Coffeecrashing
Coffeecrashing
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@HugTheHag said:
I wish there was a way to buff kill rates in high mmr without throwing low and mid mmr survivors under the bus.
I understand when people say "casuals shouldn't take the game seriously anyway" but it does seem unfair that you're not allowed to be frustrated when the game sets you up to fail, just because "you shouldn't take the game seriously".
BHVR could start by reworking perks like hyperfocus, that does almost nothing at low MMR, but can combo together for -30 seconds to a generator for the high MMR survivors they can hit the skill checks. The same goes for dead hard, which lost a lot of value at low MMR, but is even more powerful than before with high MMR survivors that can use dead hard on reaction.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3191426#Comment_3191426
The problem if you bring swf down is your basically nerfing people for playing with there friends and BHVR has said they won't to that nor should they imo. The biggest advantages that swf has over solo is communicating and knowing who your playing with and there is no real way of removing those. Sure you can say swf aren't around to use comms it's now against the rules but how does BHVR police that.
I also think the solution is to bring down the SWF escape rate. It’s not “punishing people for playing with their friends”. It’s balancing for all the extra game advantages people get when they have access to voice communication.
And I still think the best way to do this is to calculate SWF MMR higher than they currently do (even if this sometimes requires giving SWF a higher MMR soft cap). This way, you aren’t changing any in-game mechanics, but you are more fairly matching SWFs up with stronger killers, to account for the extra game advantages of voice communication.
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The first time I tried to claim it, I got the plague skin code again, so I had to close the browser, and open the amazon prime page again. It worked the second time.
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i fixed my comment. I typed it wrong lol
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I still want to see graphs for Solo, 2 SWF, 3 SWF, and 4 SWF…. And graphs that visualize how the data changes with MMR level.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3187792#Comment_3187792
For the first part, I'm afraid I don't have an answer to that just yet. Our usual MMR wizard is off at the moment so I can't bug them for an answer. That said, that's a very difficult problem to tackle since trying to discern what is and isn't your fault is extraordinarily nebulous and hard to put into code. Going back to variables, there's so many things you would have to consider to determine if you played so well that you shouldn't be there. I'll make a note and try to follow up when I can.
For the latter part, the matchmaking system already somewhat does this. Whenever a Survivor dies or DCs, the game understands that the other Survivors' chances of Survival decrease dramatically. As a result, your rating will decrease by a smaller about for each teammate that's already dead (the game does not expect you to win as the last one standing).
I hope in the future that SWFs can be matched more fairly. They get so many extra game advantages when they use voice communication, but it feels like they are getting matched up as if there were all solo survivors.
Maybe SWFs should have a higher MMR soft cap, and their MMR can be adjusted higher for purposes of matchmaking.
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@HoodedWildKard said:
https://forum.deadbydaylight.com/en/discussion/comment/3187716#Comment_3187716
Seems a stupid way of deciding it. Make the players who are struggling suffer more because the good players do well. It just tips the scales so a small group of players i.e sweaty swf teams and low mmr killers have easy games while a considerable portion of the playerbase has a long parade of games that are not much fun and they hardly ever achieve their main objective, i.e. to survive
It’s the perfect way of deciding it. People that are repeatedly ragequitting are ruining the matches of their teammates. They deserve to be placed with other ragequitters.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3187732#Comment_3187732
The same has been said regarding being able to opt out of matching with SWFs (on either side, but obviously mostly regarding killers) but the unwillingness to split the userbase has been one of their primary reasons for suggestions like that, having an "unranked" mode, and any other similar requests be denied. By their logic in regards to the people who quit ruining everyone's game, they just expect you to literally "git gud" and win often enough that you gradually adjust yourself away from being matched with people who continuously lower their own MMR through their tantrums. Theoretically better plays will run into them considerably less often, but thats also implying they can win consistently enough to climb out of that type of elo hell. It can take a dozen matches, or it could take weeks, or they might just be very unlucky and get put into unwinnable matches too often, so in terms of practicality it leaves a lot of people to fall into the cracks.
I don't agree with how they're handling it, and I think the game has outgrown a lot of their scope and philosophies with the game in general, but their reasoning isnt entirely nonsensical.
They didn’t want to split the player base in terms of opting out of SWFs, because it would cause SWF queues to skyrocket because it’s understood that it’s massively unfun for killers to go against survivors that are using voice communication.
Splitting the player base in terms of rage quitters is a different story, because it only punishes people that deserve to be punished.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3187716#Comment_3187716
I do agree with the idea of a "ragequitter hell" like many other games do, but this is a game where they are desperate to not split their user pool to any degree. Its why even MMR matchmaking continuously expands its range to make sure it can get matches for people who might have little population in their MMR, as well as their approach to "matchmaking incentives." The other issue is that while obviously both sides have ragequitters, I feel it is considerably more common on the survivor side for multiple reasons, even the 1:4 ratio in a given match alone has a statistical relevance. You would need to have ragequitting happen at a pretty even 1:4 ratio to even be able to reasonably populate the pool (let alone the other factors like region, time of day, mmr, etc,) so it would probably have to be some type of hybrid where they start in ragequitter hell, then it would have a matchmaking leniency expand over time while waiting like how its MMR one does now.
They really should split the player base though. Survivors that want to make an actual effort to play out each game don’t deserve to be matched with people that want to selfishly leave the game early.
And survivors that repeatedly leave the game early should be punished. They are one of solo q’s biggest problems, and it’s completely fair to throw them together so they can ruin each other’s games.
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@drakolyr said:
https://forum.deadbydaylight.com/en/discussion/comment/3187679#Comment_3187679
They didnt lost. Stop making that point. Its a game flaw, which game since killers got buffed.
Wait, i use your own logic.
All gens are done, killer didnt kill anyone. At this point survivors should just automatically escape after the last gen. Since, the killer lost. He didnt played good.
A survivor win is to escape through the gates, which is why hatch escapes are 0 MMR. A killer win is to kill survivors, and it has nothing to do with generators.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3187690#Comment_3187690
Those stats also mean nothing when they have admitted that they do not have any internal way of differencing hook suicides, nor their impact on a match. They only throw out games that involve a DC, either through connection loss or manually leaving the match. One of the biggest issues plaguing solo queue especially is how people will give up at the drop of a hat, and many people would rather get killed on purpose than DC so they can get into the next match faster with no penalty. The bonus is that the other 3 survivors are then considerably less likely to stand a chance, and are very likely to die and add to the pile. They know its skews their statistics but they willing allow it to do so.
Survivors that repeatedly DC or give up early should be matched with other survivors that DC or give up early. Many survivors will leave a match early because they want to bully the killer, and if they can’t bully the killer they want to move onto the next game.
@HoodedWildKard said:
https://forum.deadbydaylight.com/en/discussion/comment/3187690#Comment_3187690
Yes because solo queues almost never escape. I'm up to 6 survivor games today, no survivals for me. 2 of them were 3 ks where 4th player got hatch, the rest were all 4 ks. So out of 24 survivors, 3 survived and all of those were high prestige players running left behind. Yesterday i had 15 games in a row with no survivals and only 3 of those where we finished gens.
I don't see how anyone can think that is fair. Several of the killer players were clearly very new, one was a trapper with 0 perks. If it's that easy for a new killer player to 4k a team that is working together and actually trying then something needs to change. It makes for a ######### game experience for pretty much everybody on solo queue.
It isn’t fair that solo q has a much lower escape rate than SWF, which is why SWFs need their escape rate lowered. Solo q escape rate is being capped by SWF escape rates, because the overall escape rate is being controlled.
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@HoodedWildKard said:
https://forum.deadbydaylight.com/en/discussion/comment/3187641#Comment_3187641
Hardly. Most 2-3 swfs would be in private parties anyway, bringing one or two players in vc with smaller swfs isn't going to break the game. And i don't see why your answer is to make swf escape rates lower. You seem to be ignoring/not acknowledging that solo q survival rates are utter garbage.
Naturally 2/3 groups of swf will be affected by vc. But the swfs that people really complain about are full groups of 4. I personally play with a regular group that totals 3 people. Occasionally we get solo q player to join our party, and those games go better but the average result is still a 2/3k. The people who'll benefit most from VC are new players who can pick up advice from more experienced players and learn the basic tactics, what and what not to do. Even if they don't talk on vc they can hear. When to go for hook and when to try and fix gens. Because at the moment those newer players get constantly minced. So they will often end up quitting or giving up and playing killer. In a game that needs 4 survivors to every killer, and a high skill ceiling when you are against players who have been on the game for up to 6 years? Bad environment for new players.
The overall survivor escape rates are being monitored and controlled. If SWF escape rates are lowered, then solo q escape rates could be raised, and still maintain the same overall survivor escape rate. But as long as SWFs are allowed to have inflated escape rates, solo q will suffer.
@Veinslay said:
https://forum.deadbydaylight.com/en/discussion/comment/3187641#Comment_3187641
Is it confirmed this is how the system works? It seems ridiculous to me that it makes no distinction between SWF and solo queue. The system should recognize a team is solo queue and give them a softer killer
BHVR admitted that SWFs have a much higher escape rate, which means they aren’t being matched properly. We have hundreds of forum threads where solo q wants to be more like SWF, because it’s understood that SWFs escape far more often than solo q does.
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@drakolyr said:
https://forum.deadbydaylight.com/en/discussion/comment/3186376#Comment_3186376
Killer already got a buff in that direction. Also buffing survivors to do 4 gens while only 2 are remaining, is still not a free escape. So your argument is ridicoulus.
You’re still giving survivors more pity escapes when they haven’t completed all their objectives. If the survivors are being seriously outplayed, they should lose.
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@HoodedWildKard said:
https://forum.deadbydaylight.com/en/discussion/comment/3187608#Comment_3187608
I wonder what that target escape range is, and i would love to see statistics for average survival rates between solo q and swf survivors. As I've said in my experience, the average escape level for solo q players is abysmally small. Take today, i have played 3 games so far. 2 as spirit, running 2 perks, I'm not experienced with her. First game was a 3k. Survivor found hatch legitimately 2 gens left, 2nd game would've been a 4k but i let the last one get hatch, spent 5 mins looking for it with her. 3 gens left. My 3rd was a survivor game. 4k against a doctor with level 1 of his own basic perks just the 3, obvsly new to dbd or at least playing doctor and we got ended on a 4k with 2 gens left. Small sample size but it's similar to my usual experience on dbd. 2 survivals out of 12 players is pretty bad and one of those was only because i was nice, which is rare from killers. And the killers in the games were at a disadvantage, I've been playing 1 month, using a killer I'm not familiar with and dont have good perks for. The doctor was clearly low level, not first prestige yet and obvsly new to doctor but he still creamed us with minimal effort.
There is nothing wrong with bumping solo q survival rates, it won't ruin the killer experience but it will for sure make the solo q survivor experience much more tolerable. I don't want people surviving 50% or more as survivor, there's no way VC would boost survival rates to that level anyway, that would be unbalanced. But 30-40% would be more fun for 80% of players. Killers can deal with the odd 1 or 2 k game. Just having VC is not going to magically make players as co-ordinated as a swf group who play together regularly. A lot of ppl won't utilise VC, but it will provide a helping hand in some matches. Which solo q survivors sorely need. I've seen it from both ends of the spectrum and solo q survivors definitely get the worst of it. By a huge margin.
Any buffs to solo q would also raise the escape rates of 2 SWF and 3 SWF groups. A better solution would be to raise the soft cap of SWFs, and calculate their MMR higher, to reduce SWF escape rate. The problem with SWFs is they aren’t being matched properly by MMR, because the MMR system is matching them as if they were solo q survivors.
If SWF escape rates could be lowered, then BHVR could make buffs to survivors that would help solo q without causing SWF escape rates to be even higher than they currently are.
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Dead Hard on reaction was always the most awful part of the perk for me. Telling killers they aren’t allowed to lunge, and telling many killers they aren’t allowed to use their power to hit a survivor, is a very awful perk design.
The worst part is the perk PUNISHES killers for having good ping. Server validation is supposed to punish bad ping, but here we are punishing killers for having a decent internet connection.
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@HoodedWildKard said:
https://forum.deadbydaylight.com/en/discussion/comment/3187595#Comment_3187595
They don't change anything for killers against swf voice comms. I don't see why they'd need to do it with solo q. The standard pf play would still be lower thsn swf
Adding voice comms to the game would increase the overall escape rate for survivors. BHVR already told us they are looking for a specific escape range in this game, which means killers would need to be buffed to handle voice comms. This means teams where everyone isn’t using voice comms would be at more of a disadvantage.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3186827#Comment_3186827
How is it as obnoxious? Almost everyone complained about it giving survivors free distance so they could reach a pallet or window they wouldn't have otherwise. It was stupid because it didn't have any counterplay for killers.
Now it doesn't do that anymore, and survivors instead have to time DH perfectly to be able to tank another hit. The payoff is bigger now, but it's harder to procc, and most importantly, killers now have fair counterplay against that perk. It's completely fine, I can't believe some are still complaining about the perk. It doesn't need to be nerfed into uselessnes.
Killers don’t always have fair counterplay. The only real counterplay is to walk up to a survivor and breathe down their neck for a few seconds, so you can do a quick M1 tap. Killers aren’t allowed to lunge, and many killer powers aren’t allowed, if you want to do the counterplay.
And dead hard for distance is still in the game, if the killer needs to lunge is order to reach a survivor that is getting close to a pallet. Either the killer lunges and eats a dead hard, or they don’t lunge and the survivor can drop the pallet.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3185957#Comment_3185957
I can't imagine a scenario where we'd have voice chat with hot mics for everyone and no mute option. The comms would theoretically improve with player skill, but BHVR is terrified of survivors being able to optimize and play skillfully, so we'll most likely never see any sort of ranked ladder.
Adding voice comms to the game would require setting voice comms as the standard that killers are balanced around. This means that survivors that choose not to use voice comms, or survivors with teammates that choose not to use voice comms, would be at a bigger disadvantage than they currently are.
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If Legion hits someone with frenzy while dead hard is active, it means they hit someone that didn't have deep wounds, which means they shouldn't lose frenzy.
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@drakolyr said:
https://forum.deadbydaylight.com/en/discussion/comment/3186199#Comment_3186199
Maybe you should also escape that killers aren't supposed to 4k every game?
Technically its 2 escapes and 2 deaths. Which is a draw, which is the balanced state. Which i still think is the dumbest thing MMR is doing anyway.
It can happen very fast that 1 survivor is giving up or disconnecting and the other is tunneled out.
And sorry, hard force tunneling or camping isnt a sign of a good killer. Hatch is also not, but the point is that people keep playing.
Proofing the point already is the long queues Killers have... i guess they will get longer.... and longer...
Issues need to be adressed.
If the killer is being seriously outplayed, should the game auto kill two of them so the game is a "balanced" draw?
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Would you like to get energized by a liquid lullaby? It combines the energy of a sprint burst with the endurance of dead hard.
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@drakolyr said:
https://forum.deadbydaylight.com/en/discussion/comment/3186033#Comment_3186033
To be honest, this AFK Crow feature is not good. Why punish survivors even more if they have a hard time? Instead they should get to the core issue and buff them, when for example only 2 are left.
Lore wise, it would also makes sense. The entity feeds on hope, not on totally death.
Survivors already have a pity escape chance with hatch, and another pity escape chance with the gates if hatch is closed. How many additional pity escape chances do you want for survivors to have? At some point, we have to accept the fact that if the survivors are being outplayed and have no hope of completing their objectives, they should be losing the game.
Alternately, if a survivor gets a pity escape, it should count as a win for the killer. I wouldn't care as much about pity escapes if they didn't affect my MMR.
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When the game is down to two survivors, they can start getting crows if they aren’t repairing generators for at least X seconds every Y minutes. The crows can start going away if they repair a generator for a few seconds. The crows will completely go away if they are in a chase for a few seconds.
BHVR told us they wanted solo q survivors to feel more like a team, but the hatch mechanic and MMR systems give a “every survivor for themselves” attitude. BHVR even gave survivors multiple perks to make it easier to hide all game and try to escape as the last person. And adding survivor icons or voice chat won’t fix that. In fact, adding voice chat to solo q would probably just cause the last two survivors to yell at each other because both of them want to hide so the other survivor can die.
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@whampyri said:
Anyone else think that vhs looks awesome? I think iwlt would take out dbd
VHS an example of what happens when every survivor has map pings and voice communication. Unless the killer has certain abilities active (which have short durations and long cooldowns), they have to be scared of chasing survivors, because many parts of the map can be used as ambush points, and map pings make it very easy for survivors to coordinate ambushes.
It's also frustrating watching a killer try to chase a survivor that has a weapon, because even if there isn't an ambush, the killer often has to pause or hide while in a chase, because the survivor ran through an area where there aren't enough line of sight blockers to avoid taking damage if the survivor turns around and starts using their weapon.
Killers can't even walk around the map without worrying about ambushes. It's just non stop miserable all the time.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3182642#Comment_3182642
This discussion is not about small or big buff for survs, it’s about devs saying something about the situation of soloQ. Because if a killer main ask about a buff for a killer they don’t have any problem to answer him, but I see hundred of post about the situation of soloQ and they say nothing
They don't always answer about killer buffs. We've been asking for years for BHVR to tell us how they plan on buffing killers if they buff solo q to be closer to SWF, and we still have ZERO ideas from BHVR on this.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3182297#Comment_3182297
And? Reread what I said there and what I said above.
It is much more accurate to tell people that icons are just an example BHVR gave, of things they are looking into, and it might not happen.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3182206#Comment_3182206
I never said the icons were on a roadmap. They do have an official roadmap for 2022 though, the perk and prestige system reworks were part of it, and unless I'm forgetting something I think the only main things left on the 2022 roadmap besides obviously a new killer and survivors in the EOY chapter are custom matches versus bots and the mori rework.
You literally said "Actually I think the icons will be on the 2023 roadmap".
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3182096#Comment_3182096
They never commit to anything not on the roadmap until it's done.
We shouldn't tell people that BHVR said they will do something, if they haven't actually committed to it yet. We can tell people that BHVR said it was an example of something they were discussing, but we shouldn't tell them it's on a roadmap.
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@Ricardo170373 said:
https://forum.deadbydaylight.com/en/discussion/comment/3182039#Comment_3182039
Doesnt matter, 4 survivors are a team, they need know what happen about their teamates, buff killers again if that solo improvements will disbalance the game, but, people doesnt know things about teammates is unfair. Icon hud its ok, i dont like voice chat, because is just call and ok, icon u need skill for knew what do. The real problem is BHVR will release together, if release that of course, the same they did with change in the 6.1.. They should release just generator and chase icons first, and add more after if necessary and not all things
SWFs having voice communication is unfair for killers. Voice communication breaks core game mechanics.
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3181935#Comment_3181935
Actually I think the icons will be on the 2023 roadmap, after all they were already partially developed in January and only got put on hold to make room for all the other reworks going on in 2022.
They never committed to the icons. They showed a UI that someone else made, and gave it as an example of things they were looking at.
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@Ricardo170373 said:
BHVR said in January DU they will thinking for HUD action icons for solos, BUTTT, they said too those improvements could be complete forget and that was just an ideia, and we shouldnt expect that to soon. So, after 6.1 update, solo is terrible and inflated a lot the rage about solo gameplay, recently they postponed wiggle changes to 2023 spring ( 1 month ago they post about this in their twitter) instead late 2022, so, i hope soloq improvements come to january 2023 midchapter, maybe 26.5. But, i wouldnt be surprise if nothing happen about solos.
solo improvements doesnt will be buff for SWF, they communicate through voice chat or whatever already, why will help them?
Anything that increases the escape rate of solos will also increase the escape rate of 2 SWF and 3 SWF groups, which are the majority of SWF groups.
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@MrMori said:
https://forum.deadbydaylight.com/en/discussion/comment/3180620#Comment_3180620
This would reintroduce the issue where high MMR killers just get sweaty match after sweaty match, and simply quit or force their MMR down in an awkward fashion. I don't know man, I don't actually think the matchmaking is the biggest issue. It's just not that fun to play solo survivor right now so the lack of players is messing everything up. Of course that includes people who give up, but that hasn't been happening to me all that much.
Lowering the escape rate of SWFs would allow BHVR to buff survivors in general, which would allow solo q to have a higher escape rate. SWFs with voice communication are the balance problem of this game.
And the killer soft cap would remain the same, so it wouldn't reintroduce the issue where high MMR killers would get sweaty match after sweaty match.
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@MrMori said:
Unfortunately with how low the soft cap is it wouldn't have much of an effect, reaching high MMR is not that hard, and then the matchmaking is wild west style since everyone is considered the "same skill", 2800 mmr, 1900, same thing.
But remember when they had really strict MMR? Games in high level were intensely tryhard with all 5 players needing to hardcore sweat to win, it was insane.
I think the solution to this is to give solos more info to work with so they can work more as a team, as well as more rewards. Why is it that after dying 12 minutes into a game for a trade to get someone out lategame, you get 0 survival points? Why not give players survival points just based on time spent alive, or hell, even amount of gens done? 1000 per gen done for the whole team, 2000 for escape? That would make a lot more sense.
The issue right now is the game is just too hard for solos. Giving solos more info wouldn't affect SWF much, but would help tons of solo players.
SWF could have a higher soft cap than solos.
And SWFs have a much higher escape rate than solos, so their games obviously aren't sweaty enough. Giving solos more info would increase the escape rate of 2 SWF and 3 SWF even more, since that would allow them to have better coordination with the survivors not in their SWF. In other words, increasing the escape rate of solos would increase the escape rate of the 2 SWF and 3 SWF that are in the same games as those solos.
Giving SWFs a higher MMR rating is the only way to bridge the gap between solo q and SWF, that doesn't involve trying to figure out how to buff killers in response to solo q getting buffed. BHVR is looking for a specific escape rate range, so if solo q gets a higher escape rate, then killers would need to be buffed in response.
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@Luccimane1 said:
https://forum.deadbydaylight.com/en/discussion/comment/3169313#Comment_3169313
exactly they cant remove the ability for SWF to use outside coms so they should just give it to everyone to make it fair
Or BHVR could calculate SWF MMR higher than it currently is (even if it causes SWFs to have a different MMR soft cap from solo Q), to balance the extra game advantages that voice communication gives. This way, you aren't giving SWFs actual nerfs, but you are more fairly matching them with better killers so their escape rate can get knocked down closer to solo q.
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@Mister_xD said:
Yes, the selling point (and the only point that IMO justifies the existance of such a mechanic in the first place) was to stop Hillbillies from facecamping a hook with a 99%ed chainsaw.
Everything else it does was probaply as a response to the, relatively common, newer player complaints of "Hillbilly OP" that were around at the time.
Of course he was not OP at all, the only things that needed a nerf from him were the Add Ons, but I guess BHVR got too excited and went way, WAY too far. Worst of all, they didn't communicate anything about this with us, so when they revealed it and everyone hated it, they had already put in the ressources and went with it regardless of feedback - basically a sunken cost fallacy.
Overheat was also added to stop Billy from being able to always have his chainsaw at 99%, whenever he wants, while he's looping a survivor. I remember Billy players keeping their chainsaws at 99% a lot, because they were waiting for curve opportunities.
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The drop bug is still in the game. My current theory is it happens if Wesker looks like he collides with the environment around the same time as the grab.
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/3178279#Comment_3178279
Bruh, besides cheating, BHVR cannot tell the players how to play. The game doesn't exist in its own universe, Discord and other technologies are there. DBD is a game in continuous development and it should adapt to its surroundings or else it will just wither and die.
Solo q is experiencing eruption the way it was intended to be experienced.
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@Magicmaster0702 said:
https://forum.deadbydaylight.com/en/discussion/comment/3177859#Comment_3177859
Sadly I don't think this will work. If you look at apex for example. It has a casual and ranked mode (which is essentially casual and competitive), and people who are competitive still play on the casual one probably just to feel better about themselves.
The purpose of casual queues is to allow people to try new characters (or new character builds), without messing up their ranked games.
In competitive team games, it is frowned upon to try new things in ranked mode, because that person won’t be playing at top performance, and would be hurting their team’s chances of winning.
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/3177984#Comment_3177984
The issue with eruption is how disproportionally effective it is against teams without comms. A SWF is able call when it's about to proc and avoid the incapacitated debuff for the rest of the team. Meanwhile there is no clue given that a survivor is about to go down for SQ so they can release the gen, unlike the SH: PR + DMS combo. The differential factor here is not the survivor skill, but rather the lack of comms.
And I am not sure if the issue is the perk itself or the lack of in-game elements that might bridge the gap between SQ and SWF. For Eruption specifically, the only clue one might have that a survivor is about to go down is the Obsession HUD element moving. It has been discussed in the forums the possibility of including similar for non-Obsession players that shake in a similar fashion as that player is in chase.
https://us.v-cdn.net/6030815/uploads/FIBQ9A0MLD9R/image.png
IMO, Eruption is an issue due to the context it is inserted, and changing the perk is just an easy solution to a much bigger problem which is the lack of internal communication resources survivors have to deal with. While SWFs can easily join in voice comms and overcome that, SQ is left scrambling.
The issue is that people are using voice communication to bypass game mechanics. It’s intended for survivors not to know when the perk is going to activate.
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A perk that removes an entire killer tracking method, for the entire game, absolutely should have a downside.
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I've seen this a few other times, and each time, it looks like Wesker might have bumped into the environment around the same time as grabbing a survivor.
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@Mandy said:
This shouldn't be a thing...if you start the match at 100% then you should still get the 100% even if the bonus has expired during the course of the match.
Why is it locked at the start of the match, instead of being locked when someone presses the ready button to join the queue? If someone joins the queue because of incentives, there is an expectation they will get the incentives.
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@Nihlus said:
https://forum.deadbydaylight.com/en/discussion/comment/3175746#Comment_3175746
Or Overcharge. Or Call of Brine. Or a myriad of other "on gen kick" perks. There are several now. It does not immediately mean Eruption.
Also, most SWF groups are just friends playing together. We do not all work like a military unit making callouts of every single thing happening all the time.
Every Twitch streamer I’ve ever seen that uses voice comms in a SWF, will sometimes communicate game information through those voice comms.
Even if people “just want to play with their friends”, they’ll also be quick to gain extra game advantages with their voice comms.
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I’d like for the incentives to be locked in when the player presses the Ready button to join the queue.
If I join the queue because of the incentive bonus, I expect to get that incentive bonus.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3174334#Comment_3174334
Oh i knew this was coming, why i did not surprised :d
Stake Out needs to be charged. So for BEST VALUE, you have to play against killer with huge TR on small map. On normal scenarios, you have to charge it while wasting time doing nothing. And then you will sit on gen and use stacks. But you already wasted good time while charging Stake Out.
Like i said, if you are saying it is easy. Use them and show us. It was not easy for Otz tho. Probbz is very good survivor main, it was not easy for him either. You are the only person is saying it is easy. Then prove it, show us. No excuses please.
And i am already stopped use new perks after Adept Rebecca & Ada. I can waste killer's time with better perks and i have better perks which will help team more. These perks are pointless and bad sadly.
- Being able to burst down generators quickly is worth the amount of setup time it might take to do the combo. It's much more difficult for killers to patrol and defend generators that are getting bursted down quickly.
- BHVR needs to lower the maximum value of the perk combo. If the argument is "it's really hard to get max stacks", then the solution is to nerf the value of hyperfocus when people have 3-6 stacks. That way, it would barely affect most people, while still nerfing the value for the people with great reaction time.
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The default time for two survivors working on the same generator is 52.94 seconds, and one person with a hyperfocus build can solo a generator faster than that. It absolutely does need a nerf.
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Nurse is the only character I have above P10. I had stopped playing everyone else when the prestige rework happened, because the addon grind was so bad that I honestly thought the only solution was to get 1 character to P100, and never play anyone else.
Recently I've been trying other characters, to test out the addon grind improvements they've made since then. My region sometimes has +100% killer incentives at night, and it feels good to play other killers when that happens.
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@Star99er said:
Earlier this year it was acknowledged on the forums that Blight Tech wasn’t intended, and that it was a bug that would be patched. It’s been quite awhile since this was last mentioned. Is this still something that’s being addressed?
We've been waiting over a full year for BHVR to fix Blight's collision issues. I don't think they are in a big hurry.
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I hate new DH a lot more than old DH, because it really encourages the killer to hit the survivor immediately after an unhook and then tunnel them so you don't need to deal with DH.
I'm still dealing with people using DH on reaction to killer swings, and the reward is much better than it was before.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3167017#Comment_3167017
I’m totally with you on the rank system being worse than MMR. When everybody in the match is about the same MMR the matches are generally close, not as much when everybody was about the same rank.
Like I said though I haven’t seen evidence so far that the killer distribution in the above average ratings is all that far from the overall ones I’ve seen. And I’m sure people exaggerate their claims or have selective memory on who their opponents were, remembering the ones they really dislike and forgetting the ordinary ones that didn’t make as much of an impression. So I’m naturally skeptical about how skewed the killer selection really is.
People on these forums will say whatever it takes to get something nerfed.
We have people complaining that camping and tunneling should be nerfed because it's unfun for survivors, but they don't want SWFs nerfed even though it's understood that SWFs are the most unfun thing for killers.
And even though there's a giant survivor's handbook for what killers should and shouldn't do, survivors have zero rules for themselves, for things they won't do because it's unfun for killers.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3166684#Comment_3166684
I keep hearing that but I've never seen stats showing there's actually that huge a disparity at high MMR. The closest thing was a couple years ago the devs released a chart of pick rates by Rank (from back when Rank was used for matchmaking) and the span of the rates wasn't all that different from the spans we currently see with killers ranging from about 2% to 9% pick rates at the top end.
https://us.v-cdn.net/6030815/uploads/BS96HEMRBRTB/image.png
And the aggregate site I follow has similar pick rates that range from 1% to about 7%. (Right now Wesker has a 10% pick rate since he's brand new but that will even out in a week or two.) The top three picked killers not counting Wesker (Nurse, Huntress and Blight) only count for about 20% of game in all the data I've seen so far.
Like I said previously, though, I'd love to see a killer pick rate by MMR chart in the format they had for the perk usage by MMR charts. Likewise for killer kill rates by MMR. It would be interesting to see how much of a difference there actually objectively is between the killers based on MMR in those graph formats. 🙂
Red Ranks was a completely different world. I did well back then at red rank 1, even with garbage killers like Clown and Pig.
And even though people say solo q is “the worst than it’s ever been”, they clearly don’t remember the days of rank based matchmaking, when the escape rate was much worse by a lot. Your picture even shows it. Look at the 68% average kill rate at red ranks. Imagine how bad the solo q escape rate would have to be for that to happen.
