a map like
    Midwich. "

    That is a great point. I would probably argue though that the time spent herding them into that direction for chase itself is a lot of hold w to begin with. So you wasted a lot of hold w time getting them there and they go down easy because you got them in a dead zone with no counter player. Boring for both sides. I'd say that's bad design as well.

    "Midwich can also be an absolute pain to traverse as a non mobility
    killer as there’s only two locations to reach upstairs with outside
    breaking 2 walls. "

    That is a fair point as well. However, I'd argue you could say this is an issue for m1 killers on almost any map, outdoor ones included. This is an issue of m1 killers we agree on, but this is an m1 killer issue, not a Midwhich issue.

  • It "can", however, it would require significant changes to the games balance that I don't think they'd do. You would need the game balanced from the top down for good vs good players instead of what we have now, which is bottom up, bad vs bad player balance.

    The astronomical amount of rules that have to be put in place to attempt to have it balanced in a good vs good scenarios for these comp much should illustrate how unbalanced it is at the top right now. The annoying part is many people who don't have as much experience in the game will watch these tournaments and be like "see, it is pretty balanced" while not realizing all the ridiculous rule sets and alterations that were put in place to force that balance but are non existent in normal queuing. To be hyperbolic, it's like seeing Myers get a 4k in a tournament after you made all the survivors hop on one leg and tied their hands behind their backs. Not quite representative of Myers viability.

    The other issue with comp DBD is the game is still centered around kills instead of hooks. This is a core flaw in the game right now. This flaws the comp seen before we even start. It's not fun to watch killers just tunnel someone out for a chance at winning. It's not fun and shows no skill. The game would need to be focused around hooks instead of kills to make it more fun to watch for the casual viewer. Not to mention actually more fun for the people playing the game.

  • @Nebula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700397#Comment_3700397

    Is Midwich not the most hold W map in the game though? It’s easily in my games (especially if I’m not playing a ranged or projectile killer) the most I have to just hold forward as killer and rely on bloodlust to catch up.

    The map practically begs you to run straight with its long corridors, 2 god pallets on the bottom floor, and practical 2 god windows that spawn randomly, chained with 2 pallets typically on either side of those said windows. The classroom spawns give you nothing to work with and just make you run forward as well as survivor.

    In theory if you just look at the map, yes. However, I find it doesn't in practice. I find this is inhibited a lot by being an indoor map. "Most" the time they're in the rooms on the sides as you come down the hallways and aren't sure which direction you're coming from, same level, lower level, they don't know. The circumstances you do just see them in the hallway is typically half way down, which in that scenario you're close enough that isn't much of a "hold w" scenario that it isn't a big deal. Most the "hold w" we talk about is like cross map outside the TR even distances that are an issue. In the rare case you are looking at them on the complete far opposite end of the hallway you don't chase these. It's the same as dropping chase as soon as you see them heading for a very strong structure you know you can't afford to commit time to. The point being that these long hallways are negated mostly by it being an indoor map where they usually don't know where you're at till you're already close enough that it "usually" isn't a hold w scenario.

    I will say though that if those hallways look like a hold w problem, that should show how much of a hold w problem we have on every outdoor map because that exact distance of the hallway or even further is what you have on "most" the outdoor maps. That's how far you can see the killer coming on most outdoor maps and illustrates how much of an issue many outdoor maps are in design. Except those maps because they're outdoor removes the ability to start the chases up closer through confusion of the killers exact location that you do get on indoor maps, which solves this problem.

  • Congrats!

  • Completely agree with these. This fixes a few addons he feels required to run and actually lets me play around with his others.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700561#Comment_3700561

    I'm strong but sometimes I get frustrated myself. Most map dependant and strong counter makes me difficult.

    Yeah Singularity I think is actually one of those low key high tier killers that fly under the radar but are way better than people think. I think he can compete against some strong swf groups. Problem is that he is very hard to play, but if you can get the hang of it he's awesome. I actually love his play style (I like heavy macro killers, hence Dredge/Onryo) but I just can't get good with him. The camera jumps are just so disorienting to me and it feels very clunky. Not necessarily buffs, but I think he could really use with some QoL changes that just make him smoother and a bit easier to play. Although Photo base kit please, that addons too required.

  • They turn off TVs near those 3-4 gens denying your map traversal as well as your Condemn spread. Yes you can Demanifest every loop for them to throw down, but there are SO many pallets on that map you could do this and lose 5 gens before they run out. Just eating loops to pallet munch isn't going to win you these games.

  • @TickTackBoooom said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700575#Comment_3700575

    I misspelled. Meant to say Pigs Traps suck for killing. The average player does definitely not ignore her mechanics. Define "ignore". People do tapes they just do it too slowly.

    "The average player does definitely not ignore her mechanics. Define "ignore". People do tapes they just do it too slowly. "

    If you want to see an example of this, watch any of my recorded games on my profile and you'll see what I mean. The average game you'll see my first TV teleport at the start tag a couple survivors on gens near an active TV. They will continue to sit there and ignore the active TV giving them a stack. What do I do as soon as I see this? I punish them by spamming TVs around the map causing that one TV near them to load them up with like 4+ stacks in a matter of 10 seconds. Then those survivors get mori'd early and complain about Sadako Condemn. Is that Condemn being strong? No, it's them playing bad and ignoring her mechanics. As soon as you get survivors who don't ignore her mechanics they shut all the TVs off instantly denying all of this.

  • @TickTackBoooom said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700555#Comment_3700555

    If Sadakos condemn is barely useful, how is there at least one condemn kill in like every Sadako game ever? At least thats my experience. Pigs traps is the opposite of barely useful and not oppressive because you lose like 30-60s of time and you never die from it. Sadako however? I heavily disagree.

    Your 4 points:
    1. I disagree as I stated you can easily confuse Survivors with the Gen approaching, then teleporting away, next time you actually go there. You can make people waste so much time by hovering around the area where Survivors hear your lullaby on a Gen but you dont actually go there. Its like Freddys lullaby. You dont really know where he is exactly, so its at least some kind of stealth.
    2. I would be okay with that.
    3. I disagree they made her 4.0m/s in the last patches and this is good enough, you dont even lose distance anymore.
    4. I would be okay with that

    "If Sadakos condemn is barely useful, how is there at least one condemn kill in like every Sadako game ever? "

    The average player ignores her mechanics or don't do them because they're confused since they changed her so much. If someone stands there with a Pig trap on and die are Pig traps now good for killing? No. The average Sadako game is misleading on her strength because so many people ignore TVs, but that's just people being bad.

    "1. I disagree as I stated you can easily confuse Survivors with the Gen
    approaching, then teleporting away, next time you actually go there. You
    can make people waste so much time by hovering around the area where
    Survivors hear your lullaby on a Gen but you dont actually go there. Its
    like Freddys lullaby. You dont really know where he is exactly, so its
    at least some kind of stealth."

    Yeah and Freddy's is near useless as well. With that logic terror radius's in generally are "confusing" to them since they don't know if you're coming or not. No, it isn't confusing, it's just trying to be a stealth killer that tells them you're coming.

    "3. I disagree they made her 4.0m/s in the last patches and this is good enough, you dont even lose distance anymore. "
    You objectively do lose distance since it slows you down. It's so weak there's no reason for to slow you at all.

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700566#Comment_3700566

    She can teleport all she wants you can loop her for days on that map so the condemn she builds is irrelevant, she has to drop chase if you know how to loop, you then use a tape and repeat until gens are done.

    This ^

    The Condemn build on that map is easy, but the loops there are a nightmare for her since there are endless godloops and you're an m1 with no anti loop.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700397#Comment_3700397

    Hello DredgeBerry 👋😏

    Despite indoor maps being horrible for me I do enjoy them more than outdoor maps (at least when I play other killers).

    OnryoBerry haha

    Dredge and Onryo are probably my mains these days. I couldn't get the hang of singularity.

  • @TickTackBoooom said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700527#Comment_3700527

    So how do you want them to make her better? They cant buff her condemn because then she becomes way to oppressive and its Dead by Sadako again. Imo they made her as balanced as it gets.

    And SURELY shes better now than Sadako 1.0

    "And SURELY shes better now than Sadako 1.0"

    I'm actually also pretty sure most the Sadako community would disagree with this. I think a lot of people think Sadako took two steps forward from 1.0 to 2.0 and then 3 steps back going into 3.0.

    "So how do you want them to make her better? They cant buff her condemn
    because then she becomes way to oppressive and its Dead by Sadako again.
    Imo they made her as balanced as it gets."

    Well firstly, you make it sound like her Condemn is on the verge of oppressive. Most people would agree it's not. More like on the verge of barely useful.

    She currently has on the verge of non existent anti loop, a "stealth" that isn't actually stealth, a mild slow down, and an actually quite good map traversal that is controlled by survivors. We have two routes we can go with this. We can either improve the Condemn but continue to leave her in a super weak state in all those other categories to compensate, or the other route which is keep the Condemn where it's at but improve those other areas.

    Most Sadako players would prefer the Condemn route as it's actually her distinguishing factor that makes her game play unique.

    If we go this route she needs more agency over survivors removing their Condemn. There are multiple different ways we could go about this. I personally prefer hits destroying tapes again. You could instead of that also make Ring Drawing base kit to give more risk to just holding onto tapes as there's currently zero punishment. Then there's the 3rd way we could do which is what we had previously which was slow passive condemn gain while holding a tape to prevent just sitting on a gen with a tape.

    Now if you really don't want to go that route and you want to keep the Condemn where it's at then we can go the other route which is lessening some of those other problematic areas.

    1. Her stealth isn't a real stealth, remove the "lullaby".
    2. Remove the TV auras other than their TV drop off location. This removes surprise teleport intercepts.
    3. Remove all slow down from Manifesting. It's so pitiful you almost can't even call it anti loop. It's weak enough to at least remove the negative.
    4. While were at it increase the duration of the passive invisibility after Manifesting to allow it to actually be an anti loop if you're skilled enough to time the direction changes at flickering intervals.
  • Bar a few people, I'm pretty sure the vast majority of the Sadako community that actually plays her agrees they have left her in a very weak state.

  • @ArkInk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700461#Comment_3700461

    Sure, but I'd argue that's still more useful than the current effect, which is basically useless all the time.

    I mean I'd argue you'd get more value from its current bad version even.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699692#Comment_3699692

    Not at the time. Back then sabo was much stronger. Yeah it took longer but you could "99" a sabo on hooks. So you could 99 a bunch of hooks in an area and make it impossible to hook someone. Also hooks stayed broken for 3 minutes instead of 30 seconds.

    But you couldn't know if they were running sabo so you're wasting a perk slot every game, "in case".

  • @Raptorrotas said:

    Easy solution:

    If a survivor hasnt touched an objective for 5 seconds within the last 1-2minutes, they get tagged by crows.

    Now survivors cant just "wait till the others die" safely anymore.

    Yeah I like this idea.

  • @WolfyWood said:

    I prefer indoor maps way more because of how static they are. This is probably worse for killer but for looping being able to plan so far ahead because you know what loops are close is great.

    Doing SWF callouts on RPD is very nice, and WoO isn't even needed on that map. Still remains one of my favorite maps in the game.

    The only indoor map I dislike is Leyry's mainly because I don't like how noisy the center is and I hate that there are rng trap vaults that bring you straight to the Basement.

    Yeah I like RPD a lot. My favorite is Midwhich though.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700346#Comment_3700346

    Most of complaints are pretty much for maps rather than individuals

    Yeah the complaints are not that the survivor shouldn't do it, but that they shouldn't be able to, to the extent they currently are. Meaning we aren't blaming the player, we're blaming balance decisions that enable it. We're essentially saying healthier game play is forcing interactions at loops to see who's better, not hold w that's skill less and has no counter play outside of just run certain killers.

  • @Zaika7182 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697394#Comment_3697394

    even then I just think it would be cool to have weapons, which will be balanced around few things, for example obviously it will take some time to prepare, aim and shoot just so you don't kill them instantly, then it would obviously create a sound cue for the killer, this is mostly to avoid moments where zombies wander around gens and you have to spend time either going away or luring them away, just doesn't seem natural I think.

    This would be a ridiculously large amount of work for Nemesis who doesn't even need that much. Just being real with you, this would never happen.

  • @TieBreaker said:

    Yeah, "Hold W" is one of those terms that gets thrown about as though you just hold forward and somehow waste a minute of the killer's time. You can sprint past one loop, but you're likely gonna have to play the next one.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699938#Comment_3699938

    I believe they're suggesting that the effectiveness of holding w to the other side of the map is overstated.

    Yeah that’s what I thought. Completely disagree.

    I saw somewhere where someone had calculated roughly how much time it would take if every single hit the survivors just held w and nothing else for an entire match. The result was actually almost having all the gens completed. I absolutely do not think the effectiveness is overstated.

    If you’ve gone against swf that just tell each other you’re coming and you see them pre running a mile ahead of time you’re gonna lose 20 seconds in literal walk time at the bare minimum. This isn’t even accounting for an exhaustion perk or looping. 20x3=60, so 60 seconds of gen time given just to catch up with them, before account for anything else. That’s wild.

  • Is this saying survivors underestimate how much time hold w wastes or? I'm not sure the point.

  • Dredge

    Iri that silences all locker sounds. So the bang of going in and the sound when they open.

    Artist

    Iri that causes disturbing crows to swarm you and show you aura for 5 seconds.

    Onryo

    Iri that makes TVs appear and sound as if turned off to survivors. (This will also hide the Tape notification telling you where your TV you need to drop your tape at is located). In addition TVs turn on 20 seconds sooner.

    Legion

    Iri that makes Deep Wounds also apply Deafened to the survivors until Mended. Additionally, being hit with Frenzy while injured now applies a 10% gen repair speed penalty until healed.

    Freddy

    Iri that when the exit gates are powered all survivors are put into the Dream World and unable to wake up for the rest the trial. Additionally, all pallets destroyed during the match are replaced with fake pallets.

    Unknown

    Iri that makes hallucination spawning take longer, but now there is no max limit to how many can be spawned on the map.

    Iri that reverses their Weakened removal metric. Now looking at The Unknown will slowly replenish the Weakened meter and not looking at him slowly removes it. Time to have Weakened removed is significantly longer.

    Nemesis

    Iri that causes zombies within a 32 meter radius to be drawn to survivors currently infected. Additionally, zombies now have increased movement speed based on the amount of survivors currently infected. 25, 50, 75, 100%

    Knight

    Iri that allows multiple guards to be sent out simultaneously. Only one guard can Hunt one survivor at a time. Hunt duration and patrol time is also reduced per additional guard sent out.

    Pyramid Head

    Iri that makes POTD hits apply Torment.

    Deathslinger

    Addon that makes survivors put into the Dying state while speared instantly reloads his Redeemer.

  • @LeFennecFox said:

    4% just shouldn't exist at all as a mechanic. Quite a few perks/offerings that are wasted on gambling.

    ^ This. Problem solved.

  • I feel like the "scary" ambiance on all the maps could be significantly better. More fog, darker lighting ect.

  • Remove the last two points and I think everything else is good.

    Also remove the slow down entirely from Manifesting. Totally unnecessary when it does so little.

  • It was useless.

    Now the next version that didn't even make it out of PTB for large aura reading around hooks was solid. What we got out of PTB, was trash again though.

  • What I want to see is average amount of hooks per gen completed. So hooks at 5 gens, 4 gens, 3 gens, gates powered, end of match, ect. High mmr please. And not hook stages, which can be acquired through camping, actual hooks. This would paint a very different picture of the game.

  • @supersonic853 said:

    Average hook count? They seem to be avoiding it on purpose at this point lol.

    It would paint a completely different picture of the games balance.

  • That system affecting matchmaking would be extremely bad. People wouldn't want to upvote many people for silly reasons and now those people would wait longer than others. That wouldn't be a fair system and very abusable.

    Now if it didn't affect matchmaking and it just gave you banners or tags showing how much people liked you for different things so just cosmetic, then sure.

  • Yeah and while we're at it, remove hook destruction on kill. It's so outdated and just causes dead zones where you're forced to slug.

  • No. It's an alternate play style with copious counter play. We need to encourage more alternative play styles, not limit it.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699516#Comment_3699516

    Sorry, quotes don't work correctly. I would have replied to this in my previous post but the forum really doesn't seem to like that.

    Anyways, I agree that it's unlikely these streamers actually deranked. But I can definitely see where these assumptions where coming from. I believe it was Otz's perkless + 30s afk experiment where we saw some survivors that really weren't impressive. Not to talk down the point he was trying to make but some of them obviously had way less experience than he did, so it was kind of natural that he'd win against them. I guess, this showed more that skill plays a big role in your performance as a killer.

    There are also content creators that I have seen make very blatant mistakes repeatedly without realising it and they're still considered top MMR or whatever. If you want an example, dm me. I don't feel like having to defend myself against a bunch of white knights, that all want to burn me alive because I said their favorite content creator doesn't play flawless.

    I honestly play too little during the day to make a guess, how much easier or harder these games are for me, so I'll take your word for it and assume that it be might true for some regions at least.

    I try to never reference any names specifically as I try to avoid any topics that could come near breaking forum rules so I just always talk in generalities.

    I'm an RN for work so I fit all my 40 hours into 3 days a week which lets me game during the day quite a lot. I have the link on my profile for my stream if you want to see some recorded games during the day to see what I mean (not advertising, just an example for our conversation topic). There's day and night ones so you'll have to gauge by the upload time to know which ones are which. The skill level depending on time of day is so noticeable.

  • I don't do it as it seems a little toxic to me personally. It's the equivalent of tbagging at the exit gate. It serves no purpose other than to taunt the other person and try to get under their skin. Now the smacking on hook kinda feels funny because as survivor that just tells me I really got under their skin and they mad, for whatever reason lol.

    Now nodding at them after you down them when they were tbagging and trying to taunt you mid chase? That seems reasonable.

    I don't do any of that stuff on survivor myself as it just seems childish to me. I find the killers treat me kinder in turn as well.

  • The video matches my experiences as well. Very rarely ever see "actual" tunneling happening.

    As referenced in the video, I don't think people are lying, I just think many people have a misunderstanding of what is and isn't tunneling. "Most" people if you ask them will say it's intentionally targeting the same person to remove them from the game as fast as possible while ignoring everyone else. However, if like me, you rewatch the matches through streamers perspectives or even just reading post game chats for that matter, you'll see that people call almost everything tunneling. People just get upset that they got outplayed or lost and will say tunneling no matter what. Someone didn't die till 6 hooks? Tunneling. You just happen to run into the same guy as you're looking around the map? Tunneling. They use their built in BT off hook to body block you from going for the unhooker? Tunneling.

    It really is wild all the times I see matches called tunneling that aren't. Like I see people call the killer a tunneler like 10x as often as I see "actual" tunneling, at least. I think it's just human nature to want to make excuses for why we lose. I tend to play extremely fair, like go out of my way and cost myself games I could have won to play fair. No tunneling, no camping, no slugging, super low tier m1 killer, full non meta perks, only 1 slow down, doesn't matter, they will still complain about something. Anyway, off topic, I'm ranting a bit now.

  • Of course lots of subjective answers to come with this topic. I personally find it much easier to have fun even when personally losing as survivor since the game is a 1v4. So me personally surviving is irrelevant to my fun. It's about the team as a whole. Little rougher having fun on killer since then it's solely about yourself. Plus if you have a bad game as survivor you can immediately move on. If you're having a bad game as killer or getting toyed with your stuck for the long run. I also find there's a discrepancy in agency that influences the ease of having fun on each side respectively.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699482#Comment_3699482

    OK so the mmr range ends somewhere around 3 K, even cheater bots cannot get any higher, most content creators that are good at the game average around 2 k-2.4 K while probably some comp swf will be even higher.

    So where on that range do you mean?

    For hypotheticals based on what you're saying let's say 2k. We're obviously just guessing lots of things here, just getting opinions.

    Not referencing any data mined information here, just letting people use whatever information or thought process they want to use for their opinion.

  • @Xernoton said:

    Because we have very little information on how MMR gains actually work, I could not be convinced by wins alone and I would always make it clear, that I only assume someone's MMR.

    Actual gameplay, in my opinion, is more important than wins or losses. Someone could in theory be the best DBD player of all time and be at the lowest possible MMR because they simple never take a win and someone else might be in high MMR because they always play in the most competitive way despite being average at the actual gameplay.

    We also assume, that popular content creators are in high MMR because we consider them very good at the game. I remember there being a conspiracy theory about 2 years ago, that some content creators might actually go out of their way to tank their MMR when they weren't streaming. But we still considered them good at the game and assumed they should be high MMR despite many survivors they played against being considered average at best.

    Some great points here that I agree with most of them all.

    I was never really in the tin foil cat camp that people were deranking back then but I think it had more to do with time zones and when they were playing. For example, in my time zone playing during the middle of the day is significantly easier games. There are way more casual players and a very noticeably lower amount of swf. So this is to say if I was doing a win streak during the day time it would be substantially easier than doing it at night which is prime time for me when all the sweat squads, higher skilled players or people just looking to sweat are on. I think the time zone differences were what was going on because as you said, you could tell a significant skill different in players people were going against in their games even though they were all supposedly still "high mmr".

  • @TicTac said:

    For starters its important that you play every match with the same killer. I get most of the time good survivor as Unknown (30-40 games with 80-90 winrate) but at the same time weak survivor with my old mains which i play once per month.

    Now for your question: 30-40 games were enough for Unknown but i didnt start from the base value. So hard to say how much it would be for a completely new player.

    Lastly the definition of high mmr is important. Im talking about the mmr cap, the point where my matches didnt get much harder anymore. There is still a long way to go and other player have vastly higher mmr. But you can play against those players when you reached the cap.

    And even on this point you cant say this or that works against good survivor bc i still get matches with bad players.

    On a side note" counting the wins is a bit difficult. Point gain depends on the rating of the opponent and as killer you can win with 3 or 4 kills. As survivor you get more points when others escape with you.

    I actually wish we had an mmr decay so if we haven’t played period or certain killers they would slowly lower since we haven't “practiced” in a while. My ideal scenario would be mmr attached to rank and monthly resets but I suppose that’s another topic entirely. I was originally excited for “separate” mmr but I feel like it puts your non played killers like 80% of your highest. Of course a bit hyperbolic here, just getting the point that I wish we had “actual” separate mmr’s for them. Playing a killer I’ve literally never touched to first match into players with 3k hours each kind hampers the experience when learning them.

    Anyway I’m ranting off topic a bit. Just getting everyone’s subjective opinions here to see what people think. What win rate with what sample size would you feel it would take to be upper mmr? Maybe not cap per se but definitely way past soft cap? I know we’re all guessing here, just seeing where people’s minds are at.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/410976/reaching-high-mmr

    Considering data miners figured out that starting mmr is around 1000 or 1100 (depending on if you start fresh or already have a killer that is on higher mmr) and the soft cap (high mmr) is reached at 1600/1700, and given that you gain between 5 and 20 mmr per match I would say you could probably do it within a day.

    The issue is because mmr is hidden we don't know which of the survivors living/dying gives the biggest win or loss as it is 4 seperate 1v1s,so technically it is possible to 3k every game and still lose mmr, just because that one survivors that lives is so low that you still overall lose mmr.

    Just by how easy the cap is to reach I would assume that almost everyone that is semi decent at the game already is at the soft cap.

    Some great points. I can’t speak on anything relating to data mining as I avoid those topics altogether from issues in the past.

    As you pointed out though there can be a ton of factors that depend so were of course doing a lot of guesstimating. To be a bit hyperbolic for my point, even with those aforementioned factors, I’d assume if someone played 500 games with a win rate of greater than 80 there’s almost no way they wouldn’t be “high mmr”. So I’m essentially just asking super subjective opinions on what they personally think.

    As you eluded to as well, I almost mentioned in my original post that I was meaning more high high mmr, not quite just the soft cap per se. I should’ve specified of course.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698877#Comment_3698877

    I really hope you dont get burned out friend. The recent changes to Pig just made me so mad and sad about the direction and lack of understanding of the devs. It feels like they just dont WANT to understand.

    Dont burn yourself out. I know shes very close to all of us, but too much investment isnt worth it. One just gets disappointed over and over again.

    Glad someone realizes they gutted Pig. I used to love Pig for the same reasons as Onryo, the macro game play. They basically destroyed it and turned her into just another anti loop killer like the other dozen. She lost all her uniqueness.

  • @Kai6864 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699232#Comment_3699232

    That was kind of the whole point of my post? I know it’s a bit of a long one but I do indicate that I was stuck in the boonies based on map gen and I literally was not able to reach anything before Blight arrived.


    That’s a good general tip for aura reading but when your aura is presented during the intro sequence where you can’t move, but the killer can see you, it poses an issue on killers that can immediately get to you.


    I’m absolutely in favour of buffing the perk, I have no other qualms with it, and I conceptually love it, minus cases where it presents situations where it’s just the only way I could have prevented getting immediately injured in a cornfield with no pallets is running Distortion.

    "but when your aura is presented during the intro sequence where you
    can’t move, but the killer can see you, it poses an issue on killers
    that can immediately get to you."

    He's stuck unable to move for the exact same time you are. Immediately getting to you (which is a very few select killers) and happening to be where there's no where you get to with a loop, is extremely unlikely. I can't think of a single time this scenario has even happened to me. There's almost always something.

  • I'd be closer to buffing Lethal than I would be to nerfing it. Definitely isn't too strong. Literally just play assuming he can see you and you won't be caught out of place.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699137#Comment_3699137

    the bonus of hooking them with a tape is hoping for a very, very risky play with all pallets up and even if we assume your best case scenario of them messing up and you get that early down with them having a tape to get Ring Drawing value

    is it? most survivor when spawn into a trial are automatically glued to gens if they're good. the investment to walk around the map to put tape into the TV is often not worth the time investment. the add-on gains value through ignorance. at 0 stacks, the survivor is less willing to cleanse condemn. when you hook someone, they gain 1 stack of condemn so next survivor you begin chase, they will have 1 stack of condemn to lock-in and survivor after that, they will have 2 stacks. that is how those add-on gain value.

    the proper way to play vs add-on is to just put tape into the TV at start of the game but that gives sadako an artificial corrupt intervention. it is a win/win. you get early game delay for no drawback or free condemn stacks. the add-on is something Wesker's Iri vial or Singularity Denied requisition form. you get free power value by survivor ignoring but dealing with said add-on makes your early game worse as survivor. This by all means does not make her good. I would not use these add-on for her but It would be good if these add-on were just base-kit. Maybe every killer gets special version of early game collapse where their power is stronger.

    "the proper way to play vs add-on is to just put tape into the TV at start of the game "

    Disagree. You ignore it and do gens, except you saved them the time of having to grab a tape first. There's no downside not to holding a tape other than them running Ring Drawing and even then you made it even faster for them to go clear those stacks you give with Ring Drawing. The extra condemn you're gaining at the start from running Editing Deck/Ring Drawing is negated by the quicker rate at which you've allowed them to deliver a tape. You're also even giving up running Remote Control/Fingernail..which is a ton of value lost.

    If they ran to drop tapes instantly at start, that would be great. But that's not what happens it reality. The only time you're getting everyone going to drop tapes immediately is against bad players. I care about winning against good players, not bad ones.

    Let me put it this way. If you gave me the option of everyone starts with a tape base kit or no one starts with a tape base kit, I would take no one starts with a tape..and you're wasting an addon slot for it. It's a negative. This addon is bait.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699096#Comment_3699096

    if you don't drop tape, you get 2 free stacks of condemn on entire team for hooking. the reward and punishment for playing poorly vs add-on is just too irrelevant to matter.

    Those 2 free stacks are ignoring a lot.

    The literal only difference between running Tape Editing Deck and not for early game, is that running the addon saves the survivors the time of having to pick up the tape first. IE helping them.

    The bonus of hooking them with a tape is hoping for a very, very risky play with all pallets up and even if we assume your best case scenario of them messing up and you get that early down with them having a tape to get Ring Drawing value, this is negated by the fact that they are clearing their Condemn stacks faster than if you weren't running the addon since they already had the tape in their hand saving them depositing. So by running that addon over not, even in the better case scenario, you will lose more Condemn stacks on them than you're gaining.

    And as I mentioned before this isn't even going into the negative of giving up addon slots for all this, so there's opportunity cost here.

    So Tape Editing Deck might as well read by how it plays out, "You will have weaker Condemn build up early game and give up 2 addon slots for this in order to see the survivors auras for 6 seconds on tape delivery".

    Also something to note. There's a current bug listed in the Bug Reports section that's pending referencing Ring Drawing applying both its current effect and its old effect. Which if this is accurate, it means people are seeing an artificial value with it currently that isn't intended.

  • I just want them to remove the sound notification bubble from it, it’s super annoying and blocks my aura reading.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699033#Comment_3699033

    in my opinion, radianthero is one of the reasons why Sadako got this rework. that is why i am not seeing any changes on her because he is saying the character is good. virtually only aspect I agree with him is Gideon's meat packing plant and Midwich Elementary school being strong/unfair maps for Sadako to win on. She's like scratch mirror mori myer's where she works well on two maps and under-perform on every other map. In my opinion, this is not healthy position for her. a killer being free win on every other map and killer dominates on 2 maps is opposite of well-balanced.

    Compared to most killers she’s one of the weaker ones for early game with all pallets still up.

    Tape editing deck improves her early game because it gives survivor a secondary objective to scatter around the map to put tape in. It is only part of her kit that i consider to be good slowdown. It is something a lot of player have said that survivor should have secondary objective at the start of the game, so they cannot just rush gens as soon as they spawn. that is what radianthero is talking about. from my personal experience, ring drawing is lackluster condemn build-up. I find more value from running Video-tape editing copy because +2 extra meters gives more opportunity to TP mid-chase to build condemn stacks if you min-max radius. Bloody finger nails and Iri remote control provide more value as secondary add-on choices over tape editing+ring drawing combination.

    Y’all are making it sound like Tape Editing Deck is adding extra early game slow down when it’s not. At the start without this addon they are picking up a tape immediately anyway and having the tape at start not only doesn’t slow them down extra, it’s actually slowing them down less because they aren’t looking for a tape pick up at start. Just because they start with a tape doesn’t mean now they have to go drop it off at the start of the game. This addon is literally doing the opposite effect of what y’all are saying it’s good for. It’s giving you a worse early game, not better. Starting them with tapes is a bad thing, not a good thing.

    I agree with you on most your other points in general. Except I just think those are good maps for her where she’s actually solid, no where near OP on them.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699063#Comment_3699063

    It may not represent her strength but it does represent the community's willingness to play against her. If only 1 out of 35 killer has a 67% kill rate, then something is off. It's one thing for something like that to happen right after the rework or release of that killer but so many months later? Skull Merchant is miserable to play against. You don't get to apply her "counterplay" in most cases. Crouching allows the killer to catch up a lot quicker, so they'll easily get a hit. The same goes for standing still.

    Every step of the way, Skull Merchant gains the upper hand in chase. She gets faster when someone is scanned, she breaks and injures survivors without hitting them, which allows her to quickly catch up even after the speed boost and also hinders you on top of it. All of that in combination with the extremely easy to use drones (seriously, it's not hard to place a drone and change the rotation so that the survivor will get scanned without counterplay) just make her a horrible killer to play against.

    I'd go as far to say that SM is PvE simulator. The survivors have so little counterplay, they might as well be bots.

    Not arguing she needs changes or how unhealthy she is. Just pointing out flawed kill stats, that’s all.

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