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The thing is some killers BM because someone on your team is BMing them or the killer has been annoyed and BM a previous match. While this gives no reason it's often the case (although there are some killers who get annoyed if you loop them for a long time)
HOWEVER I still wouldn't put this into the same as survivors, survivors do it far to often and I dont even like seeing it when they're on my team "oh let's BM and fast vault at the exit"
But alot cant be fixed because it's just base game mechanics like looking up and down to even slugging...
You can however stop survivor spamming notifications or Marco flashlights but that's about it
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Boring? Definitely not
Frustrating and make you not want to play at times? HELL YEAH
Can be a good fun game when it's a good match
Edit: iv been playing since release, dont get bored just fed up. But I play other games as well
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Its definitely odd as I would assume some roles get played more at different mmrs.
Mine has been stuck on survivor constantly, dont mind as I mostly play survivor but I would of thought I'd get better matches and not potatoes as teammates
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Hey considering how badly balanced it can be a 1k especially with good amount of hooks is a win regardless plus some killers arent equipped to deal with great loopers.
Atm I'm just looking for a game that hasnt got mega strong items, map offerings or a full swf but no luck
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Well bad players shouldn't escape as often...
If a certain role has the ability to be the strongest should it be made easy?
Those low mmr survivors have every opportunity to become good, DBD isnt a game that has any complex or highly skilled actions like other games most of it comes down to knowledge and how much a survivor puts into learning and trying.
Nurse is the same as low mmr survivors, in the right hands it becomes very strong but we cant go making the stronger thing stronger, we wouldn't balance for bad nurses to win nor should we balance for bad survivors to win
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@Marik1987 said:
Thank you. A wonderful thread.
I would love to know Kills PER KILLER in each MMR-Region
Yeah I always like those, even if it's just to see which killers are played especially as I haven't seen half the roster in what feels like a year.
Probably have to wait for their year streams for those kinda stats sadly
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NEVER!!!
I like caps, it can highlight key points. Plus everyone looks at the caps because they're looking for those juicy arguments lol
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@Marigoria said:
Because it's not funny.
For real? First we get a code we can't even redeem because we already had that plague skin from a PAID rift.
And now we get 400k Bp.
I'm- ... I don't even know what to say anymore. When we think it can't get lower, here we are.
https://us.v-cdn.net/6030815/uploads/UFMYCQBPH1IO/20220915164751-1.jpg
Dont say that, they may give us a brown rarity charm that you'll get 0 use out of, at least BP have a use lol
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3188137#Comment_3188137
Lowering your MMR isn't a "punishment", it's just setting your rating so you go against slightly easier opponents next time. If anything getting a lower MMR when your team loses is a consolation prize.
It is a punishment, its saying I did bad and will put me with bad players more often.
I dont wanna verse killers way below my skill, and it's not even the killers that are making me lose it's the survivors.
I want a challenge, I want to verse good killers with good builds and mindgames. I dont wanna verse easy killers... it would bore me and if I get paired with even worse teams I'll definitely pass. I'd hate to grow low mmr where no one does anything
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3187743#Comment_3187743
As far as the long chase thing that’s why the devs were looking into treating the survivors as a group. If you manage a 20 minute chase and it helps everybody else get out then your MMR would go up as a group is the idea.
Yeah but what about those games where you're doing good chases and pushing gens but your team just isnt...
Dying isnt what bothers me, it's the fact I'm put into pointless games I had 0 chance in because my team for some reason refuse to do gens and the game punishes me.
If I play bad sure, but I shouldn't be punished for stuff completely out of my control that's all
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3187694#Comment_3187694
Not at all! But this is probably one of the most misquoted things, so it's worth talking about again. Escapes are not skill, but they are a proxy to skill - that is to say that skilled plays tend to improve your chances of escape.
This does not mean that the game thinks you're a bad player if you have a really good match but die in the end. It also doesn't mean that you're a good player if you hide all match and sneak out the exit gates after your teammates carry you. No matchmaking system in any game is able to accurately estimate your skill from a single match. Matchmaking systems work over the course of many matches to continually refine your rating. If you're lower than you should be, you'll outclass your opponent(s) and your odds of winning will be higher, meaning you'll gradually climb over the course of several matches.
To give an example, you lose two matches and then win two. You'll end up more or less around the same point that you started. The game doesn't think you suck just because you lost a couple matches, it's looking at the bigger picture and always trying to make sure you end up in the right spot.
The reason why matchmaking systems use a single metric (like kills / escapes) to estimate skill is because adding a ton of variables into the mix has huge consequences. Say you count two hooks as a 'win' for the Killer- does that mean that the Survivor who escaped also won? If so, you have a situation where both parties can win, raising both of their ratings. This might not sound like an issue yet, but it has just created a scenario where on average you're more likely to gain rating than lose it, meaning people are on average always climbing higher. This completely breaks the entire matchmaking system.
But even so, adding in a bunch of other variables doesn't necessarily indicate skill either: If a Killer gets two hooks, that doesn't automatically mean they played super well. The matchmaker can't tell if you got those hooks through some tough chases or if you just tunneled someone off the hook and downed them before they could get to a pallet or window. Adding chase lengths into the mix is yet another variable and yet again doesn't reflect skill (you might have downed someone really quickly because of a skilled play, but they might also be in a very safe part of the map where that's not possible). Already, you can see the rabbit hole this is turning into. There's far too many factors to look at a single match and say, "This person is amazing, strap a rocket to them and send them to the moon!"
By using a single metric like kills & escapes, that ensures that one person always wins and one person loses (or they draw). In order to keep climbing, you'll need other people with a similar rating, otherwise the gains you get from each match gradually diminish until you stop climbing.
But all that said, the matchmaker's job is purely to stick you in a place where you'll win about half the time, not to judge you and make you feel bad about yourself. Whether that's because you're a legend who needs to go against other legends, or because you're crouching in a corner because you know you'll only last 5 seconds in a chase. It's only trying to find a spot where your strategy, regardless of how skilled it is, works about half the time.
To get back to the original question: Yes, we do have some improvements in the works, including team-based ratings (so dying heroically to save your team doesn't count as a loss). I look forward to sharing more info about it and the other changes when they're a little closer to release.
I just dont want to lose rating because my team avoided doing gens, gave up or let me die on hook for 0 reason.
System doesn't need to be perfect but I shouldn't be paired with those type of players randomly.
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@OrangeBear said:
https://forum.deadbydaylight.com/en/discussion/comment/3187709#Comment_3187709
I know i'm usually not one to exaggerate but it really is true that this is what they think. They said that everything that happens in a match is the middle man and that the end result is what it's important... it's more or less true.
"If you didn't escape did you really play well?"
I'm pretty sure that's what Patrick said in the stream, or close to dont quote me
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@dugman said:
The MMR is actually pretty accurate, when everybody in the match is about the same MMR the match is normally close. This was evidenced when they were doing tests on it earlier this year and the day they had the strictest controls on how close player MMRs could be in a match were the days with the “sweatiest” matches, while the days they turned off using MMR altogether and when they used Grades had the most inconsistent matchups.
The main reason for mismatches isn’t the MMR itself, it’s that the matchmaking algorithm for various reasons sometimes ignores ratings in the interest of getting people into matches more quickly and also that people with wildly different MMRs sometimes play together in swfs that can’t be broken apart by the algorithm. But there’s nothing wrong with using escapes and kills to decide if you MMR goes up or down, that works fine.
Finally note that the devs have never said MMR is a stop gap to a more complicated system. They did say, though, that they were looking into having MMR go up or down for survivors as a group instead of individually, that way if one person dies but their sacrifice helps everybody else escape the whole team’s MMR goes up, or similarly if everybody dies except one lucky survivor they all go down. No word on if they’re still looking into that change or not.
Yeah but the issue is it's not matching people with equal skill, and by that right I should never see players that dont do gens. I dont care if people cant lead as good chases but when you have a bunch of people walking around not doing anything then yes that's a major issue with the system.
I also dont think it's fair you could do a 20min chase and die on first hook and the game tells you that you did bad. A killer will always get you at some point and you cant save yourself either. Too much is in your teams hands for the system to punish you on their actions
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@jesterkind said:
Last I remember hearing, it's constantly being tinkered with behind the scenes, so I'd assume it won't be getting big "updates" that are announced for a while? Hard to say.
As for "escaping showing skill", you're right that it doesn't show skill for one match. However, how often you escape overall does show your skill, which is why MMR systems are built around winrates.
They definitely need to do something.
And while i would like to agree it's still just RNG luck if you get a team that actually plays. I usually escape pretty often especially when I get an okay team but the past 2 days youd think I'm awful if you went of the escapes in those 2 days when in reality iv just had awful matchmaking and doesnt matter if I do 4 gens or get chased for ages if my team isnt also trying
@Beatricks said:
To be actually fair and balanced, they did say they were working on a way to weigh personal performance as opposed to just the end product of escaping/killing. But considering every single time they announce a change with the intention of fixing X, they just make it even more horrible, it's probably better if they don't touch the system. After all, SBMM is only a little worse than grades was, do we really want an even worse system?
I hope so, and grades wasnt too bad before they changed them so you lost less progress each month. They emblem system just needed tweaking to award chase and objective more than escapes (especially hatch) and altruism
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@OrangeBear said:
I'm sure no developer actually things Escaping shows singular player skill
you are mistaken. This is exactly what they think.
I would try come up with a sarcastic reply but it's true and that hurts my soul
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While I love the new DH, still on all my builds I do understand the annoying factor that you cant lunge and have to smell the survivors behind to try bait it... beats the distance part though
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No. That is what made DH so broken in the first place, the fact you could just press a button to correct a mistake on a loop to counter a basic attack wasnt fair...
Current DH is so very strong still, while it's harder to use you actually get the benefit of a speed boost on hit.
If you cant use the current DH that's on you, you arent forced to use the perk but if you learn how to it's still stupidly strong in the right hands
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I never understood this change, base kit DS would of been better as this just encourages bad saves and the person doing the bad saves isnt punished anymore by unsafe hooks.
I still dont get why survivor got a mini bt base and killers didnt get a baby corrupt though
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I just did this challenge yesterday as I'm trying to play catch up on the tome.
I used head on, quick n quite, blast mine. You can also quick DS too encase you are tunneled and it gives you an extra stun. Using a map like saloon where alot of people run main building and shack you should be able to get a few headon plays
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3185959#Comment_3185959
Sounds like you might want to put it in as a bug report.
People have been, for months...
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@dugman said:
I’m a little lost, what doesn’t have sound or animation exactly?
His power, basically some games it has no animation (pulling out his tentacle) or sound (squishy tentacle sound when he pulls it out and the initial whip) when starting to use his power.
You only get the end animation/sound once it hits so you're basically blind to his power
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If you dont do gens I dont want you on my team.
It's that simple, I dont really care if you're an amazing looper or not but theres 0 reason you cant do gens. It doesnt bother me if people arent good at chases but the moment they avoid gens they are basically throwing the game for no reason.
I like getting chased, it is the most fun part especially when you have learned and been playing for so long but I'm not gonna never touch a gen, it's the objective and if everyone pushes gens they arent long at all. Besides a killer is more likely to chase you if they see you pushing gens
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3184655#Comment_3184655
About windows: we can't rule out that your teammates just an idiot and drops a pallet because they want to
Yeah but at that point nothing can save you 😂😂 iv seen it happen a few times but not that many for how often I use it lol
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Eh, I would say there are much better solo Q perks such as the following
Off the record - dont have to worry about a teammate unhooking you infront of the killer and them waiting out the base BT, also helps with tunneling if you can lead on a chase
Windows - this allows you to see where all pallets are so you dont run into dead zones, it also let's you see where people are getting chased within a certain range (if you see a pallet aura drop someone is being chased there)
Adrenaline - if you're hooked just before the endgame this will heal you so you arent an easy endgame tunnel and dont need to rely on your team body blocking for you
Kindred- just so your team can be more efficient including you. But honestly even with this multiple people may still come for the save lol
Exhaustion, just a great set of perks that you should use.
I'd also add inner healing, medkit etc. A way to heal as a solo Q is huge, plus if you mix a medkit with resilience you get a wonderful combo
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Understand it's more luck than anything else but you will be forced into certain playstyles inorder to get them (tunnel etc.)
No matter what anyone tells you, it is more to do with luck than skill. Sure skill and knowledge will help but it wont make you get them. Iv been playing since release and I still hate adepts (killer anyway survivor is easy) but the amount of times I'm punished emblem wise because my chases was too fast or the gens was too fast is kinda silly (imagine having to say, I got 11hooks, 4k too quickly so I should be punished)
If you want any specific advice tag me, iv done adepts a few times and every killer is different but basically use the better addons and use map offerings and it will help you a bunch. Play on rank reset and aim for a 4k with 9+hooks
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Too many factors and too much RNG to ever be "balanced" not to mention skill level has a huge impact.
But if we take the average killer, average survivors that can do average chases and do gens on an average map probably close to balance.
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I'm still running corrupt, honestly I'd rather this perk than anything else and it helps so much (yano stops survivors spawning separated on multiple different gens) which I'd argue is one of the biggest impacts in a game...
Against really good survivors you will need gen defense or usually someone like noed to make sure you can get that W. Most people wont understand that as they feel they can win any team no perks/addons
Best thing is try think what will help the issues you verse when you play, whether that's early game, body blocking, items etc. And then try equip perks to help with that along side a gen defense/regression
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@Sharpefern said:
This is something that I've wonder and am still not 100% sure on.
Like if we go by "win" condition the answer is no right? Like the win condition for survivor is escape. Now helping the other survivors may allow you to achieve this but the win condition is just based on your survival.
That being said on the competitive circuit they are counted as a team. Many players killer and survivor alike call the survivors teammates. One of the BP sections is based on Altruism which would be helping others out.
Like killers are definitely in a 1v4 but are survivors in a 1v1 or a 4v1
You are a team, doesnt Matter how people try spin it you are a team of 4 having to work together.
If you never helped anyone youd have to have perks/items to self heal and youd always die on first hook as you need your TEAM to unhook you.
While you'll get very selfish people those tend to be selfish (obviously hence the name) or they arent highly skilled/dont escape often so they often leave others or refuse to help them in Hope's to get hatch or not risk danger
If people are smart they will work as a team, it's how you make the game easy for survivors. Higher ranking players understand that and it's why body blocking, taking hooks/chases is more common
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/3175964#Comment_3175964
As explained above, the ticket doesn't require player's IDs anymore, you just need to flag the game and report on the Support website.
That should be an ingame feature, I shouldn't have to go to external sites between games and start filling out forms.
While I know you're just passing the information along it's just not a good system, I'd rather just play another game then waste my time going extra steps to report obvious cheaters.
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Well console players cant even grab player IDs and we dont even get streamer mode either...
I can run into multiple cheaters and not do a thing about it
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Yeah that's my experience, wouldn't believe theres a new chapter recently... I see 10x more nurse than wesker
after my 7th nurse in 12 games with only 1 weaker I decided to come of lf the game, that was yesterday... honestly havent wanted to load it up encase it's the same outcome, I dont play to verse one killer most games
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Old.
Quite simply because it was used for distance (didnt need any skill) and countered/corrected mistakes against the most basic killers (basic attacks)
New DH is way better to verse, still annoying sure but at least it's not 3+DH every match with everyone getting free mistake correcting perk
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@xni6_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3168553#Comment_3168553
idm the lack of slowdown perks on some adepts, its just that you need to replace slowdown with pressure from slugging, camping to second state, tunneling, etc. but emblems just punish you for that
and powers that insta down you kinda have to ignore their existance completely
and sometimes you need throw and not use perks - like adept hag has devour, and if you actually get 3 stacks of devour you need it cleansed asap for chaser, and if you get 5 stacks you cant use the moris from it
Well I'm after wesker adept so I dont need to worry about the insta down but I just lost another adept because I was too good... because that's a thing too
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@xni6_ said:
easily could change from get merciless to get a 3k. the amount of hoops you need to jump through for adept on some killers, to the point of ignoring their power completely, is stupid
survivor is just escape. you can hide going between lockers to avoid afk crows and just grab hatch and thats survivor adept done
I honestly dont know why they haven't, I did my survivor ones easy as hell (I'm a good survivor so I can still loop well and push gens)
Meanwhile I'm losing games as killer because I have 0 slowdown, even if I get fast chases it doesnt matter.
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@Akumakaji said:
100000000% true.
I dunno what's worse the fact its random or the fact I can lose against bad loopers just because base game isnt balance
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Against good players he meh, against bad players hes okay. Like most killers tbh, his power sucks at alot of loops and just for that one reason alone hes weak
I dunno I'm trying to get his adept but it's kinda hard when you have 0 slowdown and get put on big maps
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People have been saying that for years...
One specific time doesnt show the full playerbase either.
Plus I'm not on because I'm bored of nurses every game...
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Well if they have had my luck I dont blame them...
A new chapter has just come out and I still see 10x more nurses than the newest chapter. Its boring af.
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Hag gets mobility, instant injure on hit after a teleport and can basically chain hits instantly between teleport, very good at defense once setup.
Artist has to setup every loop each time a survivor is near it, not every hit is an injure and has to hit multiple times. Artist also has no mobility.
Both killers are decent, but both play very differently. Hag is trap and protect while artist is more chase so that's why.
Only my opinion though, I rather the artist playstyle. Hags abit campy imo and I dont like it
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@Tranquil_Blue said:
Hmm...are you able to mess around with a friend in custom to see how the reveal mechanic feels there? I haven't faced him enough lately to know if it seems buggy.
I'm assuming you know all the mechanics (e.g. you can't reveal him if you're marked, etc.).
Yeah I'm very up to date with all changes, I just dont see him enough to figure out why it's not been working when it use to work completely fine before his last set of tweaks
@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3152804#Comment_3152804
Ping can play a role too, just move your camera around until you start hearing the reveal noise. I have definitely played against some high ping ghost faces that were nearly impossible to reveal.
Maybe iv just gone up against some bad latency Ghostfaces then because some are dead centre in the open. Probably wont see another GF in weeks to know though lol
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@Sonzaishinai said:
Don't forget that one of his most recent changes was that you can't reveal him while being marked
Yeah I'm aware of that change but I wasnt, if he Mark's someone else does that stop it too?
I honestly have no idea why I cant revel them unless I'm massively desync to the killer
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@Biscuits said:
Some tips on revealing him.
Distance plays a big part, he can still stalk from far away, but you will take longer to reveal him, generally not worth it past a certain point.
When he is leaning, it takes a long time to reveal, don't bother.
When he is crouched, again, it takes longer to reveal, be careful.
He must be directly in the middle of your screen for you to start revealing him.
How I generally reveal ghost face players. When I see him, I immediately run behind a corner or break LoS, then jump out in front of him when he gets closer and break him out.
I know how to but my point is they're in the open and I can't even do it.
I have never struggled before but now I physically cant revel them even when I'm looking directly at them and they're just standing/walking in the open
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@[Deleted User] said:
I feel like they made unannounced tweaks to SBMM when they did the midchapter patch. Survivor is so horrendously unfun right now for players who play to win. The game desperately needs a ranked queue. You completely alienate half your survivor playerbase when you force players to play with teammates at half their experience level running meme builds. I don't care what the spreadsheet thinks. It's not a balanced match when you actually play it and experience it. I think I've played maybe 2 hrs in 2 weeks and rage uninstalled once.
Well I dont really want to win, I just want to have my normal games back (while I won alot it was more how I could do everything in a trial and everyone was also trying)
Now it's just impossible, past 2 days have been the worst DBD has been for me in years. I'm okay with the odd bad game or bad teammates but not 27games in a row with every teammate lol
It's not like the game has changed in the past 2 days so I dont get why it's so different now
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@SweetTerror said:
Unfortunately that's the downfall with SBMM. The longer survivors and killers wait in a lobby the more widespread the matches are going to be, for better and for worse. It doesn't help either that escapes and kills determine your SBMM rating. There are players out there that will literally hide all match for no other purpose than to escape. Despite the fact that they did nothing all match but open an exit gate, their rating will go up while everyone else's will go down should they be the last man standing. It's stupid. It's rare to see that, but it happens.
This is why I can't wait until bots are implemented. Obviously if you want a real challenge you'll go up against real players, but at least with bots it's a guarantee that no one is going to go AFK, everyone's going to be doing exactly what they're supposed to be doing, and no one's going to be toxic to each other. Because of this I could see myself playing just the bot mode exclusively. Plus it'll be nice not having to sweat while I practice, which is the biggest hurdle when it comes to dead by daylight imo.
Agreed, but its honestly terrible atm and I dont believe every half decent player has gone to killer, even after the patch I was having great games as survivor but now it's just impossible because no one is actually playing?
I'm pretty lenient when it comes to games, I accept I'll have some bad ones, have a bad player or even have to sweat to carry but 27 games in a row of no one trying is too much for me
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@mischiefmanaged said:
It's going to vary, but probably similar for each timezone because human behavior doesn't really change all that much.
In the morning: mostly solo queue. Streamers or generally people with strange work schedules or non-standard sleeping schedules. When you're alone, killer is usually more fun because killer is the more varied role. Solo queuers are usually people who want to play but don't really want to wait through long queue times such as myself.
In the afternoon: mostly the same since most people are working.
In the early evening: probably the time when things are best since people have eaten dinner and are just generally winding down from the day. Hop onto DBD to play casually with their friends. You can't play killer with your friends. Before this patch, this is the time when survivor queues would take forever because killers didn't want to "play against SWF" (which were generally just people chilling with their friends) and so matchmaking became screwy. After the latest patch, queue times seem to be pretty balanced at this time.
In the late evening (like after 1 AM): starts to go back to the same as the morning, but you'll still get more survivors at this time because there are people who stay up too late playing video games.
In all likelihood, there's not a whole lot they can do to fix this with just pure gameplay. This is where the matchmaking incentives are supposed to be to encourage people to play a role they wouldn't normally play. Any time there's an imbalance the matchmaker will start getting screwy mostly because it says, "Hey, I know this match won't turn out good, but you've been waiting for 10 minutes and I don't like that more so GOOD LUCK!"
Otherwise you could end up with a situation where you wait an hour for a match because there's a long queue of people at your MMR waiting for matches with not enough of the other side.
The time I play hasnt changed in years so it's not that, plus i usually get good teammates and opponents but the past 2 days, 27games in a row is just AFK, people giving up in the first min or never touching a gen
It's a completely random 180, nothing has changed in the past few days actual game wise
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@TeabaggingGhostface said:
Fun fact, it never was turned off
I dont go from having good games daily to not having a single good one in days randomly.
The matchmaking clearly isn't working correctly. I could let go a fee bad games and mismatches but not 27 in a row... I even gave it a whole day extra just to be sure, matchmaking isnt working at all currently
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@BenOfMilam said:
What time of day are you playing? It makes a HUGE difference.
Around 6pm to 12am, you get a lot of good players and matchmaking works pretty well.
From 1am to 8am, you get a lot of sleep deprived people that can barely play or you get extremely hardcore players.
From 9am to 1pm, matchmaking mostly doesn't work and you get random players.
From 2pm to 5pm, matchmaking is mostly alright but you'll pretty often end up in lobbies you don't belong in.
Source: used to have sleeping problems and would play at pretty random hours of the day.
I'm playing the same time as usual where I use to get insanely good players both on my team and versing but I took a few days break while I sorted irl stuff come back and now everyone is throwing and not even trying.
It's like im being matched with the lowest mmr possible for 0 reason, some games I'm doing multiple mins chase and not one gen even finished. Luckily a few killers have let me go because they realise but it's just a joke at this point
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You mean a perk that might reward killers for a hook? I mean no surprise that's used alot...
Not that I really mind, as you can still do the old tactics to avoid the DMS combo and now it doesnt have the notification it's rare they instantly go to that gen, fair perk imo especially since it's only 4 hooks
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@Mockingjay_S451 said:
This has been happening for a while, not sure if it’s a known bug or how they want the store to operate now. I have seen some people say it’s a way for them to ensure that Jeryl isn’t a possibility, but not sure if that is true.
But, yes, I also hate this! I like mixing and matching and rarely buy whole outfits. Because I can’t see how the item is going to look, I haven’t bought a cosmetic since this store change.
Thatd be an awful way to fix that for sure if that is why
@Mister_xD said:
Yeah and it's really annoying.
yeah definitely, well guess I'll hold onto my shards for awhile more lol
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New prime code if you wasnt aware, this months for plague.
However it's a past tome cosmetic for plague, ngl kinda annoying was looking forward to a new skin..