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  • How does this work? For example how can you have GF with 10k 8E that's 18survivors when survivors are in 4,8,12,16,20... you have either 2 extra or 2 less.

    Could be mistakes in the OP recordings or another persons lying about their stats/game

  • I think its amazing, I can soak up the tears of those who use to cheat for an advantage.

    Hmm yummy, more salt from my victims

  • You dont speak for everyone, in fact I wish we didnt need half naked outfits added to every female or male.

    I WANT MORE LORE BASED COSMETICS!

  • Would probably be due to lisencing. Believe it or not some people own their face and would also need to be paid.

    Theres alot of things from who owns what, the cost of it as well as if there are multiple films which film they're getting the liscene for etc.

    Alot of horror films change owner at some point making it more difficult to get certain people involved.

  • Basically you have far more casual streamers and they also tend to be very vocal or have very expressive feelings.

    I haven't seen a video of reaction yet for this chapter, I would assume its mostly casual females getting jump scared.

    Obviously nothing wrong with that, those streamers are just really bubbly in personality and have their reactions/expressions really noticeable.

    It keeps viewers interested even if you arent the most skillful as you're more casual and fun. While I have fun and mess around too I'm not massively over hyped or energetic with my response.

    For example instead of screaming I'd do a little jump as most and whisper "oh f" lol

  • I dont believe it, but it sure would make alot of sense if you watched my games lol

    Swear I'm the only one that gets multiple pallets in the same loop haha

  • Really? I'm joking lol my comment was meant to be sarcasm, the SBMM is a terrible system.

    Luckily I play at off peak times so have sweaty af games no matter what

    @Pikachaouuu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2810395#Comment_2810395

    What are you talking about, of course the one basement bubba that facecamped and managed to get 1k is more skilled that the one blight player who got everyone on deathhook but didn't kill anyone

    The problem is that blight wasnt playing hockey 🤣😂

  • I wonder why you still get bad survivors?

    Totally cant be because kills and escapes is a bad skill indecator right?

  • Well the devs are bad at the game, well the majority anyway.

    They also go off stats alone and have weird takes on the reasons. Killers win more? Add 20 safe pallets.

    They have very little idea in terms of balance, fun and fairness when it comes to map design and how some of the tiles actually work or group together.

    When they compare their game to hockey and add plaster fixes to the game it's no surprise. I mean theres still an Macmillan map that has like 5 tiles crammed so close together its massively strong especially as you can have windows into windows with a pallet ready to break the Bloodlust.

    Just proof you cant just go off stats and that kills still dont show balance

  • Dont even need a squad, just 4 good survivors and you can escape most killers.

    The ez remark always makes me laugh, brings back memories when I got an ez message as their friend DC'd so they could get hatch lol

  • @Mr_K said:

    Are new players expected to out play nearly 6 years of collective knowledge and experience?

    According to MMR yes, you're only good if you escape remember so....

  • GRADES DOES NOT IMPACT MATCHMAKING.

    I cant Express this enough, your MMR is hidden and cant be seen. Your grades is simply a progression system for that month that awards BP on the 13th of each month which is also when its reset.

  • Just another console draw back I'm afraid.

    Sadly only pc players can brighten stuff up (often too far imo) and they use that disgusting stretch res.

    Like most things we just have to make do

  • @GrimReaperJr1232 said:

    I see this idea thrown around a lot. Even Scott Jund's patch made Slinger 4.6 because now, Slinger lacks the quick scope he used to have, complete with the standard 32m TR despite being 4.4.

    I'm here to tell you, that would awful. Like, terrible. It would a nightmare.

    Mobility

    The biggest defense I hear is: "He should be 4.6 so that he has more mobility so he can better apply map pressure."

    To be frank, this is not correct. Being 4.4 vs 4.6 is a chase limitation first and foremost so a killer has to rely more on their power to get a hit. The difference between being 4.4 vs 4.6, in terms of raw mobility, is marginal in most cases. The only time being 4.4 hurts is when on massive maps, like Dwelling level of huge and even then, the difference is usually less than 5 meters.

    More specifically, you could walk in a straight line for 20 seconds and the difference is just 4m. It's something and may hurt in really clutch games, but for the most part, it's not a huge deal. Not to mention, lack of map pressure is a massive issue on several 4.6 killers such as Clown, Nemesis, Pyramid Head, and so on.

    Nemesis

    Why am I bringing up an entirely different killer? This is why.

    Now, Nemesis has a windup of 0.35 seconds. This is just 0.05 seconds faster than Deathslinger's current 0.4-second windup. Functionally, they are identical.

    But Nemesis is 4.6 and Slinger is 4.4. Why?

    Nemesis' power is deemed to be so strong and oppressive that he has the dubious honor of being the killer you need to hit survivors three times to down. Everything else such as the pallet break is added to help make the need to hit someone three times worth it.

    Slinger? If you're in front of him, you're dead. Window? He can hold up his gun: If you vault, you're dead. If you don't, he can lower it, eat through the cooldown, and you're going to be forced to give him a pallet. At least with Neme, you can out space the 5-6m tentacle, but Slinger doesn't have that problem. Even if you somehow manage to find the angle to break the chain, you're in DW so he can just leave you and get guaranteed slowdown because you need to mend at some point (made worse by the fact his purple mend add-on is even stronger than Legion's for... some reason?).

    I'm not saying Slinger would be "OP," but I am saying it would be an absolutely miserable experience that would probably lead to give him nerfed like Freddy and Wraith before him.

    Compensation argument

    Another argument I hear. "Slinger needs some sort of compensation."

    Sure. No really. Sure. I think he could use a few more tweaks since he lost his strongest tool but I don't think being 4.6 is the way to go. There are so many other things you can look at with Slinger such as his chain durability, ADS movement speed add-ons still being bad, his reload feeling awful without add-ons, and whatever his reel speed add-ons are.

    He has a lot of things that could be improved that would make his life a lot better. Focus on those aspects of him before suggesting the drastic solution of making him 4.6, something that has only been done to a single killer in DBD's history... and his power had to get gutted because it broke the game.

    Now, Cowpokes, go get your gun, reel in some nice bounties that you can nod your head at as you reel them in!

    Nemesis can down you over pallets and small loops, deathslinger has the hope he can get round.

    0 reason for him to have a huge terror radius tbh, that's all he needs

  • @solidhex said:

    I don't know if i'm stuck in ELO hell but the amount of times i escape is something around 2 out of 10 matches.

    • Teammates meme around (failing Boil Over and Sabo attempts) or throw chases because of event envelopes
    • Killers bring best possible add-ons and perks nearly 80% of the time
    • Killers play "optimally" (tunneling and camping) on my current level while survivors don't know basic stuff about killer powers and do stupid mistakes all the time

    Thanks to latest new perks and buffs (Scourge Hook Pain Resonance, Deadlock, No Way Out) and survivor perk nerfs (boon totems have become much rarer) i feel like the game has become killer sided again, with the exception of an optimally playing swf of course. I hope the changes for solo queue will come soon enough...

    Just unlucky, fact is theres not actually anything wrong with solo Q but you will get randoms that's DC, give up/rage against certain killers or just dont know how to play.

    I played 15 games and escaped 12, the 3 I lost is because of people giving up on first hook etc. But the games where people actually played we steam rolled the killers

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2795089#Comment_2795089

    Notice how I never said anything about escapes, but about enjoyment. SBMM fails on a lot of levels, one of which is taking into consideration that this is a game so forcing players to use the most efficient tactics to "win" since "losing" feels so bad in the game is very unproductive, because games are meant to be fun.

    Oh yeah fun wise the game sucks in most aspects, not because the game cant be fun but because theres usually a playstyle or map that ruins it. Hell it's why I'm for hooks not kills, encourage chases and hooks more than kills so we can punish campers etc. More. I just meant at the higher level even if killers play that way they dont have much control

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2795089#Comment_2795089

    Really depends on the killer player. It becomes less about individual chases and more about game management the higher you go. If a killer is willing to play the overall game well and not just focus on chases, they definitely have a good chance at a 4k.

    I disagree, if all the survivors know how to play especially at a high level most killers dont have a chance and that's not even counting the survivor sided maps.

    I escaped 12/15 games when I last played as a solo, the losses was mainly due to people quitting or giving up early on. Most games was 3-4 survivors Escaping and thr killer having very few hooks.

    When theres no weak link, and survivors know how to loop well while being efficient theres not much the killer can do, mix in second chance perks and its pretty easy

  • @GoodBoyKaru said:

    same but with survivor because mid-mmr is the only place solo is enjoyable; low-mmr = camping + tunneling w/ useless teammates, high mmr = camping + tunneling w/ very good killers

    Yeah but high mmr means 3-4 escape most games. I hadn't played in months, boot up and the games was still easy as

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/308724/havent-played-in-months-came-back-and-won-80-of-matches

    It seems like it doesn't take much for the survivors to get out if everybody is competent. If people run unselfish perks it becomes even easier. Survivors really don't need as many buffs as people like to claim that they do, solo q or swf(but nobody says swf needs buffs). If survivors just play smarter most of the time they can do so much better on average and its not even hard.

    Yeah been feeling this for years, it's why I never asked for any killer nerfs and it makes me sad that they do.

    I hardly see most killers and if they aren't the top tier ones they will usually get 1-3 hooks the whole game (unless the game backfills survivors way below the killer)

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/308724/havent-played-in-months-came-back-and-won-80-of-matches

    I have been saying this for awhile. As a solo survivor it's rare we lose without a rage/DC involved. Hard to play the game right now since killer is a boring frustrated mess and survivor is a cakewalk. As killer even though I still win majority I leave wondering why I even played. Been playing lots of other games like recommended.

    Yeah I have a similar issue, I made a post about it awhile ago saying I Dunno if I can play DBD anymore and iv been saying it awhile and people assume its because I always lose when in reality it's the opposite.

    As killer I can get kills etc. Fine, but it's how you need to play to get them which puts me off. So many games iv got a 4k but wasnt really a fun match and didnt leave me feeling accomplished.

    I hate slugging, tunneling etc. But the fact some games you just lose because of it is kinds stupid in my eyes. I always thought we'd want everyone to have a fun match

    @Reshy said:

    https://forum.deadbydaylight.com/en/discussion/308724/havent-played-in-months-came-back-and-won-80-of-matches

    The game seems to be balanced around a 3-man escape currently. First hook usually takes a minute, and that's assuming you find a survivor immeditally, that's 180/400 seconds on the generator. Assuming someone immeditally leaves to go unhook, the person with BT/DS can buy at least another minute giving the other two another 120 seconds of gen time for 300/400. It's just not a good state, Generator times have not been looked at since 2017.

    Honestly I'm not sure what else the killers could do, BT and DS arent even that common just the efficiency at times is beyond belief.

    It's why I'm not playing much as the "fun" aspects is dying for me, only played survivor due to the event and won 12/15games...

    But balancing around kills is a stupid idea when 1 kill is 0-9hooks lol

  • @Mr_K said:

    Sounds like 20% of those matches were full of tunneling killers running OP addons and camping gens.

    Actually the killer was playing well, like the nerve of them trying to win! Grr!

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2789385#Comment_2789385

    No problem!

    (Also even if you have all 10, keep bringing the envelopes - they're worth a ton of extra points.)

    I played 15games, while the BP is good I'm gonna play some newer games like dying light 2, only really got back on for the cosmetics lol

    I'm pretty sure I'm not too far behind BP wise, just need the newest survivor to get all perks

  • @sizzlingmario4 said:

    For the event rewards, when someone opens your envelope and you get a reward there should be a thing at the bottom of the screen when you return to lobby showing you how many you have out of 10 (it only shows for a few seconds). If it doesn't show up at all then you have all of them.

    Just bring a red envelope offering into your game and reveal your envelope so other players can interact with it. You don't have to do this for them to interact, but it will allow them to see its aura across the map. Once another player opens your envelope you get the reward and both you and the player that interacted get bonus bloodpoints. Both survivors and the killer can interact with them.

    Thanks appreciate the reply!

    I'm assuming I have all of them then already. I thought there was more than 10 so I guess that's why it went so fast lol.

    Thanks again though!

  • DS,

    That's about it tbh for changes. Any changes I did like got reversed like wraith...

    He got a buff then nerf :(

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/308712/pinhead-is-bugged-nvm-been-explained-rare-instance-but-no-bug

    He's using an addon that creates more chains when a chain breaks on the environment, I guess.

    When you pick up the box, immediately move somewhere safe. Then dodge as many chains as there are survivors alive -1 and then solve it.

    It was that, like I said I know about the box thing. I didnt have the box in my hand but ended up with 6-8 chains on me at once which is why I was so shocked lol.

    But now iv experienced it I understand it just came as a shock as I'm a vet and never seen that many at once

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2789236#Comment_2789236

    Again. I just gave you example videos which supports my opinion. My opinion is not coming from this videos or this streamer. They are material to supporting my opinion.

    And if you are thinking it was not rude, we are done here.

    Once again a streamer isnt a fact. I said everyone has opinions, I also stated he uses the terms OP and value far too much.

    Lovely guy, but just another persons opinion which we are all allowed. If you got so offended by that, which isnt even an insult I fear for your online health. Dont get so upset by everything, nothing was meant as an attack.

  • @Thr_ust said:

    https://forum.deadbydaylight.com/en/discussion/comment/2789245#Comment_2789245

    Nah it’s wild but it’s not bugged. I’ve personally seen it happen multiple times. Usually it happens when I walk through my own chains since the game counts that as environment.

    Strange, I have never seen so many before just via chainhunt so it came as a shock.

    Oh well thanks for saying it's not a bug, I'll add that to my knowledge

  • @Thr_ust said:

    https://forum.deadbydaylight.com/en/discussion/comment/2789241#Comment_2789241

    1 chain spawns after an environmental break as basekit. The addon makes multiple spawn.

    Never seen so many ever before lol, I assumed it was bugged as iv had many use that addon but god damn

  • And that makes me get attacked by 6-8hooks? I was stuck in one spot for what felt like ages lol

  • @ThatOneDemoPlayer said:

    It's either the Chain Hunt started, you body-blocked chains for one of your teammates or the Pinhead was using the Impaling Wire Add-on

    @Ganoniroth said:

    Was chain hunt active and did he have the addon that when you break a chain with the environment an additional chain spawns?

    I thought that addon only added 1 chain when 1 broke via an object?

    He did have it but I was pretty much in the open and just got swamped with chains (none being his attack) and it took a good 5 odd seconds to remove them all lol

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2789033#Comment_2789033

    My opinion is not coming from OhTofu. I sent videos for gave you example, that's all. It is so rude to call me i have not my own opinion. Please discuss with respectful.

    https://forum.deadbydaylight.com/en/discussion/comment/2789058#Comment_2789058

    Except Undying, which killer perk nerfed last time? Survivors are complaining about NOED for years and NOED is still here. And please don't make this they vs us. I am killer main and i am complaining about this perk. Because it is so strong. And on my case, Artist needs nerf. Not perk.

    It wasnt rude. I said I dont agree but everyone has their own opinions, you then proceed to link streamer videos. If you have your own opinion type it and say it, linking a streamer is their opinion and you clearly follow said streamer to see his videos.

    @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2789173#Comment_2789173

    Yes, if for the sake of argument Artist is actually broken in combination with Dead Man’s Switch then nerf Artist slightly. And I do mean slightly, those long range snipes are far from being the best part of her kit, or even in my opinion the “most fun” part.

    And people have suggested counters but how effective they actually are is up in the air (so to speak). For example, the counter of getting off a gen, waiting for the crow, then getting back on can be countered by just staggering her birds a few seconds. And keep in mind, just because something is possible to mitigate somewhat doesn’t necessarily mean the thing in question isn’t overpowered. (Looking at you, Dead Hard!)

    Iv just never had an issue with it personally, and I hate to see killers nerfed because of a perk, I think it's good some perks are better on other killers. It's nice to see different perks used tbh.

    I just dont wanna see an decent killer turn into garbage like some of the others.

    But the ranged attacks is what I like most as both sides, sticking it in a pallet doesnt give me "fun" moments

  • @dugman said:

    I don’t know if it’s overpowered on Artist or not, it’s certainly a good perk for her though no doubt!

    Hypothetically if the data backs up the Artist plus DMS combo being too powerful the simplest fix is probably to put a range limit on how far away crows can do damage. So maybe crows can only do damage out to 30 meters, beyond that they stick and give an aura but can’t damage people. It still gives useful info on a hit but super long range snipes are impossible which negates that “broken” ability to force survivors who are across the map off a gen without actually heading closer to them.

    So basically nerf artist? And nerf the most fun part about her?

    Doesnt seem like a good change to me, she has an audio cue afterall and has cool downs.

    Many people have suggested the easy counters to it

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2789010#Comment_2789010

    I do not have an opinion on this, actually. I care so little about Artist.

    Shes not my favourite to play or verse either, sadly the ones I find more fun get nerfed or are just weak in general :( hardly see any of the roster:(

  • Yeah I dont go off streamer views thanks I use my own opinion. Plus he throws out value and OP like skittles lol.

    It's a shame you dont have your own opinion on the matter but the perk isnt that strong even on her, you can avoid its activation, it cant be refreshed during its use and you're a 4v1.

    Maybe I'm biased because I play survivor at a high level but I really dont think its op or needs a change

  • Not really, but everyone has an opinion

  • Its almost like most people have forgotten survivors crying over totems you cant cleanse...

    Both of these issues are caused by the maps.

    Simply disable the map till they can add a hook in the library. Done.

  • They said in the stream, they legit said they nerfed them because of the very small (less than 10 I bet) high mmr players that get a 4k with them.

    They're basically balancing killers where ever they want. Twins got nerfed because they a few players did well at high mmr (4ks, likely due to mass slug with very few hooks) but other killers like pinhead who got nerfed because he was too strong for the more casual solos.

    If a killer over performs in mid or high mmr, they will get changed. The devs focus on survivors and if they can escape, not what actually happens in the trial

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/308043/patrick-is-wrong-in-a-polite-way-there-are-better-ways

    Patrick mentioned in the QA that they considered using hooks, but that it made it difficult to decide whether a player won or not for certain scenarios. And regardless of the actual implementation, this potentially led to situations where all involved players would get a "win", which would totally screw the math of the MMR ratings.

    I'm thinking that's the core issue of the MMR considerations, keeping the MMR ratings stable over all players. If you have scenarios where more / all players jump up in rating than players that go down, the overall MMR will eventually climb up, so you would have to adjust, introduce some inflation to the ratings etc.

    With basing the rating on just kills, you just do not have this issue. For every survivor losing MMR (bc they got killed), the killer rises in MMR. For every surivor that escapes, their MMR rises and the killers goes down. This simple system is very efficient in keeping the overall MMR stable.

    Last but not least, we should always keep in mind that the MMR is an average rating over of multiple trials. The predictive power for a single game is very limited. MMR does not measure skill, but your oddds of escaping / killing survivors.

    Well that's because there is no draw, you win or lose its that simple. However like most games with SBMM it's a 4v4 and everything is equal not to mention alot of them have seasons.

    But you say this SBMM keeps things equal but in reality thats not the case, within 1 game you can have both a killer and survivor increase in MMR same as you can have a killer and survivor decrease.

    This SBMM doesn't work as well as youd think especially if you're in the higher bracket, I'm not even talking about balance issues but just the fact there is a soft cap on mmr so even if you win hundreds after the soft cap it wont matter, you'll simply be marked at that soft cap rating.

    So in theory you could get survivors with 5000mmr versing a killer at 1999mmr just because the soft cap is 2000mmr (this means those 5000 ones are counted as 2000) obviously this is just an example bit this happens, not to mention backfill and the game forcing fast matches over SBMM in the first place.

    Saying hooks dont work is a lie, very similar to the lie they said about kills/escapes being bad and they wont use it. Hooks would naturally have a better balance point as they show each stage (6hooks is 6hooks, unlike 1 kill which is 0-9hooks).

    Issue is using things like hooks and other actual skillful actions as a ranking system would be more effort and more challenging. When it took the devs so long to put a kill/escapes SBMM I'm not surprised they didnt go for a more complex system, in there eyes it would be too time consuming and would prefer focusing on other things

  • @Lat0 said:

    You guys can't keep asking for a perfect system and complain about everyhing Patrick does.

    Your definition of skills are all subjective

    Not really, I think most high MMR players can say what is skillful and what isnt.

    Infact it's why most high end players arent happy with it as they understand you can escape without doing well and you can get kills by unskillful plays.

    @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2782578#Comment_2782578

    I'm not sure where you're getting that from- the killer player can draw, that's what two kills is. Survivors can't, and perhaps they should be able to, but their win condition kind of is much more binary and has been from the start so I think it's probably fine that every match is considered as what it is by the MMR system.

    As for the current system encouraging selfish and bad plays, it doesn't, but I do empathise that it's going to be very hard to actually get through to people that the MMR system does not reward or punish them no matter what they do. Too many people can't quite grasp that there's no progression or incentive associated with it.

    But as I detailed in my original response, basing it on hooks would be far more inaccurate because that is not something the killer has control over. Kills are, at least to a degree, and it's also what the killer's win condition is so it makes most sense to measure that instead of something more granular.

    I'm saying there should be a draw. Atm in DBD you win or lose, and those conditions is kills and escapes. Which isnt the best way to balance things.

    Killers have just as much power over hooks as they do kills, in fact it's more likely a killer can get hooks than kills. Bet far more killers have gotten multiple hooks but 0 kills, saying a killer that gets 8hooks but 0kills is bad is just silly, I gave you an example how you can easily get 2 kills every game with hardly any effort or skill.

    You can't say kills are better when 1 kill can be 0-9hooks...

    How can something that has a range of 0-9 be more accurate than something that counts the actual progress? (the max being 12 in a trial, but you get 9 and it's a loss, that's 75% and you lose)

    Hooks are more accurate, they also show more skill. But Its why I said a draw should be added in as it's an asymmetric game, then you can balance of more skill based things.

  • For survivor it made life so easy, for killer far too much is busted for it to be removed especially on 110% killers to the point a rock can make you lose.

    Having said that I can understand questioning BL3 etc. But end of the day the time it takes for the killer to get BL3 you probably have won, takes a long time to get BL3 and it's just for 1 hit afterall

  • It's good, for both sides.

    It's a perk worth running for killer, but not so oppressive for survivors due to the cool down etc.

    I wish most perks had reworks like this tbh, some reworks have been dreadful

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2781776#Comment_2781776

    So, two things: The first is that, if it turns out after the matchmaking portion is fixed that the system still needs work, I would agree that getting a high emblem score (including individual hook actions!) should result in you going up further for a win, but I would still contend that looking at wins is still the thing that should happen. You shouldn't go up in MMR after losing, that'd be completely counterintuitive, so when looking at large batches of matches it's simply most convenient and pretty accurate to look at a simple win/loss ratio.

    That might be moot, though- I have no reason to disbelieve the explanation we've been given, so it seems to me like the problems come from the matching portion, not the MMR calculation portion.

    Second: The person who gets two kills by camping first of all doesn't actually go up, that's breaking even. But if they did go up, they should go up, because they're getting kills and should be going up against survivors who can handle what they're bringing a little better. It's not a reward, it's putting them against opponents who are capable of handling them.

    The survivor who runs the killer for five gens and then dies isn't doing that every match- either it's a fluke against a bad/struggling killer that they can't replicate en masse, or it's a tactic they try often and therefore should be judged on their success rate overall. It's not about one game, it's about how consistently you win or lose.

    Yes but this issue is everyone is deemed on a win or loss, like I said in the op an asymmetric game cant be balanced like non asymmetric games.

    So having a draw would be acceptable, this means hooks can be used as a balance point (more precise) and then you can encourage hooks over camping and tunneling which in turn improves game health and community satisfaction while still having a working SBMM.

    A simple point system like comps use (1point for hook, 2points for kill) would be far better than kills and escapes equal win. It just encourages selfish and bad plays, the amount of times I'm just left to die after carrying most of the match is a little stupid tbh.

    1 kill is 0-9hooks that's far too vague to get good data, use a point system including hooks and that huge gap is now a more accurate balancing point

  • @jesterkind said:

    The problem with basing the MMR on hooks - beyond the fact that basing it on kills works perfectly adequately - is that the killer is fundamentally not in control of how many hooks they get.

    Even if we put aside the idea of people suiciding on hook, which we shouldn't because that would absolutely happen more if salty survivors knew they were messing with the MMR system in doing so, there are other reasons why you may not get 12 hooks in a good game. Survivors trying to make a kobe happen and failing, disorganised teams not going for saves in time, heck, even just a very close and well played game that results in one or more survivors dying on first/second hook at the endgame.

    The MMR adjustment after a single game isn't supposed to be an exhaustively accurate measure of your skill, because there are far too many variables and flukes that can happen for that. It's supposed to measure your skill over a large batch of games, and looking at the end result of the match is a perfectly adequate way of doing that- do you win more often than you lose? If so, your MMR should probably go up so you face opponents who are more skilled at stopping that from happening. Do you lose more often than you win? Your opponents are probably too skilled for you, and you should go down until they aren't.

    There are problems with the game's balance that hamper this, of course, but... those things are still problems with the game's balance completely separate from the MMR and would need to be fixed anyway.

    But the issues you bring up happen more with kills as a means of ranking, neither are perfect but hooks show that little bit more.

    Everyone can give up giving you 4 kills in a few hooks, doing the way I suggested wouldn't boost you up in mmr for a team not playing.

    I'm also not expecting people to get 12hooks, but if someone can get 12 hooks against a team they clearly should gain a decent amount of mmr for that match.

    Hooks just show more than kills, allows a more precise balancing point and encourages more individual hooks (better game health) than camping and mass slugging which the devs are trying to stop by adding more HUD, and things by default.

    A killer can still get 2 kills by camping the very first person and then the next, not very skillful at all but goes up in mmr. I also dont think a survivor running a killer for 5 gens and then dies unskillful.

    They wont change SBMM, but it doesnt mean there aren't far better ones out there

  • @ThiccBudhha said:

    Only in video games do people arbitrarily decide a win is not important. So anti competitive, and that would fine if they admitted their arguments were nonsensical.

    Well even the competitive scene puts tones of rules etc. In place to try and balance it that bit more, they also award hooks.

    But still even in a comp setting it's a bunch of tunnel and camp with NOED and that's not interesting tbh

  • @Sepex said:

    I always thought the older rank system was way better, just had to make it a tad harder to pip as survivor. Problem solved...at least I think? It worked for many years.

    Oh yeah I agree, sadly we wont go back to that one now. My idea for the old rank was limit altruism and Escaping to a gold (allow chases/objective go over iri emblem) and then limit hatch escapes to silver.

    I will always see hooks as more impressive whether I'm killer or survivor

  • Hooks > kills anyway of the week.

    The old emblem system was better just needed caps and tweaks to adjust it.

    But now we have SBMM in a 4v1 game which is naturally going to be harder, the solution?

    Personally I still think hooks should be the balance point but we should have a win, loss and a DRAW. That would allow hooks to be used and would make a better SBMM.

    This game isnt the basic 4v4 balance point like most competitive games have, adding the ability to draw at 8hooks 0kills (as an example) would be okay and honestly better, less hooks =loss and more hooks =win

    How much you win/lose depends on your hook count, that simple.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2772579#Comment_2772579

    As of right now, there's no set time - we're looking within the region of 2-3 weeks.

    This should give the majority of people time to test out the feature.

    Okay thankyou mandy! Always appreciate the responses

  • Anyone know the length these things run for yet?

    Still haven't managed to find out yet

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2770372#Comment_2770372

    It doesn't impact on matchmaking no.

    This is a really good question with regards to how long the wiggle will be in Beta testing - I believe it's going to be a little while yet to allow the team to get some accurate feedback on it. I will try to find out if a confirmed date is planned.

    Okay thankyou @MandyTalk ,thought best to ask as I was expecting a timer next to it so I wasnt sure.

  • Because if I enjoy something may as well look good doing it, sadly I stopped buying stuff as my interest decreased.

    But I usually try make my killers look better than default (more horror).

  • Nope, events in this game are usually lame. At most the gens and hooks ever so SLIGHTLY change.... yawn

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