CosmicParagon
CosmicParagon
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@Shaped said:
I suggest playing killers you are familiar with until you at least get some decent perks going for the ones you want to try.
But I know it is not always easy when you really want to play them.
"SBMM is gonna make it so people can play new Killers"
"Just play Killers you're good at 4head"
Pick one.
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People are more upset about getting those same hard games on their level 3 Clown that they played twice in their life, not about getting hard games on their mains
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@Reinami said:
It's not going to make a difference there is no "give it time to settle" it has supposedly been on in the background collecting data for a year now. It should already know where everyone is because everyone probably has 1000 plus games of data that it has tracked. MMR (or really elo, which MMR effectively is) is a system that doesn't require that many games to figure out your rating, this is why it works, usually it takes around 25 to get your rating where it should be.
Read up on Elo for chess and how it works. Specifically the section on "k-value" which explains how it figures out your rating. https://en.wikipedia.org/wiki/Elo_rating_system#Most_accurate_K-factor Almost every online multiplayer game that uses, elo or MMR is using some derivative of elo just with their own special sauce.
Basically though, k-value determines how fast your rating changes, the higher the value, the faster the change. It settles to "10" for a kvalue after just 30 games, because after 30 games, they are pretty confident at what your rating should be. Granted this is for chess, but the concept is still similar:
K = 40, for a player new to the rating list until the completion of events with a total of 30 games and for all players until their 18th birthday, as long as their rating remains under 2300.
K = 20, for players with a rating always under 2400.
K = 10, for players with any published rating of at least 2400 and at least 30 games played in previous events. Thereafter it remains permanently at 10.
If you believe BHVR when they said it was collecting data, I've got a bridge to sell you
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@TacitusKilgore said:
Thats a stupid argument. If we need to "give it time to settle" isn't it natural that everyones pissed off right now because the system is a complete cluster-######### of sweat? People SHOULD be complaining right now and be allowed to vent their frustrations. The system is not fun right now, and even if it does get fun eventually people should be allowed to voice their dissatisfaction with how it is right now. Just because it can get better doesn't mean it isn't miserable right now.
It's a cluster of sweat because the sweaty players haven't increased their MMR into the higher levels yet, obviusly. The new systems been out for like 2 days, give people time to get moved into their proper spots
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2461024#Comment_2461024
Yes, I have.
Tell me why the devs should devote more resources to an offline mode over fixing game-breaking bugs, balancing, or new content?
Yeah, maybe they should do a better job of explaining details like status effects… but you can learn that stuff while playing the game. Or look it up online. But playing actual matches is the way you’re supposed to try out your builds and killers.
If you REALLY hate pub games and don’t want to sweat, play a Custom Match with 4 other friends.
That argument only works if they're... you know, actually fixing bugs and balancing the game
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@bm33 said:
I hear way more about killers hacking with 2 killer matches, Ghostface throwing hatchets, wall hacks, etc. I've had multiple killers that are playing normal but as we get to 1 gen all of a sudden they just start swiping the air and survivors are getting hit/downed no where near them. I had a Bubba that didn't need to rev his chainsaw at all, he went from chainsaw down to instantly swinging it and then was moving around the map faster than I've ever seen a Bubba move yet wasn't running anything to increase his speed.
Both sides have cheaters. Both sides are equally toxic in their own ways.
Two killer matches is a bug actually
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@Machini5t said:
Would be nice to choose another Killer, aside from Trapper when hunting Bots.
This as well, I don't even care about BP, I just want to be able to relax with a game against bots every so often
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@meatisadelicacy said:
I'm ######### tired of losing add ons because killers are AFK and want to derank, and the devs had to make that change to punish survivors, so if you're AFK, you should be banned.
Oh no, you escaped, however will you recover...
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@VikingWilson said:
https://forum.deadbydaylight.com/en/discussion/comment/2457902#Comment_2457902
@PalletsAndHooks didn't say anything about it being "good," only that it's par for the course.
Do you know what that phrase means?
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@PalletsAndHooks said:
Par for the course is 2 gens done on the first hook.
If you're finding more gens are being done on the first hook, you need to work on your loop game
If you're finding no or one gen done on first hook, someone is doing bones or looking for chests
If you're not proxy camping or tunneling, you're giving the survivor every opportunity. You don't need to ignore a hook.
That is quite literally the dumbest thing I've ever heard. A "good" timing is to have 40% of the survivor objective done in the time it takes the Killer to get roughly 105?
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@Tsulan said:
Honestly? With how the game is balanced right know?
Just play without gen slowdown perks. You´ll get 3 or 4 hooks by the time the gates are powered and might end up with 0 to 1 kills.
Things might change once the skill based matchmaking goes live. But until then you either conform yourself with getting almost no hooks or switch to survivor.
It's cute you think that's still coming. BHVR is too dim to code their way out of a paper bag, let alone make a functional MMR.
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@MeltingPenguins said:
Why do you have to 'win'?
This is a game where the only 'lose' condition is disconnecting
OBJECTIVELY false. A lose for survivors is dying, a lose for Killers is Entity Displeased
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@jajay119 said:
I really like Haddonfield, so no thank you.
Found the survivor main, there's not a single non-trap killer that genuinely enjoys that shithole.
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It does extend chases for minutes at a time, because good survivors ignore the dodge and use it to get that extra few feet to reach the window or pallet and waste extra time
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@giga said:
Or you can not be a sweat lord that needs a 4k every match and just play...you know...for fun? The choice is yours buddy.
You could make the same argument about literally every survivor having Dead Hard to extend loops for zero effort
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2454051#Comment_2454051
The problem is this answer shows a simplistic view of the game and a lack of understanding of solo q.
For instance, if the killer camps, everyone says, do gens and get out. Well, there goes the do bones argument, as you can not do both.
If the killer tunnels, well the plan would be to take hits, trade hooks, trade agro, all the while trying to do gens, and there goes the do bones argument.
If people are being slugged, same thing, another objective for survivors. It is silly to act like gens are all survivors do and then they run out the gates. There is a whole game being played out while survivors are attempting to do the gens.
And remember, I didn't have a problem with No Ones Even Dead yet, just when stacked with slow downs all game then into NOED. Like please pick one. Now, this does get a lot easier for SWF, but like many of us solo players can tell you, WE are not all in a SWF, regardless of what a killer likes to believe.
And doing bones is not the way to beat NOED. YOu do bones by the doors so they can't be camped. You do hard to get/find ones you come across so don't have to rely on someone finding them if you are on hook. And you remember where the other ones are. SO if NOED does proc, you just increased your odds of knowing exactly where it is, also less viable in Solo Q.
But, by all means play how you want. I agree, is you do nothing but SWF and run Meta, your ass is boosted. Same with killer, if you running slowdown stacked with NOED, then your ass is boosted. Nothing wrong with being boosted, I don't know why people get so defensive over this term.
Slowdown perks mean nothing if the Killer is camping, as they cannot capitalize on it. Assuming two survivors are on generators and one Survivor is doing totems (which is so easy with all of the perks for it) two generators can pop and all 5 totems can break in the 120 seconds it takes for the survivor to die, you can likely get a third or fourth if the hooked survivor happens to be running Camaraderie. There are counters for it, It's not the Killer's fault nobody wants to sacrifice their meta perks
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2449891#Comment_2449891
I said, I don't give a ######### about noed, just that if you run both, you crutching hard.
Besides, do bones, is such a cliche answer, any original thoughts to add?
What more answer do you want? If there aren't any dull totems, NOED can't proc. It's a really simple solution.
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@Akito said:
Welcome to the new killer designs of dbd. Realisticly you don't have any serious counterplay and you will just die over time. But if your teammates split up, do gens separeted and use any initial chase distance they can get to keep distance to those killers you'll be fine. That's what we call an fun and interactive gameplay for both sides. yay.
As opposed to looping an M1 killer for 5 gens then leaving with maybe three total hooks?
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@ThanksForDaily said:
https://forum.deadbydaylight.com/en/discussion/comment/2449940#Comment_2449940
You can't denied that. Hours earlier i was playing solo and we got a Ruin, Undying, Tinkerer PH. The classic over used red rank build-in killer perks.
4 gens, 4 hooks and ruin still up. He took advantage of ruin, tinkerer bunch of times on different gens. Over 90% gens back to 0. Ruin cleansed, 4 man out, 6 hooks. :)
And that is the most recent one. That happens every day.
Do bones then? Detective's Hunch reveals 3 totems on each gen pop, Small Game notifies you if one is nearby, Inner Strength gives a free health state for cleansing one, and that new one from RE reveals one each time you pop a totem, AND significantly speeds up cleansing. There's a reason I use non-totem regressors instead as a Demo main
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@Clevite said:
I honestly don't give a ######### about No ones even dead yet.
But, for God's sake, pick one. It's that ruin, pop, bbq noed ######### that drives me crazy.
Play slow down or play end game. These stacked, sorry, is a crutch.
Do bones. the RE chapter literally gives you wallhacks for every totem AND speeds up cleansing. There are SO MANY anti-totem perks at this point that there is zero excuse not to pop totems.
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@The_BiggCheeze said:
https://forum.deadbydaylight.com/en/discussion/comment/2444622#Comment_2444622
Getting tunneled by people who bought him due to the sale gets tiresome FAST.
Play better then? He's a basic M1 Killer if you learn to juke Shred, and he has no stealth if you use your ears
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Are you seriously having trouble dealing with Demogorgon? It's literally impossible for it to get the drop on you, and Shred is jukable with good situational awareness. Source: Am a Demo main.
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Why the hate for RCPD?
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@SMitchell8 said:
Any more chapter genres like Kpop or things that aren't associated with horror such as touching a pigs nose. Its losing its horror element and becoming a colourful party game.
What's wrong with BHVR acknowledging a community meme?
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2411019#Comment_2411019
HEY so was i, when i played killers i never used :D
Not hard to fabricate.
That's literally how the MMR is supposed to work, when you play a new killer you're supposed to get low-skill survivors. BHVR literally said it during the first test
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I would argue Spirit is Wrath rather than Rage. There is a difference, however minor.
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@unluckycombo said:
I play primarily Spirit as well, and she is problematic. The only thing the Stridor change did is help take away a perk that made her extremely easy, and now people have to learn some of the more intricate parts of her power. (The parts where, once you learn them, the Survivor has nothing to do against it.)
I play a lot of Survivor as well. And there shouldn't be any kind of one absolute counterplay to her- but there should be potential in chase, outside of just gen rushing or relying only on perks like Houdini Build. (If you have to bring an entire build to attempt to counterplay a Killer's base power, I don't think that's a fair power.)
Imho, and this is as someone who's played both sides, Spirit's add-ons need fixed- they're really strong, despite her already being super strong, and unlike her competitors, there's no way for a Survivor to really get a decent guess on your add-ons mid-match. (Which, is something I've always believed should be possible, as it encourages the Survivors to use their brain and try to figure out the Killer they're versing, instead of just saying 'Let's hold W to win'.)
At the same time, Spirit shouldn't have a stand-still mindgame. Even if you want to argue you can just leave the pallet (Which, you can, and it's a strat that can work against a bad Spirit) there's absolutely nothing stopping the Spirit from waiting to see what kind of fakes/strats you're going to try and then just destroy you because she knew exactly the game you were going to play, while she gave you nothing. She should have a dedicated animation- not the weird loop she has now- along with possibly a small sound effect (such as glass breaking within like, 5 meters of her when she starts the intial phase- though, obviously this isn't required, the other one should be a given.) before she's seen as less problematic.
There's nothing wrong with not giving a Killer one, particular set of counterplay- Killers like Plague do it well, as you can argue many ways to verse her and succeed while she's still a very good, decently strong Killer that can adapt and attempt to play around the variety- but Spirit gets way too much for free, with there being little to no chance for Counterplay on the Survivor's end outside of hoping the Spirit is bad in chase. (A case you also see with Deathslinger, though arguabley less agregeous due to the fact that he doesn't have insanely strong add-ons.)
If you have mastered a Killer, a Survivor should never be able to avoid being downed with relative swiftness. Everybody conveniently forgets that DbD is a 4v1, not a 1v1. Just because a Killer is strong in a 1v1 does not make them strong against a full team. Ghostface, Bubba, Nemesis, and Deathslinger are all very strong in a 1v1 scenario, but are reliably placed in mid/high-mid tier. Nurse is a perfect example of it. Once you've mastered Nurse, there is literally nothing a team can do to escape short of finding the hatch. yet nobody ever complains about her lack of counterplay.
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@TruffleTurtle said:
https://forum.deadbydaylight.com/en/discussion/245380/fixes-to-pig-demo-and-twins
I don't think it's a good idea to make victor immune if he hits his shots. That means there is little counterplay toward victor. I think the 3 seconds if fine. Also I feel like victor dragging people goes against him as a person. Charlotte's whole purpose is to be able to do the things he is too weak to do. He's the quick speedster while she's the big brute. Would kinda go against him.
Also there are some changed for Twins that could benefit survivor as well. Make it where victors shrieks when idle are directional. From what ik(I don't verse many Twins as survivor so I may be wrong) the sound is omni directional and it's hard to pinpoint where exactly he is sometimes. Making it directional could give crouching survivors a hand.
I don't really play demo so Idk much but I think 6 traps with pig is too strong with add ons so they would have to get rid of add ons or nerf the traps itself. I like the idea of it pausing endgame so endgame pig becomes viable usable again. And I just wish her dash add on was basekit and with her crouch speed being faster with combat straps possibly being base so her add ons r mainly toward her traps
The counterplay for Victor is... don't let him hit his shots?
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@TauNkosi said:
https://forum.deadbydaylight.com/en/discussion/comment/1895039#Comment_1895039
I'm. Solo. Queueing.
This means it's a roll of the dice if my teammate are any good or not. More than often, they are not
Survivor is a team effort. If your team sucks, you're gonna get clapped.
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I like to stand in a corner. If people want a 5 minute game, I'll give it to them
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Go play civ 5 if you're upset about people being ######### in a multiplayer pvp game
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If you have 1500 hours in JUST Oni, I think there is a very different reason you are winning.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1846704#Comment_1846704
See, this happened to me as well. How am I supposed to do bones when I'm in a chase all game?
And people don't say "teammates ". Solo q is a nightmare. These are the same teammates that wouldn't take a hit when I ran by them injured with a killer up my ass.
Like it or not, Survivor is a team effort. If your team sucks, you likely won't make it out.
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I'm no expert, but I'm fairly certain that was a medium vault, which gives the killer FAR more leeway to get the hit.
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/1837259#Comment_1837259
I think a better approach would be to give him a Hag counterplay. Crouch walk, no detection.
Isn't that already a thing? I could swear I read that was how it worked...
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1837231#Comment_1837231
It's not survivors fault that there havn't been any meta or good/consistent perks releasd in a while. Killers on the other hand are constantly getting good perk additions to the meta.
There are PLENTY of good survivor perks, survivors are just allergic to any build that doesn't contain Exhaustion/DS/UB
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1837223#Comment_1837223
No? I just want players to be punished for missusing Victor. I hate that every twins player just constantly pulls him out, it becomes really stale gameplay when all that is happening is victor is released, comes after you with a 5 second chase, rinse and repeat.
It literally woudlnt affect you if you were able to hit all ur pounces, if you miss all ur pounces then it'll help you to get better rather than just re-releasing him six seconds later even if you are clearly outplayed by the survivor.
And going against ANOTHER M1 killer won't get stale?
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@KingFrost said:
Eh, I can't feel sorry for you when you're running Ruin and Undying together. It'd be like a survivor complaining about their dead hard missing when they've got DS and Unbreakable as their other two perks.
@xenofon13 said:
The highlight here is your Ruin/Undying/Stridor camping totems Spirit. 😴😴😴
Ruin/Undying does LITERALLY nothing if you just stay on the gens, quit whining.
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People aren't mad about the mori nerf, they are mad that it came before the key nerf. Had both things been nerfed at the same time, there would be FAR less backlash.
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Spine Chill reveals him even in T1, and he is very slow. the best solution is to just keep running until the spine chill is dark for at least 10-ish seconds
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@Hardkill said:
https://forum.deadbydaylight.com/en/discussion/comment/1821051#Comment_1821051
Distortion exists. There, I just solved your problem.
That won't work, how will survivors fit it into their 4 meta slot build?
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@Buckoben said:
https://forum.deadbydaylight.com/en/discussion/comment/1816888#Comment_1816888
okay propose something better. OP has a point it doesn't have to be pallet stuns buddy.
The answer is nothing. The killer already takes a massive risk in running a totem, and the Twins are the only killer that can be in 2 places at once. Either tough it out and do gens, or pop the totem while the killer is busy.
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Getting a 3v1 as early as possible is objectively the best map pressure you can get, but OK
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@Janick said:
Hello
Victor cannot be kicked or interacted with (except than the Survivor inside the locker) while he is on the locker. It is also full 10 sec. lower than this, is a bug. Yes we counted the 3sec wake up of the killer when we decided on the 10 sec. It might feel as a conservative value but its a new feature and was not on the PTB so we do not know how this feature will really affect the gameplay yet. If it requires a buff, we will readjust.
Also, Victor locker check was never approached as a sure grab, so its totally ok that the Survivor can still escape under certain conditions. If Survivor would know that its a 100% bad outcome, they would simply not use the locker.
Sooo, they instead always hop in the locker because they know that it wil never be bad for them? In cases where Victor is n play, 90% of the time he is a considerable distance from Charlotee, making the grab pointless
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Survivors that hide for the whole EGC are boring. Do they really feel the need to drag out the game just to deny the killer a hook?
See, I can whine about the other side wasting time too
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I would be in favor of that, IF it is consistent about all aura reading. Don't tell players what perk is affecting them, but let them know, Killer OR Survivor, that somebody is watching. That way players know that they are having their aura read, but need to use the context of where they are and what they're doing to figure out what perk is affecting them
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If it makes you feel better, that spirit probably got cucked out of grabs 30 times before that happened
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1779981#Comment_1779981
I get what you're saying but with how much the developers routinely nerf stealth and add new perks that counter it (some of which are dependant on your teammates for crying out loud), its not a solid form of play and never will be. Their excuse of "Nurse is hard to play so it's fine that she disregards entire game mechanics" arguament is silly and I've never actually seen someone who put the time in to learn Nurse actually defend that statement.
'Just don't get found' might have been good advice 2 years ago but now it means literally nothing. You can literally be found by auras by running too close to a wall that might have by chance had a totem on the other side right now.
Also your Iron Will arguament means nothing. All Spirits outside of maybe 2-3% that play loud enough to actively damage thier eardrums use Stridor thanks to how widespread IW already was. And scratch marks load in so quick and breathing is so loud that "don't run near grass".... what does that even mean?
Spirit can't see auras when phasing, and if she can see your aura, spine chill will light up because she is looking at you. if she is out of range, it will light up as she phases towards you
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You wasted precious stun time blinding the Spirit, and she very likely saw your scratch marks leading to the locker.
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@Sluzzy said:
Tinkerer: penalizes the survivor for doing the objective and rewards killer for doing nothing. A perk that not only gives an audio cue, emits a bright glow on the screen telling the killer WHERE TO GO, and switches off the terror radius so you can get a free hit. I can't believe this perk exists. On a high mobility killer, it is not possible to beat this perk unless you are in strong coordination. Also Imagine a 3 gen situation. It needs nerfing badly. I don't think the devs care, their trend is to continue making it easier and easier for killers and put survivors in no-win situations.
The solution to that problem is in the title: force the killer to pressure all 3 gens at once