Blueberry
Blueberry
About
- Username
- Blueberry
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
I mean I'd saying maybe 10-15% of my matches are against solo queue groups. SWF is the majority at higher mmr.
-
@CrowVortex said:
https://forum.deadbydaylight.com/en/discussion/comment/2993043#Comment_2993043
They're pretty common in my Bloodweb at least, You don't have to rely on them though, most of his addons are very decent so just pick and choose.
Pentimento is more viable now than ever, when less people running boons and more people using inner strength, they will cleanse most anyway due to fear of NOED.
Plaything plays to his strength, he is most dangerous while undetectable in Nightfall, Outside of it you will get the jump on people a lot more, especially useful hiding his red stain when mindgaming. But the main reason i use it, is to help cover Ruin, Once they realize it's in play they will start searching for it, if anything it's prolonging Ruin once you get going. Then that goes hand in hand with Pentimento once they start cleansing plaything totems to try and find ruin.
No survivors are running Inner Strength or cleansing totems, that is just not happening whatsoever. Inner Strength used to be considered a good healing perk but is just completely invalid with CoH existing now anyway.
-
Unfortunately. It's terrible design.
-
@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/2993114#Comment_2993114
letting go doesnt stop dead mans switch, the THREE perks as a combo silly. Yes you have a point but in a game with randoms or like i said people who arent bringing sgtrong perks then its not possible for everyone to be good at looping or spreading out. the whole point of this is that this build literally plays itself against this type of match. i never said it was too strong or unfair, so why argue in its defense? if you use dead mans switch at end game more than one can be blocked and if deadlock works then you can realistically have 1 gen not being blocked and the kilelr has info. Maybe i cant explain properly but there are scenarios where it can be very oppressive unless the survivors just dont go down. Its not like this build is unbeatable, but please take my post at face value and see it for what it was. it doesnt have deeper meaning and i clearly stated what i thought.
"letting go doesnt stop dead mans switch, the THREE perks as a combo silly."
It only blocks if you let go, meaning he had to pressure you off the gen. That isn't "playing itself". You're being hyperbolic. The only one that's not avoidable or "playing itself" is Deadlock and that isn't much of an issue.
"i never said it was too strong or unfair, so why argue in its defense?"
You're playing coy. You implied that it was indeed too strong or unfair for solos and casual players.
"if you use dead mans switch at end game more than one can be blocked"
Only if he played well and pressured you off the gens. That's rewarding him for playing well. There's nothing wrong with this.
"Maybe i cant explain properly but there are scenarios where it can be very oppressive unless the survivors just dont go down."
Why would you say that you aren't saying it's unfair or oppressive and then say this? You are literally contradicting yourself. Your entire premise is that it is too strong or oppressive sometimes.
"but please take my post at face value and see it for what it was. it doesnt have deeper meaning and i clearly stated what i thought."
I'm not looking further into what you're saying other than what you're literally saying. You are contradicting yourself and then playing coy like you didn't say it.
"it can be very oppressive"
"i never said it was too strong or unfair"
Oppressive - unjustly inflicting hardship and constraint
Unjustly, synonymous with unfair.
Contradictions.
-
@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/2993090#Comment_2993090
the issue stems from the reward for hooks. pain res and dead mans as well as dead lock. say he downs a person who finished a gen, hooks them and then makes the people who are on the next gen scream and then it gets locked again. in a casual game it is just oppressive, you slowly start to have to switch gens over and over which increases the amount of hooks the killer gets. if 1 gen is left then 1 hook means the killer could win with just pain res, but with that combo 1 gen means you have to go to 1 of 3 gens which the killer can more easily control. I am not saying its busted or that survivors dont have bs perks im saying the meta sucks and is oppressive for casuals and solos. thats the issue, dh is a problem for casuals too
"hooks them and then makes the people who are on the next gen scream and then it gets locked again"
Right here they just got punished for playing bad. They had counter play available to them but they just didn't play well. There's nothing wrong with this and this is their own fault.
"in a casual game it is just oppressive, you slowly start to have to switch gens over and over which increases the amount of hooks the killer gets"
You're only switching gens that much if the killer is playing very well and you're making lots of mistakes. Making mistakes should be punishable, that's good design. The killer is already on way more of a time crunch than survivors are, they have lots of extra time to waste that the killer doesn't have. It's not oppressive. Also, it's hard to call the game casual anymore when they added an MMR system. You only put an MMR system in a competitive game.
"if 1 gen is left then 1 hook means the killer could win with just pain res"
No. You let go of the gen before he hooks so he doesn't get the block. This is also assuming he was even able to get a Scourge Hook in the first place AND he had to down a survivor as well. So you had to make a mistake multiple times to even be in that situation in the first place and the killer had to have some good rng on hook placement.
"but with that combo 1 gen means you have to go to 1 of 3 gens which the killer can more easily control"
That's why you pay attention to what gens you are doing so you don't 3 gen yourself.
"im saying the meta sucks and is oppressive for casuals and solos"
I'd like the meta changed as well but it is absolutely not even remotely oppressive for casuals or solos. I run solo 95% of the time and win most my matches.
The majority of everything you're describing here is a skill issue. If you play bad you lose, that's how games work. DBD is already extremely generous for survivors with the amount of mistakes they can make and still win, like absurdly.
-
@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/2993062#Comment_2993062
COH murdered hit&run strats due to how much of a pain it is for a Killer to go to some random far off spot on the map again, again, and again. Dredge can do that though, for the most part, within moments instead of minutes. That's also why I went with Sloppy. Smack a fool, let them run away while you maybe pressure someone else or break a lock, and just teleport to where that first Survivor might have gone to interrupt their healing and undo it. Then teleport back to the gens and repeat as needed.
Honestly starting to like Dredge.
Well for the teleport, walk to the totem (assuming you know exactly where it's at over there), get your cooldown back up to leave that spot, and the travel time of the teleport back to gens you're still looking at least 8 seconds and I'd say that's me be extremely generous. 8x4=32 seconds of time lost since you're pressuring no one. So even with Dredge it's extremely not worth it compared to the time the survivors are spending and like I said before, 8 seconds could very easily be much more even with Dredge.
It sounds good on paper, but it's still quite bad. This is essentially where the devs went wrong in the first place with boon design. They treat the game as a 1v1, rather than a 4v1. They don't realize how much more precious time is on killer than it is on survivor.
-
@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/2993055#Comment_2993055
dead man switch mix tho, not just res
He's only getting value if he's pressuring you off the gen, IE playing well. What's the issue?
-
@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/2993055#Comment_2993055
How to counter Deadlock blocking? This perks applies passive gen pressure without even needing to patrol gens.
It doesn't need a counter, you just work on a different gen while it's blocked. There isn't really an issue.
-
CoH is still too strong for hit and run to be viable on anyone essentially. At high mmr it’s still nearly in every single game. If they aren’t running CoH then yeah hit and run works but that’s always been the case, it was CoH that really destroyed those type of killers and that play style and that’s still the case. The healing is just too fast and unlimited for everyone at only 1/16 perk slot cost, hardly any downside at all and realistically no counter play. The new anti boon perk is laughable.
-
That's not really gen regression, more like gen block.
For the amount of people that complain about it I see like 99% of people not even attempting to counter it. They just eat it and complain.
All you have to do is let go right before they hook and then continue repairing, no block happens. The counter play is that easy yet basically no one does it.
-
Yeah a lot of missed potential not tapping into monster type killers. I hope they lean a bit away from humanoids in killers to come.
-
Kinda weird to see that many people say map dependent when like 95% of the maps are still survivor sided to varying degrees. You can essentially pick almost any map and it's still survivor sided.
-
Depends where we're going.
Blindness is one of the most terrible status effects needing buffs.
However Exhaustion perks are way overpowered and have needed toning back for ages. You could hypothetically double the Exhaustion timers in the game and you would still see an Exhaustion perk on every single survivor...that's a significant nerf and they would still be hard meta...that should tell you how overtuned they are.
Exhaustion shouldn't recover while injured. This limits its use more and makes the survivor commit to wasting time healing if they always want their second chances up.
-
Going by their track record I don't see any reason to rationally be optimistic. Hope I'm wrong.
-
It's not overpowered but it is unhealthy and bad design. It also single handedly artificially inflates kill rates.
-
His anti-loop is countered by just holding W in most cases and outside of Nightfall his teleport is generally too slow to outplay a good survivor mid chase.
I'd put him maybe high B. I think people are exaggerating how good he is by a lot.
-
I'd even buff him, not even remotely OP.
-
You could give him all that and he'd still need more. Also, 4 would never happen, they already said they can't add more zombies.
Other than number 4 give all those and:
- Zombies move 50% faster at base
- Infection application hits don't give a speed boost
- Zombies move 25% faster per survivor currently infected
- At max mutation zombies get significantly improved detection range and radius.
-
@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2991544#Comment_2991544
thankfully all killers are m1 killers with zero range attacks or anti loop abilities! it's such a relief!
/s
Pre dropping is literally the counters to anti-loop killer. That and just hold W. Range killers just take hugging the wall tight without throwing pallets forcing the m1 and you waste too much of their time while gens pop. The No Mither is pretty irrelevant in those cases as well.
-
@Kaitsja said:
As far as I know, Survivors don't get that information. They just assume.
It tells them with a debuff icon.
-
@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2991526#Comment_2991526
There's a big difference between running perkless and running perkless No Mither. Normal perkless is harder than your average game, sure, but it doesn't come with a big 'kick me!' sign that any killer who isn't deliberately being nice to you will exploit for free pressure. My likelihood of being tunneled shot through the roof while I was doing that challenge - and on top of laying you out as a soft target, it prevents you from taking hits or going for dangerous saves, hands out match-long freebies to Oni or killers running Thana, and makes you a walking punching bag for killers like Wraith, Hag, or Twins.
Being injured all game isn't that big of a deal. You could literally just pre drop every pallet and you'll get out, it's that easy. Thana also really doesn't matter much. If you're a good looper just No Mither isn't that bad. Most people just aren't very good. The game has a lot of built in base features that carry people even if they aren't good.
-
I didn't think it was that bad at all, got it the first try. I think people get too reliant and carried by perks to an MMR they shouldn't be at.
-
I don't think his point is that things shouldn't have counter play. His point is that there are a lot of things with counter play that don't need it. They tend to just add a bunch of random counter play to things unnecessarily.
-
It's basically just the time zone differences.
For example me on EST night time is when all the SWF sweat squads are on, but during the day time there are lots more chill solo groups.
-
@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2981101#Comment_2981101
That was gonna be my suggestion! Twins are really slept on in my opinion. I would love to see more people give them a go.
Super slept on. Much better than people think they are.
-
I'd definitely say Twins.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2981288#Comment_2981288
If always thought they should do this. It would make a lot of Hexes more worthwhile and gives survivors a true secondary objective.
It would be the easiest and quickest blanket change to fix them now and going forward without having to mess with every map. Like you mentioned it would also now work as an actual extra objective for them.
-
This is the culmination of years worth of improving totem spawns.
Seriously though if it's that impossible to make spawns better than this can we just make totems all appear as dull to the survivors as a bandaid fix and call it a day? Then they'd have to actually see them not hear them as well, harder to see, and they'd spend more time break normal dulls not knowing if it was the right one.
-
@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2981101#Comment_2981101
I kinda like them tbh. I understand why people don’t like them, but they’re very unique and interesting to me.
https://forum.deadbydaylight.com/en/discussion/comment/2981102#Comment_2981102
I love Demo. He’s very fun and is a good boi.
https://forum.deadbydaylight.com/en/discussion/comment/2981103#Comment_2981103
Glad you love him, but I never got into him. He’s just boring to me.
I like how unique they are. I also enjoy feeling almost like the power role. Most people vastly underestimate how strong Twins are.
I personally don't find anything annoying about going against them either like a lot seem to. They have tons of counter play but most people just don't understand what to do and instead just complain.
-
Twins.
-
I think STBFL and Bamboozle are the two best chase perks to choose from if you're wanting to have a chase perk. Most the rest need buffs.
STBFL can single handedly making saving someone from a hook at end game impossible and many times will net you even more kills in the process. It can also shorten a lot of chases more than you think when you have those moments of multiple hits back to back when survivors are grouped. It's especially powerful if you're on a killer that can manipulate it to always sit at 8 stacks like Demo for example, S tier perk on him.
-
We can hope. Its effectiveness limits the growth of the other boons and future boons.
-
Very uninteractive game play.
You just hug walls but no matter how tight you hug you will slowly eat a knife or two here and there so you're guarenteed to go down.
So the survivor doesn't have fun because they will go down regardless of what they do but the Trickster also doesn't have fun because even though he's gonna get the down it's going to take too long so it loses him the game anyway.
This leads to neither side having much fun.
-
It needs to be just flat Self Cares for the team, that's it, no speed. That's pretty good for only 1 perk slot to give it to the entire team.
The other route is removing the Self Care component and keeping it just fast heals for the team in its radius but the issue with this variant is it's still quite abusable by SWF and they typically lean towards perk design that isn't better when on SWF.
Even in the perks current state after 2 nerfs it's still completely destroying killers that rely on hit and run play styles which are already generally the weaker killers in the first place even without considering CoH.
-
@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/2979690#Comment_2979690
You can save 2 people from hooks and last 20 seconds in a chase, thats not being a good player, you may not be garbage but you are in fact, bad. I know I was bad, I know I dragged teams because if I was caught first the Killer had a hook in 20 seconds but there I was, iridiscent because I just had a ton of time to put in this game.
P.D. Yes, I know the guy who can loop for 3 minutes but refuses to do gens or save people is also a bad player too.
But it wasn't just 2 saves, you also said you were efficient on gens. That's not bad.
Which 20 seconds in chase is also the bare minimum the killer has to achieve. Any longer than 20 seconds in chase and it's losing the killer the game.
-
@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/2979100#Comment_2979100
Nah, even when the reset sent you back 10 ranks you could reach iridiscent even if you werent good, I know because I did reach rank1 with the harsh reset and I wasnt good enough to be there but I just played a lot, as long as you saved two people from hooks, you werent caught first and used that time for repairs you would pip. Pip conditions were more lenient for Survivors before the ranking rework, the old system the reset was harsher but the pip and black pip conditions were softer.
"as long as you saved two people from hooks, you werent caught first and used that time for repairs you would pip"
If you did all that then you in fact did not play bad, which is why you pipped. You just described playing well. Make saves, time efficient on gens.
To win lots of your games you don't even need to be a good looper, you just need to be efficient on gens. You can just pre drop pallets.
-
@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2979634#Comment_2979634
Only cuz I disagree with you doesnt make me not open minded lol
Once again, that isn't what I said, at all.
"Atleast thats how I view it and will view it always."
That is not an open minded statement. You essentially said I'll always think I'm right.
We can just agree to disagree, I don't think were going to get anywhere.
-
I try to always hang there and buy my team as much time as possible. If you suicide you're just rewarding them for doing it and going to make them do it even more.
-
@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2979169#Comment_2979169
Pre drop is strong only in comp because survivors are efficient on gens. Killers are forced to insta break pallets BECAUSE they have such little time because of the efficient gen repair of an entire team. If the Killer would have more time or a easier way to apply pressure they would have the time to play on a loop. Also I see still to this day comp players misunderstanding how and when to properly break a pallet at what situation. You dont insta break every single pallet that is beeing prethrown.
Idk how you can read this and still say "its cuz of map size". A map size has nothing to do with the coordiation of a team and the ability to efficiently split on gens. You can blame it there on gen spawns but thats it.
Again not saying map size is no issue at all but it is definatly not the only issue and only solution that would fix the game.
You can use the argument of "the community disagrees with you here" as much as you want, the opinion of the majority doesnt make an argument right or true.
"Pre drop is strong only in comp because survivors are efficient on gens. Killers are forced to insta break pallets BECAUSE they have such little time because of the efficient gen repair of an entire team."
Right, BECAUSE you don't have the time to try and play the loop since it's overly safe and isn't worth it.
"If the Killer would have more time or a easier way to apply pressure they would have the time to play on a loop"
YES, a smaller a map takes less time to traverse and more balanced loops means you can play the loop and get the hit earlier rather than just kicking it and getting nothing.
"Also I see still to this day comp players misunderstanding how and when to properly break a pallet at what situation. You dont insta break every single pallet that is beeing prethrown."
Comp players don't just insta break every single pre thrown pallets. That isn't what happens. Certain pallets are auto breaks, certain ones are not. It may seem like they auto break them all because like I said from the very beginning most loops are not mindgameable with the pallet thrown against good survivors and force a break. What's more likely, all the comp players are doing it wrong and you're the right one or the opposite?
"Idk how you can read this and still say "its cuz of map size". A map size has nothing to do with the coordiation of a team and the ability to efficiently split on gens."
Reread what you just typed. "and the ability to efficiently split on gens". When a map is very large and they split on gens it puts them too far away from one another to be able to bounce back and forth split pressuring them. I feel like you're holding up a puppy and being like yeah it's barking, there's definitely a tail wagging and it's really furry but this just doesn't seem like a puppy to me. Everyone else is screaming dude it's a puppy!. idk man.
"Again not saying map size is no issue at all but it is definatly not the only issue and only solution that would fix the game."
I never said it was the only issue or that it was the only solution that would fix the game. It's simply the biggest issue and the easier fix than doing tons of other things to try and fix the same problem in a longer roundabout way.
"You can use the argument of "the community disagrees with you here" as much as you want, the opinion of the majority doesnt make an argument right or true."
That isn't what I said either, you're misconstruing the statement. The statement of almost everyone else disagreeing with you isn't proof of you being wrong. The entire point of that is to illustrate that you should at least take that to question and reevaluate your stance and the possibility that you could just in fact be wrong. This was brought up because "Atleast thats how I view it and will view it always."
If a person is genuinely seeking truth on something they would go into their research and discussions with an open mind, not with a mind set that they will always be right on this topic and their mind will never be changed. For example, there's not a single thing that I think is true that I am not open to having my mind changed on and that I could potentially be wrong on. That isn't what you presented here though.
-
@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2979105#Comment_2979105
Well that is just us having different views, I dont see smaller maps as the solution (It is 1 solution but the most boring one). I like having bigger maps. You can have bigger maps that are balanced if you do it right. However you can have even matches that are "unwinnable" on certain Killers even on Coal tower. The map size has nothing to do with matches where survivors play very effeciant on gens AND loops. Loops are not that unbalanced as you claim them to be, I dont know where you are getting this really but loops are nowadays rather okey with some exceptions like coldwind or the game. Especailly the lower end of Killers STILL will have a very hard time at Coal tower with the perfect version of the map, the problem of dbd isnt just map design. It is one problem out of many however Maps are rather okeyish and not as broken as you are trying to say. Atleast thats how I view it and will view it always.
"Well that is just us having different views, I dont see smaller maps as the solution (It is 1 solution but the most boring one). I like having bigger maps."
Bigger maps get abused with hold W game play which IS one of the most boring parts of the game. I think the majority of people would agree with this.
"You can have bigger maps that are balanced if you do it right."
Not a single one has been done "right". Even if it was balanced correctly, simply through sheer map size it would be bad design as you would again have hold W game play.
"However you can have even matches that are "unwinnable" on certain Killers even on Coal tower."
I agree, never said this wasn't the case. All I said was that Coal Tower was the ideal map size. Even Coal Tower could still use some changes, it's just one of the closest to balanced maps we've got.
"The map size has nothing to do with matches where survivors play very effeciant on gens AND loops."
The entire reason you can't pressure them when they play efficiently on gens and loops IS because of the map size and loop strength.
"Loops are not that unbalanced as you claim them to be, I dont know where you are getting this really but loops are nowadays rather okey with some exceptions like coldwind or the game."
The majority of the veteran community would disagree with you as well as it seems most people on the forums. There's a reason most comp meta is pre throwing pallets, it's because most the loops aren't reasonably mind gameable once the pallets thrown and force a pallet break if the survivors are actually good.
"Especailly the lower end of Killers STILL will have a very hard time at Coal tower with the perfect version of the map, the problem of dbd isnt just map design."
Right, because some loops there are still too strong.
"It is one problem out of many however Maps are rather okeyish and not as broken as you are trying to say. Atleast thats how I view it and will view it always."
If most people disagree with you do think there's a chance you could be wrong?
-
@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2978222#Comment_2978222
I think that would be OP. Her corrupt purge is incredibly powerful and if she were able to just remotely activate it survivors would be screwed no matter what.
It's strong, but general speaking I think people vastly over exaggerate it. You can loops a Corrupt Purge Plague quite easily with how slow the travel speed is and the arc of it. Not to mention she's forced to respect every pallet.
-
There are some exceptions but generally speaking like 90%+ of killers come to the PTB weak, release weak and then end up needing buffs/reworks years later to not only them but also their perks because they didn't listen to us back then. This process has repeated for years. In general most of them still end up weak even after that buff/rework years later.
They keep making more work for themselves down the road by being extremely conservative when it comes to killer power level. They are literally the source of their own problem. They will never be able to catch up on the killer reworks/buffs they do every mid chapter because they're releasing new killers to be added to that future rework/buff list nearly just as fast as they're doing them and as I mentioned before it's even worse than that because most those reworks/buffs are still not enough, they're way too safe.
Now obviously a better solution here is tackling the games core issue which is map design but since they aren't doing that this is where were left.
-
@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2977604#Comment_2977604
I dont know why you say that I am applying to map design. Its the general game design that survivors are 4 ppl and meanwhile you try to chase down a survivor that others are free to do so what they want and therefore it can snowball out very easily. Unless you want to say that maps should literally be smaller then wreckers yard and if so then I heavily disagree, small maps are increadably unfun and not healthy for dbd.
My main point I am trying to make is that Killers need some kind of extra mechanic to reward or help applying pressure. Best example for injuring survivors. VHS also has a mechanic to reward the Killer with injuring survivors where they can build up a meter. Dbd needs exactly or something simiular like this.
"Its the general game design that survivors are 4 ppl and meanwhile you try to chase down a survivor that others are free to do so what they want and therefore it can snowball out very easily."
You're describing a map design issue again without knowing it. The entire reason you can't pressure 4 survivors enough simultaneously as you're talking about is literally because of map size and loop strength. If maps were smaller and loops not as unbalanced you could pressure 4 survivors at once if you were skilled enough.
"Unless you want to say that maps should literally be smaller then wreckers yard and if so then I heavily disagree, small maps are increadably unfun and not healthy for dbd."
I don't think that. Wreckers yard is a good sized map relative to its design. It's also important to note that not all map sizes are created equal. A good example is Badham. Depending which variant they're nearly the same size as Wreckers but much more unbalanced because of tile strength and map layout. I'd say the ideal sized map in general would be Coal Tower though. Coal Tower is a good sized map that you can pressure and should be more of a template for other maps.
"My main point I am trying to make is that Killers need some kind of extra mechanic to reward or help applying pressure."
Smaller maps in general and more balanced tiles allows them to apply pressure as you're talking about.
-
@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/2978508#Comment_2978508
Nah, the old system had a massive flaw, same as even if you "lost" you still ranked up slowly so did the bad players, bad people who played a lot ended up in Iridiscent anyway by virtue of playing a lot, granted a bad player with 2000 hours is better than a bad player with 10 because at least the experience gives them insight about some stuff but you could be rank 1 and paired with 3 rank1 potatoes.
I dont know what they did to the MMR but after the "tweaks" to sort the queues my teammates have been worse than average and my matches as Killer much easier because there is at least one potato always which gets hooked in less than 25 seconds and allows me to pressure the rest for free.
I suppose they had to sacrifice someone to shorten the queues and since Solos have been getting the short end of the stick since the game released it was only natural for us to get thrown under the bus again.
"same as even if you "lost" you still ranked up slowly so did the bad players"
Wrong. "Generally speaking" if they were still ranking up there were at least doing a descent amount.
"bad people who played a lot ended up in Iridiscent anyway by virtue of playing a lot"
That was not a result of bad players still pipping, that was a result of the terrible reduction in rank reset they made which piled everyone up at Iridescent. You used to reset a bunch so the bad player occasionally pipping generally speaking didn't get them to Iri whereas after the change the rank reset barely moved you so even those occasional pips when they were bad still got them to Iri. You're essentially conflating two separate issues.
"I suppose they had to sacrifice someone to shorten the queues and since Solos have been getting the short end of the stick since the game released it was only natural for us to get thrown under the bus again."
While obviously solo queue is always going to be worse than SWF people are vastly over exaggerating it. You're not always getting the short end of the stick. Even in solo queue I am still the power role in this game, by far.
-
@jakubr21 said:
CoH is inability of killer player to go and snuff the totem.
Because they shouldn't. It isn't time efficient to snuff it.
-
@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2978625#Comment_2978625
Yes! I've been suggesting this as a buff to the weak Blindness status effect for years...
Even gives Third Seal a decent buff since it's very likely to protect itself for just a little bit longer. Though I think Third Seal should be buffed to only be cleanseable by those affected by it.
It's probably the easiest and quickest thing to implement that would fix totem spawns for hexes without actually improving their spawns.
-
Make all totems appear dull to survivors. That's what we need.
Then they have cleanse multiple totems since they don't know which one it is and they'll have to actually see the totem instead of hearing it.
-
@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2978508#Comment_2978508
Xeah but that was also the flaw of the old system. If you didn't outright suck, you managed to reach red ranks with enough time and dedication to playtime each month.
And we ended up with the hotpot of all skillevels in red and that was such a mess that in the end matchmaking was irrelevant and everyone got matched with everybody to ward of queue times.
"you managed to reach red ranks with enough time and dedication to playtime each month."
Which in general means you were better. More play time usually makes people better at games. Yeah there are exceptions and it's not always true but in general in the old system a rank 1 played significantly better than a rank 10.
"And we ended up with the hotpot of all skillevels in red and that was such a mess that in the end matchmaking was irrelevant"
Well that was more an issue because of the change they made where people didn't derank enough. That was an entirely separate problem from what we're talking about.
-
That's one of the big problems with the MMR.
With the old system even if you "lost" as long as you played well you were still moving up in rank thus increasing the quality of your teammates on average.
Now with MMR it's completely irrelevant if you played well if you still die because of teammates like that. Not only are you not getting better teammates but since you died it's now going to drop your MMR and give you even worse teammates than that. It's essentially going to lock you into a downward spiral.