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Dino7281

Dino7281

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Dino7281
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  • If it goes full time, they better prepare some changes and rewards to rank system. It will be good ######### storm to watch otherwise.

  • @Firellius said:

    These would be -very- sweeping buffs to killers, massively extending the duration of matches without giving the survivors any way to draw the match out for themselves. Killers would probably get about four to five extra minutes to wipe everyone out.

    I'm mostly talking about the blue glyph. It's absurd to give the killer the ability to set a gen to 0%, AND lock it for two whole minutes.

    This is an extremely killer-sided suggestion and would probably move the average kill rate from somewhere around 60% to 80%, if not higher.

    Some things there are definetly not balanced at all, but I like the idea behind it.

    People asked for side objectives for long time and glyphs might be easiest solution.


    Some of those effects are super broken and I don't think would be good to implement them from start. It might be good to test them later, but I would start small.

    As first version I would give probably only one version of glyphs, maybe two. You can have 5 Red glyphs (for each survivor and 1 for killer) and 1 yellow glyph that changes location (like crown).

    So there should be reward and punishment, if you fail. So possible effects:

    Survivor: Succesfull

    -refill charges on item

    -show two random totems

    -clear you from all negatives effects

    -heal you


    Survivor: Failed

    -causes the Exhausted Status Effect for 80 seconds.

    -causes the Blind Status Effect for 60 seconds.

    -causes the Broken Status Effect for 40 seconds.

    -you get injured and have to mend.


    Killer: Succesfull

    -show aura of random survivor for 10 seconds.

    -random cleansed hex, it will replace random dull totem on map.

    -your next attack has exposed effect.

    -all gens explode.

    Killer: Failed

    -all survivors see killer's aura for 5 seconds.

    -killer gets stunned for 5 seconds.

    -your next attack will only apply mending.

    -survivors Action speeds in Repairing, Healing, and Cleansing are increased by 5 % for 10 seconds.


    Some stronger effects should be only on red one, because it is one time only and random effects on yellow.

    Problem is, how to get killer to fail? They don't have skill checks...

  • @alaenyia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2432528#Comment_2432528

    That is false, the killer has 4 objectives to play this game, only 1 of them is sacrifice. So no, a killer is not in there to only kill survivors as fast as possible. I don;t think one side should have to babysit. I think the developers should implement something into the game that makes camping and tunneling unpalatable to killers. Such as the timer on the hook slowing or stopping of you are within a certain proximity of the hook. I also think you should not be able to slug more than 2 people. I think if you slug a 3rd the oldest one should pop up to injured status. There are very few situations where 3 slugs are warranted in this game.

    Yeah, no. This would nerf killers hard. There are times for tunnel or camp, where it is actually needed.

    It's like I would say there shouldn't exist gen which can be repaired by more than 2 survivors.

  • @scoser said:

    Going to chime in as well that you should either have to get a Merciless Killer or a 4K, which is how it used to be before BHVR got rid of the 4K option for no apparent reason. Also, having to be drenched in sweat for hours on end trying to get it at red ranks is aggravating to no end. I dread how they're somehow going to make it worse for the next killer when SBMM is permanently live.

    It will be actually easier with SBMM permanent, because you will have rank reset to 20, where you don't need all iri emblems for Merciless.

  • My experience for killer adepts red ranks is like this:

    S hardest

    D easiest

    dddnázvu.png


  • @JawsIsTheNextKiller said:

    If the rewards for facecamping under MMR are similar to how they are without MMR then I think it is fine, as facecamping doesn't reward the killer very well. I think it is more of a problem how it affects the survivor who is facecamped, as they always depip.

    I think whole emblem system needs lot of changes for survivors. It has clear rules for killer and you always have chance to do it, but that is not same for survivors.

    When killer gets only 2-3 hooks in game, you will often depip in red ranks.

    If you were chased whole game, you will depip in red ranks (no gens, no unhooks).

    When killer camps you, you will depip probably everywhere.

    I don't understand how they can punish you that you don't have something, where you didn't even have option to get it.


    Easy rules:

    If other survivor DC in first 2 minutes, you can't lose a pip.

    If there are less than 3 hooks, you can't lose a pip.

    If your play time (not on hook) is less than 2 minutes, you can't lose a pip.

    If you were chased for majority (over 40%) of the game, you can't lose a pip.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2431056#Comment_2431056

    I think the big issue is that survivors only get perks, and none of the perks are competitive. Take the last two chapters: which perks survived past day three of their release?

    They maybe didn't get meta perks, but they got fun perks to use for sure. Which is also good thing.

    I love using Flashbangs or Blast mine.

  • Is it supposed to be like S tier easy and D tier hard?

    I have done all killer adepts in red ranks and I really disagree with lot of those.

  • @Top_Secret_117 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2427894#Comment_2427894

    Bro I run ruin undying on nearly every killer if they get it and I play red ranks. Its never garunteed but you gotta learn to pressure gens over slugs. If you push even 1 surv of a gen thats nearly done, you can wipe that gen in 20 seconds. Pop doesnf compare at that point, and even if the cleanse within 2 mins of the game ( which is actually pretty rare, btw) you still bought yourself a gen in value, easily worth 2 perk slots simce you did next to nothing for that value.

    Anyone who complains that ruin undying is bad, plane and simple,

    Are bad

    Ruin + Pop is better and more reliable.

    Everyone who thinks Ruin + Undying is still good is super lucky on spawns and survivors.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2427833#Comment_2427833

    Then why do most people run it? If it was terrible everyone would’ve moved to the next meta build

    Well, most killers did it. Ruin is still used, because it usually gives lot of value early game, but way stronger combo is Ruin + Pop now.

    I can't remember last time I have seen undying. It is used only on killers, who have trouble to get value from Pop like PH.

    I overall hate hex builds, because they are really unreliable. Survivors can spawn literally looking at it.

  • Yes please. I would like this so much.

    It is probably one of the best quality of life changes they can do.

    Well, less grind beats it tho.

  • @SMitchell8 said:

    Survivors need much better perks 🤣🤣

    What do you mean?

    Survivors have lots of options and multiple meta builds, or fun builds. Way more than you can do as killer imo.

    If you make a list of good perks on each side, survivors will win. Mainly because all survivors can use all perks, there is lot of perks that only few killers can benefit from.

  • @CashelP14 said:

    Here's the problem and why I have even more dislike towards MMR.

    So let's imagine the two different scenarios when it comes to face camping killers:

    Camping kills count towards MMR:

    1. This will mean more face camping killers get higher MMR ratings
    2. This then gives them tougher survivors
    3. This will force them to face camp even more

    Camping kills get penalised and lower MMR:

    1. Killers who actually face camp will get paired with worse survivors, making easier to beat them
    2. Killers will exploit this to be able to derank, while also beating teams
    3. Good killers are potentially forced to proxy camp and their MMR rating drops
    4. Que times for high MMR players increases
    5. More likely to get sweaty killers who never need to camp

    Think the system is completely busted regardless.

    I think it should actually "Reward" and give them higher MMR. Better teams can handle it and that killer will be lucky, if he gets one kill per game.

    If you give lower MMR for it, then it will work for them even more and they will not have reason to change it.

  • @scoser said:

    Same experience here with SBMM being uneven as hell. On certain killers, I can pretty much guarantee a 4K every game while on others, I get the most sweat drenched SWF depip squads around. And there's no reason as to why SBMM does that per killer, as I get the hardest survivors on my worst killers but the more potato squads on my best killers.

    On survivor, it's just wall to wall disconnects by teammates leading to a loss, a killer facecamping from the first hook, a super killer that's 4King at 5 gens each time, or in 1 out of ten games, a stomp by our survivor team.

    On either side, there's none of this "2 kills, 2 escapes" goal the devs were aiming for. It's just a stomp either way.

    maybe they meant 2 kills, 2 escapes on avarage?

    So one game you stomp them for 4k and then they stomp you for 4 escapes. Balanced.

  • @Kingjaffad said:

    For a bit of context, I'm currently sitting around 3.6k hours, my killer rank is usually hovering within the red ranks. I don't have a dedicated "main", I sorta just try to play different killers to keep things fresh. Before the test started I was pretty content with my matches, there's always a bit on inconsistency but I did often get people that felt like my skill level, able to give me a decent chase, but were still catchable.

    My games throughout this SBMM test however have been absolutely dreadful, starting on my first game I was against extremely coordinated players who were clearly leagues above me and pretty much wiped the floor with me. This became the norm very quickly as the next game after was pretty much the same experience, this went for pretty much game after game. Being put up against people who either used any and every advantage they could to win, people who part of a coordinated team and people who just frankly were way above my skill level. If I was lucky enough, I would be able to get 1 or 2 kills usually by camping during the EGC. The entire time I was being used a doormat I was wondering when the SBMM would kick in and start putting me against players of a more appropriate skill level.

    Eventually I was given a moment of reprieve, although it feels like the rank difference was too extreme as it honestly felt like I was going against people who were now way BELOW my skill level, so I went from games that were unfun because I get bullied the entire time, to a game that's unfun because everything felt too easy. The next game after it was back to being everyone's punching bag, this continued for what I think was about 6-7 games before I finally a game that was actually fun, decent chases. Both sides juking or outplaying the other. I even had the first lighthearted and honestly nice postgame chat in a long time.

    Then, it was right back to the awful games. The game doesn't seem to register my humiliating losses and keeps putting me in dreadful matches, but the moment I manage to win or even come close to winning, it decides I'm doing too well and kicks me right back into the hellish sea of sweat. I've hopped around to different killers and it seems like there isn't a single one where my MMR is low enough to not suffer.

    But I think the worst part of it all, were the awful games where I managed to win, but I didn't feel good doing it. I did pretty much every sweaty or awful thing you could imagine, I brought the strongest addons I could think of, some players would end up spending long periods slugged on the floor as I try to desperately gain control of the situation, I often found myself bringing mori offerings because of how fed up with it all I was. In short, the worst part about the SBMM system for me is how it forces me to sweat just to win, I feel awful doing it knowing how dreadful it is for the other side, but yet it's preferable over being taunted endlessly and facing loss after loss.

    From my conversations with other players across various discord servers and even a few observations I've made on these forums, the results of the SBMM seem mostly consistent, while alot of people claim to be having a great time with the new system, most people who I notice seem to be red rank killers seem to be going through a similar ordeal.

    Playing the game for the past few days with SBMM active has probably been one of the worst experiences I've ever had with this game, I feel absolutely helpless every game and I'm genuinely worried for when the day comes when this kind of system is activated permanently. I don't see myself playing this game if this is how what all of my games are going to become. This doesn't feel like something I can overcome by improving my skill and even if it was, it clearly isn't worth trying, knowing it can only get worse from there.

    EDIT: Little update on my experience with SBMM, after a few hours of playing. Matchmaking appears to have finally started working as intended, matches slowly got better and I was even able to win a few. It might be too soon to say as the SBMM has previously had a habit of giving a few easy games before throwing me back into the shark tank. But if it's a case where the SBMM has finally started working properly for me...that's pretty concerning for how long it took.

    I overall like SBMM, but it is annoying sometimes.

    I faced few death squads, which destroyed me as Wraith, because they just knew how to deny my power.

    So now, because I am not able to tell how good lobby is, I just bring strongest addons and 3 slow-down perks to deal with them. It is overkill for some lobbies, but it is often needed to have at least some chance.

    Problem is that current ratings are based on old system, so ratings on my mains are way higher than it should be. With old system it was very rare to face teams like that, maybe 1 in 20 games, probably not even that. With SBMM it is something like 1 in 3.

    Wraith / Deathslinger / Legion just have very little chance in high mmr games unless I go full tryhard from start.

    During normal system I start friendly and just adapt based on gens, but right now it is reversed. I have to start tryharding and adapt, if I see it is too much for them.

    Right now, I have to play around 3-gen everygame and use strongest perks, which can become boring.

    Worst thing is that way more survivors boop the snoot against pig, so I can't kill them...

  • @Saviorace said:

    After playing for a few days and watching a few streamers I've noticed a trend that's come out due to some. Every match seems like both killers and survivors are pulling out their sweatiest builds possible. So not only are skill levels in matches super close but everyone is being a try hard

    It's because killers got faced against few death squads and got traumatized.

    We are not able to tell, how good that lobby is and if they are going to tryhard, but we want to have a chance. So during SBMM, I just bring 2-3 slown down perks for each game. It is overkill for that lobby sometimes, but it is usually needed.

  • @alaenyia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2432350#Comment_2432350

    Probably because that is the survivors objective. Where camping and tunneling are not an objective they are a chosen form of game play. A better comparison would be to ask for a penalty for teabagging.

    Killing survivors is killer's objective and they do it well by tunneling / camping. So what is problem here?

    If survivors don't play ######### and focus on gens, then killers don't stand chance playing friendly.

    It is different for soloq, but as SWF have no right to complain about it, because there are things they can do to prevent it.

    -Don't unhook in first 5 seconds, where killer didn't find anyone else yet, so only info he has is 2 survivors under hook. (do gens until killer found different target, they can hang on hook for a while)

    -Take protective hits / body block.

    -If there is survivor on dead hook, then even let killer down you instead, if it saves him.

    -Use BT.

    -Use DS.


    But I agree that survivors shouldn't be punished for not having unhooks. When killers got 2-3 hooks per game, then you obviously can't get them and you will probably depip in red ranks, which is stupid.

    That's same for killers, if survivors ######### up and let you down everyone early, you can depip for 4k.

    I don't think game should force you to babysit other side.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2428597#Comment_2428597

    facing better players is the reward for being good at killer. MMR is individual killer based. so if your facing really strong players as wraith. it means that your one of the best wraith so you should feel honored. your mmr will go down on wraith if you keep losing with wraith so he'll go back to playable eventually.

    ranking up is not much of reward regardless of bloodpoints, it can be rewarding first time, but after 20th time, it gets old.

    to OP post, not a lot of stuff does work at high-level of DBD. many of mindgames that allow you to get hits as killer are not as effective as they are at lower levels of play. Its because survivor are far more aware of them and have devised strategies to avoid them and mitigate their effectiveness. The same can be said for perks. Hex perks are not nearly as effective when you have 4 survivors that memorized totem locations and know the map inside out. its a bit sad that what should be killer strongest perk are in survivor's control.

    It would be true, if we could see what are our ratings. I would really like it, because I could compare my killers or with other players.

    It is true that your games will only get harder, but it is only based on feeling, you don't have any other proper feedback.

    If they show me my ratings, then I would be happy. Well, rewards would still suck, but I would be able to set up clear goals what to do next, like get ratings on all killers above some number.

  • @saltmineinaction said:

    I hate to say it, but the Trickster buff that he got with the 5 +1 knifes to injure & down survivors should go. The 8+1 was much better honestly, especially since most players use the pingpong knife add-on and its ridiculous.

    Also Michael's add-ons of tombstone & strand of hair should be buffed somehow. It's not even fun to play against a Myers with these add-ons since you can literally do nothing against it.

    This is my opinion so be respectful about it. You may disagree but keep it nice

    There is counter to tombstone, if you expect tombstone because it took him lot of time to stalk, you can prevent it. Just be locked in any animation like gen repair, vaulting or locker.

  • I overall like SBMM, but I used to be main Wraith and he is just close to unplayable against some groups. They will not allow you mind game for hit over pallet, you will not be able to destroy pallets while cloaked (they just keep vaulting it) etc.

    It is rather nice to play other killers than mains, but that's it.


    They need to come up with better reward system, if they ever want it full time.

    250k as reward for rank 1 is pathetic and lazy. So far only reward you get is harder games. If they don't manage to motivate players to improve, there will be lot of players losing on purpose or just stop playing.

    To get from rank 20 to rank 1 in month time is lot of time with knowing that it will be wasted on next reset back to rank 20. Sorry, but 250k is not worth it, not even close.

    It's not like those games will be easy, because of SBMM you will have to tryhard a lot to get there.

    I would change duration from one month to same as Rift (70 days), so there is more time to climb and more time to prepare better reward. Charms, Skins or just something you can show off.

  • @maaadinsomniac said:

    Or..

    If you're in dying state for too long and Killer can't find you, hatch is closed, gates are not open, you bleeding in corner of map hugging walls, your position (aura) is revealed to the Killer within a range of 128 metres.

    Hey, this is better. Survivors will not "suffer" as OP wanted.

  • @Top_Secret_117 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2425025#Comment_2425025

    Half of survivors gameplay is allready holding m1, they shouldnt be forced to bleed out for 4 mins if the killer should decide it to be so. Adepts arent even hard unless your trying in red ranks, this wouldnt even make it that much harder, if it happens before end game collapse, then you dont have to hook a survivor as much, you also potentially dont have wait around for 4 mins looking for the 4k either, this could easily swing in the killers favor and save a lot of time. Im looking for ways to balance this, if your not interested then share a way to balance something that might make it interesting to you,

    I have done all adepts in red ranks, so I rate it based on it. Survivors on dead hook, could kill themself by this, which will result in fail adept in red ranks. If you have two survivors they have free unbreakable, as long they have hook stages left.

  • @Warcrafter4 said:

    This is an amazing idea to reduce the grind!

    That's why it will never be implemented as the devs seem to be too scared of people leaving once the grind it done for them to ever fix the ever increasing grind.

    They did lower grind before, I wasn't playing at that time, but I think you wasn't able to get 2 perks from 1 Bloodweb before. Correct me, if I am wrong.

    I think they would get more players, if they lowered grind needed to play this game. I have everything I want and I still play, but I would never suggest dbd to my friends, because of that grind. DBD costs a lot (with DLCs) and there is insane grind on top of that.

    They made tutorial better to help new players. ######### tutorial, fix grind to help new players.

  • @Merricles said:

    Thanks for the feedback guys. I just feel SBMM is too hard to pull off here. So many variables. Swf, solo, solo+swf’s, good overall killers who are god tier on nurse and trash on Mikey. As a killer, I’ve personally only been rolled once since SBMM. As a survivor it’s too easy. And hiding rank is just dumb.

    It's not really dumb, it doesn't work because players just ask on rank, but I understand reason behind it. They wanted players to have feedback only based on how that match went.

    God tier nurse and trash Mikey is kinda fixed by different ratings for each killer. How is it different in current system, when you have 1 rank? You got to red ranks with Nurse and then you need daily or something on weak killer, but you still have to deal with red-ranks. In this regard SBMM is better for killer.

    I think there are stuff to be changed about this system, but it has good potencial.

    in SBMM Comment by Dino7281
  • Well, it's not really true. There is lot of people who likes SBMM and want it full time.

    I like how you created new poll, because you probably didn't like results of the one already there.

    From 46 votes 25 said it is good.

    On your small poll, there is 6 for bad, 4 for good.

    So it is safe to say around 50% players like SBMM.

    We might not need this version, but we need change in match-making, so it is not RNG festival. There are valid arguments for SBMM and also valid arguments against it. It still needs some work, but I think it has good potencial.

  • Yay, another free second-chance for survivors. Why not, because killer adepts are not hard enough already. Let's make it harder for killer to get 4k, because survivors are bored on ground.

    Killers can't find survivor usually because he crawled somewhere and hide, if they don't want to bleed out, then they can stay and wait for killer, but they are petty and want to waste time instead.

    This would be pain to deal with and there is no valid reason for it.

  • @Pirate said:

    Damn now that McLean is gone I dont think any Dev will see this at all.

    Best of Luck my DUDE

    There should be someone, who just reads forum all day and share good posts to devs.

  • @Power_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2422505#Comment_2422505

    It is, literally, impossible to tell the difference between a DC and a game crash with current coding. This is not a BHVR thing; it's a programming thing.

    The program just sees 'connection gone'. It has no way of seeing if it was a pulled plug, a router turned off, power was lost, or the program was closed. These is no difference to any of these, to the game, because they all equate to the same result; connection went poof.

    You can't tell difference between game crash and alt + f4, but you should be able to notice DC, because they have to use in-game button for it. Problem is that it wouldn't solve anything, because people would just alt + f4.

    DC sucks and I would like to implement replacement with bots instead for survivors at least.

  • Do you main few killers, or kinda every killer?

    What I have found out that differences between each killer's ratings can be quite big.

    I have really hard games with my mains, but when I play anyone else for daily / challenge it is usually quite stomp festival.

    It is really good when you wanna learn new killer, but even when you don't know that killer's power well, you still have knowledge how to play as m1 killer.

    I think some portion of your main ratings should be added to other killers, so differences are not that huge.

    I wish they would show each killer's ratings, so I can compare it...

  • There shouldn't be FOV slider, you have perks to do it. There were key changes (not enough tho), there were reworks for add-ons / killers (Wraith is really nice to play after those buffs) and it's not true there weren't any graphic changes (new animations, new survivors visual)

    Most changes lately were good, problem is that they are slow, but better than nothing I guess. We will see how their new branch - User Acceptance testing is going to be usefull...

    I have kinda everything I want after 1k hours, but I don't really care about Prestige, but I agree that grind is huge and it is going to be only worse with each new DLC. They improved new players experience with tutorial... Well, should have make this game less grind instead. I would gladly suggest my friends to play this game, but I can't really because I know they will not have time to grind all of it. We have to pay for every new killer / survivor, so this game, if you want everything is quite expensive and on top of that is this insane grind...

    I really liked idea from user Pirate to help with grind. Easy to implement and would help a lot.

    @Pirate said:

    I want to propose a change to the bloodwebs regarding the entity picks and the general layot!

    What this should achieve:

    • more perks in shorter time
    • shorter bloodwebs
    • help for new players

    https://us.v-cdn.net/6030815/uploads/OVEPMNLEWCLZ/bloodweb-rework.png

    (don't wonder about the addons in the pic, I just had no energy to give the tree variaty so I copy pasted 2 things!)

    Like you can see above the entity picks from the basis/root instead of the end. Each perk tree opens with 6 perks directly at the basis when one is picked the entity blocks a random perk blocking all addons following it. The entity is not targeting the perks itself but the "root" instead which means it would still act this way if there are no perks left anymore.

    With this changes the entity will always take exactly 50% of the tree which is more then it does at average now.

    Nice to have changes:

    • Click on perk/addon/offering instead of holding it for 1 sec.
    • faster animations

    I hope you like it and I hope BHVR likes it so we can get this instead of what we have now which would a improvement on all fronts.


  • Just fix that Nemesis is not able to hit over loops and windows when survivors are crouching and I am happy.

  • Seems good to me.

    Easy to implement and will help a lot with current grind.

  • @entitydispleaser said:

    https://forum.deadbydaylight.com/en/discussion/comment/2423054#Comment_2423054

    it’s like this on most killers I play. Not just my main. If it’s “super easy” for you then you probably don’t have a high mmr what so ever. That’s not a bad thing. But once you get a high one, you’ll see what most people are talking about when they said it’s not fun. I’m all for having a few sweaty games now and then, but I don’t want them every single game. I want to be able to relax and just have fun without being stressed ya know

    I have over 1k hours, always rank 1 killer, but I main few killers, so I probably have quite low elo on rest of them. That super easy games were Trapper, because I played daily,

  • @entitydispleaser said:

    From what I seen (not counting this thread) most people don’t want sbmm to be implemented. They just wanted it harder to rank up so “bad” players aren’t in red ranks. It’s heaven for survivor with sbmm but for killer. Be prepared to tunnel and proxy all for a 1-2k every game. If you try to play “fair” you’ll end up with a 0k most of the time

    That apply only when you play main, on other hand when I play other killers, it is super easy.

  • @DBD78 said:

    If you play killer without perks and stuff for a few days you will derank within SBMM, and games might be fun again?

    I played 5 survivor games today I got 3 Hag and one Nurse, one Spirit. I have seen one Hag in 3 months and now it' Hags everywhere? 😮

    Yeah, why not suffer even more and play without perks. I would just go afk Wraith, or farm...

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2422963#Comment_2422963

    Idk I've never had a problem with most of the killer adepts it just takes time like it does with survivor. Like with every achievement just play enough and you'll get it by sheer luck eventually.

    I wouldn't really have problem, if survivors couldn't get adept from hatch. I have all achievements and most survivor adepts I got was just survive to be last and donate item to killer for hatch.

  • Damn, I feel bad for that killer. There should be something to show killer how much he needs to try-hard...

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2422942#Comment_2422942

    I mean there are hard survivor adepts like David and easy killer adepts like Hag. Even then survivor adepts are just inherently going to be easier because all you need to do is survive and having medal requirements would be literally impossible lol.

    Hag is one of those harder adepts...

    It is different in lower ranks, but I have done all adepts in red ranks, where you need iri each emblem and gatekeeper is quite hard to get on Hag and if you get devour hope, then you will not get iri chaser.

  • @Alexandra said:

    https://forum.deadbydaylight.com/en/discussion/comment/2422212#Comment_2422212

    well then if im playing solo q then i most certainly shouldnt be facing killers like this and please stop talking out of your ass its so frustrating man.

    Well, it is very similar place where your opinions come from, so you should be used to it...

    Based on what you say, you suck as survivor and probably never played killer. You don't like SBMM, because you are faced with your skill level and you are not getting carried by others anymore.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2422162#Comment_2422162

    you can manipulate it. But not as easily as you don’t know what is actually used for the calculation.

    Malis my point is.. people should not have a reason for that kind of manipulation. You were arguing casuals should purposefully derank to avoid going against higher ranked players and you are trying to make a case that that kind of system is better than MMR - which you have not data and little to no experience on.

    and I know the current rank doesn’t relate to skill because I can easily reach red ranks on both roles. And I am bad. Like not that ‚I’m funny in saying I am bad but actually I am pretty good‘. I am actually really bad. I can’t even run shack efficiently. And I am not boosted by teammates either. Contrary, I am playing in a 2 man swf and my partner isn’t good either.

    and yes. Playtime would be terrible. But current rank system IS pretty much playtime, but it has the rank reset to even it a little bit out. That’s why we NEED another system

    There will always be seal-clubbers that will want to be faced against noobs, so they will lose on purpose.

    System should motivate players to improve instead. Give rewards or show elo so we can compare killers, or with other players. They want just BP for your rank, which is lazy and most players will not give a ######### about it.

    I am not gonna tryhard and waste lot of time to get 500k and lose all progress for next month. Good thing for survivors is, that killers will give hatch more in hope for lower elo.

  • @Alexandra said:

    https://forum.deadbydaylight.com/en/discussion/comment/2422118#Comment_2422118

    Well they are using those three perks then I forgot corrupt as well. Ive written all the killer perks and killers I go against in a document so... They use pop for when undying and ruin gets cleansed..

    And if we suck so much then why are we going against these kinds of killers??

    and im only using ds and borrowed time because im "forced" to. I dont even like using those perks. Borrowed is useless though since every single time I save someone being camped I get an unsafe hook rescue anyways. Might as well farm them without borrowed. Id like to use some chill perks like i did before but nah then I just get tunneled out of the match when it just starts.

    Also i forgot to add that half of the killers brought map offerings to help them even more. Hawkins, lerys, midwich, rpd and authohaven. All the indoor maps were chosen by killers with undying-ruin so its harder to find their ruin. The authohaven was picked by a basement camping huntress. Looks like now ill have to bring some survivor sided maps each match :)

    It might also just be like this on EU server. Im gonna have to use vpn now to play on US server and see if the killers there are less #########.

    I am from EU and I have never seen this.

    and killers are "forced" too, most killers have big problems to win without slow-down perks against decent survivors.

    Killers don't have many fun perks anyway.

    Those maps are not that good for killers (depends on killer), so it doesn't change much, just because it is from map offering. I would understand, if they used offering for Saloon. Who the hell wants to go on rpd?

    Corrupt, Ruin, Undying, Pop is huge overkill and it is not really good. Those killers don't have any detection... This shouldn't be hard to win against, they will have just pop late game.

    How is BT not save unhook? Killer ignores you and waits 12 seconds on survivor every time? Then body-block him, so unhooked survivor has chance to escape.

    Or they are bad so much, they get downed even with BT? Maybe try to join global dbd discord and play with other survivors.

    I agree that soloQ is terrible experience, but that is not really fault of SBMM. Killers had to adapt to SWF and power-level of SWF and soloQ is just completely different game.

    It's not that hard normally, because games are random, so killer can get away with worse build and just play for fun, but they have hard games with SBMM and play based on it.

  • @Pirate said:

    https://forum.deadbydaylight.com/en/discussion/comment/2420586#Comment_2420586

    What are you talking about? My whole point is I dont want to wait over 5 min for a match if the match will force me to try my best. If I keep winning (And I adjusted and did start winning) nothing will change I might even get longer waiting times for even less fun matches.

    https://forum.deadbydaylight.com/en/discussion/comment/2420576#Comment_2420576

    You dont understand... I get the 4k even now but what I have to do for it feels more like a job or a test and less like a videogame and the time investment is consuming!!!

    I have no problem playing against strong opponens or opponens that would do littlery anything to win and I have no problem losing to them. But if I continue playing like I do now I will always stay in this situation.

    I am sharing here my expirience you dont need to try to convince me of anything thats not the point! All this thread has to do is explaining the Devs what games I had and what I will have (games after this thread!).

    Atleat I have now time to watch Youtube inbetween the matches.

    I don't mind hard games that much, but I hope devs will create something to motivate players to get better. Show you ratings, so you can compare killers or flex against other players, give charms based on it or something. Otherwise survivors and killers will lose on purpose.

  • @[Deleted User] said:

    Maps greatly affect the gameplay. They affect what perks each side should bring and what playstyle they should tailor the build to. They should also straight up not bring certain killers on certain maps because it's a complete waste of time i.e. Nurse on Hawkins, Blight on RPD, you get the idea.

    You're not getting good data from a killer game on a map that actively works against their power. That's a test of survivor skill if anything.

    I really don't want to see that as killer. Thing is that there is not much changes you can do as killer even if you know map, but survivors can do lot of changes to adapt wtih perks.

  • @Alexandra said:

    This game is dead if they implement this ######### mmr. I have never hated this game more than I have right now.

    Ive played now 15 matches. I play solo survivor because queues for killer takes too long. Ive literally lost 10 pips in those 15 matches. Its been only a miserable experience. Every game its a camp and tunnel. Every SINGLE ######### GAME more than half of the team is dying on first ######### hook. Ive had to use borrowed time and ds and it still doesnt help at all. The camp is so real that even with borrowed time im getting unsafe hook rescues. Increase the ######### time of borrowed time man. Why the ######### am i even using that ######### perk if I get unsafe hook rescues anyways??

    Its also funny these killers play like this because 13 out of those 15 killers use ruin, undying and pop. Then random 4th perk. Usually tinkerer or bbq. They are using these insane gen perks and still camp every hook.

    The average points survivors are getting in my games are like 7k points.

    I dont even want to play this game anymore. Youd think my mmr would get lower when im having ######### games like this but nah it just continues the same ######### over and over and over again.

    I doubt any kilelr is using ruin, undying and pop, you have ruin, undying or ruin, pop. Based on what you say, you are not using off meta perks neither, so you have no right to complain.

    Killers play more sweaty now, because games are way harder for them wtih SBMM, when they play their mains at least.

    It is not problem for decent SWF, but killers don't know if they face SWF or solo players, so they just go full try-hard every game.

    but if average points survivors are getting in your games are like 7k points, then you suck. It can happen to one survivor, who gets camped first, not multiple survivors.

  • @agonizing said:

    Just some feedback from a player who not only plays both sides 50/50 but also plays every killer and I believe I have hit a really high skill cap for both survivor and every killer.

    Survivor: this has been a much better experience. Although a lot of my teammates may not have the skill as I, they no longer make questionable decisions as often. They know when to drop pallets, commit to gens, and not hide in corners. I’m actually really pleased to say that I have decent teammates for once, not to be confused with seal team 6 teammates, just actual decent teammates.

    Killer: playing killer has been a lot more interesting than before. For example, when playing Nurse or Slinger (two killers that require timing) I now have to second guess my blink or shot instead of just holding it in a straight line or expecting the all too common “double-back” play from most survivor players. I also have to play more strategically (knowing when to cut chase sooner rather than later, setting up which side of the map I would benefit from protecting, avoiding certain tiles at the cost of time, etc) which IMO many people tend to ignore and just stick to chases until they down a survivor, the killer role actually feels less dull and more of a fair challenge than before.

    Overall my experience has been immensely positive and I am very pleased with the outcome of the SBMM results. I know some of you may feel different about SBMM and may have different experiences than myself, but I welcome all feedback and maybe we can work together to help improve some of the issues that may be present amongst other experiences!

    My problem is big difference between killers. I like that it exists, but difference is too big. Even when you are not good with that killers power, you still have overall knowledge as killer. Games with my mains were all quite hard, I had to play around 3-gen and use more sweaty perks and play-style, which can be really tiring after some time.

    Games with other killers were usually really one sided and I killed everyone on 3-4 gens, which is not good experience for survivors. I think your skill with your main killers should affect other ratings.

  • @Phasmamain said:

    Hooking 20 survivors would take much longer than either of clown’s challenges

    2-3 games while playing normally.

    Some current challenged force to have weird play-style and unless you are going to farm with survivors, you will probably lose that game because of it, because it wastes time.

  • I can't talk for survivors, because we played really mixed ranks / skill, so that is always hard for any match-making.

    But I played a lot as killer and I had only one easy game with my mains, because 1 survivor DC when got downed fast. I have to play almost every game around 3-gen and overall tryhard a lot with perks and play-style. I don't mind it for few games, but it is really tiring to focus all the time, because I know that any mistake will cost me that game.

    On other hand it was really nice that I could play worse killers like trapper / pig and I faced way worse players because of it. Problem is that, I still can play as M1 killer, so I killed them usually with 3-4 gens left, so that experience probably wasn't good for them.

  • Myers should get some buff, my problem is that with it always comes add-on changes and for him, probably nerfs and I really don't want that, because it is best thing about him.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2417286#Comment_2417286

    yes it would be classified as smurfing. why does it occur? rank reset. I guess that is the advantage of MMR over emblems.

    Not playing is not smurfing....

    Creating new account is smurfing.

  • @InsatiableMop said:

    https://forum.deadbydaylight.com/en/discussion/comment/2417257#Comment_2417257

    I will also direct you to my initial scenario I laid out which is not an uncommon occurrence in this game.

    The fact is that stacked items can be too strong and killer should have way to deal with it. It isn't just keys, but yeah that is main problem. Flashlights as Hag / Wraith. Med-kits when you play hit and run style.

    If you said that you should somehow keep item, if you escape. Sure. I don't care.

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