Bwsted
Bwsted
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- Bwsted
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@KateDunson said:
The icon of survivors when they die slugged is the same of being moried, and mori someone increase MMR
Yes, but that's not a conclusive argument. For example, bleed outs are only 50 bp compared to 1k for a mori. And they don't count for emblems either, while moris do.
I don't know if the devs have actually explained if bleed outs count (I supposed they do). I was just saying.
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Take the horror movie that scaried you the most. Watch it 10 times? Does it still frighten you?
For the remainder. This is not a realistic game, nor it was ever meant to be.
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Afaik perks work right from the start. Deja vu used to show gens during the pan out (not sure if it ever got changed).
For example, if you have undying you immediately can see a survivor if they spawn next to a dull.
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+1
..
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@SirCracken said:
Many people seem to forget that locker spawns on most maps can be directly next to gens, forcing killers into a lose-lose situation if a survivor with an active DS hops into locker near a gen that is 99'ed.
"But now you can guard the gen and the survivor at the same time..."
First off, having the optimal play be standing in place for 60 seconds is un-interactive and stupid. Secondly, the moment the other survivors realise that the killer is waiting next to the gen they'll simply begin repairing the other gens.
If the killer leaves to stop them, the survivor with DS will exit the locker, wait until the killer commits to leaving, then begin repairs. If the killer stays, then up to 60 seconds of repairs can be made to all other gens.
DC staying active while inside a locker is completely broken. Because the survivor doesn't have to be tunnelled at all to get value out of the perk.
You're not losing that gen because there's an active DS in a locker. You're losing it because it's 99'd and you don't have a perk to regress it.
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Ok, but then you would also have to give survivors the choice to opt out of playing against certain killers.
Then, we can all collectively enjoy our lobby queue simulator.
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Nobody can see their mmr.
On to the actual question, if the loop is also unsafe, I avoid the stun. Safe loop, I get rid of the pallet.
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Nurse, Blight or Spirit, because they can eat a DS without issues.
Other killers are good, but more situational.
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If you give them anything substantial, they'd power creep very easily because Victor is such a strong chase power.
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The argument is the how much it rewards, not that it rewards.
Perks are meant as enhancements barring meme cases like no mither. So, the fact that it rewards a good, bad, or no play even, is effectively not an argument in itself.
Noed is a cover-all because it counters its counters. Slowdown and snowball. It's a lose-lose for the survivors who might be still get hit by it if they miss a single totem and wasted time. So, it's not even true the user only has 3 perks until emdgame. It also ensures 2k min by just standing in front of your first down because it's either gens or bones against a facecamp. Truly a design fiasco.
It's a divisive topic, but also a moot one. Unless a certain dev who use it permanently suddenly decides it needs changes because it messed with him Huntress' Lullaby style. Otherwise, noed won't be touched. And all these discussions will be nothing but an exercise in futility.
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They don't remove mechanics they invested man-hours in.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2917984#Comment_2917984
Yes, I have it on.
Turning it off sent me into a 45 minute queue back in December 0_0
That's brutal.
Do you notice a difference when queuing up as solo Vs swf? That might be another possibility.
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Locker DS was stupid pre-nerf.
It's perfectly fine now, if not even needed. They can't advance the trial anymore.
You're tunneling the survivor. The perk is serving exactly its purpose.
If you care so much, eat the DS and get rid of it.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2917867#Comment_2917867
NA East and all over the place.
What about crossplay?
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Sprint Burst by a mile, but it might take some time for the general population to adjust.
Overcome might carve a niche for itself if it worked with endurance. But as it is now, it's eclipsed by anything else. And with the increase in popularity of Plague and upcoming Legion there's even less reason to use it.
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I'm down for this, but cosmetics should be separated.
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I would have to see footage of what actually went down.
Nothing against any party involved, but one's recollections are rarely completely accurate.
With that being said, in general, there's no excuse for chat harrassment.
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Tunneling is usually the result of being the optimal play.
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The sweaty play is to wait until someone gets injured to cleanse.
However, it's reasonable to cleanse immediately if you know there's Ruin, which generally is the case because survivor spawns are mostly near gens.
If Ruin is in play, it must be cleansed in 99% of cases. If the haunted or anything else is in play, you will just have to deal with it.
If you see more than one hex, if you decide to cleanse, pick a moment where will just go for them back to back.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/2916736#Comment_2916736
That is very good to know. Sounds like it'll be a little clunky to get used to but worth the effort to learn
I don't think you'll have any problem. It makes it easier because if she just swings when ready if you press before blink end.
@Pepsidot said:
https://forum.deadbydaylight.com/en/discussion/comment/2916736#Comment_2916736
Oh wow. Maybe that's why it feels like I'm getting hit before I even see her come out of blink. You're right about DH being worse against her then because there's been so many times I feel like I've pressed DH when I should but it doesn't work and I get downed. Thought it was mostly because of the killers latency.
It's probably that with a combination of the fact that DH validation was shadow toned down. And she still has her bug where she swings while invisible. But we all know dedicated servers never liked her.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2916577#Comment_2916577
Nothing has been changed about her lunge in years. Its the same as every other killer.
@Pepsidot said:
https://forum.deadbydaylight.com/en/discussion/comment/2916577#Comment_2916577
How was her lunge changed?
They changed the input. If you hold m1 mid blink you will lunge first frame available. It's a relatively recent and intentional change.
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DH is heavily nerfed against her since they recently changed her lunge.
I suggest you play m1 on gens instead.
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Other: I think there's gonna be no other change to DH because they already shadownerfed validation. Actually, they might nerf that even further or fix the power-eating issue. But that's stuff that they can do on the backend. I doubt anything else is likely to happen.
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It's a bug that sends you to the wrong region.
The easiest fix is to just restart the client.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2916437#Comment_2916437
This. PC, EU and crossplay off. You'd think with crossplay off it would even take more time to find matches. They're still just seconds of waiting on both sides.
But I've mentioned it here before and people got offended when I say EU killers seem to be doing just fine.
I don't even know how you stick to survivor. I play one trial and then I'm done.
For the complaints, I think it's a mindset issue that affects both roles tbf. How many times do we see a thread pop up where someone tells the world how awful of a game they had and they post a screenshot of a 4k as proof? "Oh but I didn't have fun because I had to sweat". I guess some people won't ever be content unless they win 100% while eating their dinner.
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Plenty of killers in EU. You guys 'round the world need to adopt the Sigma EU killer mindset.
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It got looked at because it was widely used.
It was changed for completely different reasons:
We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified:
Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better.
The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer.
Its inconsistency due to the random nature of the appearance interval of skill checks.
From: https://forum.deadbydaylight.com/en/discussion/117488/designer-notes-doctor-gatekeeper-hex-ruin
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You need to have enough room to drop the survivor.
It won't also drop them during a sideway strafe due to wiggling. It will drop in between those.
Lastly, that's not bullying.
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If I may ask, your: region, time of the day playing, platform, crossplay on/off.
For me: EU, anthying from morning to late afternoon, Steam, on, and survivor queues are instant to about 30 sec.
Ymmv.
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Shortcomings aside, I think a better solution would have been to put a big glowing capital letter warning in the tally screens that said grades aren't used for matchmaking, click here for more info. And the link sends you to the sbbm page.
I can understand hiding grades makes it convenient for them to not have to explain it those who didn't get the memo. But in reality it now just shifts the problem to explaining, well, the reason for hiding grades. The real solution would've been to disseminate the memo as abovementioned. The route they chose just gives a sweeping-under-the-rug vibe to those who aren't current on the state of the game.
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@MrPeanutbutter said:
Hiding the grades was done to try to reduce the complaints about crappy matchmaking. Of course it does nothing to actually address the problem itself.
Of course we know that grades have zero correlation with skill level, none whatsoever. Even if you manage to get to iri grade 1 only a day after grade reset because you play this game 20 hours a day, that doesn’t mean anything regarding your skill level. This is a new learning for me that the amount of time you spend playing a video game has zero correlation with your skill level. Guess I shouldn’t bother to spend time practicing to get better! It’s also super weird that in my past matches, the red grade survivors were almost universally better players than lower grade survivors. So weird…
🙄
Grades do have some loose correlation with skill. One could typically get to gold with just a grinding mindset. But from there and especially at iri, you won't pip if you can't pull your weight. It doesn't mean two players of same grade will be exactly the same skills. But, to get to the upper end of the scale, one has to have a decent understanding of the game.
@Zozzy said:
The changes don't solve anything. It will be chaotic for a while, but it will eventually settle and we will be back where we started. A survivor who was 1700mmr before the change will just be pushed back to 1500 or however much they adjusted the soft cap.
Yeah. I said in another thread that they basically made two changes that work against each other. Reduce the mmr range to 350, but then lower the soft cap.
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Rites of judgement deactivation speed - 1 second -> .5 seconds
Did you play when he was first released?
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I can't post the screenshot because I'm from my phone, but this is more or less the answer a survivor gave to this type of question in a post game chat I was in. It went something like this from memory:
"Of course, I run DS, UB etc. I get camped and tunneled in 90% of my matches. What do you want me to run, Urban Evasion?"
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Corrupt, bbq, resonance and whatever else I feel.
BT, WGLF, exhaustion, empathic connection.
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@Lawlichan said:
so 3 survivors with sweaty builds went against a killer with a sweaty build? that's what mmr should be about anyway
By 3 do you mean 1?
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@Maxitolliony said:
https://forum.deadbydaylight.com/en/discussion/comment/2915350#Comment_2915350
well it is massively high where the game is putting me in the highest mm possible and that mmr have swfs, meta perks and so on. this is not fun at all. this feels like a full time job. i want to have fun and relax not be stressed out of my mind and forced and i repeat FORCED to be competitive just to have a good time.
if i don't sweat i legit get bullied to oblivion, yes i can make a few bully games like idc but bro for it to be every single game this is just boring and unfun and oh god the ttvs do not help with there toxic egos
Well, if your mmr is high, it didn't get high by accident. It got high because you win. If you want to win and relax, that's not how pvp games work.
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I would rejoice. Both you amd the survivors are going to the map y'all want. You guys brought harmony to the Entity's realm.
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You have to be up against them. If you lunged, or if they baited the swing, then it will be an m1.
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Yes. Will it happen before 2029?
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@[Deleted User] said:
Sample size hasn't been huge, but I've seen no improvement at all on survivor. Still getting at least one absolutely clueless teammate determined to make it a 4k if my queues are longer.
If I get a fast queue, my teammates generally sit around my experience level/ability and we roll the killer. If it's longer, the match is barely playable and a couple teammates won't even have tier 3 perks. The MMR ranger of 350 is too wide.
The issue I see at a technical level is that they made two changes that work against each other, i.e. narrowing the rating range while also lowering the soft cap.
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RPD and Lery's.
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I wish to see changes that have a chance of happening.
They're not reverting overheat. They're not bringing back old add-ons.
So, I'll focus on something possible.
Lower engravings rarity to brown and yellow.
Rework big buckle and black grease.
Make a tweak to the charge mechanic (could be controversial, but I think it's a clear buff). Make it so pressing and holding m2 starts filling the bar. When the bar is full, the chainsaw stays feathered and you can start a sprint by pressing m1 (i.e. no more need to manually 99). Pressing m1 before the bar is full has no effect (basically, you can spam m1 to sprint asap when ready). Releasing m2 stops the sprint. Releasing/re-pressing m2 before a sprint has started has the effect of uncharging/re-charging the bar like currently (basically, you can keep the bar at any level you wish).
This would make the chainsaw more straightforward to handle. Which is about what I feel the only buff they would be fine to give him.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2915071#Comment_2915071
I think it would be nice if BHVR gave us some type of update on it, just so we knew what was happening with it. There's way-way to many forum posts to not give players an update on the status of it.
What data are the developers seeing on Dead Hard? The developers can see if Dead Hard is increasing escape rates at the highest MMR as compared to the other exhaustion perks.
We know there's not going to be nothing in this mid-chapter.
There's bound to be a Q&A some time down the line and the question will surely come up. And that's where I feel they'll say that it doesn't increase escapes from around 50% at high mmr (maybe because it's against only Nurses and Blights). Same at lower mmr brackets (because survivors just dh into a wall).
Just a prediction.
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I watch them for personality and entertainment.
I don't watch them for personality, entitlement, manipulating matchmaking.
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They shadownerfed validation. If DH was considered fine pre-validation in the stats, now that we are in a similar situation, then they'll most likely come out saying they looked at the numbers and it's not overperferming. I already made a discussion about it.
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@sulaiman said:
but is this considered working with the killer, or is it not?
The example you provided IS a teaming situation and both players are bannable.
However, you need footage, report both in postgame and then send a ticket with evidence.
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If you do the math, these stuff is a drop in the ocean of grind. All of these boost combined don't even add up to anything meaningful.
I'd rather take a grind ovehaul. Being thrown a bone here and there doesn't do anything.
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Depends on the situation.
Playing with crossplay off and during low-traffic hours makes it actually likely.
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An iconic combo!
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If grades are to represent time played, depipping is an obsolete mechanic. Just like degrading has been prevented.
The minimum result should always be a black pip, for both roles.
That would make the system and its goals consistent, avoiding abuses (for example afk farming).