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Carrow
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That's interesting, I had 12 Pigs today, but not a single one camped any of the boxes. All of them tunneled the first survivor they found instead. And I do mean tunnel, even when all three of us bodyblocked, the pigs just went after the hooked survivor like someone was holding a gun to the player's head. And I do mean literally every single Pig today.
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Funnily enough, I enjoy DBD far more when the DC penalty is off. People will still DC on you no matter what and ruin your fun, but during that time you can just go from game to game until you have an enjoyable match going on that everybody wants to play. DC penalty doesn't stop people from running into the killer and unaliving themselves on hook anyway, it's incredibly stupid to think that you can force people to play a match they don't want to.
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Have to admit, this thread should be framed and safeguarded for future generations under "Mental Gymnastics" because ho boy...
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I think they said they are actively working on it. So maybe 4-6 years?
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Everybody knows how much Patrick's Magic Lottery sucks, but the devs have made up their mind that this system is here to stay. Either go SWF or start memeing.
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@Aneurysm said:
You guys are gonna get the addon nerfed aren't ya 😓
It would probably be better to allow survivors to try a box that they have already searched if they have searched all but one. The addon can stay as is, but it won't be abusable.
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I guess technically it's "not participating in normal gameplay" so it should be bannable, but lol, BHVR banning someone.
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My Killer ques have never been shorter, although in the morning it might take 3-5 minutes to get a match. In the afternoon I almost immediately get dropped in a lobby.
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@derppug said:
https://forum.deadbydaylight.com/en/discussion/comment/2789590#Comment_2789590
I'm going to give PH a shot.
Doesn't Freddy kind of suck since they nerfed him like crazy a year ago?
Freddy isn't exactly easy mode anymore with his "Forever Freddy" addons having been nerfed, but teleporting to generators is still incredibly powerful. He is kinda boring to play, but unlike some killers like Legion or Trapper, I don't really get absolutely demolished even by survivors who vastly outclass me.
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Clicky, t-bagging little squad. Down survivor #1 at a pallet. Bait out a CJ tech because of course they would go for it. #2 tries, goes down. Bait it out again, #3 tries and goes down. I look at #4 hiding in my peripheal vision, he also goes for it. In the span of a few seconds I went from 2 hook 4 man escape to all four of them down on the ground in a neat pile. 2 still got out because of course one had Delivarance, but man it was so hilarious watching them go to the slaughterhouse like cattle.
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I think you can throw Pyramid Head and Freddy onto that list as well. Their addons are for the most part pretty crap and even with their basekit only they can perform well.
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Imagine renegotiating your top player's salary because his teammate failed to score the winning goal.
"If things outside of your control go awry, are you really a good player?"
-Patrick, probably.
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Don't really see it that much to be honest once every three months at best. Plus, the secret restriction of maximum daily MMR loss makes AFKing rather useless now.
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Welcome to Patrick's Magical Lottery! Basement's over there and don't mind the Claudette crouching in the corner.
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Wow, Killers must have dropped like flies for BHVR to change something this quickly.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2787223#Comment_2787223
But that's exactly what you would get with the emblem system. The new MMR system is much less likely to get that. Most survivors in my games are pretty close to my skill level. Every once in a while there's one that is better or worse, but for the most part, they're pretty close.
Also, when I play killer, I can tell the survivors I'm going against are pretty close in level too. They all loop about the same.
No it's not. I keep getting 6-80 hour Megheads despite having 1.2k hours in the game. And yes, I know time =/= skill, but when I'm forced to watch the Claudette crouch on the other end of the map while my Kindred is clearly showing Blight zooming to down the Dwight in 10 seconds from full health, it's not the exception. It's the rule. With the emblem system I had a 50-50% chance of having a decent game. Now it's 9 4ks for the killer at 3 gens remaining and then 1 match of 2 hooks and we are all out. Rinse and repeat. The balance is significantly worse than it was before.
Edited for typo.
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I find nothing funnier than a survivor DCing when I just barely chainsaw them through the window they vaulted.
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As long as you don't get bumped up into high tier MMR it's pretty fun.
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The perfect method would be for MMR to be solely dependent upon how long you can loop a killer/how soon can you down a survivor. Obviously, this would involve incredibly complicated math that had to take map, RNG, pallet use, Killer, addon, perk, SWF etc into account. You would need to calculate optimal chase time and balance teams around that so that every player has a roughly 50% chance of running the Killer long enough that they can all get out/down survivors fast enough to 4k.
But considering how catastrophically bad the current system is, I say just bring back the emblem system and make ranking up significantly more difficult than it used to be. Also, just get rid of monthly rank reset and perk tiers while at it since they are bad relics of the past.
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I've managed to reach Iri rank 1 every month since SBMM was introduced, so no, you can be pretty bad at the game and still get there.
Never gotten past Iri rank 4 with survivor though. SoloQ is too chaotic to have 4-5 games without having utterly worthless matches. It matters slightly more there. Rank 1s are either actually good or do a lot of SWF.
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The sad thing about it is that it's a vicious cycle as well. Less Killers, more high tier survivors who can't get Killers of their own caliber and end up stomping on baby Killers who in turn quit etc. No matter how much my MMR is dropping lately, I'm still not getting those never look behind themselves and running at the edge of the map folks that I'm always paired up with in SoloQ. I thought it was just talk about how Killers are dropping out but with the player numbers according to Steam plummeting like crazy, it does feel like we are running out of people willing to put up with the miserable experience of playing Killer.
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New players start with a rating of 900. The soft cap is 1900. The matchmaking is willing to work with a 400 gap. So if you just gotten to 1501 rating, you can verse the absolute best that have played the game for 10k+ hours. Flawless system, all praise Patrick for his genius insight!
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Even after the "nerf" it's still one of the most useful and powerful perks. Even when I'm memeing around I'll make a point of trying to squeeze it into my build.
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I've been running DS, DH, Kindred and BT for months now, covers most everything.
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EU player here.
Morning survivor: instantaneous, almost instantaneous
Afternoon survivor: 1-2 minutes
Evening survivor: 5+ minutes
Morning killer: 5+ minutes
Afternoon killer: 2-3 minutes
Evening killer: instantaneous, almost instantaneous
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It doesn't.
But seriously, for one the algorithm is utterly incapable of tracking how good of a player an individual is and as such any "balancing" it does when setting up a lobby is nothing more than lottery. And two, even if the MMR was somewhat indicative of skill (it's not), the number is just flat out ignored for faster queue times anyway. As long as 40% of matches end in a 0k and 40% of the matches are an absolute massacre of 4k, the devs can just pat themselves on the back for balancing the game so well.
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Some are, some aren't.
I remember this one girl on Fractured Cowshed, really close game, I accidentally tunneled her because she was out in the open injured and I was panicking, having completely lost track of who is on which hook. Super chill about it, very lovely person.
4 men SWF with BNPs, call me all sorts of names just because I was better than them despite not even playing sweaty. They can take every advantage under the sun but if I'm not playing a Killer they approve of, I'm just a noob looking for an easy game.
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I think I disabled it after my first couple of games just to be on the safe side, I knew there was a lot of toxicity. I'm sure a lot of people wasted their breath telling me all kinds of nasty stuff and I never even knew =)
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In the same vein, big ups to the Survivor mains who just play the game to the best of their ability without clicky-clicking and T-bagging just because they can loop me around like a trained puppy! Have a nice day folks.
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My assumption is that so many people are playing Survivors that the matchmaking system has pretty much no choice but to just randomly pair up people. My SoloQ teammates are significantly worse than during the weekend and my survivors as Killer are not top tier either.
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Absolutely. But switching to Killer is funnily enough worth it. There are so many survivors queing up that the already FUBAR matchmaking system isn't even trying anymore, I'm completely destroying one group of survivors after another, even with high MMR killers that usually go against seal team six swfs and getting utterly annihilated.
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When SBMM got introduced, my SoloQ games went from sometimes bad/sometimes good to almost always bad. A 40-45% escape rate plummeted to 5-10%. After the Artist got added I went on a hiatus and now that I'm back, suddenly every single SoloQ lobby is full of survivors who are doing gens. Even if they go down to a non-instadown killer in 20 seconds, we almost always get a 3 man out and I've gotten a 85-90% escape rate. I have absolutely no idea what's going on anymore.
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I have the opposite experience, the lower the MMR, the less toxic the survivors are. Heck, when I let a Feng get the hatch on Haddonfield she was super happy about it in the endgame chat, like I was the first person to do it. I even got a friend request from another person I gave hatch a few weeks before. Obviously, there are plenty of wannabe Probz/JRM/Ayruns out there but they usually just unalive themselves on hook when they realize you don't fall for various techs.
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The amount of times a killer with 2 hooks has managed to secure 2 kills justifies it in my opinion. Ever since Boon totems were introduced, survivors are less likely to hunt down all the totems, so it's much more likely to survive than something like Ruin for example. I'd probably put it in the same category as well, with maybe an asterisk next to it.
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Please remember that OhTofu said because Nurse (1 killer out of 26) can 4k against tournament comps (on 1-2 maps out of 37 ) that the game (as a whole) is balanced. Take everything he says with a grain of salt.
Edited for a typo.
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The more questions the lead game designer answers, the more I understand why this game is so broken and will be for the foreseeable future.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2759773#Comment_2759773
So something like the old rank system.
Which I actually think was way better than the current MMR system.
It will never not be depressingly funny to me how much easier it would have been to tweak the old emblem system a little bit to be more punishing and we would have a significantly more reliable method than this eScape Based MatchMaking.
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Don't forget that if a survivor runs to a locker every single time, if there's elevation on the map, you can use the trick of bringing them up there so that when they wiggle free they fall and get a speed debuff. Not always a possibility, but it's a neat trick that might help you.
Left For Dead is still a significantly harder achievement since it requires so many factors to go right.
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I stopped using gen regression builds and play super nice so that as many survivors can escape as possible without me deliberately throwing the match and being reportable. I usually go up against a sweaty seal team six that absolutely annihilates me with 1 or 2 hooks and then get 2-3 chill matches afterward.
As a soloq survivor I leave much more frequently. As much as I want to help the Nea getting facecamped on the hook after running the killer for 5 gens, I don't want to lower my MMR and be stuck in potato hell again.
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Nope, they are pretending it doesn't exist and people will stop bringing it up. At this point I'm afraid their spaghetti code is so bad they don't have an idea how to solve it, so it has just been kicked down the line. Maybe in 6-8 months or so.
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Does playing Trapper for the SOLE reason of hearing the leather sound effects count?
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2739298#Comment_2739298
Really? I never had that experience. Mine was as a survivor steam rolling every killer and then as killer getting insanely hard matches on a common basis.
My SoloQ survival rate went from 40-45% to 15-20% ever since SBMM had been enabled. Either there's a person going down ever 15 seconds to a cracked Blight or its a baby killer that gets looped and maybe gets a hook if he is lucky. And as a Killer, it's the two extremes again. Absolute navy seal team with microsecond perfect DH and knowing when I will/will not respect pallet on any given loop. Then it's back to poor baby survivors hiding behind trees in the following lobby. It's almost like there's the Max MMR and the Min MMR with zero space in between.
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I really don't think SBMM has changed at all. It has always been this bad. Back when they turned it on permanently, in the first or second week I had a lobby with a Nancy that had 30 hours in the game and when I dodged it, I loaded straight into an Otz-Nina-Lionnek lobby. I think Scott made this observation very early on, admitting that he came across potatoes all the time despite having a really good MMR with Demo. OhTofu also plays against some abysmal survivors in some of his vids.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2739125#Comment_2739125
And letting players know also lets the bad eggs know.
The ones who are actively doing it and will, ironically enough, know that it has been fixed unlike us and can still try and find a work around it? Cool.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2739109#Comment_2739109
Did you see the PTB patch notes or..?
Are you referring to that vague sentence about some vulnerabilities being fixed? Because they refused to elaborate or confirm/deny that that included the DDOS issue. Which, if true, is probably something they would be very happy to let the playerbase know.
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Nope! BHVR just quietly removed the warning and, as far as I'm aware, neither patched the game not to leak IPs nor did they even say in any capacity they were working on this issue. Either the spaghetti code is just too convulated to fix so they are hoping that by keeping quiet they can ignore it or in like 3-6 six months one of the updates will state the IP leaking security flaw has been eliminated. Which of course will turn out not to be the case the day the patch goes live and it will take another couple of weeks to actually fix the issue. VPN is still necessary to play the game I'm afraid.
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More evidence that the SBMM is utter thrash. I know, what a shocker.
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@Mandy said:
There is nothing further we can or will add to this, for reasons that have been explained above.
It's not our practice to discuss what actions we are taking to prevent cheating - we don't want the cheaters to get advance notice of things etc.
It's difficult, we are aware, of course we're aware but we're very limited on what we can say for the reason that I just explained.
I know that's not what many of you want to hear and I'm sorry about that, but I really cannot give further information.
I understand the need to avoid divulging specifics and avoid giving ideas for new hacks, but can you verify or deny that vulnerabilities include the whole DDOS thing? Ii would be nice to know if I still have to spend 10 bucks a months to be able to play the game or not.
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I totally support it. The best times I've had in DBD were the ones when the DC penalty was off. It's just a game, stop trying to pretend we are making far reaching philosophical and moral changes that define our worths and will be remembered for the rest of eternity.
(Edited for typo)