Ciabe
Ciabe
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@FeelsBadMan said:
Bhvr turned solo queue into a dumpster fire to "balance" their kill rates, since they claimed themself them being too low. I mean lets be honest: all the survivor nerfs and killer buffs didn't effect swf much. So their escape rate is probably unchanged, solo q however went from being bad to absolutely unplayable - thats how they will reach their ~60% kill rate instead of the 50% from before the patch. They don't care they made a whole part of the game unplayable as long as the kill rates are statistically "balanced" now.
Perhaps, but I think some soloq is doing decently at mid mmr and higher. They are at least getting competitive, close games sometimes. On the rare occasion I get competent teammates we can typically get close to finishing 4-5 gens unless we make a large mistake. At the low mmr though, it is just a quick 5-6 minute slaughter. Normally 2nd is hooked before 1st unhooked, then those 1st is unhooked and they heal while 3rd hook happens and 2nd hooked enters phase 2. Then game is practically over. That's assuming we don't get the normal dc on the first or second down.
I really like how other large multiplayer games do it. League of Legends groups toxic, afk, and quiters together into a pool to match together. DbD has the report system for unsportmanlike behavior, should be trivial to lump those together if they reach a certain % of reports vs games played.
That said, balance and mmr pooling tricks are a digression from the standing issue that low mmr play is commonly a grind of losing dozens of games in a row with the only relief being the lucky hatch or killer letting you leave. Most mmr systems take into account streaks of losses and makes the matching significantly easier if you have say 5+ losses in a row. That's another trick you can do with it. None of this is hard to code and should be pretty easy to tweak. However, they really need the numbers to tweak right. As for us players, transparency on how the system worked and our standing in it would be a big aid.
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Add another 21 loses to the total and 0 wins. At least loses don't take long. Downed in first 20 seconds on 4 games as Wesker and billy spawned on top of me. Dead on first hook in 5 games because teammates never attempted rescue, no camping killer either. Tunneled out first in 6 games. 11 matches where we never got any gens done. Did my entire daily quest "be chased for 120 seconds" in first chase of one game...teammates again did no gens. 1 Match where we actually powered and opened exit gates, but killer blocked them with Blood Warden even though he didn't have that perk equipped (hurray low mmr terrible cheaters).
I'm just playing now to see how ridiculous this can get. These pro killers we are matched against absolutely smoke the newbs I'm soloq with. It's a miracle any beginners play this game long enough to become experienced.
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@Maelstrom808 said:
Game ends, everyone safety pips, Items/addons/offerings refunded for everyone except the person who DC'd. I don't care about the BP, but wasting items on a dead match infuriates me.
This!!! Losing out on good offerings because of a Rage Quit DC in first 30 seconds is super frustrating. My flans are running low, stop wasting them. Also scared to bring good items into soloQ because decent chance lose the match just due to a quitter.
I don't need bonus BP, but don't take our stuff in those cases.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3175301#Comment_3175301
??? If you spawned not near the killer and the killer got there and hit you that quickly, that is on you. Giving free invulnerability for an extended period to completely nullify initial arrival pressure is disgustingly overpowered.
Did you miss where I said killer sometimes spawns close or it is a blight with lethal pursuer. How is that fair that I spawn miles from any cover, vaults, or pallets? Having the killer need to wait until 10 seconds into the match is about the same time as an unhook.
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Hook grabs just encourage face camping. This would be one of the easiest and quickest ways to remove face camping. Any damage should pass to the unhooker though.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3175290#Comment_3175290
- That’s… the point.
- Are you aware the general rule is survivors always spawn diagonal opposite corner of the killer’s corner?
- Big maps need size reductions regardless.
- The point is to be unfair to survivors and killers?? Or what is the point you are trying to make?
- It doesn't always do that. I've seen this from both killer and survivor side where killer/survivor spawn within about 2 or 3 blocks of each other (2 terrain squares apart).
- Perhaps. Feels like smaller maps is mostly just a killer buff that isn't needed given current balance, but it would help weaker killers with mobility issues.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3175258#Comment_3175258
Or that just means survivors shouldn’t be able to spawn that close, not that they should be immune for an absurdly long time, which would affect cases even if they didn’t spawn near the killer.
Spawn distance isn't a reliable fix for two reasons compared to invulnerability. 1. Some killers can travel across the map far faster. 2. If you make killer always spawn far from survivors they basically know exactly where you spawned (and that hurts slow killers a lot being so far everytime).
Or instead of invulnerability killer could just have a 10 second count to start like the hide and seek game this is based on anyway, just don't allow gen repairs during that start time.
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@SuzuKR said:
If you got hit in the first 10s, you misplayed.
I've been downed in the first 10s of multiple matches lately. Killer nearly spawns on top of me. I barely start moving after the opening spin and killer is dashing into me. Wesker grabs, throws me into empty corner, then slashes just as I get to start moving again. Of course billy and bubba do to it too and if you spawned in a wide open spot, tough.
An opening invulnerability of 10-15 seconds would help deal with unfair random spawning that goes away if they touch a gen.
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I would expect daylight hours in NA and Europe would represent 80%+ of the active player numbers during that time, so still hundreds of matches launching a minute even if you cut my numbers in half. When I have played at weird hours like 2am Mountain time I was getting matched with Europeans waking up and my ping was rough.
Yes, MMR has issues at all ranges. However, I'm fairly certain the mid and high lvl survivor MMR isn't seeing the issue the low level survivors are. If they were getting 85% loss rates the forums would be flooded. It seems like a lot now, but most of those I've read are upset about 35-40% win rates for survivors. Most lower tier players never visit the forums so their voice is under represented. Many people on the forum have been here for 3+ years meaning they are extremely experienced and likely in top 10% of player base.
This is a feedback forum, so I'm providing feedback to an issue that seems ignored. Devs seem to be catering to their pros with perks like Hyper Focus which is unusable by 80% of players and probably 95% of console players, but now they are going to balance around pros burning through gens with it. Hex Ruin had this issue years ago too when it caused gen repair damage and lockout for every skill check that was only good and not great, clearly no testing or thought given to less skilled players. By gamer standards I'm old and don't have the lightning precision of my teens and 20s anymore, but I still want to enjoy the game. If they balance around the top 10% it ruins the game for many casual and low tier players.
I digress from my original issue though. MMR matchmaking needs work. Their are weak killer players that need to be matched against weak players. I would rather spend 2-3 minutes to find a good match, than 30 seconds to find a instant loss match. So I'm asking they tighten down the matchmaking times instead of going with a huge open pool to cater to the pros who don't want 5-10 min queue times.
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I've never lost a survivor due to the shaking from boil over on pc as killer. On survivor I've never wiggled out using boil over. 0% success rate for a silly perk. At worst you clip something for half a second as you strafe against it aiming for the doorway.
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@Marc_123 said:
No matter the MMR, the game can only give you what is available.
If in your area / playing time are no weak killers you won´t get weak killers.
It is as simple as that.
Also as new killer you can get a 4 man death squad also. Did i mention MMR doesn´t work very good?
- DBD has one of the largest active playerbases of online pc/console games. It should be able to get a fairly decent matchup without much time spent. DBD averages 30k+ players on Steam alone (not counting Epic or consoles or the 100k+ peak player counts). That's minimum 6k matches at a time. Average match time of 15 mins or 900 seconds (I think that is a high estimate). That's 6.7 matches a second starting. In 1 minute 2,000+ players in 402 matches have launched. That is plenty of churn and players to choose from for an even match.
- Queue time for survivors is near instant (with 100% bp bonus) during NA daylight hours meaning there is a large number of killers available to pick from.
- MMR works awesome in many other online games, I can list examples if necessary, but we probably all know them. In those games I average 45-55% win rate after finding my mmr equilibrium (anywhere from 10 to 100 matches depending on the game and mmr system). My point is whatever secret mechanism they are using in this mmr system is broken at the lower mmr. The devs might not realize that if they only play at medium or high mmr from years of experience.
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@TragicSolitude said:
I had this problem before the update. The more I lose as survivor, the more I lose. My teammates just get worse and worse. If I do start escaping and getting better teammates, it only takes one match where I die to return to the hell of awful teammates who stealth around the edges of the map from the moment they spawn in.
This. I just did a 2 minute opening chase (killer on me in first 4 seconds of match). Teammates finished 0 gens in that time. They were all just stealthy crouching around map while I was obviously in a chase. Before that I had two matches where i died on first hook in the game, not due to camping but due to no rescue attempt from teammates...with kindred!
Most of my real bad games my score is 5-8k along with most teammates, unless they spend the entire game healing each other then they run their score up without finishing gens. It is depressingly hard to earn any points when you are first tunneled out. My chases aren't good enough usually to rack up many points. You get no rescues, no heals, no gen points when tunneled out first.
@ad19970 said:
I feel like there is also the problem of killers being more powerful at low mmr by design, because there is more about efficient gameplay that survivors have to learn as opposed to the killer.
Not to mention that chases, at the most fundamental level, are dependent on the survivors skill. If the survivor has no idea what they are doing in chases, the killer doesn't need to be good to get relatively quick downs. At least I believe that's a problem.
The game needs better tutorials for survivors.
Agreed. Beginner killer I think is easier than beginner survivor. Problem is it only takes 1-2 beginners to ruin a survivor team's chances. Looping as survivor is much harder to learn than killer basic chasing. My M1 killer chases are commonly called boring and dull by survivors even though I still win. I just chase, knock down almost 100% of pallets, and do 0 mind games. Still wins.
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@fogdonkey said:
Now it only took 2,5 hours to finally escape... Even that was only through the hatch...
F**k this game...
I think you are pretty lucky to be honest. I'm at 233 loses and 29 escapes (not counting a handful of killer dcs) since the big v6 patch. I should be at the very bottom of mmr, but still getting pro killers using double iridescent adds (nurse and blight often). The few games I win, I usually do 3-4 gens myself (120-180 gen repair points).
The matchmaking is very poor since the patch. I think there is no fair match at the bottom. The worst killer players still easily stomp baby survivors and 1 person can't carry them alone.
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@the_honey_badger said:
Since all my progress was on the playstation, I moved over to xbox series x, I have a bunch of killers at level 0 of course. I recently prestiged pyramid head and spirit. I have to say, it feels like such an enormous grind just to get these characters to level 50. Especially when you're earning around 40-50k blood points per match. Is anyone else feeling this new system seems much worse than it previously was?
Wow, I wish I got 40-50k per match. On survivor I'm doing good if I get 10k. Commonly camped out and die first hook in under 5 mins for under 5k.
My 4k killer matches with flan usually nets me about 35k, but then you have 10 minute queue times.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3099240#Comment_3099240
That's also only 1% of the playerbase, called "The Bad Players"
Huh so I'm in the worst 1% of players getting iridescent 1 two months in a row on survivor. I'm pretty mediocre, but I'm certainly not the worst by a long shot. Yet vast majority of my games, about half being swf we are lucky to get even 1 Gen now. It is just comical how fast we can die with these changes. At least most games take less than 5 mins now.
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@Veinslay said:
If you're playing against good survivors that are sticking on gens like they normally do, you won't even notice that the game was ever changed from how it was before. The gens get done just as fast. 2 to 3 gens done by 1 hook is pretty much the norm at high MMR
Good for you, that makes like 1% of the playerbase out there. For the other 99% of survivors, we are all dead before 1 gen now.
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All this posturing is pointless, stats will show the truth here. Before patch, I had 40-50% escape rate (no DS or DH) and my killer averaged 1-3 kills. Post patch, my escape rate is 10% (out of just under 100 games) while my killer is 95% 3-4k only losing a few here and there to hatches. The extra 10 second gen time is brutal. All the killers use that to proxy camp and tunnel because they know they can get away with it now. If hook time had increased 10 seconds for each stage this would be very different.
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@CrizzlyBeer said:
actually i got the same problem with dave king, but i got my blood points back after spending some points in different survivor´s bloodwebs.
Only commenting to give the information, that it´s apparently not level or survivor dependent.
Yeah, I doubt it would be. I think it was a backend mixup from switching off bloodweb before it was synced. I sadly never got mine back. It did go away a few hours later after some more matches, restarts, and leveling other characters. Can't identify which of those fixed it or something on the server fixed itself.
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100% loss rate out of 15 solo Q survivor games...even against mediocre killers that really deserved barely 1 kill. I didn't run meta perks before, but the extra gen time is impossible. Usually no gens done. My killer games have been cake walk like never before.
They broke it good with this. A game can't survive if 80% of their player base loses 100% of the time.
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I wish I had this problem. Late at night (North America) all the survivors I soloQ with are terrible beginners while the killers are brutal. If I queue as killer I usually get very easy wins. During daylight hours, opposite. The survivors are competent and killers are fairly weak.
Tonight I just went off a 10 game losing streak as survivor. We never got all 5 gens done, usually not even 3.
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@MrCalac123 said:
It's not worth it now
I've seen ruin solely win many games for killer. 15+ mins in, no gens done, no one can find hex (swear it is off map in spot survivors can't reach). Killer just runs a loop pushing us off the gens until he racks up enough hooks.
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"if killer found hatch find spot near the door where you can walk and hide, open gate to middle of letter "C" in the word "Escape", when killer come to check, walk and hide, when he goes to the other door, open gate to the full (doesn't work on many killers, noed and door spawn could nullify it also)"
I really like this strategy. I've never figured out how to play the door right right when it is just you and killer. I had someone pull it off successfully once against me as killer, but I've never managed to trick a killer at the end.
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It will be good still for certain killers that pressure gens a lot and don't tunnel. Use it to buy time to build up hooks on multiple survivors.
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Thanks Serje, I think that is the best suggestion; Just little things to get more points. Still frustrating that there is little you can do with actual hope of winning. Like playing late game monopoly.
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I'm not sure if this is being rendered the same on all systems. On mine, I can barely see 5 feet. I can't even navigate the map to a generator, let alone have any hope of looping the dredge or even spotting him coming. I just pick a spot and sit until it is over and hope he doesn't find me, because I can't see to walk anywhere.
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Lost 100% of my matches against dredge (about 10+ now), none even remotely close (yeah, I'm at the lower end of ratings). Locking cabinets does nothing but waste survivor time as he still blasts out of them in a second or gets you grabbed when you try to lock them. He completely destroys all stealth gameplay, which I know the pros don't bother with, but stealth is pretty critical for those of us on the low end who can't loop more than 10-20 seconds without being hit. Spreading out does nothing because he teleports faster than survivor can even get back across map to unhook.