Chaosrider
Chaosrider
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- Chaosrider
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Cause kill switch is just for gamebreaking bugs or exploits.
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@RFSa09 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629815#Comment_3629815
i really want to know what´s your opinion about the current balance of the killers, literally the only strong perk since wesker is nowhere to hide and ultimate weapon, and they´re just info, and we got a lot of cool stuff for survivors
What cool stuff would that be?
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So you complain about meta perks, but all survs of your example got killed. Killer hypocrisy at its best. Just take a look at how killers play, then ask yourself again.
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Bots are just the same a no player. They are more helping the killer than anything else. It makes no sense to implement more workarounds instead of resolving underlying issues.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/403053/tunnel-tunnel-tunnel-tunnel-tunnel
How about trying to play killer and see how difficult it is to win, especially against coordinated teams, without tunneling at all? Eliminating tunneling from the game would make it nearly impossible for killer to win high levels for all but the S-tier killers. If you disagree, I would love to see your gameplay videos to show us how it's done.
Against new players and bad-to-moderately good solo queue, I 100% agree you can win without tunneling. But once you get to a level where you're consistently facing coordinated SWF and/or pro loopers who know how to string together every broken loop in the game, there are many times where you have to tunnel if you want to have a chance to get at least one kill. The problem is that you don't know which teams you have to tryhard against because the devs refuse to show MMR score or SWF status in the lobbies, so you
Killer is difficult? It has never been easier to win games, even if you play fair. If you rely on slowdown and "killer strategies" you are most like to win every damn game with no skill unless you get a top notched SWF on comms. Killers (that are not even that much skilled) have winstreaks that are completely ridiculous. If theyre high skilled they get even more insane. Thats an issue that cant be ignored and just shows how bad the state of the gameplay is.
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If there is a bad ping lobby, you are forced into bad games.
If you see toxic players, youre forced into bad games.
If you see a cheater youre forced into bad games.
If you see a complete unbalanced match-up youre forced into bad games.
Great idea. Sigh.
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@Kubui said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630308#Comment_3630308
i play on comms everytime as survivor with different groups. I can guaranteed you that with Good comms using the numpad + REPAIRING on singles its absolutely devasting for killers. in 1 chase you pop them 3 gens
People dont get more skilled just because they can communicate. SWF are at least 9 out of 10 just playing along. Stop telling lies about the averga dbd swf. theyre not as good as you tell, and are by far not as ofter seen as you say. thats already stated so often and guys like you still dont get it.
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@Azulra said:
MMR does need to be scrapped in total- It's what is currently making the game very unfriendly to beginning players because it's extremely easy for your MMR to suddenly spike up which is why it's easy for beginning players to get stuck with ONLY experienced sweat lords who don't know what a shower is which is what kills the fun for many people.
For example: If you "win" your first ever match on DBD the MMR system is gonna immediately put you all the way at the top because your Win:Loss ratio is currently at 100%:0% and this is why it's EXTREMELY hard to lower your MMR if you've played for a long time because if you have way more wins than you do with losses then you're gonna have to keep intentionally losing until you have more losses than wins like if you had 47 wins and 16 losses you'd have to bring your losses up to at least 47 to balance out your MMR which can give y'all an understanding of why this becomes worst over time.
That's not how mmr works (not that it really works well). There is no ratio. You have a certain base value and depending on your opponents mmr you get points that increases or decreases your value. And there are certain threshold that you wont get matched with.
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@Kubui said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630022#Comment_3630022
dude if 3 players know how to play on a intermediate level with good comms its 70% vs 30% chance of winning as killer tf are u saying 😭😭
You totaly overestimate SWF on comms at that level.
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Comp is just about some people trying to force made up gameplay into dbd. Noone sane plays comp as it doesn't fit this game in the slightest.
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Hitboxes in dbd are just that trash. Using Chucky as example is the worst possible case as he has the same hitboxes even though the model is half that size. But i still agree. Depending on how they lunge into pallets and windows it makes visually absolutely no sense to get any hit connection. Still game says you got hit cause the hitbox lingers at the vault for no reason besides devs cant code it properly. But obviously every killer has a gum-gum lunge attack that bends over/around corners. But it just will get ignored as always, or just gets unlogical excuses like "killers have arms".
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@Kubui said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628006#Comment_3628006
Why would we punish the killer for going against a full man squad with toolboxes and high mmr? why do you think in comp you cant repeat perks?
Cause theyre supposed to play vs people the same mmr? Also stop assuming that every swf is a high coordinated team. Those are just a super small amount of the playerbase.
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Its kinda funny. Though everybody would agree that this is just not intented, if we would just label it as tech and if it would be on killerside,everybody here would claim it to be fine, but as long as its on survivors side its an exploit.
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@Atom7k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629838#Comment_3629838
If you are not good at the game and your mmr is let's say around 300, then 25 % extra won't actually hurt you that much. (375)
If you are very good at the game and your mmr is 1800 you face a top mmr killer. (2250 but its capped so 2200).
Maybe numbers needs to be adjusted but I think the idea is pretty solid
Facing players you shouldnt face is solid logic?
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Why would 4 noob swfs player get better killers to get stomped?
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More lobby shopping for killers. Good idea.
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The Community always demanded some kind of unbreakable basekit mechanic to deal with this issue. Your idea is pretty interesting as it isnt just picking yourself up. But devs are just as neglecting as on tunneling and camping.
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I never really understood why killers are so heavily rewarded by BP offerings of survivors but can entirely negate any benefit for the survivor(s) by tunneling, camping and slugging.
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Here we go again punishing people for playing together. When do people stop thinking that its a good idea?
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@Devil_hit11 said:
that is not really possible assuming mmr works properly. if your low MMR and you constantly die, you will not be matched against unwinnable nurses and unwinnable blights because they'll be too high for your MMR bracket. If you do get matched with Nurse or Blight, they'll likely be downright terrible like nurses that miss almost every blink or miss every blight rush.
Being low MMR on survivor means you'll face bad killer players and you'll equally get equally skilled survivors as yourself. you get bad vs bad.
But MMR doesnt work properly at all cause the stats used are unreasonable for such a game and the matchmaking is all over the place at times, cause of backfill lobbies. And those occur by far to frequently as killers lobby shop the hell out of this game. You dont have to explain how mmr works in other games. mmr in dbd doesnt work like this. this is not your everyday shooter.
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@Optx said:
If you experienced matchmaking prior to MMR, you should know for a fact it was immeasurably worse. It's far from perfect as is, but it works as intended. Back then, a good killer could go on massive winning streaks fairly consistently because survivors they'd match up against were (no offense to them) just much worse. Nowadays? Win streaks come and go, and matches are generally fairly balanced, to some extent
Do you really understood old rank/emblem system? It was so much better than this, it doesnt even comprehend. Also how about those massive win streaks as killer by now? Its worse than before for survivors.
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@Emeal said:
@Chaosrider what does "resetting" means in case of the MMR System?
Do you wanna flush players out of it by random while they are in Queue?
What is being reset?
Resetting means setting the MMR back to starting value.
You can do it however you want. Cancel out queues and games or not. Doesnt really matter.
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But 8 Events are too much !!! Its affects normal gameplay !!!!!
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I dont even see why this perk should be used unless you have no map awareness at all. 5% faster on gens? who cares?
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You cant punish players for playing SWF.
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Nah, hitboxes and hit detection is just trash. Obviously nothing can be done about this.
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He was just exploiting the anti-camp system. though I am still scared of a furture anti-slug feature, as all their anti-something-systems pretty much do nothing.
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Bhvr obviously just made a mistake in naming the realms correctly. Licenced maps always had their own realm due to obvious reasons, and nostromo wont be any exception from that.
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We never had a working MMR to begin with. And I still dont understand why they dont reset it frequently. Or just get back to old rank system.
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The thing is: survivors being toxic as of teabagging or flashlight clicking has no influence on the gameplay. Its just a psychological issue, you probably just could ignore for the better.
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None. That just blocks entrances for good additions.
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@Mr_K said:
Fun fact, you don't need to play a character to level them to P100, nor do you need to be good with them.
Thats how it is.
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Even though theyre P100, doesnt mean theyre even at an average skill level.
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Its not like they could just use 7 years of feedback suggestions.
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Makes no sense.
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Yeah, just let survivors get killed on sight. Killermains at its best.
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Turn crossplay off. Or just accept that this is a PC game with console port.
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To meet a cheater has nothing to do with MMR.
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To be fair, well skilled people never had issues with overheat while playing billy at all. In fact it just brought to light who was just revving chainsaws through loops with no other idea how to play and who actually mastered billy. Also billy with double engravings wasnt a good idea to begin with.
And the last reworks were fine? Trickster and especially skull merchant is still trash gameplay.
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Dont see why exactly that character was needed in DBD. Also i think just pumping in characters of other games is quite lame.
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Youre completely overestimating the effect of this mechanic. There is no such thing as a free gen and you even get more regression and time with the new kick regression.
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At least youre lucky enough that he started hooking you. There are a bunch of killers refusing to hook you so you would really bleed out after dumb 4 minutes.
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@Emoba said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623917#Comment_3623917
Do you not understand English or...? A normal killer that gets gifted a three-gen from survivors definitely would reach that cap easily. Also, it is disingenuous to say "kick 8 times" considering that perks like Pain Res and Surge also count as Regression Events.
Stopping 3 gen situations is what this mechanic should do. A 3 gen is not a survivors fault, its a issue by design.
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@Peanits said:
I can clear some of this up.
- Once a generator has reached the limit, it can no longer be kicked or damaged by Perks.
- Any generator which has already exceeded the limit cannot be affected by Surge, and therefore will not cause any Survivors working on it to scream.
- Failed skill checks are not considered regression events, even if they are caused by the Killer's perk. This is because it's caused by the Survivor(s) missing, not the Killer.
If i throw a knife at you its your fault if you die, cause you didnt dodge in time. See the logic?
Also there are still those skillchecks that get instant failed while letting go of a gen. You just hear their sound after letting go there is no possibility to hit them at all and they can cause severe disadvantages. It would be soo damm easy to fix thos by implementing the overcharge treatment to all skillchecks. Not exploitable but fixing the issue. And you guys still ignore this for no reason.
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Where do survivors get anything here? This 3 gen solution is an obvious illusion.
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They dont work cause theyre just half baked work arounds. The cause of tunneling is that it circumvents core gameplay in an super easy way that basically guarantees 4ks. Unless devs accept that the only fix is to completely render tunneling useless nothing will change. But being realistic devs have long ago given up on fixing their core game.
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If bhvr would be going back to their own wording, it actually would be an offense as its "refusing to participate in normal gameplay". But like always wording by bhvr is more tricky than a lawyer handbook.
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Less regression is a good thing. The actual regression meta is the worst thing that happened in years. But if you look closely at the changes, you got even more value out of regression, which is the exactly wrong way.
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I still dont understand why some perks get the "super-easy-to-do" number changes, but the other 50 perks that would need such changes are getting ignored for another two or three years. Balancing out several dozens of perks could be so easy for BHVR.
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Bringing perks to fix the game is always the worst choice, even though the new mechanic is stupid in so many ways.