ElusivePukka
ElusivePukka
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I mean, I completed this in four games when ambulance chasing/running a chase build.
You get unhooked by up to two survivors in a game. That's a potential of four unhooks per game. It sucks to be 'the first down', but if you're lucky/skilled you can still get those 1-2 minute chases going even against experienced killers - the best of them find ways to mind-game themselves for you. Just don't worry about gens for a lil bit, and take the time to either get your thing going or work on honing your loops - pretend there's a corrupt going on every gen.
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I don't think most killers really have variety. Wraith, maybe. There's three different build categories for Wraith, with a meme build in there for fun.
Most add-on sets go "Here's some that interact with the power with the lesser Status Effects plus Exhaustion", "Here's some information function", "Here's some things that alter game loop elements", with a fourth group of either useless or extremely niche/meme add-ons. Wraith, Blight, and Trickster have some actual direction for builds, while other sets like Pig or Ghost Face are too focused on one aspect of the killer's kit.
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The only way to make stuff like this work, imo, is to have something also detecting if a non-hooked survivor is near the killer.
That way a killer proxying because a survivor is looping/known to be hiding next to the hook isn't being punished. Just seems less abusable.
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@Mistakesweremade said:
I think it's fine as is. It can become kind of useful against killers like legion or plague and hard counters slugging.
But the BP idea is not bad, but I think it could be abused for BP farming, which I don't think is a massive issue.
No Mither really doesn't counter slugging. Off the top of my head, there's no other perk with such an obvious visual indicator of its individual presence without the perk being activated first - imo, nothing would save No Mither except for having the user start Healthy and only get the permanent Broken status after popping up. Soul Guard was basically the direct upgrade to NM.
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@Legionair said:
https://forum.deadbydaylight.com/en/discussion/comment/2556960#Comment_2556960
sbmm punishes casual winning I feel like, even if you win 5 times playing casually then you will go against sweaty tryhards that make the game immensly unfun. this is why i like the idea of a casual mode and a ranked mode
Seems we agree SBMM punishes winning, we just slightly disagree on which groups get punished :P
Honestly, I preferred ranks determining matches. They were more consistent, even if there were definite problems - MMR seems too exploitable and is even pretty volatile on its own.
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@Legionair said:
https://forum.deadbydaylight.com/en/discussion/comment/2556945#Comment_2556945
i feel sbmm has taken a lot of the fun out of it though as you have to constantly perform better to keep winning
SBMM punishes sweat-winning, plain and simple. It's isolating the sweats against each other, and soft-locking the people who have a hard time improving in their tiers of play as well. Escape-Based Match-Making never worked in testing, and it's pretty much only working consistently for mid-tier SoloQ atm.
So honestly? Don't sweat. Give yourself BBQ, get your 4 stacks, then find a meme you want to play with, or start doing/redoing tome challenges to hone some skills. You'll drown in BP, probably get some chases, and might start learning some stuff about the maps you didn't get to check out before - I've started examining in-game screens/monitors and newspaper clippings if a SWF team is just being a pile of dicks.
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@Legionair said:
https://forum.deadbydaylight.com/en/discussion/comment/2556494#Comment_2556494
I have PLENTY of fun camping and tunneling my friend and it is so satisfying seeing surv swf dc and suicide on hook when they play vs a sweaty killer that wants to win vs their 2 prove thyselves 2BNP and the rest meta perks. Playing this game got so much easier because entitles survs dont understand how to play vs it and get upset that the killer went against the survivors handbook for killers. thank you for your jab though, it was very helpful for creating civil dialogue.
While I can't connect to 'fun' from that kind of vindictive mentality - basement builds are what I do to unwind these days. I've been having a blast with an Insidious basement Myers - I can just blithely enjoy some of the pretty atmosphere down there, or I can explode out in a rush of Evil if survivors spend too long harassing me. It's usually the more tryhard SWFs and clickybois who do the latter.
Regardless of how you do it - it's a game. People should play to have fun.
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Quick PSA: turning off crossplay doesn't save you entirely. PC players can emulate console credentials/connections - I used to have to do that for ad hoc crossplay before companies started offering it as a more standard feature.
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Crutch killers? None. Several killers have crutch strats aside from the camps and tunnels people resort to out of desperation, but no killer is inherently a crutch - same as I'm moving away from calling certain perks crutches: I'm calling some 'safety nets' or 'training wheels' because that's what they are. Less negative stigma, and a clearer overall message about what they do.
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It's an overt lie that devs or community managers can do much about cheating at this juncture. The best we get is little cover stories from people like Mandy - lip-service about the dumbest hacks getting caught while the game is basically overrun.
The thing is, EAC isn't up to snuff, and largely incompatible with the dev team's vision for the game. It really hasn't been since the day it was created - it's based on the idea that mass reports are what matter, and given how the DBD team treats reports it's nearly impossible for EAC to do its job even if it were a competent system. Very few anticheat programs that don't include matchlogs and keylogs do much of anything, and DBD isn't going to see a significant improvement without one of those.
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I use Plaything, Facemask, and Slow-Release Toxin - I frankly don't want head pops, I just want the survivors to panic. Even high-level SWF teams slow a little in the mid-game with this combo, which shores up a weakness of Piggy play - it's not overpowered in the slightest, and Pig still flags behind in early/late game - even SoloQ coordination still trumps setup, and proactive SWFs still trounce this.
The real impact, after some 70-80 games with this, is that teams actually heal and search for their box more frequently than without both active - it feels like a shadow of old-school pig, from when survivors weren't sure what to do. Still nowhere near there, sadly - buy hey, I've seen survivors have to queue up for the box without noticing me standing nearby - two slugs and pretty significant pressure if that happens.
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@Aneurysm said:
I've been desperately trying to unlock it on pig, no luck yet :( I promise not to use it for tunnelling.
Also plaything while great is not going to become meta on pig or anyone else unless a new killer has a power that synergises very well and obviously with it.
Might not be meta on all Pigs, but it's glorious on mine. It's pretty nice even against the sweat SWF squads - just enough slow to shore up the mid-game, which can flag behind on several maps.
Pig's still not the strongest, but Plaything makes her feel less powerless.
If you're a Pig that's tunnelling, though, you're boring and suboptimal in playstyle. No boops for you.
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I'm pretty compulsive when it comes to any of the counters in the game - I try to keep them even or in multiples of three. Makes playing Pig kinda screwy, but I think the anxiety makes me a better killer overall :P
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Honestly, Jesse's the best option here - he feels like he'd be the kinda guy targeted by The Entity. Gung-ho heroes, the action archeologists, the movie meat killdozer men, they're just bad fits for what little atmosphere is left in this physically flat, well-lit, unobscured looping simulator of a 'horror' game.
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@legacycolt said:
https://forum.deadbydaylight.com/en/discussion/comment/2554067#Comment_2554067
Proof it. I haven’t seen anyone in a good while since every PH is doing the same thing now
Prove literally every player you're paired with is bad against Pyramid Head. At this point, yeah: calling this a lie, or just filled with copium.
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@legacycolt said:
https://forum.deadbydaylight.com/en/discussion/comment/2554039#Comment_2554039
I’ve been playing against him since he came out. Nobody ever can play well against a good pyramid head and I’m always in high rank/ high MMR. You want to tell me everyone is just bad? nah..
"Nobody can ever play well against a good pyramid head" - this'un by itself kinda says the issue is you. Plenty of people play well against excellent Pyramid Heads. I'd be suggesting some confirmation bias or sour lens is colouring your judgement.
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So what you're complaining about is a killer that mind-games, so you mind-game the mind game so the mind game can be mind-gamed but you worry if you game their mind too much they can mind-game your mind games - so you want to remove their mind-game so your mind game will be the mind-game without their mind games to mind-game?
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Honestly, I'm interested in how MMR is calculated for a SWF's placement in matchmaking more than anything else
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Don't just bring back fog, update it so it's more volumetric. Give us eddies and whorls at our feet, give us drifts and tendrils around corners.
And bring back Moonlight Offerings.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/2553771#Comment_2553771
Not talking about an offering, just straight up banning realms from the roster so we can completly avoid a very disliked map. For me RCPD and Haddonfield come to mind.
And I'm saying "nifty concept, I'd prefer an offering"
Merely banning a realm from the roster might work, but I think free banning would encourage people to pick 'bully maps' even more than they already do. Offerings would make those picks at least a consumable resource
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Just give us a specific anti-offering rather than a general one
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I like the blight themes. I like my oozing costumes, I liked the pustula atmosphere - and while yes, I'm fine with whatever direction it goes, my preference would have been to stick with blight themes with some more innovative gameplay for the event mechanics.
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Fair implies that it's possible for gen tapping to be unfair, which is lopsided from the start.
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I want a new Meg hair with her masks. Everything else is gravy.
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@Jeromy137 said:
https://forum.deadbydaylight.com/en/discussion/comment/2551328#Comment_2551328
I know to wait for that back during the rank system I don't think it is the same now with the new system in place
There's nothing which would mechanically make early season easier, I'm just saying the playerbase still seems to have a lackadaisical mentality in early season play - that's just out of limited experience, though. It'll probably take a few seasons of MMR for that to even out.
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@Jeromy137 said:
I am tired of trying for adept killer trophies when the survivors just up and d/c if they DC it should count for all hook states towards merciless killer
Having to get 11 hooks (with them getting off each hook) just to get it is maddening
Especially when someone ups and DCs early in the match
Friendly suggestion to wait for the reset. While that won't inherently help your MMR, more people clown around in the early days of a reset, while more people ragequit/take things seriously late in a season.
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/2551207#Comment_2551207
Dude, she's a Wiccan witch.
She's a Charmed parody of historical witchcraft - so yeah, a Wiccan.
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In the original movie/series he was suspected of being a [insert word] but it was left ambiguous - he was ambiguously avenging an unfair death after an unfair life or simply perpetuating his victimization of others. Despite what people are saying here, it's not even proven that Freddy killed kids until later entries of questionable canonicity.
In more modern media, and in the old comics/books, Freddy was far less ambiguous in his abuse toward children.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2550095#Comment_2550095
You teabagged at the exit gates - rubbing your stomp in his face.
He definitely shouldn't have reacted like that, but you started it.
And no, I don't believe that you just said 'GG' in the endgame. People don't taunt at the exit gates and not BM in post-game.
Just a fair warning, some survivors GG after in-game BM just so they can try to goad the killer even more.
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@TMNoThumbs said:
I think the game needs more balance in surv cosmetics. I move that we petition for a shirtless skin. David shouldn't get all the fun. 🤔
We already have Yui's chest modelled and textured in game.
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@BrotherLove said:
https://forum.deadbydaylight.com/en/discussion/comment/2551242#Comment_2551242
Yea it was literally like playing a lifetime of Demogorgon in only 41 days lol. Thing is I love him more now and I am far better at him than when I started. One famous Demo Player said it took him a year to get to 10K. So ... IDK but I am happy.
I did a similar thing with Pig once upon a time, that inner need to strive for something can really hit hard. Best of luck for your next challenge - just remember, and I'm saying this with all the kindness I can, to touch grass.
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@BrotherLove said:
https://forum.deadbydaylight.com/en/discussion/comment/2551159#Comment_2551159
This is me bro. I tracked it on two sites and on a note book.
https://dbd-stats.net/profile/76561198013398442
You math is wrong. When I am trying I get 67 downs a hour, most of the time I am not trying. My Average game is more like 18-25 mins. lets do some Math ok. I am just a monster so please dont be hard on me.
410 Hours
Times 67 Shred Downs
Equals 27K.
So based upon the hours played and my Shred Downs I hit the Record with a Average of 40 Shred downs a hour, or 13 per game.
I responded before you edited your post but thanks for the update.
410 hours, 67 downs per hour (since that's your tryhard mode, that's the optimal number) gives us 27,470 downs, and assuming 1 down equals 1 hookstate that gives us 2,289.16... kills, roughly 572 games worth. That's giving us roughly 13 optimal games per day - still a big time investment, with your given average lengths, and even more expansive because who wants to be perfectly optimal 100% of the time?
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@grayon444 said:
https://forum.deadbydaylight.com/en/discussion/comment/2551167#Comment_2551167
Sorry she is unique.
What other survivor is a witch?
She's a cookie cutter Starbucks white teen witch. She's less original than Sabrina.
"She's a witch" okay, not really, she makes scented bathsoaps, but she also recycles the dead dad thing from DBD lore and sans perks brings nothing to the game from a skin or lore perspective except the Entity apparently giving a ######### about Halloween plays.
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@Demogorgeouse said:
Whos gonna tell em that site isnt accurate
I like the ballpark figures :P
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@BrotherLove said:
https://forum.deadbydaylight.com/en/discussion/comment/2551106#Comment_2551106
I am the #9 Bubba, The #1 Demo by shreds and I am setting my sights on another killer soon. My name ... Is #1 Demo lol
That link takes you to the site, not your personal stats - and you're still not telling us how you know you're #1 for Shreds. Where are you getting your information - is it tracked through a third party site, DBD internal statistics, or what? You seem to be referencing a leaderboard, but where is it?
Gonna run my maths for a second: my friend who watches my killer games on discord says my games average at 8 minutes, and from my self-assessment I usually 3K with 10-11 hooks - I'll make it more optimal with 8 minutes and 12 hooks just to make it a bit simpler.
To get the same as OP claims I'd have to get 1,500 games done (assuming each down is a hook state) in 41 days: at 8 minutes per game, 12,000 minutes in total - 200 hours - which comes to 4.9 hours of playing Demogorgon per day. Same rough number of games xEa calculated, I'm glad that seems to imply my maths aren't too off, but the time investment just seems nuts; I can't help but rotate killers.
With the added claim of 200+ games per week, that actually comes out to fewer games per day than you'd expect - around 29 total. 250 games per week would be what we're looking at - where's my wolf's whistle?
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With how simplistic MMR is, the cheating memelords are being rewarded more than anyone else - it gets weird at the top.
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@Guest1567432 said:
@Crowman True. Pig can do this with the right set up TT+Crate and just camp the boxes....but where is the fun in that? Must be a lot of Pig players that play like that to get the % up.
Low rank Pigs/Bubbas do a lot of the camping, mid rank it mostly switches to Doctor and gimmick killers like Trickster doing the camping, high rank seems to depend more on time of day for whether people are meming or murdering.
Makes my Piggy heart sink when I see young Pig players shooting themselves in the foot.
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What's your stat breakdown from DBD playerstats?
And yeah: how do you know you're the top Demo player?
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I'm amused that this post is coming from someone who said "MMR back when?", but also I feel for that. The test prior to this iteration worked pretty well, it sucks that they made it this simplistic.
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@Munqaxus said:
The most simple solutions are the best solutions.
Killers see kills as wins and Survivors see escapes as wins. Killers use all of their skills to make kills and Survivors use all of their skills to make escapes. The emblem system sucked because it tried to use way to many data points to do the exact same thing as this current system does.
And this system works. Most people like the new system and feel it is more fair.
Satisfaction surveys disagree with your assessment. I have yet to see a social media outlet which doesn't overwhelmingly describe SBMM as negative.
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A. What is a Black Key?
B. I think this would work best if you could bound the randomness with killer/survivor classes, e.g. Dwight being a support, Meg being a runner, Myers being stealth, Pinhead being control, et al.
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@Demogorgeouse said:
Yunjin Lee- "Yun-Jin Lee, lets cut it short. I'm just saying I'm looking forward to new content, and I'm ending the announcement"
Well that's a fun error. Glad I was just copy/pasting - thanks for the catch, I'll leave it up to laugh at :P
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Your translation has different specifics and lingo in the first third - not saying this one is better, just transcribing a popular one on twitter.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2550977#Comment_2550977
My response is; So?
That's one game.
MMR isn't based on one game, it's a pattern, it's track record over several games.
Your MMR is only going to move if you are consistently dying or escaping more than the other. If you are consistently escaping more often than not, then you should be matched with killers who are better equipped to stop you escaping. Regardless of how you're escaping.
And I have yet to not consistently 'win' by the kill/escape system - with the caveat that I can acknowledge that my survivor side may flag behind due to being a killer main who consciously tries to play both sides. The consistent thruline for escapes when I'm playing killer is hatches - which according to Peanits is a null MMR change, while 2 or more people typically escape when I'm playing survivor, with myself usually trying to be the last one out so I can taxi.
I'm just doing the same routine I did with the pip system: 2 gens, 2 totems, 2 unhooks vs. patrol counterclockwise, try for two hooks per gen if possible. My personal gameplay isn't affected. What has changed is the quality of teammates and opponents, which has only gone downhill despite my supposed MMR interaction being a positive trend.
Frankly, no. It's not one game. It's a pattern spanning what, a full month now, with hundreds of hours per week?
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2550661#Comment_2550661
You all need to stop thinking of MMR as a reward, and stop caring about other players MMR.
If some other player is playing cheap to win, like an immersed Claudette urban evasioning around the map, then that's not a player who wants high MMR. But they're gonna get high MMR until they hit killers who can deal with that.
It's not a reward, but it's also not a competent matchmaking strategy as things stand - with the Blendette example, it means the person depriving their team of assistance can indirectly tank the other survivor's MMR, and the killer can have their own MMR artificially inflated too easily.
I had fairer games before MMR, with better placement for teammmates - I also lost more, but felt more rewarded. I'm expressing frustration not because my games got harder, but because they got easier to the detriment of my enjoyment in the game, and because I'm a game designer myself (though in a different field) who is appalled by the system that's been put in place.
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@Munqaxus said:
Where are the MMR details at?
Say that all survivors will incur a 400 point penalty for losing. Survivor 1, who dies first, will incur the full 400 point penalty. Survivor 2, dying next, will incur a lesser penalty- let's say 10% less, for a deduction of 360 points. Survivor 3, who died next, would then recieve 25% less, for a deduction of 300 points, and poor Survivor 4 dying last would recieve a penalty of 50% less for minus 200 points.
^That's a community member summarizing survivor MMR for a loss
It would depend on the ratings of the Survivors you've killed.
- If you and the Survivors all have the exact same rating, your rating wouldn't change.
- If the Survivors that you killed have a higher rating than you, you gain more rating.
- If the Survivors that you killed have a lower rating than you, you gain less rating.
- If the Survivors that escaped you have a higher rating than you, you lose less rating.
- If the Survivors that escaped you have a lower rating than you, you lose more rating.
- Hatch escapes are a null (it's as if that Survivor was never in that match, you nether gain nor lose rating from them)
So when you kill 2/4 Survivors, your rating change is the sum of each 1v1 matchup. I'll use some made up numbers as an example here:
- Kill "better" Survivor: +20
- Kill "equal" Survivor: +10
- "Equal" Survivor escapes: -10
- "Better" Survivor escapes: -5
So in this case, 20 + 10 - 10 - 5 would leave you net positive with a +5 gain.
^That's a dev summarizing killer MMR
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Slightly different translation from Twitter's feed:
Yunjin Lee- "There is a rumor that Yun Jin Lees dance is floating online. I would like to keep it away from the internet over the next few days. I'll cancel the major announcement."
Jiwoon Hak- "Let them know. I want to tell my fans about the new content they've been working on."
Jiwoon Hak- "And you know what my fans are like."
Yunjin Lee- "What do you mean?"
Jiwoon Hak- "My fans are a bit... old... its unique. They aren't intimidated by rumors."
Yunjin Lee- "Yun-Jin Lee, lets cut it short. I'm just saying I'm looking forward to new content, and I'm ending the announcement"
Jiwoon Hak- "I know."
Really wishing I'd followed my primary school friends into learning Korean dialects/writings.
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So what you're saying is run Deadlock, Pop, and Corrupt, with BBQ for points, and just meme around for a while :P
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2550786#Comment_2550786
Fair when the killers are forced to play unfairly to get a win (camp and tunnel) ? Fair when gens are flying in less than 5 minutes at high MMR ?
Well i don't think it's fair.
When during the 1st chase (If all 4 survivors are good), you loose 3 gens and during the 2nd chase you loose another gen + the last gen is at 50%, it's not fair. Getting 6 hooks while all gens are done and both doors at 99% it's not fair.
Not sure why you're quoting me when I'm also saying MMR isn't fair in the slightest.
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Check the new buff for Windows of Opportunity - no cooldown, and increased range iirc.
It might have a place if there's a perk that someone feels underperforms for their personal playstyle.