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Fibijean

Fibijean

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  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1055590#Comment_1055590

    There werent. There were players that stopped playing.

    Theres a difference between not playing, and disconnecting, ruining the game for everyone else.

    There were both. Some stopped playing, some decided to take it out on the survivors they played against by intentionally ruining their games.

  • @bomb1720 said:

    @Fibijean

    it definitely reaches and not using calm but they don't scream or get affected. do i wait and see if other people comment, or report it as a bug now?

    i'm sure it's happened in every swamp match.

    Can't hurt to report it. Though as I said, it would be good if you could get some video footage to include in the report so that it's easier for everyone else (most importantly the devs) to understand what's going on.

  • I don't see why it wouldn't. When you say it didn't work, do you mean you didn't get the score event, or they didn't scream? I only ask because I'm wondering whether it's possible they were using Calm Spirit, or maybe they just managed to dodge.

    If the survivor is definitely within the affected range when you use your attack and the attack simply isn't registering, then that's probably a bug. I'd advise reporting it in the Bug Reports subforum (https://forum.deadbydaylight.com/en/categories/bug-reports). Video evidence of the bug would probably be helpful to include, if you are able to recreate it in-game.

  • @ppo8820 said:

    Was it more fun back in day when killers couldn’t close hatch?

    As a survivor main, I definitely prefer the new system. More chance of dying, but less chance of mind-numbing boredom. I do understand the killers' pain over the hatch mechanic in general, though, so maybe if they did something about the exit gate spawns, it would open up the possibility of revisiting the hatch as well.

    Hopefully this will be something they will look into in the near future. For all we know, they might already be working on it. Personally, I think it would be enough for the gates to stop spawning randomly and just be in fixed, fair locations on every map, but I know @NMCKE had an alternate suggestion which involved enclosing the gates in their own areas, like those on the indoor maps, to stop the switch being visible for far away.

  • @NoRestarts said:

    https://forum.deadbydaylight.com/en/discussion/comment/1055802#Comment_1055802

    Life is pain, anyone that tells you different is selling you something

    Favourite book of all time. Well played.

  • @bomb1720 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1055770#Comment_1055770

    ohhh, i didn't realise you were all talking about the maps you take to the maps, if you get what i mean,lol

    Oh, lol don't worry I get what you're trying to say. Yeah, we were discussing the item maps, not the game maps 😊

  • @bomb1720 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1055774#Comment_1055774

    right ok, thanks! i'm using doc so i probably won't use them but body blocking has been quite bad for, especially for a new killer.

    survivors can seem pretty desperate for team mate not to be hooked. i get it if it's the first survivor or even if there is one or two gens left and iv'e not hooked one person.

    soooo painful

    Yeah, bodyblocking can be really frustrating as killer. But as FireHazard said, at least if they're bodyblocking, they're not doing anything else useful, and they're giving you the opportunity to get free hits on them.

  • @whammigobambam said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042627#Comment_1042627

    I agree. How can bhvr track survivors with high skill when acting in dire situations? Instead they can only track individual actions, am I right?

    The problem with tracking individual actions is that's what the current emblem system does, and it doesn't work at all because you can never take every variable into account. It's like you said, there is no way to measure skill on a game-by-game basis.

    That's why I personally believe that the only way to make it work is to ignore all the variables and focus on whether the player completed their ultimate objective - that is, kills or escapes. Basically, they need to look at it on a macro, rather than a micro, scale. Sometimes RNG will screw people over, but mathematically speaking, RNG will tend to balance out over time. The way I see it, a bad player can 4K or escape and a good player can 0K or die, but in general good players will get more kills and escapes than bad players over time, regardless of RNG.

  • @bomb1720 said:

    @FireHazard

    the answer to prevent bodyblocking as a killer is? i can not see it :)

    It's not one of the accepted answers. It's in this comment right here:

    @FireHazard said:

    @Mystix

    Before I get into tips, I just want to address bodyblock as a whole.

    If you were wondering if it's a bannable offence or if it's an offence at all than no, it isn't.

    [Here's a link to the Game Rules page about this subject]:

    https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest

    For context i'll post below what the Game Rules states as discarded report reasons.

    DISCARDED REPORTS REASONS

    THE FOLLOWING ARE NOT CONSIDERED BANNABLE OFFENSES - PLEASE DO NOT REPORT

    • Camping
    • Slugging
    • Tunneling
    • Streamsniping
    • Teabagging
    • Bodyblocking
    • Looping
    • Tapping generators with ruin

    besides bannable offences, here are some tips I can give

    Before I do though, i'd like to reiterate that Bodyblocking the Killer from the hook is considered a strategy among Survivors and as the rules state is not a bannable offence. Anyways, there are some ways you can try and work around it with certain perks and what-not, but the action itself is considered ok to do.

    You can try using perks like Mad Grit that shortens the cool-down between your swings when holding a Survivor or you can also try using perks like Iron Grasp and or Agitation to help you get to the hook a lot quicker or hold the Survivor for a lot longer. Usually Killers use both when it comes to basement builds, but if this is a big issue for you than i'd just recommend using Agitation or Iron Grasp and not both.

    Eventually you should try and get used to not using these perks at all, but if this is a big issue for you than you can try those perks as an option to circumvent this problem. If you want to try and learn a way to get around this than you should simply just power through it and hit each Survivor that gets in your way to the hook, focus on getting there first and than hit any Survivors that're in your way from hooking the Survivor on your shoulder.

    If they still wiggle off, than you at least damaged most of the team, which allows you to down another Survivor quickly and than hook them right after. If the entire team wastes their time bodyblocking you from the hook than no progress is being done in terms of Generator repairs, so I wouldn't worry about the chance that the Survivor on your arm wiggles off... since most of the team that blocked you will be damaged from being hit and nobody is on the Generators for the most part if they're busy blocking you from the hook.

    (tl;dr...ish)

    Just focus on getting to the hook with the Survivor you have on your arm. Once you're there, if anyone attempts to block the hook than just hit them to make them move out of the way, if the entire team is there blocking the hook than they're just giving you free hits and not spending time on the Generators.

    Usually if you're fairly close to a hook than it'll require the entire team to get that Survivor off your shoulder, if it took you a bit to get to that hook than you should try focus on getting there and attempting to hook them, ignore Survivors that try and follow you as they won't have enough time to get in front of you unless they're already at the hook.

    Also, try using perks like Mad Grit to decrease the cool-down between swings (when holding a Survivor). If the issue is severe than you can try using either Iron Grasp or Agitation to help with this issue, Agitation increases your movement speed when holding a Survivor and Iron Grasp gives you more time to hold said Survivor.

    Don't use both, it's not recommended.

    The TL;DR is, you can use Mad Grit to counter it, or you can use Agitation and/or Iron Grasp to make it easier to get to the hook, or if all else fails, just try to make it to the hook while hitting any survivors who get in your way, and take comfort in the knowledge that each survivor trying to bodyblock is one less survivor working on generators, so it's not the end of the world if they manage to wiggle off since it won't actually buy the team that much time.

  • @bomb1720 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1055352#Comment_1055352

    could i have a reminder please, what is streetwise and how does it affect maps?

    Streetwise is one of Nea's teachable perks, which reduces the consumption rate of items (including maps) by 15/20/25% for the user of the perk and any other survivors within an 8 metre radius.

  • @bomb1720 said:

    @Fibijean

    how is the matchmaking system about to be overhauled? what would be the change?

    They're going to introduce a hidden MMR system, which will hopefully make it easier for people to be matched with others of their skill level.

    Here is the full post where they explained it all in detail, in case you missed it: https://forum.deadbydaylight.com/en/discussion/124795/status-update-matchmaking-changes

  • @Kalec84 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1055580#Comment_1055580

    yeah.... in the """""future"""""

    Sorry for the sarchasm but the only map srinked since the beginnin of this game was the swamp.

    I'd love to know how much time they think it will take...

    Hard to say. I expect they won't be giving any time estimates, since when they've done that in the past people have interpreted the estimates as promises and been upset if they didn't work out.

  • @cipherbay_ said:

    Thats how survivors protest unfortunately, they DC whenever they arent having fun aka bullying the killer and will most likely cry for nerfs.

    Good thing there weren't any killers DCing to protest the Ruin changes.

    It's almost as if there are toxic players on both sides and promoting division between the two isn't doing anyone any favours.

  • Although it has been suggested that one strategy is just to let the furthest generators go if you know you can't defend them effectively, map size has also been acknowledged by the developers as an issue and the map design team have confirmed plans to shrink larger maps in the future.

  • The most likely culprit is the rank reset changes a month or two ago.

    It has always been the case that survivors especially can rank up very easily as long as they play enough, but on top of that, players no longer get reset back nearly so far as they used to during rank reset. So while many people with little skill but a lot of playtime used to end up at red or purple ranks frequently, now players with neither skill nor playtime are able to get to higher ranks quite easily, which has made skill variations at red and purple ranks even more noticeable.

    Luckily, the matchmaking system is about to be overhauled, so theoretically you shouldn't be running into this problem for much longer.

  • Unfortunately, yes, it seems to be the norm at the moment. Hopefully, we should see a decrease in this kind of behaviour once the DC penalties are implemented.

    Right now, people are DCing against Doctor partly because they are tired of playing against him (since his pick rate has gone way up since the rework) and partly because they don't like the rework and they would rather quit than adapt.

  • The reason why queue times are longer for survivor than for killer is simply because there are too many people in your region, at your rank, on your platform and at the time of day when you're online playing as survivor, and not enough people playing as killer. That's really all it boils down to.

  • None of us know, but I'm pretty confident their plan is to make the game fun for everyone, not to "milk the game for another year and then make it die".

    But really, the only people who could properly answer that question are BHVR themselves, and they're not going to, because in the past when they've shared their long-term plans, people interpreted them as promises and got upset when the plans changed. That's why we don't hear about changes when they're still in development anymore, only when they're about to be released.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1055390#Comment_1055390

    I must be losing my mind I swear he asked for a Spirit video not a Ghostface video...

    But uh... yes, i'll write one up or grab one from before in a minute... if I write one up it'll take longer so it's easier to just re-use the same guide I gave (since they're literally going to be the same).

    Happens to the best of us 😋 But also sounds good, go for it!

  • @Elk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1055304#Comment_1055304

    The audacity! My posts are indeed genuine it comes from the heart. I never put anything close to being trollish or clickbaity in my life!

    Of course not, sir. My sincerest apologies.

  • @FireHazard said:

    @somniuh

    What're you specifically looking for? A guide? Or just Top-Tier Spirit game-play?

    Neither, he's asking about Ghostface 😉

    But I'm sure one of your in-depth guides would be helpful.

  • @Diggly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1055351#Comment_1055351

    I preferred fighting ruin to corrupt, as it was less boring. I can hit great skill checks, as I am sure a lot of us can. Ruin didn't have guaranteed staying power, but 2 minutes of ruin was more useful, as I could often catch survivors at gens as well.

    Corrupt just feels like a delayed start, and on most killers, it feels really really useless.

    It also is less fun to fight. It's core function, to me anyway, is incredibly boring.

    That's fair enough. Everyone has different preferences when it comes to perks, and it's perfectly valid for you to simply find it boring. My point was that it's effective for what it does, and that's why it's so popular.

  • Assuming no slowdown perks like Thrill Of The Hunt are in play, a totem takes 14 seconds to cleanse by default.

    With all perks being at tier 3, cleansing speed is increase by 25% by Leader, 9% by Resilience and 6% by Spine Chill, for a total of 40% speed increase, bringing the total cleansing time down to 10 seconds.

  • Bear in mind that old Ruin tended to disappear after around two minutes as well.

    What you're describing is exactly what the perk is designed to do. The reason people are replacing Ruin with Corrupt Intervention is because it has a similar function of slowing down the early game, hindering the survivors in completing their objective so that the killer can get a head start on theirs.

  • It depends largely on your region and time of day. Where do you live, and what time do you usually play?

  • The rules do forbid posting "Things that do not contribute to the discussion (e.g. baits, etc.)". But as Nick pointed out, some people have been banned for baiting and others have not.

    My guess would be that it comes down to the individual moderator's discretion over whether they think the intent was harmful. If you make a post or comment with the intention of evoking a negative response (anger, heated arguments, etc.) then you will likely get punished for it. If it's clear that a post is sarcastic or joking, or made with good intentions, then you probably won't get punished.

    It's not unlikely that other things, like your reputation on the forums, will factor into this as well - if you have previous warnings or a reputation for being disrespectful and stirring up trouble, it's less likely, from an outsider's perspective, that any troll posts you make will be made with positive intentions, and the mods will pick up on that. Also bear in mind that some forms of trolling can be considered harassment, and personal threats are forbidden even when they're meant as jokes.

    As an example of "acceptable" trolling, @Elk, one of the Trusted members, frequently makes joke threads with clickbaity titles, and he doesn't get in trouble for it because it's obvious that he's just joking around and being silly. Basically, it comes down to whether or not your post is a negative or positive contribution to the forum. If it's insulting, distressing or inflammatory, that's a bad thing; if it's positive and harmless, then it's fine.

  • @The_Bootie_Gorgon said:

    so with dedicated servers...the pool of players gets smaller....what if the pool i'm in is made up of killers and 75% swf?

    Dedicated servers won't have changed the pool of players dramatically, because you were always matched with people close to you, but even if they had, it wouldn't matter, because those statistics weren't regionally based. Which is why I said "statistically speaking" in my initial comment, because those figures could vary in practice according to your region and rank.

  • @The_Bootie_Gorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1055225#Comment_1055225

    4 coordinated friendsies vs 1 killer... coordination is a mega plus 1 in this game

    Yes it is, no one is denying that. But I don't understand why changes to matchmaking, or the fact that SWF have an advantage over solo players, should have affected the amount of SWF players in the queue over the last eight months.

  • Why would that make a difference to whether people want to queue with their friends?

  • Here you go!

    image.png image.png

    From this post here: https://forum.deadbydaylight.com/en/discussion/61114/community-community-data-requests

    The second one is for all platforms, admittedly, so we can't be completely sure how survival rates differ on consoles. Also, these stats are about 8 months old, but they probably haven't changed dramatically in that time.

  • Many killers would, but it would absolutely kill queue times.

    If it makes you feel any better, statistically speaking, less than half of all survivors play with friends, and only about 5% play in a 4-man party.

  • I'm not new, obviously, but my brother is, and I've watched him play and played with him a lot so I can tell you about his experience if that's useful. He's one of those people who lurks on the forums a lot but I haven't been able to convince him to make an account yet.

    He started playing last November, about a week after the first Rift opened. He mostly plays killer, because he just doesn't enjoy the survivor experience. He doesn't like having to rely on other people in games, so he only plays survivor when he has to, for dailies and challenges. He mains Hag, but has tried out most of the killers on the roster while doing dailies. He also plays a lot of Nurse, because he finds her gameplay incredibly fun, even though she's difficult so he doesn't often win (although he is gradually improving).

    He loves the game itself, although he's studied game design and is now a software developer so he's very much aware of its flaws. I think the thing he dislikes most about DBD is its community, which is why he tries to avoid engaging with things like the forums. He's very tilt-proof - always a good quality in a killer main - so when it comes to changes in the game, he doesn't tend to get too riled up one way or the other. The Ruin change, for example, I don't think he felt was necessary (even from a survivor point of view), but he also doesn't have huge issues with it. He and I tend to share most of the same opinions on changes, because my opinions tend to be heavily informed by discussion with him, since I believe that the views of a new player who understands game design are more valuable than those of a veteran player who doesn't know the first thing about balance.

    I believe he's definitely planning on sticking around for a while. He's already bought most of the DLC and cosmetics that he considers worth buying. Like I said, he doesn't tend to get too worked up over changes to the game or bad matchmaking, because even after bad, unfair, unfun matches, his attitude tends to just be "it's a game, it was just ten minutes, not a big deal". Basically, he feels that the positives far outweigh the negatives, and as long as that continues to be the case, I can't see him quitting any time soon.

  • @Murd3rousClyd3 said:

    Thank you both for the quick response.

    And that's messed up. With all the recent changes, and coming back from not playing for a year... That's gonna be rough.

    Thanks again tho!

    Yes, killer adepts are definitely harder than they should be. The achievements weren't changed directly, it was a consequence of them overhauling the ranking system which changed the definition of "Merciless Victory". The devs have expressed a desire to revisit this and make some changes for the achievements, it's just fairly low-priority compared to other things in the game that need fixing at the moment.

  • The devs will not ban anyone unless it can be proved that they broke the rules.

    For things like cheats or hacks, they require video evidence before they punish someone, and their general approach is if there is any chance whatsoever that someone might be innocent, they won't punish them. They definitely don't issue bans just based on reports, no matter how many reports you get.

    So as long as you did nothing wrong, you have absolutely nothing to worry about 😊

  • It's fine to use add-ons and offerings. As Jane explained, it sounds like your problem is that you only got a 4K - you have to get a Merciless Victory in order to get the achievement as killer, which means different things at different ranks.

  • @Hopesfall said:

    https://forum.deadbydaylight.com/en/discussion/comment/1054698#Comment_1054698

    it was because you could get the achievement quicker by hitting people with borrowed time, not ones hit by frenzy

    But that's the current achievement, isn't it? Previously you had to down survivors while Killer Instinct was active, I believe.

    Also congratulations on the Nurse achievement! Glad it finally worked out 😊

  • @NullSp3c said:

    https://forum.deadbydaylight.com/en/discussion/comment/1054636#Comment_1054636

    You can do it with franks mixtape, like you can only do the evil incarnate achievement with judiths tombstone.

    Well, I couldn't tell you then. Maybe it has something to do with the mechanics of Killer Instinct. All I know is that the achievement was changed, and that was the reason given for the change, that it was no longer possible after the update. Maybe a developer or someone who plays Legion can explain to you in more detail why the change was made.

  • Both the ranking system and the DC penalty system are about to be overhauled, so my only thought is that we should probably wait a while before giving feedback on them.

  • Whether your score is affected by generators being done early in the game depends entirely on how long the remaining generators last for. Keeping generators up early game will give you a boost, but that might not end up mattering to your final emblem score if you can defend the remaining generators for long enough.

    Here's a more detailed comparison of the new and old emblems that I made on a previous thread, in case it's helpful:

    Basically, Gatekeeper used to increase the reward exponentially if more generators stayed up for longer. Now, it just rewards a flat amount of points per generator every minute, meaning that a killer who defends five generators for one minute will get the same amount of points as someone who defends one generator for five minutes.

    If you want a more detailed explanation, the old Gatekeeper operated on a formula of p = 5 x g x t, where p is the number of emblem points granted every minute, g is the number of generators remaining and t is the number of minutes elapsed. So if a game lasted for five minutes and no generators were completed, the killer would receive 25 points in the first minute (5 x 5 x 1), 50 points in the second minute (5 x 5 x 2), 75 points in the third minute (5 x 5 x 3), 100 points in the fourth minute (5 x 5 x 4) and 125 points in the fifth minute (5 x 5 x 4), plus a bonus for having 5 generators remaining at the end of the trial.

    The new Gatekeeper operates on a simpler formula of p = g, where p is the number of emblem points granted every minute, and g is the number of generators remaining. So in the same example of a 5-minute game with no generators completed, the killer would gain 5 points every minute for a total of 25 points, plus a bonus at the end of the game for no gates being opened. If two generators had been done in the first minute but the game had lasted for 9 minutes, the killer would receive 3 points every minute for a total of 27 points, plus the same bonus for no gates being opened. In this way, the new Gatekeeper emblem punishes killers much less harshly for not slowing down repairs in the early game. It's still problematic in other ways, but that's another discussion. Also, the thresholds for earning the different emblem levels (Iridescent, Gold, etc.) will presumably be adjusted to fit with the new points system.

  • @Speshul_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1048818#Comment_1048818

    No, however it is quite obvious whatever will be calculated towards MMR will usually be hire with people who play SWF.

    For example, imagine the longer the chase, the higher the MMR is for survivor. If I’m playing with a team and my partner is being chased, I can tell them, “hey don’t go to the left side of the map there’s only 1 pallet left.” This would lead them to go to the right side of the map, therefore leading to longer chase times and a higher score.

    Maybe, but we don't know yet what is going to affect MMR. For all we know, SWF will have a secret penalty applied to their rating for that very reason. So it's a bit early to be drawing definitive conclusions like "good killers will only ever face SWF".

  • @Hopesfall said:

    https://forum.deadbydaylight.com/en/discussion/comment/1052269#Comment_1052269

    the one for downing someone with Deep Wound applied, because BT applied DW so you didn't really need to use your power for the achievement

    Right. That one was changed because the changes to the character made it impossible, since you can't down survivors while using Legion's power anymore. As I said, they only allow the trophies to be changed if they're no longer mechanically possible to do.

  • @Asegbloodtears said:

    https://forum.deadbydaylight.com/en/discussion/comment/1052679#Comment_1052679

    I seriously doubt it after such a long period of time lol

    They announced a few days ago that they're about to start implementing an overhaul of the matchmaking system.

    Here is the official post, if you missed it: https://forum.deadbydaylight.com/en/discussion/124795/status-update-matchmaking-changes#latest

  • @Mrjuice said:

    https://forum.deadbydaylight.com/en/discussion/comment/1052635#Comment_1052635

    Which we will have to wait for another 3 years to conplete.

    I suspect that's not the case, but time will tell.

  • @Infinity_Bored said:

    https://forum.deadbydaylight.com/en/discussion/comment/1052648#Comment_1052648

    I see you've come a long way. Someone made a wise choice by ranking you Trusted. Your replies are always enlighting. Thanks for that!

    You're welcome, and thank you for the compliment! Glad I could help 😊

  • Most of those points are correct. Technically, the red background denotes someone who has been chosen as Forum User of the Month. All of the Trusted members have been FUotM, but not all FUotM become Trusted (although I believe LordGlint is the only current example of the latter).

    Also, the devs are allowed to choose their own profile picture. I believe the only ones with the BHVR avatar are the CMs, though I'm not sure whether this is a coincidence or if the CMs specifically are required to keep that profile picture. There are some CMs, such as Clyde, with their own custom pfp, so I suspect that people like Peanits and not_Queen have just chosen to keep theirs as the default.

    The bars appear on a user's profile picture when they are jailed. This is a temporary, one-week restriction placed on a user after their second violation of the forum rules (or first, if the violation was particularly serious). While jailed, they cannot create discussions, and I've heard (although I'm not sure if this is true) that there are also restrictions on how often they are allowed to comment.

  • @JawsIsTheNextKiller said:

    The previous one was at the end of the first Rift. I hope they make this a thing. Although to be honest I was burned out and didn't play much after my final challenge, face-camping 4 survivors in the basement.

    I think that was a Winter Blood Hunt, not an end-of-Rift Blood Hunt, and the timing just happened to coincide. So it's unlikely that they will do something similar for each Rift in the future.

  • @GHOSTfaceP3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1052384#Comment_1052384

    then why aren’t gens being looked at? It’s obvious they go to fast yet nothing’s being done about it

    There are plans to nerf toolboxes, and also to shrink some of the larger maps, as a means of addressing the issue of game speed. They are also looking into expanding on secondary objectives like the totem system in order to encourage survivors to do more than just rush generators.

  • There is usually a Blood Hunt every few months, but there's no set schedule for them. As indicated, they usually happen around special events - anniversaries, equinoxes, or holidays like Christmas, Easter, Valentine's Day, etc. I expect we will probably see another Blood Hunt for the game's anniversary in June, but there might be another between now and then.

    The "Blood Hunt" page on the official wiki has a list of all past Blood Hunts, which should give you some idea of their general frequency: https://deadbydaylight.gamepedia.com/Blood_Hunt

  • @Shmocky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1048991#Comment_1048991

    Rank means absolutely nothing as the developers of this game refuse to realize that an MMR System is equally bad or even worse to the current rank system, and rank barely means anything in a means of match-making anyway so rank means absolutely natta.

    Oh, and DC'ing being a bannable offense is false, because back around when the Crotus Penn Asylum exploit in 1.6 was found, the developers also released an official statement saying you have to DC 80% of your rounds...

    80%.

    Yep, meaning you can get banned for it. Which makes it a bannable offence, by definition.

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