Crypticghoul
Crypticghoul
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- Crypticghoul
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Pretty great stream overall and the way they did the dating sim announcement was hilarious. I actually feel really excited for once thanks to the meta perk patch. I really didn't think they would ever do something like this.
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I really was not expecting my favorite anime to have a crossover, what
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Actually really good announcements so far. Curious to see the finalized patch notes when they eventually hit PTB and these "matchmaking improvements."
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Dead Hard getting gutted, perk grind heavily reduced, SBMM turned off or heavily reworked, new game modes, some kind of system(s) to prevent face camping.
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Remove SBMM, take away Dead Hard i-frames (and nerf the really strong killers with this change), reduce grind.
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Yeah I keep checking back in here and there to see if they've finally disabled it with their player count (at least on Steam Charts) in straight decline and a lot of players seemingly unhappy with it or just finding it unfun. A few friends and I would like to play DBD again but SBMM makes the game feel awful to play so we just don't.
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@TurtleSushiTV said:
I think OH Tofu made a great video on this topic. MMR isn't the real issue it's the meta perks being used and we are losing to those perks. Well IMO I agree but everyone is entitled to there own. It's a great watch I recommend it. stay safe have fun.
I think both are issues that exacerbate the other. The SBMM system is poorly made and makes "winning" feel bad as you get no real feedback as to how good you are (as in seeing you're 1600 rated and gained 10 rating). So your next matches just get less fun via becoming more meta-filled with no rewarding feeling. Not to mention survivors aren't rated on what they did for their team.
But yeah the current meta isn't fun for either side. I don't think there is a single person that can get any enjoyment from facing 4x Dead Hard/Iron Will/DS/BT/UB with beefed up medkits or Brand New Parts. Likewise nobody wants to play against a slowdown spam Nurse/Blight/Spirit with good addons employing tunneling or proxy camping tactics. Either of these make for absolutely miserable matches regardless of the player behind it and the more you win the more likely you are to see it.
And I know correlation doesn't mean causation and there are a ton of factors but I feel like the steam charts are very telling for how the community feels about SBMM. Ever since it was implemented the player count has been in a straight decline.
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As long as SBMM exists the game will continue to bleed imo. The game just isn't made for competitive matchmaking and I believe it's burning a lot of their long time players out.
I was hoping the matchmaking tests would result in a total scrapping of their current system rather than small tweaks.
The mid-high end DBD meta is really unfun and stale for both sides. Killer is miserable to play into a competent survivor team with good perks unless you play a select few killers with good addons.
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I'm hoping that all these matchmaking tests mean they're either considering heavily reworking it or dropping it and going back to the old system. I'm right there with you though.
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Any of these three things really:
1) Scrap the current matchmaking system. I can't put in words how much I hate it and it's the entire reason I haven't played since it was released.
2) Rework Dead Hard and balance accordingly. It gets really old when playing killer and felt like a must have as survivor.
3) Alternate game modes. Silly stuff like 2v8 or something like URF from League of Legends.
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As somebody who stopped playing the game entirely a few days after MMR dropped because I just stopped having any fun (and has been thinking about giving the game another try after it decays some due to inactivity), I think using pre-MMR data under the old system, not factoring in items/addons, and not being able to see our MMR as an option in the settings were big mistakes that make the system hated and feel awful.
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If they would change it to work on the killer's proximity rather than another survivor it would be pretty solid and would give solo queue survivors a great tool to deal with camping.
But in its current state it's too situational to use (requires other survivors to know you have it, requires you to be on second hook state, needs other survivors to play around it/activate it, and the killer to be camping to get value).
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@[Deleted User] said:
I'm not sure how medkits can be nerfed though.
The weakest medkit gives you 1 heal by default
Yellow gives you 1.5 heals
Green gives you 1 heal, but faste
And purple gives you 2.
So where exactly can they go from there?
The addons or the self-healing speed.
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Every heal you get out of a medkit saves your team 16 seconds plus whatever time would have been spent finding each other which doesn't sound that crazy until you factor in multiple medkits or addons. They're crazy because there's no healing speed penalty to healing yourself and you can get 2-3 heals easily with addons, so the survivors stay healthy without nearly as much time bought for the killer as normal.
To answer the question, they've always been very strong but I think people are just now realizing it. Probably thanks to MMR making it so there are less weak links on a team that you can go after to build pressure.
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Decisive Strike and Borrowed Time. It's pretty silly that you have to dedicate perks to make it so the other side can't tunnel/camp because there are no other protections in place imo.
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I'd give him the ability to holster his gun while not in a chase and move at 120% speed (somewhere between 1-3 second channel). When he enters a chase he moves at 110% again and has to spend a second or two slowed (90% speed probably?) to unholster his gun. They could probably make unholstering a choice too.
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@Evelyn208 said:
Can't you nerf keys without the hatch?
I'm a survivor main and I don't like keys. I use them for rift challenges, that's it. I'll avoid them on the bloodweb and even if I do have to buy them I never equip them without a rift reason for doing so.
If there are 2 survivors left sometimes it's just "a hatch game". I'm not looking for the hatch to key us both out, but for whichever of us is left after the other dies. This is completely negated.
NERF KEYS NOT THE HATCH.
It's much healthier the way Behaviour is changing it imo. I've been in plenty of games where after 1 or 2 survivors die, one of them just starts looking for hatch and hiding instead of doing generators or helping the team (and we would have escaped if they had done otherwise). It also stops people with keys from just ditching the team before the objectives are finished, leaving them down a man.
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These are all amazing changes, especially Deathslinger. I had really given up any hope of Behaviour making him less cancerous to play against.
Now if they would just make Tinkerer only activate once per generator or have a (somewhat lengthy) cooldown I'd be very happy with the survivor experience.
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@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2513959#Comment_2513959
I don't think sbmm is going anywhere unfortunately got to keep those new survivors happy🤑
Yeah at this point it doesn't seem like there was enough backlash and too much dev time was invested in it for them to scrap it now. So I've just given up playing killer altogether and am just hoping they nerf or rework the big things that make playing survivor unfun and frustrating now. Playing against Ruin/Undying/Tinkerer every game isn't exactly fun or enjoyable :/
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Currently. SBMM makes playing killer feel awful and I can't stand playing against the autopilot killer meta of Tinkerer + Ruin + other regression perk stack as survivor. Hoping SBMM gets turned off but if they nerf/rework Tinkerer to not be so braindead I'll probably start playing again.
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Give both sides a dedicated aura perk slot (pick from a small list like BBQ, Bitter Murmur, Bond, Kindred, Better Together). This way solos can slot Bond/Kindred without losing anything else. It will be a slight buff to SWFs but they already use voice chat to locate each other and usually forego it anyway.
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Overall, seems like it's going to be a great update. I'm really hoping Tinkerer receives a nerf this patch though. Just something simple like it can only activate once per generator per 120 seconds or so in order to prevent brainless and unfun synergy with regression perk stacking.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2468489#Comment_2468489
Well thats exactly what you´ll get. Matches on your skill rating. That will be challenging but won´t be to hard.
If its to hard, then the sbmmr will soon change your rating until you face more players of your actual skill rating. Because the rating autocorrects itself after each match. So you won´t end up in "elo hell"
You seem to misunderstand. It's not a matter of "too hard." It's a matter of playing at a higher level in DBD is not enjoyable at all and we all know Behaviour won't suddenly balance it or make it more fun, despite saying they will.
I mean, dude, it took them 4 years to make it so that you couldn't couple Iridescent Head with Infantry Belt... A change that literally anyone could tell them was necessary on day one and required very little effort.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2468473#Comment_2468473
So you will stop playing, because you can´t roflstomp noobs anymore? Do i understand this right?
No, if I wanted to roflstomp noobs I would play Ruin/Undying/Tinkerer Blight/Nurse/Wraith with good addons with the current system. What I want is more relaxed 12 hook games where I don't feel like I have to run meta just to avoid having groups of survivors be incredibly toxic with nothing you can do about it (not that it doesn't happen now but it's rarer than my experience with SBMM). Higher MMR means more body blocking, meta perks, voice chat, less time wasted not doing gens, etc if you play a weaker killer with a weaker build.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2468461#Comment_2468461
You want fair games, so if you perform well is only logic to get against better players rather than to idle in a pool with average players.
That's exactly the issue. The problem with DBD is that "fair games" at the higher level are not enjoyable whatsoever and I doubt Behaviour will suddenly fix this with SBMM in place. I'd much rather play with average players and play Clown with meme perks than play Blight/Nurse with Ruin/Undying/Tinkerer just to not get smashed and BM'd all game.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2468445#Comment_2468445
IT will be really good for Pinhead, instead of matching you against r1 since you perhaps have it? and create unfair matches where you get some very good survivors while you suck at Pinhead.... you will get fairer games since his rating may be lower.
Yeah my first handful of games will be fun but how about after that? They'll all be miserable if I perform well. I'm at about 1150 hours and consider myself well above average so I'm not concerned about underperforming. I gave SBMM a fair shot during an evening when they enabled it and found that after it settles you in, the games just become awful to play for killer and lacking in variety for survivor.
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I will unfortunately be permanently not playing the game as a result. SBMM sucks all the fun out of the game imo as DBD is a game that gets drastically less fun the harder your opponents are trying to win. I was so excited for Pinhead too :/.
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If SBMM becomes permanently active I will never play this game again. The last test I gave it a fair chance and found the games that I played as killer were just... really unfun and crazy sweaty.
It'll at least make solo queue a little bit better but I fear that after a while survivor will become boring because all you'll play against are Ruin+Undying+Pop+Tinkerer Blights and Nurses, even though your teammates are better and that won't be enjoyable either.
I'd much rather they just clean up the emblem system and make matchmaking for SWFs a little stricter. Make it harder to stay in red ranks for survivors that play hardcore stealth and waste a ton of time doing nothing. Make SWF matchmaking use the highest rank in the group.
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He has the Deathslinger problem of being really unfun to interact with (if you can even call it interacting with him) on top of being incredibly easy to play but he has a mediocre kill rate due to taking too long to go through all the hook states/pallets before his gens are done.
If he isn't due for a rework just on the basis of being miserable to play against, I'd at least like to see All-Seeing Blood and Silent Bell get changed to have drawbacks. They're just too powerful with all the other changes he's received.
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It's one of the only perks that help killers deal with Shift W as well as just being a strong perk in general if you get it stacked up.
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I'd like to see it get 2 uses so that killers aren't free to just tunnel hard after eating it.
I still hate that Behaviour makes survivors bring perks to counter tunneling rather than just putting in mechanics that make it weaker though. If they did this they would probably have to nerf survivor a bit but it would be so nice if I didn't feel like I had to dedicate half my build to BT/DS every game.
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Played it for the first time today. It has the same problem as Midwich in that it's a beautiful map (though its way too dark, I can't see anything) but the killer can't cut anyone off and the map is pretty huge. I think that after playing on it a handful of times that Shift+W gameplay and hiding will make the map feel god awful and boring to play.
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Some jumbled thoughts on the state of tunneling and DS from someone with a collective 1k hours as killer and survivor:
The existence of tunneling and its current counters make (non-4 man SWF) survivor much less fun than it should be imo because it feels like you pretty much have to dedicate 2 perk slots to anti-tunnel insurance, stifling build diversity.
I've been activating DS on killers more than before the nerf lately, which is insane to me. If teammates are touching gens and you're not half bad at looping then eating a DS should cause the killer to lose unless it's a crazy Nurse, Blight, or Spirit.
It still feels bad that it's only a single use though so after they eat it they're free to tunnel you off second hook if they end up catching you again and they know it.
Doesn't help also that red rank solo queue teammates never run DS either and suck at looping so if the killer decides to tunnel them they just instantly die and you play a heavily lopsided 1v3.
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They were fine when uncloaking near you wasn't a free hit or instant pallet throw but now that he gets the speed boost + insane lunge + has Windstorm base kit (so he's not slow or anything for equipping both), it has become problematic imo.
Silent Bell can stay but All-seeing either needs a total rework or a bunch of downsides for equipping it because a passive Scratched Mirror without drawbacks is crazy.
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My problem with Wraith is that he's just really unfun to play against and mindlessly easy to play, especially with silent bell and all-seeing. He offers very little chase interaction or skill expression.
But much like Deathslinger, I expect him to go totally unchanged because his 1v4 is balanced in terms of kill rate because you can just slam all the gens out before he goes through all the pallets and hook states like any other killer :/
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Punishing tunneling via pips won't actually do anything to stop it and they'll just terrorize the low ranks instead, who probably don't have DS/BT unlocked or know how to deal with it. Much like how face camping is more prevalent in the lower ranks because the emblem system punishes it (in my experience).
Personally I'd implement a mechanic where if someone is rehooked consecutively within a time frame, their hook timer resumes where it left off instead of jumping to the next state. And in return, I'd give killers Corrupt Intervention base kit and clean up the spawns so that survivors don't spawn all spread out.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2305848#Comment_2305848
Now, to answer you... No, those survivors absolutely suck. Randomly tapping to the side doesn't slow you down and makes the shot significantly harder. Plus, quickscoping is extremely ######### hard and requires pinpoint accuracy with no aim.
I'm not just saying these things, I have actually played several hours of Deathslinger and have over 1000 hours playing both sides. His aim always goes to the same spot on the screen with no variation or sway and always has 100% accuracy where you point it no matter how quickly you shoot it after readying. It's really not hard at all if you've played any other shooter for more than a couple of hours.
And no, those survivors don't suck. If they didn't try to juke (granted, most survivors try to juke too much but it's a complete guessing game for them) or look back to check if Deathslinger has line of sight I'd say they do suck but the reality is that his mere existence creates a lose-lose situation for the survivor unless he shoots early and misses, which is the same thing Behaviour said was problematic about Pyramid Head's power when they reworked his power.
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@MadLordJack said:
At least Slinger requires genuine skill, something most people like to ignore.
Honestly I really don't think he does because of quickscoping and M&A. Just by merely existing in line of sight without shooting you force survivors to juke around and lose a ton of distance. Sure you can be really good and land some crazy shots but it's really not necessary as just the threat of him shooting is enough most of the time.
And having such a small terror radius with no lullaby like the other ranged killers allows him to walk up on survivors unless they're both out in the open and see him coming.
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DBD is the only game I know that punishes your grinding and purchasing DLC with more grinding. It's honestly ridiculous.
And with this chapter, all I've wanted is to get Bond on Jill but it hasn't been showing up so I had to grind out nearly 6 full pages of purple perks to get it to appear. I had to spend like 2 million blood points on Nemesis to get BBQ tier 1 to appear. This is insane. I'm really not sure how many more chapter releases I can put up with this.
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If you aren't in a 4 man SWF, the odds of you getting at least one potato matched into your team is pretty high.
For every bad survivor in the team the killer's likelihood of getting kills shoots up exponentially as they feed the killer Pop Goes the Weasel, go down quickly (forcing someone to unhook and heal them and thus less gen time for their teammates), usually don't run good perks, are unlikely to do gens efficiently with their time, and they're usually able to be tunneled out of the game quickly without buying their team enough time to do gens to punish the killer for it.
Also there are a lot of killers and perks that benefit greatly from playing against survivors without communication/coordination. Pig, Ghost Face, Hex: Ruin, etc.
TL;DR weak links bring the survivor team as a whole down massively and solo queue players are likely to be weak links.
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Binding of Kin was a decent chapter after the bugfixes even though I disliked it on release. All the bugs on release made it god awful.
Twins are one of my favorite killers to play even though they aren't fun to play against. Elodie is a pretty cool character with fun perks. The Ormond rework was really good (even though I wish they would make the map smaller). And moris finally got changed during this chapter, if you can count that as a plus for the chapter.
If we discount all the bugs it brought on release, the only thing I really hate about the chapter are the Autohaven map reworks. I hate the majority of them.
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Deathslinger. Free zoning by merely existing and what is basically perma stealth with Monitor & Abuse are miserable to play against.
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There's really two big problems with solo queue: lack of time spent on generators (or just straight up a ton of wasted time from your teammates) and tunneling/camping/slugging are overly effective against solos due to lack of coordination/communication. They also tend to be bad in chase but that would be okay if it weren't for all the wasted time doing nothing.
I'd add/change:
Contextual messages you can select to display to teammates. Nothing too complex, just a few messages like "do generators" "killer is near me" "don't save me" "I'm looking for totems."
Maybe make Kindred's ally reveal become base kit, even if it only applies to solo queue players or something.
I'd make the black pip for survivor harder to get too. Unless you get tunneled/camped or DC, it's really difficult to depip. This and SWF sharing rank with solo queue are a couple of the problems causing random teammates to be notoriously bad imo.
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I like the idea I've seen tossed around that it should have a shorter detection range if the killer is undetectable.
Even though it can be frustrating to play against as a stealth killer, at least it's one less perk slot going towards Dead Hard or Iron Will imo. And I've used survivors' Spine Chills against them to get gen grabs by side-walking. I find survivors that run Spine Chill tend to be less aware if the perk doesn't turn on.
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They do need to fix the eyes. She looks fine to me otherwise but the eyes are really bad for some reason.
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You need survivors in the game to play and no survivor is going to play against all of that. This game needs killers that are balanced for the health of the game which is what we were given and some want an easy 4k machine.
Conversely though, you also need killers and nobody is going to play a weak killer that just gets bullied in red ranks by any mediocre SWF because they're underpowered.
He doesn't have to be Nurse or Spirit tier but currently the speed boost from getting infected makes him take way too long to down survivors and zombies are useless on any outdoor map, especially the bigger ones yet oppressive on indoor ones.
Look at Trickster (who I think is underrated a little bit tbh) or Clown. How often do you see them played and on top of that, do even moderately well in a match? I for one would like to see killers other than Huntress, Nurse, Wraith, and Blight when I play survivor.
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I wouldn't mind seeing DS activate on both hook states regardless of prior use or not.
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Not enough killers slug to warrant using Unbreakable unless you're going to chimp out around the killer for fun altruism plays imo.
Too many killers tunnel nowadays for me to want to take off DS though.
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He feels decent when everyone is infected, there's no vaccines left, and he's tier 3. But getting to that point you probably lost all of your gens because the infection speed boost gives survivors so much chase time by holding W it's insane. Tier 2 should probably increase tentacle length by half a meter to give him some help early game.
The zombies need to scale in number with map size. I find that they're absolutely useless on outdoor maps and ridiculous on indoor maps. It's silly that Mother's Dwelling has the same number of zombies as Hawkins or Wrecker's Yard. Half my games on outdoor maps they just got stuck walking into trees and walls.
The tentacle also isn't visually clear at all. It's impossible to tell what you can hit over and what you can't other than just trial and error.
Most of his addons are downright useless.
Overall, I'm really disappointed but when he gets buffed I think he'll be pretty fun.
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Imo, he only feels okay when you have tier 3, everybody infected, and no vaccines left. But by the time you reach that point you probably have like 4 hooks and your gens are gone because the ramp up period just to make him feel like he's near the strength any other killer is way too harsh.
Getting rid of the speed boost would really help him get to that point and I agree.