ExcelSword
ExcelSword
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The game will warn you if the perk is in play and actively revealing your aura.
I usually either avoid using the item, or I pick it up and put it in the corner far from objectives.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759641#Comment_3759641
You'll get more disagreement on the issue of hook suicides, but the threads complaining about DC bans are pretty one sided.
Unstable internet bans I agree with, I think most people it's not even a discussion.
Dying on hook is something that exists because the devs allow it. If I was the devs I would remove the penalty to hook time on escap attempts and failed struggles, and change it so that each unhook attempt gives you some sort of in game penalty like reduced repair/heal speed for some variable duration.
But this is off topic for this thread I suppose. I used to have bad net and so I avoided playing MP games in that time.
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Can you imagine having 7 survivors Bodyblock to prevent one survivor getting downed?
8 players is gonna be absolutely insane to see, It's exciting.
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@crogers271 said:
I always like these posts because they seem to be one of the rare unifying forum principles.
If you DC, it ruins the game for the other 4 participants.
Really? I've taken a break from the forums a while ago, but last time I hung around here I thought the opinion was "You can't force people to play the game".
That was in regards to giving up on hook, where people act like making your team lose should be acceptable because they aren't having fun.
I mean sure, technically they are right. But there are plenty of other pvp games that have penalties for people who afk/throw/troll/give up, so I dmthink its fair that DBD should be similar.
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Hag doesn't need 110%. As someone who actually enjoys playing hag she is one of the stronger killers in the game of the survivors dont remove her traps.
The one change to Hag that I would make is making it so that traps within a certain radius of the hook will disappear if the survivor is unhooked (similar to how Knight's guards will end a chase against a survivor if they unhook someone).
She can still place a trap to make survivor cautious approaching, but she is no longer oppressive strong in the basement or proxy camping, forcing hags to focus on building their webs around the map tiles rather than at the hook.
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A long time ago, DBD had an idea that you would be able to hide from the killer, or if you are unlucky to be found, you could evade them using windows and pallets could buy you enough time to escape and lose the killer in chase. Maps were dark, so hiding and escaping was very possible.
Nowadays, the game is balanced around wasting the killers time and kiting for as long as possible. Hiding is difficult unless you literally don't do objectives, and the game has been balanced so that it's next to impossible to actually break a chase with a killer that wants you bad enough.
Does that mean the game is worse now? Not really, kiting is fun sure. Amd I wont deny it is extremely unfun for killers to not find anyone because hiding is too easy.
But I do miss the Adrenaline rush of feeling like you lost the killer by the skin of your teeth, it reminded me more of classic horror game chases.
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Nea is more of a stealth/evasion killer. Her perks want her to focus on gens and evade the killer, using stealth like crouching and silent drops from heights. Streetwise let's her use toolboxes more efficiently.
I do wonder what perk loadouts they will choose, since I doubt they will give David No Mither. Imagine if they didn't do perks at all, but added actual stat differences between survivors.
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@Langweilig said:
The only reason why it could fail in my opinion, that no survivors would want to que in. I personally think it will be very frustrating to get insta downed by two killers.
I livee in OCE, here it's common for any game modes other than the most popular one to be completely dead and empty, we just don't have the population to support splitting people in multiple queues.
I really want 2v8 to be good but I'm worried I might not be able to even play it.
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714103#Comment_3714103
Imagine comparing DbD to symmetric competitive shooters like Counter Strike and Siege. What else would you compare it to? Hockey?
I don't remember mentioning competitive mode in my examples, you are the one that brought that up. All these games have casual modes. All of those casual modes also have punishments for being afk and throwing matches.
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I like the FNAF games. I wouldn't mind a FNAF chapter, but I am not sold on it.
The gameplay loop is pretty good and builds the tension up very well, but the release of that tension and suspense results in a mediocre jumpscare. It is the kind of thing that scares children. And I think it is telling that lot of children love the game. Half my nieces and nephews love these games and only a couple of them are older than 12 now.
When I think about it, I don't see much harm in letting my niece play FNAF, or watch it on youtube. But I would absolutely not approve of her watching or playing Resident Evil games, or watching Alien. The fact that I am fine with FNAF however, I think is kinda telling.
I think that is really the biggest issue with it. It doesn't fit the game because at the end of the day it is perceived as childish, regardless of whether it is a good series or not. -
@n000b51 said:
Devs are overwhelmed and they can't fight cheaters. They have opened the door to them since the cross-platform, so I don't know how you can legitimally appreciate their work…
This report I only made around over a week ago. I think the speed that it was done is a fair turnaround time.
And crossplay changes nothing, I have played with hackers on both PS4 and Xbox before crossplay existed. Only difference is that it is more difficult to do. But it is not impossible. -
Can you imagine if people could afk and give up in Counterstrike? or in Siege? or Apex legends? The amount of vitriol and flame you would get from both your teammatses in those games?
All of these are games were you usually only get one life and don't respawn, and so there is some sort of expectation to play out your games, and punishments if you don't. if you stack up too many then you aren't welcome in the game anymore.
I really don't get why people want a free pass to leave every single game, you are just making the match miserable for all 5 people involved because something that you didn't like happened. If you hate playing the game so much why are you still here? Go play something else that makes you happy.
DBD is not the most toxic playerbase that exists. But it definitely is the most entitled of any game I have ever played. -
The word tunneling means nothing anymore because people have so many definitions of it, that no matter what you do you are going to get accused of tunneling.
You are waiting at the hook and chase the unhooked survivor instantly, you tunneled. You tried looking for survivors but found nobody so you come back to the hook when the survivor is unhooked to interrupt the healing, and down the injured survivor. You tunneled.
You are about to leave but the survivor is rescued literally as you turn your back, and the unhooked survivor blocks your path in the doorway with endurance to protect the rescuer, so you wait out the endurance timer. You tunneled. You left to go kick a gen but the unhooked survivor charges at you with off the record to bait you to chase them. You tunneled.
You leave completely and catch and hook another survivor, only to stumble on the previous unhooked survivor who didn't get healed. You tunneled. You left and caught multiple survivors, but you ended up catching one survivor 3 times after they were rescued and started back on gens, and now they are dead. Doesn't matter that they were healed to full, and had 3 chances. There is 1 claudette immersed somewhere who never got hooked. So you tunneled.
I no longer care what survivors think anymore, in my 6 years of playing this game I have been accused of doing everything on this list and been called a tunneler by at least someone. If everything I do is tunneling, then I see no reason not to at least take the advantages that come with tunneling to win games. Now I avoid chasing survivors off hook because OTR and DS are incentives to not do that. But I don't tunnel because I care about the survivors feelings, I do it because my odds of winning are better not to chase straight off hook. -
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711863#Comment_3711863
If they were going to stay like they are now I would feel the same way. Unfortunately it’s bitter sweet because exactly what’s making them enjoyable right now is getting removed soon.
I agree, slugging wasn’t an issue with them.
I know you are going off what Mandy said, but BHVR released a short on youtube only two days ago, that clearly states "At any time, Charlotte now has the ability to recall Victor to her side whenever she likes."
There is no ambiguity about recalling Victor latched on survivors being a bug, like Mandy claimed. Their own video contradicts that.
I will be accepting if they decide to implement a minimum time to recall latched Victor (just please not to 30 seconds), but if they claim it is a bug fix rather than a balance decision I will be peeved. -
As long as people continue to post on my steam profile just for the audacity of winning I am going to keep playing on anonymous mode.
Seriously, I have been on steam for over a decade, and it is only DBD players that feel the need to comment rubbish on my profile. -
@Bafugaboo said:
I agree it makes you better at looping faster. It does not solve the real issue. That issue is you run them for 4 gens get hooked and then left on hook. The issue I have had is that I get better but I get put with others who do not. Then if I am not the one being tunneled they go down in 2 seconds. So to sum it up tunneling is fine. The real issue is lack of cohesion with other survivors.
I mean if you really ran the killer for 4 gens and then the killer ends the match with 1 kill, that sounds like a win to me. I assume the chase was pretty fun if it lasted that long. The only reason to consider this a loss is if you personally don't care about your teammates. 3 survivors escaped, so that is a loss for the killer regardless.
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Just thought I should mention that it is possible for survivors to stream snipe as well. This is more malicious in my opinion because you have to put effort into getting into the lobby of the killer you want to snipe.
I agree though, killer's should not be able to see name or prestige of survivors, only their items. -
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708319#Comment_3708319
You dont understand OP. They are talking about the effect that wiggling is supposed to make the Killer strafe sideways when you hit the Great Skill Checks while wiggling.
https://deadbydaylight.fandom.com/wiki/Wiggle#Succeeding_Skill_Checks
I dont know why there is even a negative effect for hitting the Good Skill Checks, but BHVR-things I guess.
@Topic:
As others have said, wiggling is only supposed to make sure that the Killer cannot get to any Hook they like. And while you think it feels like they still reach any hook they want, this is just not the case. If there would be no wiggling, they could travel way further with you on their shoulder and reach a Scourge Hook (for example) 100% of the time. The Killer will most likely still get to a Scourge Hook with wiggling, but it might be possible that they dont. And this possibility (of not reaching the Hook they want) is at least there with wiggling.
Furthermore, look at the numbers:
https://deadbydaylight.fandom.com/wiki/Wiggle#Succeeding_Skill_Checks
Good Skill Checks reduce the side strafing effect to 50% and Great only increase it to 120%, making it 20% stronger than Base. That is not much so you should not really expect a big effect from it. If you want a big effect for wiggling, you have to run Boil Over (but dont, the Perk is bad).
For why this is even a thing - back in the day wiggling was not done via Skill Checks but via messhing two buttons (on PC) and I think on Controller it was using the stick very fast. This was changed at some point since it was an annoying mechanic to do and also was not really good on the hardware, at least on console. So they added Skill Checks, including a Great Skill Check-Zone. First this achieved that you can wiggle off a bit faster if you hit the Great Skill Check (1 second total if you hit all of them), but they changed it to the side strafe-effect being stronger or weaker. (In the end even wiggling off faster was totally fine and nearly nobody complained about it, but they still felt like changing it)
So yeah, just see BPs as the main reason to hit Great Skill Checks. The side strafing-effects are not worth it. And in the end, wiggling is only supposed to limit the decision making of the Killer a bit and NOT to make you wiggle free on a regular basis.
People were breaking their controllers unnecessarily, all you needed to do was gently move the stick left to right continuously, the speed that you did it made no difference.
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As a Twins player, I understand the concerns about people saying Victor being recalled so early is too strong. If you release Victor and he latches onto someone, if you beeline for that survivor you can be ready to down them again with Victor very quickly.
However, Victor being held for 36 seconds feels very uninteresting for Charlotte. Personally I think Mandy is being contradictory for stating it is a bug, since that is the opposite of what the patch notes say, (Victor can be recalled at any time when he is unbound). First of all, this is actually not true, since you can't recall Victor for a certain duration after immediately releasing him I.e. spawning him and immediately swapping back to Charlotte. You have a delay before he can be recalled in this scenario.
If we are meant to assume that being "unbound" does not include when Victor is latched, then personally I feel the wording should have been made more clear. Nobody assumed it was a bug, because it would go against him being able to be recalled at any time. Bhvr has walked back on balance decisions before by calling them bugs when they clearly were not before (ahem, flashlight patch), so that is why I am skeptical of this "bug" claim.
Personally, I think Victor's respawn should be standardized to 10 seconds, same as when he is kicked. For survivor's taking him hostage, sure we can increase the time for him to be recalled, 16 total seconds is too short, but 30+ seconds feels awful. I suggest 20 seconds, or Charlotte can immediately see the survivor's location, rather than only after 30 seconds. One thing that new Twins can do is play mind games with Charlotte against survivor's holding Victor, since she can see his aura. It's actually quite fun to go for the final hit with Charlotte, and would promote the survivor removes him as fast as they can if they don't want to risk getting mind gamed.
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Personally, I believe that your actions as killer should be driven by strategy, not feelings.
If you end back at the hook as someone was being rescued, go for the rescuer not because you are being nice, but because you might risk getting D'striked, they might have Off the Record. They will need to go and heal or get back on gens regardless, and you can down them again.
Don't let people accuse you of tunneling. Survivors won't do you any favours by waiting to heal before doing gens again, some will just repair them while injured. So if you find a survivor who has not healed from when they were last hooked, it is okay to hook them again. If you come across a gen with 2 survivors on it, and one of them is on death hook, it is okay to go for them to make your game easier.
If you try and go for 8 hooks just to be nice, most survivors will not be grateful, in fact most of them will either still hate you because of the killer you play, or just because you are the killer. So learning not to care about the enemies opinions will help you cope with playing killer.
This also applies to survivors too. Survivors should do their best to punish bad plays or decisions by the killer. Don't feel bad for pallet stunning killers if they down a surv at a pallet, don't feel bad for holding W running to safe areas away from gens so you and your team can reset. These are all valid strategies. -
They should just make it so the win condition is getting a 4k with the addon-combo. Getting more than 2 kills is already hard enough if survivors don't just feed Michael.
If we did this, then survivors forcing a hook instead of a mori would still count for the achievement, so Michael can move on and never play with this addon combo again. -
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705920#Comment_3705920
I think it's just the color that's bugged making people think they can't. The stun on Victor after a successful down is also 3 seconds now instead of the old 5 so it's a much smaller window for them to act.
This especially. The cooldown being less than 5 seconds has a massive impact. Victor can still move as well, so you need to be ready to kick him as soon as you see him going for another survivor.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705755#Comment_3705755
Question is: will Victor still die mid air for no reason whatsoever?
He still does.
As a twins main I play them a lot. I downed a survivor, then walked onto stairs afterwards. Victor immediately died.
#justvictorthings -
Okay so I was ready to play Twins today just being content with the few changes in the patchnotes, but there is actually quite a few things that went unmentioned or I didn't immediately realise.
First off, recalling Victor at anytime. This is amazing already, as you will always have Victor ready to go when you find a survivor. But one thing that wasn't made obvious is that since you can always recall Victor after around 10 seconds, you will see his aura on survivors he latches to after 10 seconds. This is a massive change, as you can follow after the survivor and Victor will make sure they can't hide from you, then you can recall him to get a down with him again.
I am not sure this is intended, since it was not mentioned in the patch notes, but Victor no longer has a 5 second cooldown after downing a survivor. It seems to be around 3 seconds. He does have a slight movement speed penalty, but it is not as severe as before. I really like this to be fair. It makes Victor feel smooth to down someone and then immediately attack another survivor, or swap back to Charlotte.
However, I am a little concerned that it makes it a bit hard to kick Victor now. If you run forced hesitation I would say it is nearly impossible actually. I think that Victor shouldn't be able to move after downing an injured survivor. This simplifies the counterplay for survivors, while not making him feel clunky for the killer if they want to swap back to Charlotte.
Victor can latch onto survivors who are injured with the endurance status affect. I am sure this is a bug, but to be fair I don't actually mind it.
Addon changes; why were there no changes to baby teeth!? seriously, this is probably one of the worst addons in the entire game, especially because it is not likely that I will wait for survivors to crush Victor, I will probably be recalling him myself. -
@BlackRose89 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705221#Comment_3705221
Indeed, we don't know how long the twin rework took but we do know they made us wait TWO years for it with little to no info about it leading up to it. That still doesn't answer the question of how anyone on the team didn't even think about how bad and broken that rework was going to be. It shouldn't had taken a PTB to show them how broke the changes they had plan and they should had reach out to twin mains doing the development to ask for options and ideas. A bunch of pvp game devs reach out and ask a select few to test and give feedback before making anything public. For example in OW2 when they were reworking Sombra doing the progress they invited streamers and other well-known OW players to test a few things under an NDA and give feedback. Since they did this the Sombra rework was a success since they filtered out the bad ideas thanks to that feedback and deliver a rework that was pretty damn good.
Im sorry if Im being hush on the devs I do respect them and the work they do but I want them to do better since I do pay a lot of money on skins, dlc, and on game in general. I expect high quality from a live service game that I spend money on and Im not going to settle on the fact they listen to feedback and take back changes that shouldn't have been done in the first place. You wouldn't praise a child for failing on a report just bc they admitted they failed, would you? That is devs right now, they fail on a rework and they should not be prise or celebrated for that just because they didn't go thought with said rework.
You can be happy all you want for this update but doesn't mean I have to be. Im honestly really disappointed about this mid-chapter and Im going to voice my disappointment. Also, I didn't take it personally, I just never saw anyone say they wanted less content. The only thing I see ppl say is they wish the devs would slow down on new killers to work on the ones they have now and also improve the games' health. Updating the store and the engine is not doing that.
I think the likely case is they may not have meant to take 2 years to update Twins, but since they had a low playmate they were not considered a high priority and probably got rescheduled over and over as other things came through the pipeline.
The rework did not feel like it took 2 years to complete. The only new assets were an animation for Victor latching onto downed survivors, and Victor glowing when he is vulnerable to kicks.
The rework consisted of adding haste when a condition is met for Charlotte (downing a surv with Victor or lockers) and removing the latched state when attacking healthy survivors and having it trigger an injury. None of these things would have taken months to program, in my opinion.
If the patch at least keeps the cooldown reduction to the 3 seconds on PTB for Victor, I will be satisfied, they have not actually stated if Victor is keeping the 5 second attack cooldown or not on successful attacks. I think Victor being able to move as fast on the PTB when injuring is a bug, because otherwise he would be impossible to kick, but having 4.5 secondary to down and swap vs 8 seconds would feel so nice.
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I use Anon mode because I have been targetted by survivor players in the past when I queue up as solo survivor, with them admitting that they sandbagged and farmed me as payback for beating them in the last match.
Because these horrible people exist, I am going to continue using anonymous mode. DBD is not my only game or what I base my identity off of, and yet it is only DBD players that have ever felt the need to send horrible chat to my steam profile. Anyone who tries to have anonymous mode removed immediately makes me suspicious of their motives sadly. Yes, cheaters also use the mode, but the good it does to stop people getting threats or harrassment outweighs any negatives.
And you can still report cheaters without their name anyway, all you need is video footage and an in-game report and you are golden. -
@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704215#Comment_3704215
The most games I tracked in a row was 421 with an average of just over 30% escape rate, but observing the results on a weekly basis was interesting too. I had some weeks where my escape rate dropped as low as 10% and some where it was 40% plus.
Did you track how many survivors in total escaped? That is more important IMO than your own escape rate.
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It is because the bug doesn't just apply to off the record, it affects any perk that gives survivors the endurance status effect. OFR is the most aggregious lasting so long, but that is why I assume they haven't adjusted it yet.
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He has a pretty high skill floor so even with low skill you will still get good effectiveness from just using his power to catch up to survivors, or when there is little chance of them dodging you. Once you get more comfortable with him and put time in to him, his skill ceiling is quite high that you will feel like you are getting rewarded for your efforts.
The only thing I think he lacks with Dead by Daylight is the "horror" aspect, he is still thrilling to run from but more in an action-paced way, if that makes sense. -
@Dinoraptus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701534#Comment_3701534
That would be sick yeah.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701554#Comment_3701554
I was confused by the choice of the RE5 version of his RPD skin also. The trailer for the first chapter used an original model that looks like mixture of both RE5 and RE1 Chris that I wish they would have used in game, it was a nice middle ground.
Oh yeah, I don't hate the Chris skin we got. I do wish that he was his own character though, I know they didn't release Project W at the time but he would have fit as a much better main character than Ada, and it means we could have had more skins for Chris.
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I decided to track my survivor games officially as a solo survivor last night. hook first chase or DC's,
I measured 12 consecutive games, but 2 games had a DC on first hook and another killed themselves on first hook 30 seconds into the match, so I discarded those results. My own survival rate was 40% across 10 games, but overall escape rate for my whole team was 50%.I think this is fairly reasonable, my own escape rate could be higher if I prioritised myself, but I don't consider escape rates as the same thing as win rates.
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I like to do is take notice of gen progress. If I can pop my generator in less than 30 seconds, then I will prioritise that over going for the unhook. If I notice someone else has a gen about ready to go, but my gen is not nearly as far along, then I will go for the save.
It usually is not a good idea to go for the unhook immediately. If you immediately run to the hook you run the risk of the killer interrupting you and then someone else has to unhook. Putting pressure on the killer and giving them reason to leave the hook is most important for survivors.
As a note, I would rather 2 survivors come to unhook me at once then for nobody to come save me because they think someone is else is doing it. unless I am clearly getting camped. -
@Xernoton said:
So Clown can use 2 addons to get the same results he'd get without them? Impressive.
You are not giving Clown enough credit. He can turn some tiles that good players are comfortable looping complete unsafe or even free downs. The age of just pre throwing pallets is long gone, since some many safe tiles cannot just be abandoned. There is a clown main out there that wins the majority of his matches while nearly never breaking a single pallet, even at jungle gyms.
The only reason clowns lose is because he is not as fast at downing people like Nurse or Blight, but in a clown chase he is basically one of the best 1v1 characters in the game. Its just he is in a 1v4 game.
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@arcaneGospel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702180#Comment_3702180
Wait, really? There's no way they're that slow. I could have sworn you could get them to move at almost 4.0 with shattered badge and ink ribbon.
The max speed zombies can move is 3m/s with Ink Ribbon and Stars badge for 60 seconds after a generator is completed.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700563#Comment_3700563
I'd actually say she's significantly more hated. Both in vehemence and totality of population.
I was, uh, "privileged" enough to play extensively against original Legion. He was cheeks to play against, for sure an eptiome of bad marketing and design but SM eclipsed them in pretty much every way.
I remember learning as old legion that it was better to stand still or walk away from survivors to end chase faster then "moonwalking" since the chase mechanic cared more about your distance to the survivor rather than if you could see them.
By the time you caught back up to them they would be low enough you can down them in just one more hit with Frenzy. Yeah it was pretty terrible to face. -
@Crowman said:
The main reason SBMM is as bad as it is, is that everytime BHVR makes the matchmaking more tougher, queue times get longer and the playerbase complains.
Also doesn't help that Content Creators have an incentive to push SBMM bad, because tougher games isn't good for content creation.
This is exactly it for a lot of content creators. While I don't really feel too bad for the ones that focused their content on being bullies to survivors and killers, it does mean that the players that like to mess around or not take their matches seriously don't get as much freedom to do so anymore.
For competitive players, while the game is really close to being balanced now, it is only balanced if you play as sweaty and unfun as possible. If you try to play in an enjoyable way, both sides will most likely lose to whoever decides to be more optimal, and unlike other competitive games, being optimal in DBD is not synonymous with fun.
If you are a content creator that focuses on being one of the best, and competitive, and you decide to pick DBD as your game of choice for this, of course it must get exhausting. This is not really SBMM's fault, it does its job fine, but in DBD playing at the highest level is not fun for either side most of the time, so I see why competitive streamers move to games that reward them more for the effort they put in. -
@BlightedDolphin said:
Do you plan on ever buying the Resident Evil or Stranger Things DLC? If you do I would just save for the killer. If not getting Lethal might be better since you probably won’t see it again for a while.
And do you have any other slow down perks you can use instead of Surge? If you do then I wouldn’t bother getting Surge. It’s a good perk but there are better regression perks. If you had the shards to spare definitely get it, but since you don’t I think the killer is better than getting Surge.
You know part of me feels really strange that the fact that if OP had started playing DBD a year ago, he would have had access to surge as a free generic perk.
I know that the perk was originally implemented as DLC, then when they had the license gone they added it to the general pool rather than taking the perk away as well. If anything, that is making paid content free for no benefit to BHVR, it is commendable.
But now that Stranger Things is back, those perks are again locked behind a paywall, or the shrine.
It just feels…not wrong, but not right either. -
@EvilBarney666 said:
Killer "MMR" is shared. Back in the day they said each killer would have individual "MMR" that is clearly not the way it is.
The game says oh you play killer so you need to be higher even tho you never play nurse, who happens to be the hardest killer to play lol.
Killers do have individual MMR scores, but if you have multiple killers at a high MMR, there is a rubberbanding effect that pulls your low played killers up to a minimum MMR. This is so you don't face brand new survivors just because you started playing a killer you have little playtime on.
And I mean… I agree, to an extent. If you are a hillbilly main but never play trapper, that doesn't mean your trapper should let you go against absolute babies. -
I would like a Team Wesker skin for Rebecca if possible. And I wish that Chris had a skin for his RE1 appearance, the one in game is from RE5, which is good but not my favourite RE game.
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I really don't see any solution to tunneling any time soon. A nearly dead survivor and a never hooked survivor both fix gens at the same rate. There is literally no reason not to kill a nearly dead survivor if you know you have the opportunity to, and you are playing to win.
I know it probably wouldn't happen, but I think some sort of penalty to survivor efficiency depending on hook stages would be the best solution. Make it so survivors repair gens faster than in the current live game, but after being hooked the first time, they lose that buff and have their repair speed equal to how it is now, or a bit lower idk.
This gives killer a reason to hook survivors that have not yet been chased, as if they don't spread the pressure, they risk gens being popped even faster. We can tweak, nerf and buff numbers on both sides to account for this. The important thing is that the repair speed buff needs to be strong enough to be comparable to losing out 1 survivor early in the match. -
Honestly I have hopes one day the devs implement an actual "Kill with Friends" chapter with a killer duo designed around working together. Sort of like Cho'Gall in Hero's of the Storm. In that game, two players played one character at the same time, while queuing up together for matchmaking.
Honestly at this point, the Dev's have played around with the "multiple" killers archetype already, with killers like the Twins, Nemesis, (zombies) the Knight, and (lore-wise anyway) the Legion. I would argue the legion would probably have been the best killer to implement this idea originally, but I don't think they will want to rework them anytime soon.
A duo style killer would have to be designed very carefully to keep it fair, as I imagine it would be hard to balance. I would imagine it would be a killer that requires at least 3 hits to down, or maybe only one of them can attack at a time.
It would be difficult to implement well, and also would have the drawback of being a killer that needs a second player to work (maybe an AI Killer bot would be able to assist with this) but I think this idea has potential. -
@Xernoton said:
- On a new account you get a starting value for killer and survivor MMR that is above the very lowest MMR regions.
- From there on, MMR gains are decided by kills / escapes for killers with the MMR of survivors taken into account respectively, so that beating a team with a higher MMR, gains you more MMR and escapes / deaths + suvival time (although I think the latter only applies a positive multiplyer to MMR gain, that would either increase or decrease it further) for survivors with the killer MMR taken into account.
- All survivor characters share the same MMR value. Among killers each MMR value scales in some kind with your highest or average MMR value (I reckon it's probably highest because otherwise it would scale differently depending on how many killers you own / actually play, which kind of defeats the purpose of this mechanic). I also believe that all killer characters have an MMR value in the same bracket. Meaning, you can't be low MMR on 1 killer and high / mid MMR on another.
- For survivors, the MMR gain is calulated individually and not as a team. Meaning 1 survivor could raise their MMR by escaping while the other 3 lose MMR. For the killer, 0-1 kills is considered a loss, 2 kills a draw and 3-4 kills a win.
- There are 3 MMR brackets (high, mid, low). As long as no backfilling is involved, you will only compete with players in the same bracket. As queue times rise however, it is possible for the range eligible players to increase as well. So if you were at the absolute highest end of mid MMR, you could potentially go against players that have a much lower MMR than you but not higher.
- Hatch counts as a draw for survivors.
- Given the number of DBD players in each region, we can assume that the MMR distribution looks almost continuous. Meaning, there should not be a huge difficulty spike in matches even when you enter a new MMR bracket. However, because the 1:4 ratio between killers and survivors is almost never given perfectly, it is possible that after reaching a new MMR bracket, your opponents will be a lot better than usual.
- As stated by the developers, most players are in mid MMR and only very few at the very extremes. Meaning most of us probably aren't "high MMR".
- It is very hard to derank in the sense that only a large amount of continuous losses would allow you to sink to a lower MMR bracket. Even if you were to have the absolute lowest MMR value possible in one such bracket.
The main issue with SBMM in DBD is the arbitrary idea, that kills and escapes indicate skill. On a developer live stream one former dev the game to hockey. Their reasoning was, that good chases and many hooks give you more of a chance to "win" like in hockey more shots on the goal give you a higher chance to actually land one.
This however does not consider the very nature of DBD. Tunneling a survivor out immediately can give you a kill at 3 hooks, the same goes for camping. So a killer with 3 hook stages (possibly only 1 hook) and 1 kill is considered better than a killer with 8 hook stages (possibly all individual hooks) and no kills. It also doesn't account for the unbalanced nature of a video such as DBD in regards to loadouts and maps. What is more impressive; beating a good killer / survivor team on a favorable map with the best loadout or beating the same opponent on an unfavorable map with a bad loadout?
In a survivor team there are different ways to increase the chance of survival. One of them being to play careful and hide while the rest of your team tries to escape. At worst you have a chance at the hatch and at best your team mates will carry your load and you escape. Even if you did almost nothing. That means, that it is possible for survivors to get to a MMR where they are hopelessly outmatched against any killer they face, if they choose to play this way. Likewise, this impacts the killer's MMR gain.
I know that people give that dev a hard time because of the hockey comparison, but in the context of DBD, I see what he was trying to say. First off let's not discuss the topic of whether or not someone deserves to be known as "skilled" or not, that is not the focus here. Objectively, the MMR only considers the final result of a match.
Assume two different killers are playing DBD. One is a Wraith who plays as hard as he can, giving no inches to survivors and securing hook stages by camping or getting people out early by tunneling. The other is a blight main who doesn't go out of their to camp or tunnel but gets a lot of quick downs due to Blight being a strong killer and plays without really caring how his matches go.
If we are just going off results, which is how many kills they get, on average these two players would be on a similar level in regards to MMR. The Wraith player should be given harder opponents if he is playing the best he can every match, and the Blight player shouldn't be shot up the ranks if he isn't playing seriously or with a competitive mindset. In this context, the chances of a survivor team beating them are very similar, and so they should face survivor teams that have as close to a 50/50 chance of beating them.
If the Blight decided to start playing seriously for wins every game, or the Wraith player swapped to a stronger killer, both of them would increase their MMR even higher. Which is how a good SBMM system should work, and probably the only way it could ever work in a game with so much variety as DBD. -
I don't even get why this is a discussion. Blinding a killer for free should not be a thing in this game. Getting blinded when you are facing a wall is one of the most frustrating feelings you can have in this game as of late.
Background Player is one of the major culprits though. It gives survivors too much safety, and stops survivors getting baited, since the perk only triggers once the killer is locked into the animation. It is banned in most tournament rules because of how strong it is.
I just hope they don't nerf flashbang. It deserves to get bug fixed, but not to be nerfed just because Background player is too strong. -
Meanwhile I am still wishing my OG Chris Redfield had his younger skin rather than the one from RE5. Not that I dislike his design in 5, but I feel RE1 Chris would have fit the tone of DBD much better.
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@DavidByDaylight said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701114#Comment_3701114
Report system is a different topic, let's not dive deep into it.
We are talkiing about Anonymous mode, most of the cheaters are using it to cover themselves, Anonymous mode does help A LOT.
You brought the claim that it protect cheaters. I explained that it doesn't. Cheaters that get reported don't have any less protection against getting banned than people who make their name public. It literally makes no difference to the devs if you report the anonymous player, they can't hide behind it when the report will give the devs their player ID.
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Old Hangman's trick had very niche use. When I used it, it would be when I played Trapper or Hag, killers that benefit from staying in one part of the map and locking it down. Hangman's trick meant you could keep a survivor inside your 3 gen without worrying when you killed them that you have to hook outside your 3 gen.
Nowadays, it does literally nothing. Awakened Awareness does the job that Hangman's "rework" was supposed to and does so much better. -
Anonymous mode does nothing to protect cheaters. You report them with an in game ticket and show evidence of the cheating (video call, screenshot etc.) They can see the player ID using the in-game report.
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@UndeddJester said:
I watched that video... and it made no sense to me. I like Coconuts, I thoroughly enjoy many of his videos... but when he is arguing a serious point, he can at times be a bit selective with his evidence if he's pushing a point, and he likes grandiose and poetic perspectives. He generally has been pushing lately back against balance and wants more chaos in the game, and tends to cherry pick his examples a lot.
People constantly complain skill-based matchmaking doesn't work, and the games are ludicrously imbalanced, pitting newbies with high level players on either side because it prioritises quick games.
Now we're complaining that the games are too strict matching players of similar skill together, meaning every game goes to the wire and the stress of it makes everyone play sweaty.
So which one is it? Cause it can't be both.
If people wanna suggest removing SBMM, I'll listen to the argument, but the PTB doesn't have it, and that looks way worse for your average game... and noone suggests anything other than to make the game a free for all, which sounds horrendous... especially for survivors... can you imagine soloQ with a competant killer and 3 bambis while you're the only experienced player, without madness like old DS and DH to save you? It sounds awful…
My games generally feel pretty fair and even; sometimes I get easy games, sometimes I get hard ones. It shifts predictably based on who I'm playing with if I'm in a SWF... so the alternative is to just abandon all of that and just make every game a total crapshoot as to how competant your team are? Doesn't sound good for survivor side, cause its already bad enough accounting for your teammates random playstyles in soloQ.
I respect Coconut a lot as a skilled huntress, but he is the kind of player that would never like any implementation of SBMM.
Coconut likes to play in a more casual way, going for orbital throws and snipes with long distance hatchets. At the same time, he still likes to win his games. Long distance throws don't work as often against good and experienced survivors, and SBMM means Coconut is more likely to face those kinds of players rather than newer, more casual players.
SBMM is meant to protect a new players experience in the game. It feels horrible to buy a new game and get stomped every match. Sure, you might push through it and eventually you get to be the one who stomps, but it's still a negative experience. Take old school halo or COD. There would always be one or two players that has 40+ kills and few deaths just destroying the lobby. I'm sure they are having a lot of fun, but every other new player in that lobby probably is having a miserable time. In DBD, Coconut would be that player with the 40+ kill streak.Right now, the way that SBMM is implemented, it does a good job making sure newer killers and survivors don't get discouraged immediately in their first few games. I do think it needs adjustments, but SBMM creates a lot less problems that it solves.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701062#Comment_3701062
my win condition is escaping through the gates via all gens being completed. hatch/afk killers/farmers don't count. I could be low mmr like u said but we will never know. Behavior should consider showing players their mmr so people can finally understand where they rank. If my mmr was truly low than i wouldn't have any right to complain about my teammates but instead we are left in the dark.
"If you don't want to stick the games out to record the survival rates of your team, that's fine, I imagine it could be tedious. Just thought I'd ask" i never stick around to see but i could start too
Okay, so you only consider your own escape rate, meaning if you died but your 3 teammates escaped you consider that a loss?
That's fine. I think MMR only considers your teammates escaping affecting your own ranking if you play in a SWF, whereas if you are solo the only thing that affects it is your own escape.
But it's a big reason why winning is very subjective, and can't automatically be comparable to escape rates and kill rates.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700839#Comment_3700839
it been 30%
They just dont include the DC'S which happen all the time. my win rate went from 45% to 40% to 35% throughout the year. My kill rate always remain at 80% but now i don't even use tactics (sometimes 3 gen still). I don't think killers are op or nothing but the matchmaking have made the solo q skill expression pointless. I play 13 games last week and in half them i took the killer on a 2 to 3 gens chases. Won 3 out of 10 because teammates die immediately. check they profile and realize i can't even blame teammates! matchmaking pairing u with people who have 100 to 300 hours vs 4 digit hours killer constantly. Literally giving them tunnel food on a silver platter. The whole meta base on capitalizing on weak links and matchmaking guarantee easy targets so pop go the weasel can infinitely proc. There's no way to carry as a Survivor cuz the killer could just drop chase but it many ways to lose off one weak survivor. Huge issue! Your skill level rarely reflect your team level in solo queue.
If you only play 13 games in a whole week, and you get paired with survivors with less than 500 hours, it sounds like a case of either you play in a region at times there aren't alot of players (especially if the killer has much more hours) or your MMR is just not too high.
And just to be certain, what is your win condition? Because escape rates and win rates are not the same thing, I can die and the 3 others get out and that feels like a win, or my team gets slaughtered and I escape in the hatch, that doesn't feel like a win to me.
If you don't want to stick the games out to record the survival rates of your team, that's fine, I imagine it could be tedious. Just thought I'd ask.