Deferlo
Deferlo
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- Deferlo
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A few days ago while i was jogging i saw i bird fly away 40m or so from me, i instinctively started searching for who disturbed it before remembering that IRL, bird fly as they please and aren't shackled to a rock until someone passes by.
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Damn, gen speed is so fast these day that survivor are able to do 6 generator before escaping.
Jokes aside, the concept is good but should be tweaked a bit.
1: If paired with end game perk such as remember me, no way out or blood warden, such a perk could make the endgame a bit too overpowered in some case: 70s totem cleanse time+ potential 60s with no way out+ potential 36s gate time with remember me+60s if BW= so if we add some travel time to find totem, it could mean at least a 3 min or 4 min with BW without being able to exit after the survivor gain the knowledge that this perk is in play, this build on a infinite tier 3 myer or other one shot killer could destroy the balance of the game (even more that it already is.
2: Being forced to cleanse totem to deactivate it mean that totem would become a primary objective which, in my opinion, shouldn't happen. I would prefer a base time that is reduced with each totem being broken that way survivor still have a chance even if they get one of the hidden totem spawn that are still present on some map.
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"I find it very annoying, since its rather impactful on the game, with small to none disadvantage or effort from the survivor side."
You mean just like survivor / totem / tile spawn? Unfortunately, this game is filled with RNG element that have the potential to destroy both side before the game even began. And i don't think it's any of them are going to get changed anytime soon.
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@Grandpa_Crack_Pipe said:
If it's called No One Escapes Death.. why do people escape?
If it's called overwhelming presence.. Why is it so underwhelming?
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I mean, sure, do that, but go all the way.
Create a temporary game mode that doesn't impact MMR where for a week/weekend each month, a perk/ item/ addon from both side is disabled. Reward player that do at least 5/10 games with bp or iri shard and collect data from that.
But for that to happen, BHVR would need to put effort into changing the game thanks to those data, which i'm not sure they are ready to do.
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@steezo_de said:
https://forum.deadbydaylight.com/en/discussion/comment/2657326#Comment_2657326
That's way too confusing for the OP and you're putting too much thought into it. It doesn't matter what BP offerings he buys as long as it gets him to the perk he wants and complete the bloodweb in the cheapest way possible.
OP- you shouldn't even be playing any other killer if you don't have BBQ on them. You already have it on Bubba and he's very good except at the highest level, and even then he's ok. Focus on getting BBQ 3, then just use him as your BP maker until you're comfortable enough with your build to start building up your other killers.
The sad fact is, is that you you'll need upwards of several thousand hours to cap out all killers and survivors without prestiging. Maybe half that if you just concentrate on the killer side. If you don't have that time, then just focus on a couple of your favorite killers first, besides Bubba, just to break up the monotony.
I understand what you mean, but i still find important to warn him about those, but yeah, maybe the graph was i bit to much. Because, like i said, if you use a brown offering and you don't get at least 6k in that categorie you actually LOST bp on your purchase, and since he really want to optimise his gain, I thought that he should be made aware of that.
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Yes, character and perk helps a lot, i usually play doc with BBQ/distressing/Beast of prey/hex:TOHT and i rarely gain less than 50/60k per game without offering.
The only thing i would be a bit carefull about is the BP offering, especially the 50% one, I made a post about it a while ago and they can sometime be a detriment to our BP gain, even more so while playing survivor since you only pay them back if you get 6000k in the chosen categorie, which isn't always that easy to get with survival or altruism.
@RoaderFrost said:
Try to use all that you got to maximize points and minimize amount of BP you use. Build your economy :)
Bonus codes? Great!
Rank reset bonus - Good.
All offerings that provide % bonus to BP - good investment.
Shrine perks that you have - if you don't need other perks from the Shrine or save shards for the skins it's 50/50.
Economy perks
- BBQ and WGLF - are great.
- Beast of Prey - underated, but still can be used.
- Distressing - can be extremely good for some killers and not worthy of attention on the others.
- Hex: Thrill of the Hunt - never used, but guess it's extra points while slowing down boons.
- No One Left Behind - situational, can get you killed :)
- Prove Thyself - not good, but ok for the start, just avoid hiding in the lockers next to gen.
Most important - personal goals.
"I want Prestige 3 Ghost Face" is more doable than "All Killers 50 with meta perks".
Edit: typo
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Every RNG element of this game makes for a balancing nightmare, if you want a game to be balanced, you need to remove as much variable as you can so that every match result is as consistent as possible every time, which isn't the case for DBD:
Gens/ survivor spawn have the potential to be either godlike or god awful for both side.
Tile spawn also change the gameplay too much, like on some corn map where you can get shack into infinite junk pallet into long wall or shack into nothing into TL. Same map, different potential for looping.
Map luck, if you get red forest as a no mobility killer the odds are already against you before the match even start.
The power difference between an efficient soloQ and an efficient SWF with comms are miles apart.
If they are included in the discussion, Item for surv and addon for killer can change the whole gameas well as the killer power itself.
Totem spawn have the potential to render hex perk useless.
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While it would be a good idea, i don't think something like that should be implemented in the current game, because at high MMR, proxy-camping is one the only viable strategy for some killer with no mobility. This idea would even further widen the gap between high tier killer since they all have some sort of mobility power, and the no mobility lower tier killer.
I also have some problem with the range requirement because that would mean that on most small map/indoor map, there is a chance that you will patrol close to the hook without paying attention, slowing down the hook process (even more so on map like the game or midwhich).
Also, the main problem with the "meta" strategy of this game is that they feed into each other, survivor "genrush", so the killer camp and tunnel to secure their kill, but since they camp the survivor need to genrush to avoid giving other kills for free. That's why your idea is good but won't be ideal for the game unless we do something to incentivize both side to change their actual meta/optimal way to play.
But if we are strictly speaking about the toxic facecamping then yeah it is a pretty good solution.
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Enough is enough (survivor perk)
Your teammates inefficiency pain you more than the killer's blow.
Each time another Survivor cooperating with you on the same Generator fails a Skill Check, Enough is enough activate.
Press the Active Ability button near a teammate to punch them, afflicting them with the hindered status effect for 30s.
"If someone break your heart, just punch them in the face." - SoloQ player
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If the injured state was to be reworked (very unlikely) it should, in my opinion, have to do with their objective.
It's a idea that just popped up in my mind so it highly likely that it is dumb or i forgot tons of potential scenario but here is how i would rework the injured state:
Something like a slight penalty to every interaction beside vaulting and healing, unique to each survivor (dwight is injured only dwight gets a penalty), that way, being healthy actually does something for you beside being 2-hit and slightly louder. Of course, all regression perk should be tonned down a bit since all killer would have a passive slowdown base kit, but it would actually promote a playstyle where the killer want to chase different survivor, so maybe a bit less tunneling (i am not really trunsting myself on that one).
And of course healing item and self healing perk should also be slighlty nerfed (in my opinion long overdue for the item but BHVR), once again to promote a playstyle where survivor need to interact with each other beside unhooking and sometime working on gen together, maybe making them relocate to get a heal which even further give chase opportunity for both side.
And if we are lucky perk like aftercare, bond, empathy, better together/situationnal awareness and blast mine could be more viable because soloQ survivor would want to find each other to heal.
If we make it so that the broken status effect doesn't activate the penalty, it wouldn't make plague or legion that op (maybe legion, but i think a buff for him is long overdue so it wouldn't bother me that much unles i missed something), and make for the people a strategic decision since you can trade a life point to delete one penalty for 60s.
tldr: Turn the injured state into a passive slowdown that would get survivor to make more teambased strategic decision (andalso the killer on a smaller scale) and force movement around the map to hopefully change the "rush gens" / "tunnel one guy to death" type of game.
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Just like some youtuber said (maybe Scott?), the problem of CoH isn't the perk itself, it's the uncapped healing speed that allow those 4 sec heal. If you cap the speed at 100% or don't bring anything with it, it is a 16 sec infinite selfheal, which would still be strong but not that op i think.
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2611482#Comment_2611482
So you want fun in a competitive game without effort, which for you means winning but not actually being challenged.
Lol.
When did i mention i want to "win" without being challenged? I even said at the end of my post that I "purposefully let you get a win" which mean i let survivor escape and give up my "win", don't twist other word to suit your point...
I didn't know that, not wanting a sweaty match meant i want to win easily. By reading your answer i feel like for you, winning = having fun. You need to stop thinking that everyone is like you and share your opinion.
I don't care as long as i feel that i was confortable while playing, for example if i made good read on the killer or good prediction as killer, i don't care if i escape or get 0k. Which of course i can't do in high MMR since most match are all pallet are predropped and last less than 5 min if you get an unlucky survivor spawn.
And yes, let's think of dbd as competitive, an asymmetric game where your chance of winning are mostly ruled by the RNG of the map.
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@FrndlyChnswSalzmn said:
What is a 'sweaty' game? Why even play if you aren't going to try? I don't get you people.
"What is a 'sweaty' game?"
I consider a game sweaty if i need to give it my all, strategically and mentally. By mentally i mean just high level play where you are always thinking about your choices, for example "if i do x i could give up y but then z will happen", since i play video game to relax, the only thing i want is a permanent need to strategise to even hope to get satisfactory results.
"Why even play if you aren't going to try?"
In my case, it's because i value having fun above going all out every time and "winning". And i know for a fact that, if i always do my best and try to win regardless of how i feel, i will burn out in no time because that's not how i want to play every time. So to avoid that i always have some killer where i only do dumb stuff to still take time and enjoy the game. I do enjoy a "sweaty" match from time to time, but i don't want it to always be that way.
"I don't get you people."
From my point of view, i could ask you the same thing, why would you try every game even if it means not enjoying your time playing it? Just because you like playing a certain way doesn't mean everybody does too. But we still need to respect each others opinion. We purposefully let you get a win, it's not like we just facecamp you to get 1 kill every time.
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Doctor is pretty balanced in my opinion, the only thing that i would change with him would be a wraith treatement, like buffing his therapy range by 1 or 2 meter and decreasing it by 1 or 2 m on his addon, and maybe do the same thing with the delay so that you don't need to shock that much in advance but not by much, just enough so that he feel nicer without electrode addon.
Beside i've seen everyone talk about his chase aspect, but we shouldn't forget that he also has the best basekit information gathering, doctor is the only killer where you can enter a game with no information perk and still know where survivor are pretty easily, even easier if you bring the right addon. I can't even count the number of time i saved a gen because of that. With that much information throughout the game of course he will have a reduced lethality compared to other killer.
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From what i understand from the MMR system, didn't they run it for already a few month before implementing it? If that's the case, the system isn't the reason you are with newer player; it's either that you didn't play enough during that time, you got unlucky result during their "experimenting time" or you aren't as good as you think you are, the third option being the least likely since you said you can run the killer for quite some time.
If my information is wrong then refer to the other comments for helpfull tips.
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For me this perk will be, like a lot of other perk, a situationnal one.
Like some said if you need to run to the other side of the map each time, it may be detrimental, but if you find a totem just outside of the killer patrol route so that it's close enough to go back and forth but somewhat far for the killer to go each time it could be game changing. But then again, for some player a perk is either strong or useless, so i guess we will see people complaining for some time if not until nerf.
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I think that lot of player forget that the game isn't over until everyone is dead or has escaped, so there is no need for some perk to deactivate in those scenario.
If we twist this sentence, we could also say that adrenaline shouldn't activate in your scenario because you are downed and the last survivor alive, but it still does, because the match isn't over yet and its condition are fullfiled for its activation.
I understand that it can be annoying from your point of view, but let's take an hypothetical scenario in which you arrived at the gate a few second earlier, few second that allowed you to escape. The killer could also complain that a second chance perk, here being adrenaline, took away his kill.
Or even better, let's say you are one of the rare survivor that run the god tier perk named wake up, if we follow your argument from this post it is considered a "skillless" perk, but would have allowed you to escape with no input on your part, should we nerf it?
Also fun fact, resilience speed up every action by 9%, including opening the exit gate. For a full gate, that bring the opening time from 20 second to 18.2 second, so in your case, it would have been close but there is chance that it would have given you enough time time to escape.
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For me it's simple, i chose 2/3 killer on which i will never try to win or sweat and only do meme build or dumb playstyle. That way my MMR for those killer are tailored for meme gameplay and i very rarely go against sweaty team. And if there is an instance when the gens get done and there is 2 survivor left, i make "mistake" on purpose to let them go, so that my MMR barely move and i know that i have those 2/3 killer for when i want chill, fun game.
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Rank doesn't mean anything for the matchmaking, it only represent how much you played this month, you could be the best player in the world and you will be ash 4 if you don't play for a month.
Beside, you forgot to say what your average kill rate is now. We know that before you got 2/3 kill, how much did those number changed? just because you are matched with iri player doesn't mean you instantly lose, so it doesn't tell us anything about your result.
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@QwQw said:
Iron Hard Dead Will.
Iron Dead Hard Will.
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If you mean more than 10 sec litteraly, then just hold w, unless the killer has a dash or a ranged attack, it will take 20 to 30s for them to hit you twice. Talking about dash and ranged attack, learn the specific of each killer.
Other than that we can't help a lot without seeing you play, but i would say always check your escape route while you move or when doing any action. Depending on the layout of the map you can sometime see tiles that can be linked together that you would not see during a chase because you are busy (even more if you are not confident), or the opposite, you can see where dead zone were made in order to avoid them later.
In any aspect of the game, information is key. If you prepare for the chase BEFORE it happen, it will help you a lot for when the killer find you.
Did the killer found you while you were moving? Well that's okay, because you searched your surrounding 5 sec ago and saw that there is a usable tiles on your left.
If you weak point isn't information gathering but the looping part, unfortunatly, i think that you can only play and hope you improve with experience, try to catch some patern in the killer movement, does he often moon walk, how often does he double back? For both side, looping can be difficult because you never know how your opponent will play before you go against them. I sometimes play worse againt a killer that just hold W because i expect them to do mindgames and end up mindgaming myself.
The other made great point so if you combine a bit of everything here you should have the basics covered.
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I love that, with the amount of complain this community have, you could start the bingo near an update or at random time during the year and still manage to fill a good part of the card pretty easily.
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@MrCalac123 said:
Disarming traps should come with a difficulty skill check. You are LITERALLY sticking your hand into a bear trap, you deserve to be punished if you mess up!
Yeah, i think that either the overcharge skillcheck or the yellow glyph one should be basekit when dismarming a trap, and if you miss it you need to try again and maybe the killer could receive a notification? (not sure about that one since it could be spammed by the surv to become obnoxious).
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First of all, is this a bait? because it's worded like one.
Secondly, rank doesn't have anything to do with matchmaking anymore, so a player being ash IV or Iri I Just tell you how much they played this month nothing else.
If you really get matched with beginner in most of your matches, it may mean that the game juged that you have the same level as them. And for the killer, you could have been unlucky and went against a more experienced player trying a killer for the first time, thus putting him against weaker survivor relative to his "ideal" MMR.
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@Ssajbambusa said:
- Doesn't help killer untill the very end
- Can be cleansed
- It's possible it won't even proc, because it's super easy to cleanse all totems with Small Game or Counterforce + map. Also cleansing all 5 prolongs the game by 20 seconds, so yeah...
- Killer can still be looped easily unless it's Nurse, Spirit, Hag or Slinger
- Was nerfed twice already
How is it a good perk?
I wouldn't say that noed is a bad perk.
- If you bother to cleanse totem to potentially prevent a noed play the perk already did its job since you cleanse dull totem instead of doing gens (different for hex totem or inner strength user).
- True
- Also true, but you need to realise that cleasning all the totem take 70s, if you add to that the walking and maybe the searching time if you don't bring totem related perks, a solo survivor could have done more than 1 generator instead of cleansing.
- More or less true depending on the skill level of the killer. If the killer has a good read on you or mindgame, having noed on top could be quite strong, or it could be useless if the killer can't loop.
- According to the wiki the first "Nerf" is either the 1% speed decrease or it being on a totem instead of being 120s and the second is removing a 8% attack recovery speed, also, that last nerf was in patch 2.3.0, so nearly 3 years ago, i think that we can ignore the nerf and say that this perk remained unchanged for a long time.
- Can be true, but refers to 3.
Well, maybe not a lot of players bring those perk because they don't care about countering noed, or they are too addicted to other perks, i have seen both.
But what if some survivor wants to counter other thing, like stealth killer or prepare in case other won't heal him and for tunneling:
spine chil, medkit and maybe a healing perk, ds or BT.
And with that, just like you, their build is centered around the problem that THEY juged the most bothering for them. If noed come after those problems, they won't have any spot in their build for totem perks. But i agree with you that if someone complain all the time (like all the time not for an hour after being beaten by it) about something, they should probably try and counter it.
Also to refer to the screenshot, it is only my opinion, but i assume that anyone that shame other for running noed or say that it is strong is somewhat entitled. Noed like all hex perk, is high risk / high reward for both side. The killer equip those in hope to get value and that they aren't gone in second. And the same for survivor, you judged that the killer had too much pressure and don't want to do totem well, go for it, but you could expose yourself to a noed play.
While i know that it isn't as simple as that, it is how it works.
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I may be thinking too deep into this, but maybe they are hiding the number to avoid the crazy player that will experiment with every aspect of the game to come up with an importance chart of every possible action in maybe a month.
Because if that happen we will, with time, go back to a matchmaking somewhat similar to the old one where some player abused the system and are now way above their skill level. It's a dumb thing to do since you can't see your MMR ranking, but i'm sure some player would still do it.
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@Schardon said:
Guys..SBBM has been out for a day now... give it some time.
MMR Systems don't get implemented and just magically go BRRTT and every game is balanced from the get go.
MMR needs to adjust itself over a decent amount of games.
I'd say give it about 50 games and you should usually start to see an effect and get even better over time.
That's how it should work at least, we'll see if it does.
Exactly, MMR systems always work like that but just like always, player are slow to understand, quick to complain.
Furthermore, the player that complain that their matches are too hard may be the one that got carried in by other in the old system, so even if they played casually they are what we could call "boosted player" and will need just like you said quite a few match to realign their MMR with their actual skill level.
This is the same logic as nearly every new killer receving a nerf or buff thread after the first day in the ptb.
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Imo it depend on a lot of factor, what killer, with which perk, on which map, against what type of survivor?
If you have a full slowdown nurse on a map good for her against an average solo team, probably killer sided.
If you have a meme build clown on the gideon meat plant, against a 4man swf, probably survivor sided.
But hopefully, if the new mmr system work as intented, the only think that will come into play balance wise will be the map and if the killer changed his build from his usual one.
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@SonicOffline said:
https://forum.deadbydaylight.com/en/discussion/comment/2475364#Comment_2475364
You’re still not doing gens, and it’s functionally the same.
You are misunderstanding the point, they are funtionally the same, but it's all there is to it. With the RBT, the time you spend searching the box is put so that you don't die from it at the end of the timer. In NOED case, you can spend the time to cleanse all totem just to discover that the killer didn't have NOED, you could, in a sense, say that all this time was "wasted".
Hypothetically, if the RBT got changed into: The timer starts after gens are done only if the killer put an new iridescent addon, i can assure you way less player would search for it immediatly, and just like NOED they would wait for it before searching.
What i'm want other to understand is that, in some cases thinking "just do bones" could be more harmfull than not doing any. But whatever we think, in the end it just come down to the player wanting, or not, to take a risk with facing NOED.
Also I'm talking about the pre-endgame when you don't know if NOED will be in play. If the gens are done and NOED is confirmed then there is no right answer, it will change with eachmatch situation.
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@MadLordJack said:
Fun fact: Trying to cleanse all 5 dull totems is literally one of the stupidest things anyone can do in DbD while still pretending to be helpful. Everyone encouraging survivors to "just do bones" is being extremely deceitul and probably doesn't even use NOED, because it's common knowledge just how much stronger wasting that much time is.
Exactly, doing all totems without even knowing if the killer has NOED or an hex perk. Just the cleansing time alone is 70 sec for all totem if you add the search and travel time even with a op map or dectective hunch means that you could have done than an entire gen or more by the time all totems gets done, in a balanced match it might be time that you can't afford.
@SonicOffline said:
https://forum.deadbydaylight.com/en/discussion/comment/2475281#Comment_2475281
So is it ok to stop doing gens and find a Pig key?
By pig key i assume you are talking about the reverse bear trap, so correct me if i'm wrong.
The difference is, you stop doing gen and start searching for the key because you know you have the RBT and that sooner or later it will activate and kill you, but you don't know if the killer have NOED until it activate which could make you lose a lot of cleansing time for maybe nothing.
NOED is the same type of risk/reward that some killer are willing to do while slugging, trying for DS, if you are willing to take the risk, rush gens, if not, cleanse totem.
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In my opinion, NOED isn't the problem in most case. It's the fact that most killer who bring NOED use it in order to gain hooks or maybe even kills that they wouldn't have if not for this perk.
If i ever see a killer get 6 to 8 hooks throughout the game and has noed? I won't be mad, because had he brought a perk usefull for the early/mid game, maybe he would have a kill or 2 already and would have snowballed from that, preventing us from completing the generator. But we won't remember those player, because maybe 80% of noed user do so to overcommit to chases or ignore pressuring gens, you know them very well, it's those killer where you can smell the NOED incoming before the gens are even done.
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@Jasix said:
https://forum.deadbydaylight.com/en/discussion/comment/2473425#Comment_2473425
You can still play your fun build - what you are saying is: I wanna play my fun build and win. There's absolutely no guarantee you can play with a fun/meme build now on either side and "win". There will be nothing to stop you from playing your fun build with sbmm - except you.
You are somewhat right, and i think that maybe i didn't express my point good enough.
I'll take my specific experience to illustrate so it may not be worth a lot to weigh my point.
Let's say i use a meta build on doctor and get to my highest mmr with him.
There are also time where i enjoy playing anti heal doc with the game offering and watch some beginner self care for ages through the wall with nurse calling, even if a gen get done for free. With the new system, while playing doctor i will mainly go against player of my highest mmr, which mean that they probably won't heal much and focus gens because their playstyle is most likely ruled by the slowdown meta that most killer will be using, and now the build i have the most fun with while playing doctor is just a less effective build with the same player that won't do the one thing i want to see.
So, you are right, the thing that will be stopping me from playing fun build is myself, because i won't play a "fun" build just to have the match end in 6 minutes and get t-bagged at the exit gates.
You need to realise that wanting to win isn't the only reason some player want easier matches. By that logic player wanting a different mmr on every killer is just them wanting to win game with a killer they suck at, but the real reason is that they want to train in less stressfull matches and then slowly climb as they become more experienced.
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What is bothering me is the fact that if you play and win some matches with a meta build (full slowdown for example) you may lose the opportunity to play "fun build" with that killer because you will go against survivor that are at your "sweat", all out level and not your fun level.
But with that said i didn't play much recently so maybe i'm worried for nothing and there won't be many problem.
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Because some killer get countered by some perk or item:
Wraith: bring spine chill and a flashlight, or even SB, wait last second and the killer either waste his uncloak or stop it to do it again 10s later, in any case, you most likely gained enaugh time to get to a loop.
Nurse: dead hard, maybe kindred to know where she go after an unhook.
Legion, plague: dead hard and maybe resilience.
And the list goes on.
While for the survivor you can only see their profile and item which tell you nothing about their playstyle other than maybe a key or a commonly used skin.
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@God_Prof said:
I think it is more important how SBMM calculates rating. And I think camps and tunnels are simply the killer's choice, and if you do camps and tunnels, it's just the survivor plays harder games. If there is a killer A and B with a completely identical skill, B who do tunnel and camp and A do not, but a killer B will be better at killing, and a killer B is more likely to 'win'. Then what's the problem with the B killer getting a high rate? He actually wins the game better. That's why he's rated high. In survivors' point of view just not want tunnel or kill in high rated skill. If including tunnel and camp in calculating rating, then low rated survivors will suffer harsh camp and tunnel with high skilled killer but 'miss calculated' cause camp and tunnel.
Likewise, let's say the A Survivor Squad is a casual squad that plays with chatter, and the B Survivor Squad is a squad of thousands of hours that uses a lot of items and briefs games. The B Survivor Squad will have a higher escape rate, and the B Survivor Squad will be up against a killer with stronger and better skills. However, you should consider giving a Solo Queue player a reward or an Advantage reward to a killer who is competing against SWFs. including displaying the SWFs in the lobby.
In terms of competitive games, this is not wrong at all. However, I don't want to discuss whether DBD is a competitive game or a casual game. And also a casual game can't be a good idea for all players from rank 1 to 20 (Bronze to Grand Master) to play together.
If you don't use meta puck, don't camp and tunnel, and enjoy a weak killer, your rate will fall and naturally match potatoes. If you don't do Gens, your looping skills are bad, and you don't do something, you'll naturally play with killers with bad skills.
It is a natural thing. However, I don't think you actually went through that during the SBMM test. Because the current SBMM system is by no means ideal. Therefore, I shout that the SBMM system needs to be improved. "Of course" SBMM is better than the existing garbage rank matching, but it means the current SBMM matching of -7 stars is better than the existing -10 stars rank matching. If the -7's SBMM system celebrates with pride and self-congratulation, "that's exceed their expectations," the match will be broken again. So I want to introduce a better system, more complementary than -7. The current SBMM still has a long way to go. In addition, other systemic supplements (SWF problems, displays of rates, etc.) that need to be followed by SBMM are not fully resolved yet.
Taking your survivor squad example into acount, i wonder if there is a difference between your solo queue and squad ranking?
Because even in your A survivor squad, you will most likely have a better winrate, even with non focused teamate, just saying "i'm being chased" and "he is in main building" once in a while will be game changer.
If someone play solo and with friend 50/50, i wonder if it could detoriate the player solo queue experience.
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While the new system will greatly improve match regularity and will most likely fix a lot of problem the curent matchmaking create, i only have 1 problem with it:
Being put against player as skilled as you mean you'll need to be at your best every match, be it in the playstyle or the perk used ( a slugging full regression whatever will always be way stronger than his meme / non regression counterpart).
There is nothing wrong with that, but i sure as hell know that i don't want to nor will be able to play at my best every match. I don't mind losing but i don't want to enter a game where i lose my chance to win in the first 10 sec because my perk aren't one of the 6 meta one.
A "ranked" mode is only fun if you have fun in playing sweaty or if you can do other thing to relax, that's why some game have a "casual" mode beside the ranked one.
I'm pretty sure that, in the higher MMR, you will see an increase in afk killer because some will want to lower their MMR to play like before, making the medium MMR The current green/purple rank where killers deliberately go to win easily.
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@SloppyVoldemort said:
https://forum.deadbydaylight.com/en/discussion/comment/2455314#Comment_2455314
Noed already has a condition to activate, survivors not doing totems.
The only thing bothering me is the facecamper using it to gain aditionnal kill, that's why i wrote this idea.
But other than this specific scenario, i agree with you, Noed doesn't need any change.
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NOED is fine within its intended use. But just like some perk on both sides (the other most infamous is DS) player abused them to get rewarded out of a mistake or lazy play.
So yes, NOED is fine, but need some condition to activate just like they did with Mettle of man or DS. Just as a rough idea, something like 15/20s per new hook and the current NOED after 6 progression hook (no forced hook stages) that way, a facecamping killer will not get a lot of time to secure kills but a decent player could make use of it if he performed well during the game.
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The majority of survivor are nice or neutral towards killer, it's just that we tend to remember the toxic one a bit more, and that the "nice" survivor gesture aren't as obvious. for exemple, if i see that a killer is strugling, i will most likely do totem or chest so that he get a bit more time to do his thing. And if he was clearly outmatched, i may give them a kill. But when it come to toxic player, they can only do their thing in our face so you can be sure to see or hear every bit if their action.
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I would say leatherface.
We see him facecamping so often that some player forget how oppresive a good bubba can be. Even worse with good add on and bamboozle.
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TLDR: Tried the new MMR on a new account with my weakest killer, got paired with player of my skill level after 5 matches.
I commented yesterday about how i just started a new account for 2 friend and we got matched against a strong player in our third game (we got destroyed, 2 beginner and 1 experienced against a 1500h experienced killer).
So i thought i would try the killer side. I decided to play billy and nurse, the only killer i have been too afraid to try on my main account so that i can take my time with their power and practice while the baby survivor do their thing. Of course for 4 straight game, i got a 4k because even if i was messing around all match they stood no chance during a chase since they were new (the player with the most experience during those matches had 40h i think).
From the 5th match until now, all my matches had at least two 500h+ player in it. While they are my skill level, i don't even know how i got from 40h player to 500h+ in a game. If i was just a beginner with some prior knowledge of the game i would have gotten bullied like hell in those matches even if know that by getting no kill in those matches i would have returned to playing against weaker player).
I am not complaining about the new system, it's just that while the MMR seems to kinda work, from a beginner point of view, the change seems a bit too big for the learning curve.
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@TheMadCat said:
https://forum.deadbydaylight.com/en/discussion/comment/2428595#Comment_2428595
But how she was? I have 1300 hours and I'm unable to play Killer correctly for instance. I think I played 10 hours of Killer, and each time, I only equip BBQ for some BP.
I've met a very, very good Nurse with only 100ish hours. Hours count, of course, but not all the time I think.
I can't say for sure since my friend got destroyed, making the game relatively short. But i would say she may have been between rank 4/6 in term of looping, or at least she knew how to mindgame and loop as huntress, which i don't often see even at those rank.
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I just created a new account to play with 2 friend that just started playing (didn't even finished the tutorial when i entered the call), because i didn't want them to potentially go against a red rank killer. Well, that didn't really help considering we got a 1500h huntress on our third game.
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Because most of the time, if a survivor brings a map offering, they want to sweat and win/bully, while when i see a killer bring one, it is most likely to do a silly build like scratch mirror myers or anti-heal doc (even if anti-heal doc could work on most map).
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The bots in the tutorial are made to make you play a good game. Even if they are able to, you will nearly never see the bot trapper snowball the game, and the bot survivors are (most of the time) made to come get you off the hook.
What would you think as a beginner if the bot killer 4-man slug the team or if your bot teammates let you die on first hook. They are programmed to let you experience the game in a rather slow and enjoyable manner for a first timer, while a red rank player want to win/have their own fun and most likely don't care about what you think.
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My dumb theory is that, since DBD is one of the few game where you are allowed to only play 1 side, the result is, that we see a lot of player that never play the other side for some reason (too difficult, not having fun…). So by doing that they tend to think that the game revolve only around their side, thus forgetting that both side need some type of fun to continue existing. And if you couple that with a bunch of egocentric brat, you get this type of reaction, because from their point of view, the other side didn't respect them, who are supposed to be the "main character" of the game.
That could also explain why this community is more angry to each other than toward game related mistake, like balance, missplay, outplay.
Another game that has this mentality that i can list from the top of my head is League of legend. Since you are allowed to only play a certain role (adc, mid, top, jungle, support), we see the same type of reaction: "our top feed", "mid role is too strong"," our jungle never helped me".
In both of those game, players tend to project their mistake and anger toward the other role due to the lack of empathy toward them because they hardly have any experienced being in this position.
TLDR: Them getting angry at you is like a kid being angry at his parent, he has never been one so he doesn't understand their choice.
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Survivor: Jill, i just like her style and also blast mine is way too funny to use for some reason.
Killer:
- wraith: I've been playing him since 2018 and i will probably never stop playing him
- demogorgon: If i'm feeling fancy, he is my boy
- Doctor: I really love playing anti heal doc, one of the few easy build where i can pressure survivor without bringing gen regression, and also i just put nurse calling as my 4th perk and just stare at the survivor desperatly trying to heal behind cover
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Just play like a lot the competitive player. If you see a hint of the killer coming toward you, start running, even if he is still 20m away. You won't be the most efficient on gens but the killer will need to waste a lot of time just to catch up, when he is close branch of to the nearest pallet/jungle gym do a loop or 2, drop the pallet, repeat until you are down or the killer give up.That work even better if you have a good set up close (strong building, good junction of multiple tile).
If you do that, be aware that if your team isn't at least a bit invested in gens you will just drain your ressources for late game. But if the killer over commit, you can easily keep him busy for at least 1 minutes just by holding W and predropping a pallets every now and then.
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Even if your wish to nerf SWF come true, how do you want to balance it? Why should the 4 friend messing whith each other after work get the same debuff as the 4 man depip squad? Because essentialy the first team may be even weaker than a solo queue, but they will still get nerfed because some player are annoyed about the 10% of swf that are efficient.
When will this community understand that it is by bringing solo closer to swf by giving them more information (kindred teamates aura base kit, indication that a survivor started a chase ect.) that then we will be able to buff killer accordingly, thus making them have a better chance against those efficient swf.
So in answer to this post, yes, nerfing swf will make the game lose his playerbase, because most of the team that will be nerfed are those that have nothing to do with the problem.
