Brimp
Brimp
About
- Username
- Brimp
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2749555#Comment_2749555
I think this conversation is something I see daily and right now it's tiring for me.
There are even dev replies, from DesignDad, Peanits, MandyTalk... so many stuff you can look over. See their replies and understand more on how it works and please don't get me wrong, but I see this thread and I'm like "Oh #########, here we go again".
Do some research please :( . You have to understand how the system actually works and why it's like that, you have to understand how DbD in general works and how DbD players play, how the game used to play for 5 years and how the game changed. (even to say, the dev stream talking about MMR conditions, that developer had a great point "Wouldn't be great if you escaped too?", think about it... it may sound dumb it's not dumb, think about it)
So many factors you have to think of before you say the system is bad, because it's not. BHVR knows and a minority of the veteran players in DbD as well know why it's a good thing, majority doesn't and I can say for sure that the majority has no idea about the MMR in depth and why it's like that.
But literally.... the system is bad and its impossible to argue that it's not. Any logical standpoint will not think "you kill more means you do better regardless of how you or your opponent actually played". And if the system has to work like that then why even have the system in the first place. Also they called it "skill based matchmaking"... whats so skilled about holding m1 on a gen and having someone else distract the killer for you? Was that escape really "skill based"? No cause anyone that looks at the word skill will NEVER have that come to their mind and the person(s) who actually stalled the killer and died dont go up in mmr but down. Like this game isnt suited for mmr especially with the heinous system they made that took them TWO YEARS. Like honestly out of the thousands of posts/comments ive seen from mmr you're the first one to call it "not bad". Also there is no "how the system actually works" when its been explained to us how it exactly works.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2749515#Comment_2749515
You don't actually know how it works though, I doubt I am wrong.
Just by seeing the context of this thread, I assume you have no idea
The devs have literally said themselves in the November stream that mmr only cares if you escaped or not, not how you actually performed in the trial. Other than hatch it ignores and doesnt increase nor decrease your mmr through hatch escapes.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2749505#Comment_2749505
If you say you know, then you know right
Well yeah its literally escape based matchmaking as my friends call it.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2749466#Comment_2749466
and 2 more years for the playerbase to understand how it actually works...
im pretty sure everyone knows how it works at this point. With how people bash bhvr its hard not to notice when they say "its all based on kills"
-
Oh trust me they're looking at it but are probably too scared to change it cause twitter will have a melt down if their most used perk gets changed.
-
Took 2 years to make the most basic of all mmr systems btw :)
-
They day this is considered a meta perk is the day stacking second chances gets gutted. Sure it's 5 seconds of exhaustion... or its also just a free 99'd sprint burst or walk as soon as you hear the tr and the exhaustion does nothing. As for bond and OoO.... yeah I haven't seen those perks in months since mmr released.
-
well 3 blink nurse was basekit before they made nerfed it 2 then added the token recharge system after that again
-
Not really bad advice. It's the exact same as a new semester starting and you get randomly assigned groups for a project. You don't know if you're gonna get the 2 smartest kids in class, 2 that just talk the entire time and ignore work, or just a mixture of both. In all just don't expect to do well 90% of the time in solo queue cause we all know mmr is just a hot mess that doesn't work.
-
Tbh those survivors could have played that better. If the feng would have immersed instead of immediately running to the shack when they heard the terror radius and the mikaela running around the long way as the kate crawls farther. Very good bump logic though on Lilith's part. Also not to mention the ashe playing around the Z wall against an iri tag blight when he had an L/T right there.
-
Well I was about to make a post similar to this but yeah they should really remove pallet priority from killer powers like blight, billy, leatherface, and oni. Gotta love when you swing on a survivor that is not even half way through the vault animation but the game decides to make you break the pallet instead of hitting them letting them run away to a window or another loop. Not to mention when they vault into you on the pallet and it still prioritizes it.
-
Well tbh this game is survivor sided with people that have some sort of semi seriousness when playing. But then sometimes i even see serious players consistently do bad somehow against a bad killer. So IDK dbd is in some kind of weird hole whenever you try to talk about sides.
-
double speed can literally be stronger than alch ring also alch ring is purple tier which on most killers are strong addons, more useful than other addons is the question though. As for death slinger prison chain is nice but you're better off running double reload or a reload real speed.
-
5 second fatigue, dh validation making you end up next to the survivor, Circle of Healing.
-
I mean if this game was truly balanced then people "supposedly" my skill level should always get 2 escapes and 2 killed even with perks... but its usually people that have little idea what they're doing but perks just carry them leading them to that 2k/2out. I wouldn't call that "balanced". Not someone that has no idea what they're doing vs someone that has a clear idea of what they're doing just getting outperked instead of outskilled.
-
I dont think you can call this game "killer sided" when that role SPECIFICALLY relies on survivor mistakes to do average. Meanwhile killers make a single mistake or two and that can cost them the game.
-
@AnchorTea said:
Fnaf 1 Freddy should be the killer. Not Springtrap/William Afton. The series should be represented by its older games.
nah if there were to be a fnaf killer it would 100% be william since if he wasnt a thing the older games wouldnt make sense to exist.
-
@Regulus47 said:
...so even with the MMR that killers are complaining about, killers are STILL winning 75% of their matches? I thought this game was survivor sided lol
This game is indisputably survivor sided. You put the best against the best and unless you play nurse or blight you will lose 90% of your matches.
-
@Impartiality said:
Killers were also non stop crying for something to stop gens going so fast. Boons is the one thing added that does this and they still just complain. It doesn’t matter what BHVR do there will always be complaints here
Because boons just made it safer to slam gens, the killer either has to commit to chase and lose or leave chase and loose since you can just go heal for 8 seconds and get right back on a gen.
-
@Mooks said:
Aren’t we kinda forgetting the Nurse fixes (fix attempts) and the fact they actually acknowledged cheaters here and apparently fixed something in that regard? Also Hit feedback for Dead Hard was apparently improved.
also something seems to be going on with Haddonfield.
don’t get me wrong, CoH needed a nerf as well. But there has been great stuff that was not mentioned in the dev news prior. And little naive me hopes they see and react to the CoH nerf pleads for the live update…
I wouldn't be surprised if the fix for "cheaters" was actually for the people save injecting instead of people actually using scripts to move 300% speed as survivor.
-
Thats what i don't get... to prevent a "advance notice". I wouldn't be surprised if it was just for save injecting and not the actual cheater problem. Cause with this games anticheat it is INCREDIBLY easy to bypass unless they make a live match report system where "X player has moved X amount of speed for X amount of time" or "this player worked on a gen at abnormally fast speeds while solo".
-
Gearhead would show the aura of a gen after 2 successful basic attacks for 30 seconds. This new version of it is quite interesting nonetheless.
-
Victor is now 115 and charlotte is 105
-
If you honestly dont have enough time to do bones against 90% of the killer roster idk what to say. you can effectively get 3 totems out of the way 20 seconds into the match if survivors spawn next to em or use maps.
-
@Colton147147 said:
Many killer perks are toxic, as the game is killer-sided.
aha good bait
-
@Brokenbones said:
Alchemist ring deserves to be gutted
I'd also probably change his two speed addons, maybe make them not stack or something like that
These are the only changes I'd make to blight personally
idk about gutted but it would be more balanced if it just gave back 2 tokens compared to all tokens.
-
J flicks aren't around anymore. Those were patched out almost a year ago.
-
This wouldnt do anything because he would literally just start the chainsaw sweep when the unhook animation is done.
-
I still dont see why noed would need to be changed.... Noed definitely does not fall under "broken" when boons are in the game.
-
@Sweet_Potato said:
Ruin is still overused.
Last I checked ruin gets like 3 seconds of value since boons are a thing
-
@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/2727660#Comment_2727660
Last I checked I had to actually bring it into the game through perk. CoH is pointless for me I would rather use medkit then run across the map to use it.
Doesn't matter since 9/10 games will have CoH on someone. Lets just not add a 5th perk for survivors ok?
-
Good balanc- oh wait that never existed... Well I guess pre nerf wraith.
-
@KolbyKolbyKolby said:
'Balancing killers around these changes' doesn't necessarily mean killer buffs.
For all we know, killrates could be at 3.5 kills per game on average, and they might be looking for ways to balance them to the 2.5 they said they wanted. It's never same to assume 'balance' means 'buff'.
Well they did give us kill rates in october and the highest they were was 59% for pinhead. After the nerf they gave him idk where it is now but im guessing the average is still around 50%.
-
Tbh would it really be such a bad idea to make it so you could only use a boon if a hex totem is in play. It does make it exactly like hex totems but for survivors, run it to possibly get its benefits. Obviously if that change went through then blessing the hex could just be brought back to cleanse speed (14 seconds).
-
@GoodBoyKaru said:
literally chase the unhooker not the unhooked and 2 of those perks arent issues.
dead hard + pt are problems though, that i agree with
Thats a recipe way to lose basically.
-
@LoneSlinger said:
https://forum.deadbydaylight.com/en/discussion/comment/2725194#Comment_2725194
Did you look at my name
Did you put it together and realize that I main slinger
No perks means no DS no dead hard no borrowed time game would defs be more balanced who are you kidding
Slightly more balanced. People can still just sit on gens until you walk away then save. Bt allows for unhook bombing to somewhat prevent a camping killer. You're still a 110 killer that's punished heavily for missing a spear. You miss a spear they gain more distance while you sit in a nearly 3 second reload as they get to a safer tile.
-
@LoneSlinger said:
I'm sorry to say this but you'll learn this as you play more but the game would be much more balanced if their wasn't items and add-ons or perks
Maybe in a separate universe where tile generation was actually decent to where you wont get a long wall, into filler, into shack, then back out of shack into the same long wall. Oh yeah also gen spread/map sizes.
-
You can thank bhvr and mmr for that!
-
@gendoss said:
https://us.v-cdn.net/6030815/uploads/C0ITAQQPQLQE/image.png
Yeah, real survivor sided game.
Over a year old statistics chart. They came out with a new one that at most was at 59% kill rate.
-
It's almost like... you can negate franklins by putting the item down and then picking it up when you go for an exit gate.
-
Idk why doesn't dead hard instantly kill the survivor that uses it.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2719673#Comment_2719673
The thing is, predropping Pallets can remove those ressources pretty fast. Especially if you have to drop it during the second or third Rush, those do replenish quite fast.
And while "not getting hit in the first place" is the best, "getting hit after as many Rushes as possible" is the second best. If I manage to dodge 3 Lethal Rushes and only get hit by the last one, I basically did the second best thing (making him use as many Rushes as possible). But Alchemist Ring removes this, because you dont have the luxury of a few seconds until he can rush again and also the Speedboost you got because of the hit is meaningless.
So, no idea why the Devs keep this Add On (and his Speed Add Ons) in the game. At least the Alchemist Ring should be a clear case for anyone who is not either clueless or biased. Even Blight-players know how busted this Add On is, since many of them used them when Add On-Changes were announced for a Mid Chapter Patch a few months ago (which only turned out to be Buffs to some of his Add Ons).
But... pre dropping is really all you can do against a good blight anyway. A good blight will juggle you back and forth between a loop like a curve billy would until you're in the right place or he gets power back then just get a guaranteed hit. So alch ring or not you're already using resources pretty fast.
-
@Zachcjjj said:
https://forum.deadbydaylight.com/en/discussion/comment/2719673#Comment_2719673
my guy you can not convince me when u put t l's under the strong loops category especially against blight
I mean knowing how to run it correctly then it is strong against blight. Depends on the blight though. Since most blights are usually average the best they can do is hug which is easy to counter if you know what to look for.
-
Its not really just the changes too him... Its the fact that they keep reworking maps to somehow have worse collision so you can just bump on a tree branch or wall you were barely turning into. Overall, the whole overheat mechanic wasn't justified and most of his addons being made into a gimmick wasn't either.
-
Im not saying it healthy for the game but a blight with alch ring has the similar counterplay to one without it. You learn how they play then counterplay to that. So if a blight loves to use his power you pre drop the pallet so he can't get any ring value and if he just walks up to the loop and plays it as a regular m1 until he breaks the pallet to use rush then greed the hell out of it cause it will take much more time than if he were to break pallet, rush, regen all tokens, rush again. Or you could just.... use strong loops against him like main buildings and T/L's.
-
@oliviaa said:
https://forum.deadbydaylight.com/en/discussion/comment/2716752#Comment_2716752
not the blight main saying what is and isn’t an exploit please
I mean im not saying something isnt an exploit but that legit is not intended in the game so by default it's considered an exploit. Plus there is only really 1 exploit left with blight which is hug "tech" or to my knowledge that's the last exploit. Flicks are fine now since dpi no longer influences how far you flick it just affects how fast you turn 90 degrees.
-
@Impartiality said:
Now imagine survivors beat you this quick. You would be on the forums crying that the game isn’t balanced and killers are too weak
Well it's true. Killers are weak since this game is unbalanced.
-
Against survivors with brains then they should 100% be punished. If someone gets down within 20 seconds of the first chase they were setup for failure given the amount of 2nd chance perks there are and extremely generous tile generation and gen spreads. But hey they balance around new players and not average players so I wouldn't be surprised if they made it so you lose the ability to walk if you stay near the hook for more than 10 seconds.
-
I just want to point out the "pallet tech" isn't a tech. It's an exploit since you aren't supposed to clip inside a killer when vaulting but they somehow still haven't fixed that yet despite you being able to push charlotte out of the way when you vault into her while she's idle.
-
@jamally093 said:
Explain how I get hit through a window on haddin field and nit even near the window since I'm falling. Don't use the well on their screen it hit because I'm sorry I vaulted before he even was in that small room.
Server delay, not hit detection. With how terrible servers are, you add your ping to 200 then there's you're real ping from what ive experienced.