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Dino7281

Dino7281

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Dino7281
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  • @konchok said:

    Calling a perk that hasn't come out OP is like saying that the next killer will be twice as strong as nurse.

    Thing is, that I can't imagine effect that would make it balance. It would be either useless and not worth hex, or broken and make killer's life hell.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2505357#Comment_2505357

    I agree with you. The queue times for Killer are massive, which indicates that there's a whole lot of Killers or there's a large amount of Killers at my rank.

    If the top half of MMR is only a few SWFs and the bottom half is a large amount of mostly Solos, then that shows that the majority of survivors can't compete at the same level as the majority of killers.

    Longer queue times for the majority of killer players because there's only a few SWFs out there that can compete. While solo survivors are only able to compete against noob killers.

    Maybe that is because as killer you can't lose MMR, because your team-mate is useless.

    Your MMR is based only on your skill. Survivors often have handicap (another bad survivor).

    So what should be looked at are not killer's slowdowns, because games at high MMR would go to even deeper ######### hole without them.

    Problem is soloQ. I have been saying for some time. Just give soloQ information that is easily shared as SWF, so it doesn't suck that much for them.

  • @UnluckyDucky said:

    https://forum.deadbydaylight.com/en/discussion/comment/2510211#Comment_2510211

    it doesnt make sense why wraith needs to move at mach 10 while cloaked though. like dude youre ALREADY invisible, why do you also need to move faster than anything else in the game? like legion literally only gets 1 thing--run fast. and even THEN he's not the fastest lol. like i dont get why the developers literally make only 3-4 killers viable

    Legion can attack, Wraith can't -> he needs to uncloak first, which can be abused a lot with windows and palelts.

    I mean, Legion is definetly worse, but Wraith is not OP killer by any means.

  • @Rescultir said:

    https://forum.deadbydaylight.com/en/discussion/comment/2509662#Comment_2509662

    Yea I think the Adept should be "kill 4 people, here's your achieve" just to get it out of the way since all you have to do with a survivor is escape

    The only reason they reset it now is because of the blood point reward which is dumb

    250k is nothing... I doubt anyone who have more than 500 hours in this game care about it. I hoped they will give charms or something to show off.

  • @Emeal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2509652#Comment_2509652

    Grade system is not useful, BHVR should remove it from the score screen.

    I would link it with MMR and disable resets.

    Only way how to tell, what is your MMR is based on hours played of players you play against, which is bad. That is probably even less acurate than rank used to be, but it is best we have atm.

    Well, sooner or later will someone create web app, where you will be able to find your MMR in your profile data, so we will see.

  • @Rescultir said:

    https://forum.deadbydaylight.com/en/discussion/comment/2509649#Comment_2509649

    exactly, they could have also overhauled the pip system to match this as well but idk I just want the pip system to actually do something. Probably a broken dream, rip 🙏

    I think Grade system is bad and is not helping current sweaty situation, because lot of players want to climb rank asap, so they can flex on others for rest of the time, then reset and here we go again.

    I would link Grades with MMR and disable resets.

    Problem is that they need to keep pip system, because of adepts and this is only way they thought of using it I guess.

  • @Emeal said:

    @Dino7281 idk if one loss is enough to lower MMR that much.

    Probably not, but better than nothing. Well, looks I need to "test" killers more... I am in Iri 1, so I can't drop, so I don't care anymore.

    Grade system is bad.

  • @Rescultir said:

    https://forum.deadbydaylight.com/en/discussion/comment/2509615#Comment_2509615

    The MMR is based on kills, escapes, and match time. Now I have no idea how match time can possibly even calculate with the killer because even when I get 2k with all the gens done the MMR still seems to go up for me so the only way to counter that is to bring corrupt intervention but I still only think it's based on kills for the killers and if that's the case then the devs have just stated that the win condition is escapes and kills.

    MMR should have been based on the pip system but there could be reasons as to why that would be a bad idea that I am not aware of

    because pip system is bad?

    It is unfair for some killers. Double pip is way harder on Exposed killers than m1 killers for example.

    It is bad for survivors, it doesn't really reflect how well you played, because it forces you do things that don't actually have to be best thing to do at that time.

    I am not sure, if pip system is worse than kill / escape system tho. Both seems bad to me. There is lot of factors they could use and we know that game tracks those data, because some of it is used in pip system.

    We could track hooks, protective hits, save unhooks, chase duration, game duration, pallet drops.

    How I would determine survivors MMR -> I would care about gens, chase duration, number of protective hits, number of save unhooks and time you had not on hook (so you don't get punished for getting camped). I wouldn't punish that you didn't do something, but reward for doing something each, or doing something a lot (1 chase for 5 gens).

    and for killers -> kills, hooks, avarage chase duration, game duration and time near hook.

  • @Emeal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2509622#Comment_2509622

    I dont bring strongest perks or addons. I just keep trying, if I lose a game, its not my problem.

    I didn't say you did it.

    Alternative way for me is just ignore everyone and test alone I did it with Oni yesterday. It lowers my MMR, so win win for me.

  • @Emeal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2509608#Comment_2509608

    It did when I started to play Pinhead. I took me about 3 matches to get similar Survivors.

    But I also want to raise a point that you can learn alot from good survivors and not much from bad survivors.

    You can learn overall information against good suvivors better, but how to use your power you need to train yourself.

    The way how I did it, was bring strongest addons and perks, kill 2 survivors on 4 gens and then let last 2 survivors finish gens, while I was running around map testing how to use power properly -> Blight (randoms sometimes helped me actually, kinda wholesome).

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2509596#Comment_2509596

    Yeah, but you should expect the other side to bring the good stuff. I mean, you cannot expect to go into the game as Ruin/Undying/Tinkerer Blight with Alchemist Ring and Speed Add Ons and go against Survivors with Meme-Perks. Because you will obviously win many games with a loadout like this and will go against Survivors who also win most of their games.

    And this is only fair IMO. If someone wants to use really strong or even broken Add Ons, they should get the respective opponents.

    Well, but you are acting like using 0 perks will affect what other side brings.

    They are going to use meta perks no matter what I do.

    I got into high MMR with Legion using BBQ, Pop, Enduring, Spirit fury. I don't say it is bad build, but definetly not best meta build I can bring. Problem was it some point survivors just knew how to counter Legion and it was really hard to play. I had to play around 3-gen every game.

    So I just started to use Blight, so I can chill with him. Survivors same, but better killer...

    Atm best way to determine MMR is to see how many hours have others played on avarage, which is sad, because it is probably even less acurate than ranks. They should just show MMR imo.

    (my avarage what I play against is 2k)

  • @Emeal said:

    This has already been suggested countless times. Its one of the reasons we now have MMR.

    MMR is made to secure you as fair as possible experience in Trials.

    You should be able to join normal matchmaking and learn without a problem.

    Not really. It seems like your best killer boost other killer's MMR.

    I definetly didn't see difference between survivors I play against with my mains and with Pinhead.

  • @DaBawb said:

    https://forum.deadbydaylight.com/en/discussion/comment/2488730#Comment_2488730

    The difference between DBD and most other games with an intense ranking system being, DBD is not that mechanically difficult to play. Like at all. Especially for survivor, where 90% of the gameplay is holding m1. I go into a game like League and the game is so in depth that I can play an easy mode character like warwick and still be learning things with him all the way up to diamond. DBD it's like not really, you get to a safe loop with Bubba and you hold W after the survivor and that's that. I would go out and say a silver level league player is good enough to play DBD at a "high level" no problem with most of the killer roster.

    The MMR system just highlights how incredibly poor the balance is (we all knew that though).

    The implementation is also poor. The other games with similar ranking systems don't have loadouts you carry game to game. If i'm at 1000 MMR, and there's a 1000 MMR survivor who uses no items and the 1000 MMR survivor who uses a key every game; how is that balance? It only gets more blatantly broken the higher up you go.

    "The other games with similar ranking systems don't have loadouts you carry game to game."

    That's BS.

    So you want to tell me it doesn't matter in moba games, what champion you main? Especially, where there is always small meta and rest sucks. I gave up on LoL years ago for Dota, so maybe they learned how to balance, but I doubt it.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2488689#Comment_2488689

    Nah. It is just, if someone wants to play the strongest Killers (most likely with the strongest Build), they should expect to get good Survivors. Even with Rank-Matchmaking I never understood all those complaints - people were playing at Rank 1 and they expect easy games? They should go against the best players. This was not even the reality, because the Ranking System was horrible.

    But now, you cannot really complain about sweaty players when you are sweaty yourself. Players who bring strong stuff should face strong opponents.

    https://forum.deadbydaylight.com/en/discussion/comment/2488678#Comment_2488678

    If you just want to play what you want, just play what you want? It might be possible that you lose some games, but afterwards, you will be at an appropiate Rating.

    Problem is that it seems like your best killer boost other killers MMR. I want hard games, when I play my best killer.

    I hoped it will be actually separate MMR, so I can chill with weaker killers, but instead I have it everytime, doesn't matter how weak killer it is. You say don't bring strongest perks, well what else should I bring? It is not like the survivors will not do the same, or I will get worse survivors, when I use weak build.

  • @R2k said:

    Or add mentorship with some rewards. So players help each other.

    That would be fun. Problem is that is something impossible without talking really... You kinda need feedback for it to be usefull.

  • @Emeal said:

    Grades is just playtime. BHVR has realized this along time ago, which is why we got MMR.

    Gen time based om MMR may be a thing we need, but BHVR needs to judge that.

    Hell no. This is really, really bad idea.

    You don't want to punish SWF, because you don't want to discourage players to bring friends to dbd.

    Not all SWF are dead squads and that comes from 90% killer main, where 10% are part of dead squad.

    You also can't really nerf all survivors, because soloQ sucks.


    Best option imo is to buff weak killers, so there is more killers capable to handle even good survivors, if player is good enough.


    Making gens slower is boring and it will only make players lose on purpose, if based on MMR.

  • @Emeal said:

    You have lockers and distortion perk or you can get close to the hooking to avoid detection.

    You can also just hide behind gen... but it is too good perk.

  • @DatFastBoi said:

    Back bumps are way more frequent, you can’t scootslide (controller or k&m), and the hug tech can’t be performed anymore ? How did Bhvr made his collisions worse than they already were ? Is this even intended ? Why the hell isn’t anything mentioned about Blight on the patch notes ? It just seems weird considering McLean, while removing jflicks, made blight more fair to go against, and now that he’s not here anymore things have changed. I’m honestly tired to have to adapt to blight changes every single patch, and this just made everything worse, AND IT ISN’T EVEN MENTIONED ANYWHERE !

    I played Blight a lot and he works fine to me.

    Hug tech was removed some time ago.

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2509257#Comment_2509257

    I'm well versed in finding that weak link... Sadly I don't seem to have that weak link in my games. I used to rely heavily on it to get at least one kill but at the moment that one happy potato that made games playable is often abscent.

    Sadly when they are present they are hard tunneled into oblivion because I can't even touch anyone else so this guy is my one kill. Its probably just as unfun for them as it is for me but if you want to get more than 5k blood points its a necessary evil.

    Something has gone seriously wrong with this game.

    My survivor experience is the complete opposite, either you get chased by the killer all game then camped in the endgame (who can blame them) or you hold m1 on a gen all game and never see them, because they either fail to catch anyone or they camp that one kill because its all they have. Just pump out the gens and walk out the door.

    There is no scare factor anymore just boredom (survivor) or frustration (killer). I miss when the killer felt scary even when they didn't have 1000 hours under their belt.

    I play like a year now, so it was never really scary game for me, unless it is Ghostface, or Myers (they are able to surprise you).

    But everyone else I think of this game as the game of tag.

    I used to play in red ranks 11 months in a row and games with SBMM didn't change that much overall, but I face dead squads more often.

    Thing is as survivor I don't care when I die, I just want to have 1, or 2 good chases with killer, then he can camp me and I will be fine with it.

    But it is really stressfull and frustrating for me as a killer to face tournament level squads. Mainly, I don't know when I will face them, I just know it will come soon. That's why I would want to see grades and have them based on MMR, so I can prepare for that game (I know it is not possible for each survivor, because you would see weakest link, but maybe overall score of the team?).

    I didn't mind playing tournaments, because I knew what I am going to do and knew what to expect.

    It doesn't work like that in random games, if I try to be friendly and find out later they are all good trying to win asap, I don't have chance for come back and it is annoying to play full tryhard from start every game.

  • @R2k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2509281#Comment_2509281

    I still believe there's something needs to be done. Either buff every weak killer which is good idea, but i don't see devs are interested in, or give some overall bonuses to killers who agreed to play against swf.

    Problem is that for giving bonus to play against SWF, they would first need to show who is SWF and they will not do that, because some killers would just keep dodging and it would make queue times even longer.

  • @R2k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2509266#Comment_2509266

    Here's a problem. Being swf is fun, but playing against isn't. Swf needs to be nerfed.

    They can't really.

    You don't want to change something only to SWF, because not SWF all are same and it is not good to discourage players to bring friends to dbd.

    and you don't want nerf all survivors, because soloQ is bad enough already.

    They would either need to buff soloQ first -> best way is probably give them information that is easily shared for SWF. Then it might be possible nerf survivors in some way.

    Other way would be just buff killers -> probably not in basic mechanic way, because some killers don't need it (Blight / Nurse / Spirit etc.), but buff killers individually, so there is more killers capable to deal with good survivors, if that player is good enough.

  • @pizzaduffyhp90 said:

    https://forum.deadbydaylight.com/en/discussion/281041/sbmm-should-show-killers-are-overpowered

    I'm not trying to be rude here Sluzzy but, you must not know about oh I don't know totem perks? Do you ever use Small Game, Counterforce, or Detective's Hunch? Course you don't. Something tells me you don't play to well over all as a Survivor if you complain about killer being OP. Sure some are super good and OP and Ruin and Undying makes them better but there's stuff to help you. Why don't you ever use that stuff it doesn't make sense. If you hate Ruin and Undying run those perks it's not hard.

    He uses DH, DS, Unbreakable and Soul Guard and then complain that killer is using meta perks... Hypocrit

    He can use perks, item and on most maps you don't need it, because you have often several guaranteed spots for totems and you can spawn looking at hex (which is really dumb). Only map where you need it is Racoon city.

  • @pseudechis said:

    Does your SBMMR rating ever go down or are 1 hook games where everyone escapes after about 7 mins all I'm going to get from now on?

    I'm genuinely asking as it doesn't seem to matter what killer I play survivors just run endless loops around me and are untouchable.

    (This is not a survivors are too overpowerd post its an I'm definitely not getting matched at my skill level post).

    Last game I got 2 hits, no hooks and still got brutal killer??

    You are not able to lose grades, so it is always Brutal.

    And yes you can lose rating. Faster game is, more you lose / gain (depends on kills).

    Problem is that it seems to work in a way of avarage of survivors MMR compare to Killers MMR. So you can get few really good survivors, which willl be balanced by one bad survivor (weak link).

    Your job is to find that weak link.

    Thing is that new killers don't know that well how to determine good / bad survivor and often commit when they are not supposed to do it.

  • @Kyxlect said:

    1. Overpowered and will be abused.

    2. Sounds like an annoying popup.

    3. Agreed...even though the vast majority of Survivors are SWF's these days..

    How would it be abused?

    It doesn't change SWF in any way, because they already do that, but better.

    It would make soloQ little better, because you would know what to expect from your team-mates and you could possibly fill roles.

  • @Kyxlect said:

    @behavior Wasn't there some bull ######### that said if you're playing a new Killer you'll get easier Survivors?

    https://us.v-cdn.net/6030815/uploads/Y6IHZD7IJW6Z/deadbydaylight-win64-shipping-9-20-2021-5-11-28-pm-82.png

    You call that "easier" ? I was only doing a daily for Pig but I got like one hook legit then two more and one kill by camping someone after all gens were popped.

    It seems that it is not completely separate. Your highest MMR killer will boost your other killers too.

  • @baseballfan4877 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504160#Comment_2504160

    not a game dev? don't suggest anything if you don't have the code ready

    Damn that is stupid approach.

    You know that ideas are important, right?

    You don't need to understand their code to be able suggest balancing changes. It is actually better, if you understand the game instead.

  • @ImBlissful said:

    Here's the thing about perks like this. Sure, call them an incentive for not camping, but honestly that's a pretty low-set bar to begin with. Coupled with the fact that all perks are optional to have on any killer, arguing solely for that incentive is like supporting killers who say "I NEED to have a perk like BBQ and Chilli or else I WILL be a jerk and camp all the time!" To me, there's very little excuse for a low bar like that.

    Additionally, four seconds is a long time for exposure. Yes, there are counters, but they are very specific and take a lot of practice. It takes a LOT more time and practice for a survivor to counter BBQ and Chilli (on its own, mind you) than it is for a killer to "master" it.

    You know what I propose for an alternative incentive perk? A survivor perk that significantly increases gen repair speed when the killer is within a certain distance from a hooked survivor. Call it "from a safe distance" or something.

    As for BBQ and Chilli, nerf it. Hex would work. Otherwise, make it 3 seconds instead of 4 with no additional bp.

    4 Seconds is not much, when it works only on distant survivors.

    I don't need to have BBQ, but I want perk that will help me decide what to do next.

    You have ways to counter BBQ -> Hide in locker or behind the gen, easy.

    BBQ is not that good perk for most killers, because they don't benefit as much from that reveal (they are slow). If you nerf it, then you are going to see lot more Tinkerers. Enjoy that.


    It is used that much, because players want BP, not because it is that good perk.

  • @ChamiTo said:

    Well, I wanted to give you a suggestion about the barbecue & chilli perk, we all know that it is one of the most stolen killer perks in DBD, my suggestion would be to transform this perk into a TOTEM, where the survivor can purify it so that the killer doesn't see the survivor's location when deceiving a survivor! that's my suggestion!

    Why tho?

    BBQ is not that good perk for most killers, you have only few where it is actually good. -> Blight, Spirit, Huntress, Nurse, Oni and Hillbilly.

    Trust me, you don't want to nerf BBQ, because then killers will start to use better alternatives like Tinkerer and you will start complaining again.

  • I see Infinite + Tombstone Myers in this.

    That is why he wasn't playing very well, because he was stalking probably.

  • @R1ch4rd_N1x0n said:

    I just think hex perks should not light up a totem until the perk actually gives someone the cursed effect from that perk. That would be great.

    Devour Hope would be kinda broken with this.

    I like more idea that Hex totems are disguised as dull totems for 1 minute.

  • @max_coffeebreath said:

    The first match I've had since RPD map was reopened and the killer twice just stood in the hallway blocking survivors from getting past them to rescue persons on the hook. The hallways in RPD are so narrow that the killer fills the entire hallway, blocking any attempt at rescue. Unlike other hallway maps (Lery's, the Game) it is often not a simple thing to take a different route to the hook in RPD. In the other indoor maps it is trivial to go around in a different direction. Often in RPD it is a very long distance to go around. So, wondering if this is intentional by the devs. IMHO the hallways need to be widened or more openings need to exist in order to go around a killer that is blocking a hallway.

    Yeah, that map is fun as Twins.

  • @fitch said:

    Not exaggerated, Survivors average over the gaeme in ten minute on Japan and Korean severs.

    This balane already half years,but US players find something wrong after that SBMM.

    10 minutes is fine.

    When I tryhard with SWF squad we can do 6. Well, depends on killer and map.

  • @Exult said:

    The grades aren't meant to represent your matchmaking. What's so confusing?

    Because lot of players still have it linked to match making, so they feel that match making doesn't work when they face killer with Iri Grade.

  • @darksouls3600 said:

    I like to play killer more than survivor, I think killers are fun, "lost" a "win" others, if I tried I could get to the red ranks, but now it's impossible to play as a killer it's not fun at all, but yeah, extremely stressful to play right now, i'm playing with a lot of people who play really really well, i'm good, i'm not the best and i'm not so bad, i'm ok as a killer, it was just you guys making this new system "SMMR "I can rarely play well in a match, the matches are very unbalanced, I played a match that lasted like 4 minutes at most, I couldn't do anything, you nerf killer, nerf killers' perks, but no survivors nerf, a single player makes a gen in 40s if players have memorized where everything is and know how to play, they know how to make loops... I AM NOT THE BEST PLAYER FOR THIS #########, I can't play anymore, I'm not having any fun lately, it sucks to play as kill er, playing as a survivor is much easier and less stressful, in one day my brother got gold as a survivor in a few hours, now he's trying to climb a rank as a killer... in the end, it sucks to play, it's boring, it's not fun and it's very stressful to play as a killer
    

    So I am 90% killer main, already Rank 1 or whatever it is called now. I am pretty sure, I am close or at MMR limit and I don't really mind.

    Only problem is that, I can't play bad killers anymore, because I will get destroyed. Their separate MMR is not working as we thought will. It is obviously affected by your strongest killer.


    "but no survivors nerf"

    that's not true. There were a lot of survivor nerfs. Newest are DS and OoO nerfs, which is really good.

    "Single player makes a gen in 40s"

    Again not true, it is 80s. Unless they bring toolboxes tho.


    I agree it is stressful to play killer. It always was, but it is way more with SBMM. Sometimes I get chill games, but it is rare.

    I hope they will change Grade system, that is what makes everyone tryhard even more than SBMM, because everyone wants to reach max rank asap. It will get better after few resets when everyone will give up.

  • "I like to play killer more than survivor,

    I think killers are fun, "lost" a "win" others, if I tried I could get to the red ranks, but now it's impossible to play as a killer it's not fun at all, but yeah, extremely stressful to play right now, i'm playing with a lot of people who play really really well, i'm good, i'm not the best and i'm not so bad, i'm ok as a killer, it was just you guys making this new system "SMMR "

    I can rarely play well in a match, the matches are very unbalanced, I played a match that lasted like 4 minutes at most, I couldn't do anything, you nerf killer, nerf killers' perks, but no survivors nerf, a single player makes a gen in 40s if players have memorized where everything is and know how to play, they know how to make loops...

    I AM NOT THE BEST PLAYER FOR THIS [BAD WORD], I can't play anymore, I'm not having any fun lately, it sucks to play as kill er, playing as a survivor is much easier and less stressful, in one day my brother got gold as a survivor in a few hours, now he's trying to climb a rank as a killer... in the end, it sucks to play, it's boring, it's not fun and it's very stressful to play as a killer."

    ^so it is easier to read for everyone.

  • @Maphusail said:

    https://forum.deadbydaylight.com/en/discussion/comment/2507635#Comment_2507635

    Well, I'm more into making killers possible to play against randoms than bringing SoloQ close to SWF. That was my point.

    You think that killers are not able to play against randoms?

    Killers are fine in low MMR and with multiple soloQ, you can usually find weak link even in high MMR. It is rare to face 4 good survivors, who are not SWF.

    I have not tried soloQ with new system, so it might be different now.

  • @Maphusail said:

    https://forum.deadbydaylight.com/en/discussion/comment/2507589#Comment_2507589

    Your idea is to bring SoloQ close to SWF but you forget about people who play killers.

    I am killer main. Like 90% of my games are as killer. I never play soloQ, so it is definetly not biased opinion.

    I wouldn't mind if experience as soloQ would get better, because then there would be more soloQ players. I usually have to play against SWF and those changes don't change much for them, because those things are easy to talk about.

    I wouldn't suggest Bond as base kit, because that is hard to share for avarage SWF.

  • @Maphusail said:

    I read so many post where people are complaining about the current imbalance state of DbD, especially after introducing MMR's.

    On killer side complains are all about gens rushing and inability to prevent it, especially while playing "walking killers", on surv's side - about some killer's perks or abilities.

    While Devs address their efforts to balance ability and perks, there's little to be done with premade teams coordinating in voice chats.

    So I'd like to share my suggestion on simple mechanics that could make the game more balanced for every category of players: for newbies, playing from time to time and for those ones who dedicate it a lot of time.

    What if Devs just make an option, when a player, no matter killer or surv, could choose before entering a lobby wether he wants to play solo or in a team/against solo players or a team.

    For a killer that would mean that he either gonna play against random solo players or against a team. For a survivor - that he gonna play solo or in a premade group. A premade group would count any 2+ players.

    You may wonder: who the hell gonna play solo if there's always an option to play in a team? But here comes another part of this mechanics. Devs should introduce an appropriate reward system to motivate solo players. Example of it may be rewarding solo players with, let's say, 20 auric sells for a match.

    I'm aware that this my suggestion may not solve all the problems of the game, but it may be one of many options that could make the game more balanced.

    Queue times are bad already. This would make it even worse.


    Just buff soloQ and give them information that is easily shared as SWF.

    show your teammates perks in lobby (so you don't stack same perks like Inner Strength)

    Icon in HUD to show what is each survivor doing (working on gen, healing, walking, chase, cleansing totem)

    auras when someone is on hook (so multiple survivors don't try save)


    When the gap between SWF and SoloQ is smaller, we can talk about balancing killer vs survivor. It is just not possible to do now.

  • I had Haddonfield 3 times in a row yesterday (2 times offering). I really wanted to leave that last game...

  • @ThiccBudhha said:

    I prefer map voting. Offerings are kind of outdated. I mean, they were really never great design, if you ask me.

    4 vs 1, what could go wrong, right?

    It might work with system as: Survivors vote on map -> based on votes there is 1 map chosen, killer votes on map -> if both sides voted same map it is 100%, if they voted different map it is 50 : 50.

    but better way is system above, but it is not voting where to go, it is voting to ban map from selection of like 3 maps. Then if both banned same map it is 50 : 50 from rest, if voted differently then it is last map.

  • @Bran said:

    i would say that was a fair miss. he was already on the other side feet on the ground. if you were to have hit instead, it probably still would have missed.

    He didn't finish vaulting animation yet, so it would definetly be hit, because it wasn't fast vault.

    There is start of grab animation, that means I had to be in range.

    Even if he just finished vaulting, you can still hit through the window.

  • @R2k said:

    It looks like u missed it cause u switched from tentacles. Grabs have nothing to do with it. U can't launch dash hit mid animation, there is short cd between. While survivor played it smart and went for vault.

    You can see, there is start of the grab animation. That means I did it in time, but cancel grab wasted time and auto-attack whiffed because of that, if I got just attack from start, it would be down.

    This whiff actually lost me that game.

  • There is anyone who thinks stretched resolution is not an advantage?

    Ghost face reveal is minor, but the fact that you see above loops, so killer is not able to mind game is huge.

    I don't understand how it can still be in the game.

  • @Jay_Whyask said:

    I was trying to get a good look at the new outfit that came out and I couldn't see his sword because he was always angry :(

    Thing is that you have items, where you want to see how it looks in Blood Fury (Helmet / Torso), but yeah I was doing new skin yesterday and he does it way too often.

  • @SpacePope20K said:

    I won't beat around the bush. I've hit red ranks on Hag/Plague and I've hit purple with GF/Legion/Oni. I'm a sporting guy so I didn't tunnel before and I don't intend to start now. I usually would let 1-2 people go if someone DC'd or rage quit on the first gen. I'm not a face camper. I like to play the game for fun. With that in mind, since the MMR rework I have had less than 10 total kills as any killer. I'm the lowest visible rank I can be and I'm pretty sure all I play every game are people that used to be red ranks. I've seen /more/ legacy prestige skins and 360 > moon walk plays than ever before. I'm not sure what's happening, but by now it should have levelled me out. I'll take the L. I know that I'm not a great killer. However, unless I absolutely sweat my ass off and proxy camp with hook traps and play like a complete piece of ######### on Hag, I can't get any kills on pretty much anyone anymore. I don't enjoy this. I'm sure the survivors I play against aren't having fun because I'm either being too grimy on Hag or just not even remotely challenging on anyone else.

    What is the new MMR supposed to do? I feel like I'm ready to give up playing killer altogether. Forever. The new MMR system feels terrible from my perspective.

    inb4 gitgud

    Yeah, it worked fine for few days, but I got too high now and I just can't play Legion / Wraith, because I will get destroyed with them against dead squads.

    Well, Blight it is.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2507020#Comment_2507020

    But for different reasons.

    Survivor meta hasn't changed in 4 years. Because up until recently, the perks were either buffed to be stronger (BT) or didn't change at all (IW). DS was getting stronger and stronger up until the last version. Where it finally changed to a anti tunneling perk.

    Meanwhile the killer meta constantly changed in the same time. Right know, killers are stacking gen slowdown perks. Not because they get easy wins, but because they struggle with gens when they take other perks.

    Yeah, there will always be meta and Sluzzy is using DH, DS, Unbreakable and Soul Guard. He really has no right to complain about meta builds...

    I would like to see patch full of perk buffs, so there is change in meta. It is boring to see same perks over and over again.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2506241#Comment_2506241

    It's a very common occurrence. If survivors were stronger, this wouldn't be happening so much:

    3 is dead, 4 gens still untouched. Finding Ruin on this map is way too much of a killer advantage.

    https://us.v-cdn.net/6030815/uploads/KH0YETFQKO28/20210919170316-1.png

    Survivors have several perks to help find totems and there is also item for it. You have several maps with multiple confirmed location spawns and survivors can spawn actually looking at hex.

    You forgot that killer plays late game without 1-2 perks, because of it.

    Haddonfield is not hard on totem spawn, you have like 2-3 confirmed locations. Racoon city is hell tho.

  • Noone forces you to hide and bleed out. Survivors do that, just to piss off the Killer. There is no other benefit to it.

    You can wait -> Killer will find you fast.

    You can search for hatch -> you are in places where killer will probably find you sooner or later, but you have hope at least.

    You can hide -> killer will probably never find you, if you are in good spot (and there is bug for no sound), then you will bleed out and it is 100% on you.

  • @R1ch4rd_N1x0n said:

    https://forum.deadbydaylight.com/en/discussion/281218/disable-grab-for-injured-survivors

    They aren't pointless. It keeps them from getting to the other side, and gives you an instant pickup. It saves you time. That should be addressed in a different way rather than just outright removing grabs.

    Then just make it confirmed attack.

    I mean, if I could grab, then I was in range for attack, right?

  • @GrimoireWeiss said:

    Well, Sluzzy's got a point there. The huge queues on high SBMM prove that climbing up MMR is way easier at killer than at survivor. If the game is killer or survivor sided is another discussion because it doesn't revolve only around high MMR, but the fact is against a lot of killers only 4 man SWFs can compete against, and on a game where the majority of the survivor playerbase plays on solo/duo I highly doubt people who say "killer is sooo hard".

    Imo, stacked active slowdowns should be looked at.

    If his point is:

    Killers get to high MMR easier. -> then yes, but for different reasons. It is not because of meta perks (survivors use that too). Thing is that you need only your skill to get high, that is not same for survivors. You will often lose MMR, because of weak link as survivor.

    Killers are stronger than survivors. -> Yeah, no.

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