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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2913519#Comment_2913519
The MMR system is setup to award you points for each individual kill and to take away points for each individual escape.
Say a kill is 100 points and an escape is -100 points.
If you have 2 kills, 1 escape and 1 DC/Hatch Escape, then you would gain 200 points for 2 kills, -100 points for 1 escape and no points for a DC. Adding it all together, you gain 100 points, hence a win.
Ah I get you, you basically if someone DCs you go up in mmr unless you let multiple go. Shame
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2912426#Comment_2912426
2ks and 1e would be a win for the killer. You don't count "nulls" as either a win or a loss.
2k is a draw though, if a DC is null then you only got 2kills that's still a draw, you need 3kills to be a win.
Not that I care for the W in a game with DCs I was just curious and if a DC is null and the games treats it all as a 1v1 then 2kills, 1escape and 1DC is a draw
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/319901/barebones-mode
It would be bad, and a slaughter mostly. Unless they took measures to give basekit BT and DS in that mode sadly.
No perks = No BT saves and free tunnels. But cool otherwise.
Come to think of it if you couldnt pick perks but had a set build for each role it could work
Survivor: DS, BT so it stops all tunneling and unsportsman like behaviour but doesnt provide extra advantages such as chase or information perks
Killer: corrupt, Scourage pain R. Some early defense so you dont lose instantly and would help trap based killers and Scourage just as a little defense/reward for a hook (could make every hook a Scourage tbh
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Ah the game mode where killers just tunnel and gens go fast.
sounds lovely but I'll have to pass for other reasons obviously.....
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@Hi_Im_Chucky said:
Been gone for a year. Much like any license killer, I’m a fan, so I’d like to play them but I’m having a rough time with this power and understanding of what’s going on. So just gunna bounce a couple things here and generally look for info and tips.
Does the box ever highlight for the Killer or do you just have to be standing on it to get a screen notification?
Is it emitting a sound and what exactly am I suppose to be hearing?
Should I try and bind them before a vault or after the vault? I can’t tell which is benefitting me more, because sometimes the bind forces slow vault and I can get a hit, but sometimes it misses and I lose major distance, and sometimes the slowdown afterwards helps me not lose distance but I lose a chance to score the early hit.
What exactly is the chain hunt doing? I’m assuming chain it’s just spawning more chains but WHAT is it doing? Like how is this chain harassment helping me? Can they not do gens, heal, or do totems? Does this last for long? It felt over very quick when I did it, but I haven’t done it very often.
Im guessing learning to control that chain is just practice. Right now my only hope is to spawn my portal right on top of them and let it fly immediately, whenever it’s not instant this damn chain just flys off in the wrong place.
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Whats the build like? Whenever I watch older content it seems people use Hoarder, but new stuff doesn’t have that, is this because Pinhead Players got better at finding box or did Hoarder just get phased out because he needs more gen defence? What builds do you guys use?
I heard he got nerfed (in a different topic) but exactly what was nerf? Just curious.
You can tack on any info or tips you want, hopefully I’ll have something to read before I grind some more Pinhead tomorrow. Right now I’m..
Deadlock, Pain Resonance, Plaything, BBQ
Use the purple addon "impaling wire" or at least that's what I think it's called. Basically when they break a chain with environment it spawns another, takes him from garbage to decent.
The box emits a sound, like static I guess?
Chaining people near vaults depends on how close they are. If you can chain them abit before go for it, it will force a slow vault however if you can only just hit it before the vault wait till after.
Honestly hes alot of effort for what you get, if you're on mouse its abit easier but in general his power has a high cap for low value. This is why I suggest the purple wire addon and probably the green solve time.
Perks- I guess this is up to you really. I personally like Franklin's and hoarder combo, I know lots of people say Franklin's is a waste because popular streams said it but this means you dont need a down to get the box, this helps alot with pressure not to mention Franklin's stops all other items too, combined with hoarder you get lots of info.
End of the day it depends how far you want to push him and the level of players you verse, I use to love him till every addon got nerfed to the ground
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Never. All filters should be banned, people using them are doing so for a competitive advantage and make the game look ugly.
The game is suppose to be dark, but as a console player myself I can assure you the brightness is completely fine and you may wish to check the following
- TV brightness, remember if your tv is in the sun turn this up.
- Contrast, this can impact the overall visual of the game
- Your console colour settings, believe it or not your console will have many different colour settings but not all work with every monitor (I have rgb pc colour on my console, looks great on my monitor but near pitch black on my tv)
- Black stabilizer, not all tvs have this but if it's too low you'll not see a thing.
Basically if you're having issues check your console settings and your tv settings and adjust them to suit. (If you really need to have a separate setting just for DBD, I personally do this as I have setting for horror games and one for colourful games) the actual base DBD is fine
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@GreenDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/2913170#Comment_2913170
I mean there will still be tryhards in casual, but they couldn't use tryhard perks.
But yeah, no I get it. "Dividing" the playerbase isn't a good idea. I thought other games have it, why can't dbd ? I guess the size of the playerbase doesn't allow that and players are already divided into survivor, killer, kill you friends (custom lobby); If you think about it.
But the issue is with the current game is balance, if you told me you was removing the distance from DH I'd probably actually be into playing killer more, currently I dont play killer much because it's all the same meta, and this meta hurts the weaker killers more. Same as survivor, I'm bored because I only see 2 killers 90%+ of the time.
Other games work because it's not a non symmetrical game, you have to think DBD actually has multiple game modes already as it has KYF(custom game), survivor and killer. In other games let's say overwatch, your character is the same but the objective changes, DBD roles are different so if you was to actually add another game mode you're splitting it into 4 modes
- Classic DBD survivor
- Classic DBD killer
- Game mode 2 survivor
- Game mode 2 killer
Etc. So you can see it would drastically split the playerbase, not to mention its 4:1 ratio and that killer ratio is far smaller than it should be
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Alot. And by alot I dont mean every day but its alot as in it's too often.
The issue is alot of players cant tell someone is cheating simply because they're doing it subtle. I can tell you numerous times iv ran into a survivor using more than 4 perks, a quick example is an experienced player (like myself) can identify when someone is using resilience, spinechill for faster vaults so if that person doesn't have those perks it's a giveaway while a lesser experienced player wouldn't clock it.
If you're on about the obvious hackers then about 10days ago (the last time I played)
Versing hackers has so many variables and its mostly random who sees them. You may never see them but someone else could see 1 or more weekly.
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Which category do really good players that want to have fun fall into?
I'm assuming youd say ranked just because they're skillful right? Doesnt seem fair...
1. You dont want to split the playerbase.
2. You will always have better and worse players, there will never be a balance especially when you try balance for all levels.
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Probably waiting till the anniversary
Look we fixed DH, killers you can come back now?
Honestly I have no idea, I hate the lack of updates and transparency. I think its pretty clear the distance part is an issue, doesnt need much looking into
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It's more of the fact the map is very small and gens are easy to find so everyone is consistently pushing gens.
Combine that with the strong main building and killer shack near centre it can be quite challenging for any basic attack killer.
The maps definitely not survivor sided though even if the main building is an easy time waste
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2912333#Comment_2912333
Yeah for me the fact that there are killer that just can't compete is crazy on it own I think that shouldn't be but that's a controversial thing
Well luckily the majority dont have that experience, I dont agree with it either but when theres alot of RNG within the game itself it can be hard to balance things correctly.
When that DH change drops though I feel things will change for the better and I'm kinda excited for both roles. As survivor I'll see more killers (hopefully, they cant be hurt by DH so much) and I can play and killer without worrying about 3+DHs lol
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2912411#Comment_2912411
They're considered a null. For the Killer, each match is treated as four separate 1v1 matches. If someone disconnects, that 1v1 is treated as if it does not exist: You will not gain nor lose rating based on it.
So let's say I get 1DC, 2kills and 1escape this would balance out as a draw due to the DC being void?
But if I was to get a 1DC and 3kills it's a win in the killers eyes
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@Peanits said:
I can be that official source. Generally speaking, it's a draw. Your rating might go up or down a little depending on the ratings of the people you killed vs. the people who escaped, but it's likely not going to budge very much either way.
Thankyou, it was driving me nuts and I couldn't find an actual source. I dont suppose you're able to comment on DCs counting as kills? I asked this back when mmr first got added but never seen an official answer either
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2912360#Comment_2912360
I imagine that it depends on the MMR difference between every player, but assuming they're all at the same MMR and no adjustments need to be made there, getting two kills balances out the MMR you lose by two players escaping. I guess you'd also end up with more MMR if you get two kills, one escapes by gate and one escapes by hatch, but hatch is kind of a null point from all perspectives.
Also, "MMR increase" =/= "win". The game existed for a long time before MMR, and so did its win condition.
Well I'm classing a win as whatever increases the mmr.
While I class having a good game in general a win, if I'm talking about the actual win then whatever increases mmr
But I cant find the info anywhere and way back when it got introduced my questions about DCs was avoid so it's hardto know. I probably should update the post so people dont get confused
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/2912347#Comment_2912347
I would also like to know who said 2k is a win?
I, as a member of the prestigious counsel of random forum users, would like to push forward the motion that 3k is a win. If. All four survivors has been hooked at least once.
All in favor say 'nerf Dead Hard.'
All against say 'pretty good job so far.'
Well I class a 3k as a win, but I cant find anywhere that officially states it is and 2k is a draw and doesnt raise mmr
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Doesnt a 2k increase MMR? Iv tried looking through past q&as and stuff but cant find the exact conditions what is a win and by how much.
All I found was kills/escapes/time affect your mmr gain/decrease
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2912222#Comment_2912222
Ah Okey I think I get what you mean and that's a fair point. But wouldn't your proposal then keep it like it is now that I can just be unlucky and get the high mmr squad
No I feel lower the bracket to 250 is fine, it's great way to improve the majority of matches however playing at the top is very boring or unfun for either role and that can only really be changed if the cap is lowered.
What they're doing is a step in the right direction in terms of how their SBMM works but that cap HAS to be brought down a decent amount to improve the game at the higher level.
Basically high mmr survivors want to see more killers, high mmr killers want to feel like they can have more fun even if they play a weaker killer etc.
It's impossible to balance for all levels and the low-mid will take priority in BHVR eyes
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@Pulsar said:
Few people want to play Killer on Console, here's why:
The controller settings are non-existent.
FPS drops.
Boil Over.
No NVIDIA filters which means the game is extremely dark.
Auto-aim and PC Survivors spinning too quickly.
Sensitivity is too low for some Killers, ie, Blight.
Inability to flick with Killers like Nemesis, Blight and Nurse.
I'm sure other people can name more reasons.
Out off all of those I can only really agree with the sensitivity part as that physically stops you doing certain things as specific killers or hitting some spins. Although I dont think most console users use max sensitivity as it is, at least I cant do high sensitivity anyway lol.
Cant agree with the rest though, maybe that's because I'm not as casual? I just find it odd I never really see them which is a shame as it's nice to drop people a gg or friendly message at times
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2911944#Comment_2911944
Actually I believe one of the devs commented recently that "shared mmr" isn't a thing, your individual killers do have individual rankings. The only time "shared MMR" happens is when you play a killer for the first time it sets that killer's initial rating to be something correlated to the ratings of your other killers. But after that that killer's rating moves independently of your other killers. (Take what I'm saying with a grain of salt though, if I'm misremembering what I believe Mandy or Peanits said someone will probably link to the actual quote.)
Yeah each killer have separate mmr but when a new one is released or at the very start they all had the shared mmr.
So a new killer for me will be based of all my others for example and others that I dont play much had the shared mmr from the start.
Like I said I dont play much killer because it's not fun, while I know some of them are placed too high and I should get them lowered I dont wanna go through that effort if that makes sense?
Sorry if I haven't explained it well
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@MetaBuildSurvivor said:
https://forum.deadbydaylight.com/en/discussion/comment/2911946#Comment_2911946
he wants to be sitting at 2000 rating while he plays with people that has less than a hundred.
No, but nice try.
@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2911902#Comment_2911902
Could you explain what you mean with: "I feel this will be great for all players except those at the top once again (unless the cap is lowered enough)"
Do you mean let's say 1900 is the cap now and you are there you want the cap to be 1600 so you get more players under your lvl
I'll try explain the best I can, this can be abit difficult to get across clearly but I'll try.
The current SBMM matches people within 500 bracket, the mmr cap is 1900, this means currently a 1900 can match with a 1400 (while this is rare it can still happen)
With the new proposed changes the new SBMM will match people within 250, this means matches will be closer together so newer players will be matched with people closer and people middle of the road will be closer.
However at the highest level you can only go down, while before you could go down 500 it's now only 250 meaning if a player wants to see a 1400 in the new system the mmr cap needs to be 1650.
If the cap doesnt change to that low then people at the cap will actually have a smaller range of players than they currently do. And although people like to deny it the game isnt balanced for high level especially for most of the killers.
That is my concern, I already avoid killer because it's hard to have a fun match in the lobbies I get (mmr cap, off peak and playing weaker killers)
Survivors I dont care about difficulty as it's a 4v1 and survivor is usually very easy for me but then it's the issue of versing limited killers and the game getting boring.
Summary: better matches for all players except the top who get matched with less. This is just theory of the info they have shared atm
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2911902#Comment_2911902
To be fair, nothing really stops you from "playing for fun", if you play for fun and happen to lose in the process your MMR will go down and you'll face people who playing that way is a more reasonable matchup. (Or if you happen to keep winning playing that way then great!)
Yeah but sadly shared mmr exists, I dont have the strength in me to endure deranking my mmr for each killer till I can play in a fun way with them.
It's why I just dont play killer, because even if I went through all that hassle theres alot of rng on maps and getting a 2k should be a draw not a win
Besides just the thought of the toxicity I'd get for playing in a fun way and just get BM through the whole match multiple times in a row... I also get players that die to EGC on purpose, even had cheaters doing it so some games even if I "lost" I still win because they control it
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2911785#Comment_2911785
Yeah, it’s impossible to say obviously how this would impact you exactly not knowing the actual numbers, but that sounds about right. Where before you were say 1900+ and getting matched down to 1400+ now you’re effectively 1700+ getting matched down to 1400-1500+, something like that? So it could more or less be a wash if you’re at the cap. (The article didn’t mention the percentage of players at the soft cap but I’m assuming it’s high enough that it only applies to something like 10% or less of players.)
Yeah see that worries me, I know I'll be at the cap just because I "win" slot but I was kinda hoping game would become more fun so I would be encouraged to play more.
I feel if the new cap isnt changed enough people at the top wont see a change.
I was actually wrong in my comment I just realised the current can match 1900 to 1400 but the new would only match 1650 to 1400 due to it being 250 pairing not 500.
I feel this will be great for all players except those at the top once again (unless the cap is lowered enough)
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2911769#Comment_2911769
In my case I play one or two matches a night on whatever random killer I have a mission on so I never get to Iri, I just don’t play enough games in a month to gain a grade every night (I don’t know what my win rate is but it’s not that ridiculously high that I could hit Iri in just 50 games.)
See I'm quite different, even though I'm off peak I will play alot especially if I have a free day. Obviously this depends if I even want to play DBD and I'm not bored of it.
As for winning I have a high escape rate (whether people want to believe it) and I can "win" as a killer most games too (2k) but killer I struggle more pipping wise, because sometimes to win I'd get brutal.
I dont think I get iri 1 on killer anymore, I just dont play it enough and I cant play in a fun way so it puts me off. But on survivor I can easily have fun and do it, I enjoy my chases just a shame I dont see 90% of killers
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@dugman said:
They’re making the brackets tighter, so instead of say players within 500 you’ll face players within 250 of you, but they’re also lowering the soft maximum cap so instead of, say, anybody over 2000 being treated as a 2000 it’s instead anybody over 1500 is treated as a 1500. (I’m just making up numbers here obviously.)
So if you’re in the average player brackets you’ll be matched against other similarly average players more often. But if you’re a very high rated player you’ll have a bit of a broader pool of players in that very high rated bracket to go against.
So it will basically depend how much they lower the cap.
The current cap was leaked as 1900 (I'll use this and I know I'm maxed) and if the pairing use to be 500 I could be matched with 1400
So if the new system is pairing within 250 I need the cap to be at least 1750 just to achieve the same form of match?
I would assume all this focuses peak time so take some salt for as I'm off peak
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2911719#Comment_2911719
It’s worth noting that the devs mentioned that they specifically timed the test with using Grades to coincide with the end of the month when most players would be at their ultimate grade already so the reset wasn’t a factor in the results when they said Grades had poor performance as a matchmaking rating.
Well that's why I read it as grades is a good system but it has all X flaws. And I agree that the test went bad but that's because of all the listed issues.
Like your point it was near the end of the month, alot of players will reach iri 1 within that time especially with a safety pip, cant go down a grade and it not being used for actual matchmaking.
I hit iri 1 survivor in a few days, I pip every game (unless face camped) and I double pip alot. Other people it takes a whole month to do so
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I feel people are getting confused with what I'm saying, I'm not saying use the current grade system as is but go back to tracking the whole match while editing the parts which made the system fail
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@dugman said:
Personally I get better matches under MMR than the old emblem system. I definitely wouldn’t be in favor of going back to that.
Going back with improvements, the old system had flaws such as reset, safety pip etc. But without that I feel it could definitely be a good system
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2911674#Comment_2911674
the reset exists for another reason though. It is to keep you playing monthly, to keep up logins and steam charts. If people would reach red ranks and not have to do it again, many would play less = less hap[py devs.
Both the grind and rank reset exist to keep you playing.
It's hard to explain but you have your grades used for matchmaking and the grades for the monthly BP.
So BHVR sees a separate grade which is used for matchmaking but it's based of actual ingame actions not just escapes while the player doesnt see it and still has that BP to aim for
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@Mozic said:
https://forum.deadbydaylight.com/en/discussion/comment/2911678#Comment_2911678
If anything, the solution they're presenting sounds to me like it'll functionally resemble what people came to expect the old system to do - but wasn't doing.
Think of the effective skill cap as "iridescent ranks" and then ash/silver as the "low-mid MMR" range (where the reduced range is meant to prevent these players from getting thrown up against "iridescent" players). If you're good enough to reach "iridescent tier" you'll participate in a thunderdome that inescapably includes the ultra-sweat squads but otherwise is a varied mix of folks who are just generally good enough to be treated as competitive.
Just seems like an overly long and unnecessary process. They could of simply removed reset and the safety pip years ago and it would probably result in a close SBMM.
I have no idea what the devs are aiming for, they're trying to balance for all levels which isn't possible.
Its pretty simple for me, if the SBMM gets more strict and longer lobbies I'll quit for good. I'm already on a break as the games just arent fun
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@Chappy04 said:
im just curious as people always bring this up about the game being based for casual or competitive. and by competitive, i just mean you want to win, not literally comp
Competitive. But not in the way people think or jump to in their assumptions.
I'm competitive because I play well, alot of things just become second nature and while to some it may come across as mega sweaty try hard its actually just me playing normally.
I'm competitive in the sense I want my skill to be rewarded, if I play well I should do well but that's not the case with DBD.
Win is different for everyone, I want a decent length game with multiple hooks. I'll take 0k 8hooks over 2k with less hooks, forcing stages or camping etc.
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@Mozic said:
The caveat they included in the post about how the grade system matchmaking PRIOR to introducing SBMM was relatively less lopsided than the test was to indicate that the test was distinctly worse results than "the before times" but that even when grades were more controlled in the past, the matches were still prone to high variance and unpredictability because ultimately grades have never been an accurate predictor of skill.
Yes, but that's why I suggested extra steps such as removing the reset and removing the safety pip.
The big issue with the old system was you could safety pip 5 times, pip once and eventually you will get to iri 1 however if you remove the safety pip you would have to consistently play well to achieve that and less players would be miss placed as it's not so much focused on time played
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2911639#Comment_2911639
Grade system is not better. People can manipulate it so easyly. And plus rank resets will be probem, good players will face with new players after resets for while.
People can manipulate any system so I dont think that's a fair argument.
But my point was grades track everything you do, if we removed the reset, allowed you to loose grade again, removed the safety pip people should naturally fall into a bracket based on what they do instead of kills/escapes
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@mischiefmanaged said:
From what I read in the update, grades were a complete disaster. It sounded like they wanted to head off people saying, "But grades aren't the same as ranks because you can't go down and rank reset," so they added text saying, "We know that there are differences so this isn't the same as enabling rank-based matchmaking for these reasons, but we tried it anyway because it was close enough and we saw the same issues we saw previously."
Kill rates of 80% are just not ok for a PVP game. Imagine a symmetrical game where the red team won 80% of the time and blue won 20% of the time. You'd start wondering what's wrong with the game. Maybe asymmetrical is different, but we've got a scenario where 4 of the players lose 80% of the time.
If you watch Otz's stream and watched him attempting his Artist streak, you'll realize that he completed his Artist streak during the grade-based matchmaking test. When I was watching him play it on that day, the survivors were acting very strange and playing in ways that didn't make any sense for him to be playing against. He started barely having to try to win every game.
I think if you saw the same thing I did and your opinion is that it was good matchmaking, you and I just have different opinions about what matchmaking should do.
DBD is not symmetrical, so you cant even use that as a balancing point.I'm also not saying the current grades is a good system for multiple reasons such as
- Grades was not used previously for mmr and so many people climbed to grades they wouldn't.
- There is still a safety pip, this means just naturally everyone will climb the grades, this is why I suggest removing it.
- You also currently cant go down in grade, this means all these players have climb in grade over a month as its impossible to go down.
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@Peanits said:
To clarify a few things:
- We did not say the old ranking system was good in this post. I'm not sure where you got that bit.
- The reason why we did it right before grade reset is to give people as much time to settle into their grades as possible. We ended the test before grade reset because that would set everyone to 20. This would cause absolute chaos matchmaking. This is different from the ranked system where you'd only reset a little.
- The test was not going great until the reset. It was fairly mixed, although the grade reset (in its current implementation) would have made it a lot worse.
Because you acknowledged the issues behind the current system such as you cant lose a grade, rank reset, people that haven't played in awhile. Grades wasnt used for matchmaking means alot of players will naturally hit the iri 1 mark even if they was bad.
My point being is you acknowledged all those issues and the fix to those issues would be pretty simple as you mention the issues with using grades and them resetting.
So using grades, which naturally track more than kills/escapes but removing the reset so people who dont play in awhile dont go lower. I then suggest removing the safety pip, this means you win or lose and this would prevent players slowly climbing to an area they dont belong in skill wise.
And finally I suggest each killer has separate grades. Its basically an mmr system but based of in game actions rather than the outcome. The old grade system only failed due to the safety pip, reset and killers all sharing grades.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2911604#Comment_2911604
They said that the grade test resulted in skyrocketing kill rates higher up but horrendously low kill rates lower down, with a ton of people complaining about one-sided matches. That's not a good system, they just concluded that one of the flaws with it is that players who take a break get lowered too far on top of everything else.
Also yeah I think you did misread that part - my read is that people liked seeing visible grades during the grade-based test, because the grades matched. They do not like seeing grades when they're mismatched - like the example you gave. Since grades are going to be mismatched in actually balanced matches (due to them not functioning well for matchmaking), hiding them makes perfect sense and I agree with that decision.
Yeah but that's because theres so many things changed with grades and they acknowledged that, but if you remove the reset and safety pip I do feel it be a good system
And yep I just went back and missed a whole section, RIP. Sorry about that must of skipped past on my phone, I'll edit that out, thanks!
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@SMitchell8 said:
The grades could last a little longer imo and now they're pretty worthless. Never played enough to reach red, but even if I did, what's the point if you can't maintain it.
Well I'm suggesting use grades but remove resets and the safety pip and this will make you get to a spot where you go up and down (settle in your bracket)
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@[Deleted User] said:
The problem is grades and ranks are just not varied enough. In the post they said the high grades had an almost 80% kill rate. They just aren't very accurate which is why they added SBMM.
Dont forget grades changed, you cant loose a grade anymore not to mention it was at the end of the month and anyone could of got to iri 1.
@DriplordDrew said:
Honestly the reason the grade system does better at matching players is because they are actually skill based. To pip you need to do enough to get the pip. If you are a potato you don't keep going up. I personally feel like the grade system has turned into a bp farm should as the devs like to say be about how much you play. No skill needed you just get points for playing (actually have to move and play and not just afk). The MMR system needs to take more into consideration then just kill or escape. The survivor who looped a killer for 4-5 gens and gets face camped showed more skill then the three that touched gens and opened the door.
Well that's why I say use grades as it goes off skill abit more but remove the safety pip and reset?
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@jesterkind said:
...Did we read the same update?
The grade-based test seemed like a complete failure from how they described it. One sided matches, with kill rates going completely haywire to be too high at the top + too low at the bottom. It wasn't just because of rank reset, it's because the grade system doesn't accurately reflect skill on a large enough scale to work as a matchmaker as well as having the flaw of players who haven't played for a while getting lowered too far.
(Also, they... seemed to be portraying seeing grades as negative, not positive?)
They said they know the grades wasnt working due to full resets, you cant lose a grade etc. They admitted it's a good system until a reset or people not playing in awhile .
Maybe I misread the visible grades section but it sounded like they said the community was happy when seeing the grades
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@[Deleted User] said:
I'm pretty disappointed with the the changes. They had me right up until "lowering the effective" skill cap. My killer matches are already super easy and boring 9 times out of 10. They don't need to get any easier. I think they're making the same mistake they made with the initial MMR launch. They're trying to pleas everyone with a single solution. I don't see myself sticking around outside of SWF if the game gets even more casual.
I'd like easier games, my killer games are terrible and it's not even that I'm bad theres just alot I couldn't do or control and it's a huge reason I dont play killer much (I'm off peak eu though)
And survivor was also a drag, I'm currently on a break because of this I get very little fun as killer and survivor is nurse/blight with all the same build and that gets boring.
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Trapper, many years ago.
But to be fair there was very little killers and perks back then lol.
Nowadays I dont prestige (odd one here and there) but I have perk on every character, killer or survivor.
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2910654#Comment_2910654
You pop t3 when you are close enough for the kill. Pwyf/enduring/nemesis could help you close the distance faster. You can also down and hook them normally and save t3 for later.
With Myers, when it comes to t3 you always want to be tap away from it and save it for the right time.
Also if you use tp, I suggest jmm add on which is good overall. If you don't have it then obsession one is good as well with nemesis.
I know how to play him that's not the issue, it's more the fact people just play smart and know how to counter him with little fear and hes quite easily stopped at the higher level.
And if I used those 3 perks I'd lose gens like mad, game would be over in a few minutes lol I'd like more than a few hooks in a match
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@I_am_Negan said:
After watching Halloween however many times.
Do you get scared watching it?
The same goes for this game being scared only last for so long.
It's not so much him being scary, especially to me. I grew up on horror from a very young age but it's more about the power or lack of in their eyes.
Would be nice if playing killer kinda resembled that, I'm sure it does at low mmr but definitely not at high mmr. Just saying film to game experience is very different lol
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@Xyvielia said:
Watched Friday the 13th franchise extensively; then, here in DBD, over time had to give up hope on ever getting the opportunity to main the big guy😔
I mean he can be, probably be year 7 if it was though, chapters are planned about 6months in advance and liscene was in court not long ago
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@Shaped said:
Myers can be scary if you run tp and they are careless and cocky. It is funny how the panic kicks in when you kill one of them.
@Dwight_Fairfield said:
As a Mikey main no I love him. Still love him four years later. Cocky survivors are some of my favorites to face. They're usually the ones who stand on the other side of a pallet or window and let you stalk them while they're busy teabagging or clicking. Then their team and eventually them pay for it.
Yeah sadly I dont get careless people and T3 isnt much of a threat when they can all loop and have quite a few safe pallets and loops.
I know most killers arent scary but it would be nice for a little panic when I'm in T3. I did okay but definitely not like the movies lol
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Worse than ever? Nah
Do things need to change? Definitely!
But the games not dying....
Edit: Dropped in players? Sure but mmr will do that, still a big playerbase and other games survive with less.
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@Emeal said:
https://forum.deadbydaylight.com/en/discussion/comment/2910008#Comment_2910008
Would it be possible to get an explanation of the Backfill Problem somewhere?? How does it work and what problems does it cause?
Basically the game will try and match you with the closest mmr, and over time that search will expand. If someone leaves during a lobby the game will find a new survivor, however because you have been waiting so long it goes for a wider bracket of mmr (to try fill the gap quickly)
In this case a low mmr survivor could of backed out of the killers lobby and the "backfill" tried to fill it quickly and thrown a good survivor in.
Also this isnt the only reason this happen, the person in the video only does looping and just doesnt escape often, and because of the current SBMM you can have great loopers at a lower mmr.
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You can completely remove all that at then end and it is still fine. Worst case you would just change the numbers to 2/3/4.
No way out does a similar thing and doesnt require the survivors to have extra health states.
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@MrHashtagYT said:
In your opinion
- Subtle hackers
- The current MMR system
- DH
- The grind
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2910006#Comment_2910006
The part about lobby dodging is very true - that's where the "backfill" issue happens which we've mentioned previously and which is something that is being worked on.
It's not just backfill, while that's definitely an issue but the major issue is escapes being the deciding mmr system for survivors.
For people like this who just want to run the killer and dont do much else and will quite often die (which they do, they dont care) they go down in mmr even though there chases can win the game for the survivors.
Also I'd say the difference between time of day and region also seems to affect it, probably due to the size of the player pools at certain times
