Crowman
Crowman
About
- Username
- Crowman
- Joined
- Visits
- 20,113
- Last Active
Comments
-
@[Deleted User] said:
I'm concerned why this wasn't found during code review.
This also wasn't the first time they did mmr testing and people were complaining about Hillbilly's mmr being messed up. Don't know why it took until this test for them to look at what the issue is.
-
@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/2270139#Comment_2270139
How does one “game” MMR? By playing better? Knowing how MMR works isn’t going to affect your actual performance.
You can also already do that exact thing with DCing to an extent. You can pretty much tell how many time you can DC and how your time goes up.
You don't want people intentionally playing in a way that they lower their own mmr and still do well enough to get a sizeable amount of bloodpoints. If people know which actions raises your mmr, you are going to see people doing everything except those actions so they can be matched against weaker players for bullying. It's already a current issue we have with the ranking system, because intentionally depipping is fairly easy to do when you have a basic understanding of the emblem system.
-
The devs gave us the results of the test like they said they would. At no point did they promise to tell us how MMR works and it's unlikely they are because they don't want people gaming the system. It's why we don't know much about the exact DC punishment decay as to prevent people from treating the system as "I can DC x times within y"
-
It needs both a CD reduction and a fix to the fact that kicking a generator will always proc oppression if it's off cooldown regardless if there are any other gens that have progress.
-
Also one of the things people forget about old legion, was that old legion could see blood in Feral Frenzy as well. Blood is the most accurate way to track survivors as they can't hide it without a perk (and at the time that was just No Mither). Bloodhound was pretty common on old legion, because it made keeping on survivors in FF easy.
Also another thing I see people forget to mention is that deep wounds timer would still go down while the survivor was mending as well. Meaning if the killer ever approached you while you were mending, you would 100% go down since you couldn't stop mending without immediately going down to deep wounds.
-
@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2269797#Comment_2269797
If Tinkerer can stop the objective and give free hits, it's not fair a survivor perk is not even guaranteed to help is 1 time use. Either Tinkerer should be a 1 time use or survivors need way to combat it. Tinkerer is so game changing it's very OP. I hardly see a Blight without this perk. And it's always a 4K.
I didn't realize that Tinkerer itself prevented you from finishing gens.
-
A pick/ban system is a not good idea. Draft systems work well when both sides have access to the same things so that if you ban x it means that you also can't use x.
-
@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2267781#Comment_2267781
The difference there is that a killer perk should have the power be able to invalidate a survivor perk imo. It's 4 versus 16.
Distortion has limited uses (3 times a match) and does nothing if the killer has no aura reading. Not to mention Lethal Pursuer shows the aura of every survivor and survivors often spawn close to each other. Meaning if 1 person is running distortion, it's not a big deal as you can see 3 other people and still might run into the distortion survivor anyways.
Now if you do somehow run into a team of 4 people running distortion, well they have only 2 uses of the perk left and now you only have to worry about 3 possible meta perks on each survivor instead of 4.
-
I don't often run DS, because I find I can usually outlast the killer for 60 seconds anyways and I was never one to intentionally try to force killers to eat a DS.
People also over exaggerate the amount of tunneling that actually happens. The same survivor getting hooked twice in a row isn't always a result of tunneling. Sometimes they are the only survivor you run into, because the rest of the team hides.
-
Perks exist in the game to be used and aura reading perks have a condition attached to them.
I wish people would stop asking for perks to be arbitrary limited, because they don't like something about how things can be combined.
-
@BasementDweller said:
https://forum.deadbydaylight.com/en/discussion/comment/2267657#Comment_2267657
You're still basically playing against T3 Myers in a chase
No you're not.
T3 can instadown survivors in chase, Feral Frezy can't. Even if you only use Feral Frenzy in chase you won't be able to down someone.
tbf, I've seen some survivors go down to deep wounds, including a few who were red rank. It's probably what's happening to him. He forgets to mend and goes down and complains how unfair it was despite all visual feedback he had on his screen.
-
@SoapNSpook said:
https://forum.deadbydaylight.com/en/discussion/comment/2265283#Comment_2265283
Devs are biased towards killers so that's not surprising at all.
Only if you ignore every time the devs do nerf killers or buff survivors.
-
He needs a buff to Main Event. Main event itself is actually quite good, but it rarely gets used because of the short window you have to use it and often it triggers when you don't need it.
-
Based on the threads you keep making, it sounds like the real issue is your own skill.
-
I don't see how luck can be on the killer's side when survivors have luck offerings and up the ante.
-
@gatsby said:
The issue is that running a dedicated perk to counter Iron Will is only worth it on Spirit with every other Killer its not enough value to consider running. And Bloodhound doesn't even work with Spirit unless you have the Iri add-on
Actually bloodhound is useless on Spirit, because blood already glows in the spirit world.
-
I don't see how Resurgence will bring on a new healing meta, when We'll Make It does a similar thing and is already a base perk
-
With enough data you can offset rng factors. And since MMR would replace normal matchmaking you'll eventually find yourself with an mmr score of where you should be. At least conceptually that is how it should work.
-
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2261287#Comment_2261287
I’m not asking to gut Deathslinger. There’s a very clear reason his TR is 24m instead of 32m, and why The Redeemer has an 18m reach.
M&A feels like a very clear exploit around the intended design of balance inherent in Deathslinger.
Running a perk is not an exploit.
Honestly M&A isn't even needed on Deathslinger, because of his TR music on the edges being fairly quiet. IMO, M&A on Deathslinger is overrated. Sure it can be annoying, but it does use up a perk slot that would have been better spent for gen control or tracking.
-
Hangman's Trick was actually reasonable nerfed from ptb to live. Though it made been hit too hard. But 12m with the hook spawns at the time meant that you basically could see the auras of every survivor on the map.
-
@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2257899#Comment_2257899
Yeah, it's a bit odd. Early in the testing the MMR worked like a dream and I was getting so many solid survivors that absolutely rocked me. And then, it just stopped. And I started to get groups just like what you see, and the more I won the more I saw groups like yours. I would love to understand why. I want my sweaty swfs back :(
It would be funny (to me atleast) if this was some overflow issue. Get too high mmr and now your mmr is the lowest.
-
@[Deleted User] said:
Is MMR even collecting data?
https://youtu.be/NzHy5XRKwMA Otz had a 50 win streak with Ghost already, on the time MMR was supposedly collecting data. Why is he being matched with people like this?
Otzs should have a lot of data for every killer by now. It shouldn't really matter what killer Otz plays, he should at least be matching against other experienced players.
-
@GoodBoyKaru said:
Literal hell.
Spirit is cheap? This killer was literally uncounterable in the 1v1. Your skill was irrelevant, you could not do anything except hope your team could hold M1 on a generator, while the Legion moonwalked (exploited for faster downs), vaulted pallets and windows (took away all defences), had no missed swing recovery (bye bye juking), all the while being a 24m terror radius killer. Stealth? Haha enjoy killer instinct loser.
Don't get me started on Frank's Mixtape and Stab Wounds Study, or Double Mending add-ons.
Facing old Legion was the most boring experience of my life and I would genuinely rather watch paint dry than return to a game vs old Legion because there was n o t h i n g you could do as a survivor to counter old Legion.
It wasn't fun :')
Feral Frenzy still let Legion see blood at the time and Bloodhound was popular on Legion as well. Bloodhound also helped with moonwalking as you could look at the ground following the glowing blood to the survivor who couldn't stop to mend, but would still go down because deep wounds was only paused while you were in chase.
Also Legion at the time didn't have to wait for their power bar to be fully charge and could just start Feral Frenzying immediately plus the shorter fatigue duration. So no real downtime between stabs either.
-
@DeadHardMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2257485#Comment_2257485
You do realize they've been collecting data ever since they first introduced the MMR system.
This is also not the first time they've tested MMR and we're experience this issue.
-
@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2257467#Comment_2257467
Yeah I agree. This system is going to cause so much trouble and give newer players a worse experience. The devs already balance the game around newer players so about every match will be all over the place in terms of how balanced it is.
Another issue with the separate MMR for killers is when we get new killers.
Low MMR players will only face the new killer when they release while High MMR players won't start seeing the new killer til a couple days later. when players using the new killer get their MMR up.
Especially when the new chapter is licensed and draws in new players. Not going to be a good way to keep new players if their first experience into the game is facing people with 1000s of hours trying out a new killer.
-
@jester20k said:
https://forum.deadbydaylight.com/en/discussion/comment/2257441#Comment_2257441
I dunno. When my wife asks what I did today I don't give her every stupid detail of my day either.
Failing to list changes in patch notes is not a comparable thing with telling someone what you did during the day.
Patch Notes should include every change made in the patch.
-
@jester20k said:
https://forum.deadbydaylight.com/en/discussion/comment/2257419#Comment_2257419
So there was a spaghetti code bug they corrected it. Are you seriously here whining about it? And for all you know the Charlotte not body blocking is a bug also (wouldn't surprise me personally) that will get fixed. This is dbd mang, the land of mystery and bugs and band aids, can't really complain about it at this point.
Let's say every one of these issues were a bug that got fixed. Why not list it on the patch notes?
These changes are honestly that big of a deal, it's the fact they aren't listed anywhere that is the big issue.
-
I'm not sure why they don't do a combined Killer MMR and then have modifiers for each individual killer.
-
On #2, if victor is being considered a killer now does this mean being chased by victor could give you chaser points?
That's always been one of those things that I really disliked the twins for.
-
@aroell said:
https://forum.deadbydaylight.com/en/discussion/comment/2227604#Comment_2227604
Because he got tunneled my guy. He can’t do anything if the killer is on him all the time.
If he lead the killer on long chases and his team got gens done he would have chaser and lightbringer emblem points. It's certainly possible to pip by only being chased.
You can safety pip with Iri Chaser, Silver Lightbringer and Silver Unbroken since Alturism defaults at Bronze.
Sometimes you do get bad games and depip. It's not the end of the world. Pipping is fairly easy if you are where you should be.
-
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2255343#Comment_2255343
Do you know how inconsistent these standpoints are?
Killer brings NOED: 'just stop genrushing and do totems'
Killer camps: 'just genrush'
So what if the killer has both, then? Not to mention how much killers (rightfully) hate genrushing, but hey, I guess it's all fine and dandy because for some godforsaken reason, we need to do our utmost to protect what is the absolute worst thing about this game.
'Just bring an anticamp build!'
'Why do survivors always bring the same loadout? I'm sick of seeing UB, BT, DS all the time!'
Literally every counterargument against camping comes down to 'just make the game worse'.
And, again, you know that problem with gen speeds being too fast? Can't be addressed as long as camping exists.
You put the blinders on, call it 'easy to counter', you refuse to look at anything else. You don't care about the overall impact on the rest of the game, you don't care about its impact on how enjoyable the game is.
Again, if every killer camped, this game would die in under a week. No matter how easy it is to counter.
You can cleanse the NOED totem after the totem is lit.
-
I think it's because the addons aren't increasing a base aura reading duration, it's adding aura reading for x seconds. So it's not adding values, it's just setting them. At least it does pick the highest value to use.
-
@WiiFitTrainer said:
https://forum.deadbydaylight.com/en/discussion/comment/2254649#Comment_2254649
How on earth is it a misplay by being unhooked by another survivor? The rescued person was already punished by being hooked the first time. They should NOT be double punished (tunneled) by simply rescued.
Do you play survivor? I find it hard to believe someone is defending tunneling people if they've experienced it before.
Unhooking a survivor with the killer close is a risky move. If the survivor unhook you fails to body block for you and keep the killer from just immediately redowning you, that is a misplay.
It may not feel good when it happens to you, but there is absolutely nothing wrong with bad unhooks being punished.
Also yes I do play survivor. I mostly play solo queue and I've certainly had games where I got tunneled or camped. But those games are few and far between, because it's simply not that common.
-
@WiiFitTrainer said:
https://forum.deadbydaylight.com/en/discussion/comment/2254636#Comment_2254636
That's not comparing the same things at all...
You want to make it so that regardless of a survivor's or killer's action, that a hooked survivor will be safely unhooked and can't be tunneled. Because somehow it's unfair to punish misplays or a killer deciding on a strategy to help them win the game.
-
@WiiFitTrainer said:
https://forum.deadbydaylight.com/en/discussion/comment/2254603#Comment_2254603
Which is why these threads exist. The pvp game SHOULD be as fair as possible. Solo survivors are people playing the game just like killer and have a right to not get KOed by things they have no control over (tunneling)
If survivors have the right to guarantee to be always safely saved off hook, then it's only fair that killers are guaranteed to get kills.
-
@WiiFitTrainer said:
https://forum.deadbydaylight.com/en/discussion/comment/2254578#Comment_2254578
Camping isn't a problem...as long as you aren't trying to down and rehook the person on hook as soon as they come off. That's the issue people have with it; people camping to down the hooked person again which is also tunneling.
Tunneling is just being an a-hole honestly. Sure it's a "strategy" in the same way people will dc to give team mates hatch.
I play killer about 75% of my time with dbd, and I have yet to find a need to tunnel someone out of the game to ensure a win.
The killers job at the end of the day is to kill people. If someone wants to camp and tunnel a survivor out of the game to kill them, I don't see the actual issue. It's a PvP game. Sometimes you are just going to face opponents that aren't playing "fairly".
-
@WiiFitTrainer said:
https://forum.deadbydaylight.com/en/discussion/comment/2254176#Comment_2254176
The amount of times I've had a killer proxy camp someone to tunnel them out asap is extremely common, thats why I suggest bt and or ds (both may be to much perhaps). Kindred alone won't stop that from happening because they'll be just out of range of it.
In a solo squad, one person out early due to tunneling is pretty much a lose. Yes you can technically make a come back and I've seem it but it's extremely rare.
I don't see how that is a problem that would justify making two strong survivor perks basekit.
I get you may not like tunneling and/or camping, but they are still valid strategies.
-
The QAs stopped due to covid. AFAIK, they are still working remotely which is largely why the QAs haven't been done.
-
I don't see how it's useful for tracking.
Kicking a gen when the perk is not on CD lights the gen up yellow. I'm pretty sure that overrides surveillance so it makes it useless to run with surveillance. Survivors touching the gen doesn't turn the gen back to red since that only happens when you proc Eruption.
-
@Trickstaaaaa said:
https://forum.deadbydaylight.com/en/discussion/comment/2253968#Comment_2253968
Were did you get the 39% damage?
And if you use eruption it will damage any gen you kicked, and if survivors are working on it they will get incapacitated for 14 seconds, so they can't tap the gen. I don't see pop working since the survivor will hide usually for the remaining time, well at least that is what they would do when I used the perk. So pop would not be usually since the gen is regressing.
Pop is 25% regression and primes Eruption. Surge and Eruption together on the same gen would apply 14% regression. Together if you get all 3 on the same gen is 39%.
-
If you pop the gen, then down a survivor nearby the gen with an M1 and proc both surge and oppression you'll knock the gen down 39%, but you are also using 3 perks to do that.
Not to mention, Eruption has a 90 second CD and if you kick any gen while it's on CD you don't prime it for the next Eruption.
It's just kind of bad, but it probably won't see any buffs because in theory you could cause significant damage with a dedicated build and the star align.
-
You get no boldness for being "chased" by victor which I don't find to be rewarding. I don't mind getting chased, but if I'm spending all game running a killer around and getting no bloodpoints for it then what was the point?
-
@Brokenbones said:
This reminds me of a funny thing I do against Iridescant button legions
Basically, the addons lets them vault pallets to break them quickly, so if I drop a pallet and the legion tries to break it with frenzy - I just keep vaulting it over and over again and there's nothing they can do about it
Try it sometime
Legion can't vault while a survivor is resetting a pallet with Any Means Necessary and since he has no option to kick a pallet in Feral Frenzy, you can't mess with a Legion that way.
-
The timer should never be paused while in the dying state. All it will do it force killers to leave survivors slugged on the ground and then survivors will start complaining that they keep getting slugged to death.
-
Trick Blades can literally give you free hits. It may not feel useful, because it's simply just impossible to control how the blades bounce.
-
@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2252309#Comment_2252309
Honestly, an add on like that is even more powerful than old Prayer Beads. It literally improves almost everything about her with no drawbacks. Right now, it’s in a decent spot other than the combination of it and MDR.
It was pretty common seeing both Prayer Beads and Old Amulet ran together. Compared to that, current spirit is fairly tame. I do remember old amulet provided less duration than current amulet.
Right now I would say MDR and Amulet is one of her strongest, if not strongest combinations, and it's fairly close to taking away every choice survivors could possibly make against a phasing spirit, because the amount of distance you can cover with that is insane.
-
Yeah, her addons certainly don't help at learning how to play against her. Way too many variables that directly effect how much time/distance you have to be safe from her phase.
Most other killer addons that do buff their power, usually don't do so in such a way where power levels are drastically different between addon combinations. A few killers do have a single problematic addon that should be addressed, but that's a different issue.
Between her addons and the lack of real downsides to bad phases, she's certainly hard to reliably counter. I've just never been a fan at saying she has absolutely no counterplay, because I feel that fails to address her actual issues.
-
@flawedspecies said:
https://forum.deadbydaylight.com/en/discussion/comment/2237262#Comment_2237262
The difference is completing generators is the survivors objective. Camping is not the killer's objective. How are you possibly comparing the two? The best way to get kills is to actually go after people and kill them.
Killing is a killer's objective. Camping can lead to survivors dying.
You can't dictate how killers individually decide to play.
-
The only change Blood Favour needs is to remove the cooldown. There's no reason it needs it since it's already a hex and even as a hex blocking nearby pallets for a short time isn't that strong since survivors can just run away with the speed boost from being hit.
It would at least make it useful against pallet saves if you down a survivor under a pallet.
-
There's a tons of things that causes huge uproars in the community. Moris, Instant Heals, Old DS, MoM, etc. Spirit isn't unique to this and even if she gets nerfed, the next thing will be selected and complained about. Spirit even had a small duration where people weren't complaining about her after her prayer bead and collision nerf.
Spirit certainly needs changes, but a lot of people keep using hyperboles that I don't feel really help their case. Complaints are usually "she requires not skill, just a headset" or "she has no counterplay" both of which are wrong.
Sound tracking is a skill whether or not people think it is and it's certainly something you have to learn from experience. It doesn't take that long to get a feel for it and she's certainly not a hard killer to play once you get familiar with her.
As for counterplay, Spirit can't phase through walls. Vaults and Pallets can be very effective at keeping distancing from a phasing spirit. However, it is a bit problematic that duration and speed addons exist allowing tiles that would otherwise be effective at keeping distance from a phasing spirit to be only minor inconveniences. It also doesn't help that a spirit phasing in short bursts suffers very little downtime on her power. If she misses out of phase, she only has to deal with the short missed attack cooldown which can make her feel very oppressive. I think toning down her addons and making it so she's a bit more punished for poor phases would go a long way to making spirit feel better to play against.