Fibijean
Fibijean
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1048672#Comment_1048672
Unbreakable is a one time use only so you can just wait and smack them back down
Possibly. Again, my original comment was just trying to clarify someone else's point, so please don't make me defend a stance that isn't necessarily mine to begin with 😅
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1042599#Comment_1042599
Many people would argue that the game needs to be rebuilt from the ground up, regardless of the camera angle.
I'd like to twist it around and make survivors experience the game from a first person view.
Well, maybe someday they will create DBD 2, with a first person camera for survivors, and all the rebuilding those people could wish for. Because with the amount of restructuring it would take to make something like this work, they might as well just create a whole new game. But as far as DBD 1 goes, I'd personally rather keep it as it is.
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1042583#Comment_1042583
So Spirit shouldn't use Stridor?
Ask DudeDelicious. But I suppose the difference would be that Stridor doesn't make the Spirit's power impossible to counter, in the way that Unbreakable makes DS impossible to counter.
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@KrazyAce13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1046709#Comment_1046709
i will send you the same stream clip as i am to peanits that a rank 12 showing by his friends and followers list is in the game with at least one other person which is red rank with 3 red ranks and a rank 12 the matchmaking by the way everyone wants to force me to believe is happening would not allow this kind of matchmaking.
You don't need proof, I know exactly what you're talking about. Like we've already said, several times now, that kind of matchmaking is because of bugs in the system that match the killer with survivors of the wrong rank, not because of the design of the SWF matchmaking system.
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@Sylorknag said:
https://forum.deadbydaylight.com/en/discussion/comment/1046660#Comment_1046660
Is really hard for you not to play the Devs white Knight, hum
It's become pretty common to have 2-3 gens popping by the time you get your first hook. All it takes is a decent survivors to run you through a loop and the other 3 to not have genfobia.
Despite all the backlash they've been getting, all the videos/posts showing how fast gens have been popping left and right, you still want to blame killers for "not applying pressure" ?
People have been flying through the gens, killers have been using Morris and Noed left and right, it's ######### show out there.
But they, if you think your precious devs have been making good decisions, good fo you.
Did I say generator times weren't a problem? Are you trying to tell me that spending 20 seconds searching for a survivor in case they wanted to flashlight save when they didn't even have a flashlight to begin with wasn't a mistake? Would it take you 40 seconds to find a survivor on a generator with Whispers equipped?
You don't have to attack my integrity just because I happen to have a different point of view in this particular scenario. Maybe try looking at things objectively for once instead of assuming that anyone who doesn't agree with you is a mindless sycophant.
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@upsidedownlex said:
Thank you for the help! I really don’t think i had them unlocked prior to Bill because i honestly didn’t have the game knowledge i do now as far as perks, utilizing the shrine, and all that. I stopped playing between July 2018 to September 2019. I just know i went into the shrine in the dates mentioned because i started to really understand different builds the past few months.
I do think you’re right though that it’s just easiest to cut my losses and level up Bill so i will at the very least have them guaranteed going forward.
I truly appreciate you all taking the time to help me figure this all out!
No worries! Just to clarify what I meant - prior to Bill's release on console, in order for console players not to be disadvantaged, his perks were available as part of the default perk pool, alongside things like Kindred and Resilience. After his release, his perks became teachables. That's why I said that it's possible you might have unlocked them on Nea prior to that, when the perks were base perks, without necessarily realising it.
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Just as a note to consider, most of the Rift cosmetics are not exclusive and will eventually arrive in the Store and be available for purchase just like any other outfit. So there's no danger of new players, for example, missing out on particular outfits because they arrived too late.
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@bomb1720 said:
https://forum.deadbydaylight.com/en/discussion/comment/1046699#Comment_1046699
i'm using nurses calling. whispers,distressing and bbq chili. do you know of any other builds? 😊
If you find generator speeds to be a problem, you could swap out Nurse's Calling for a slowdown perk, but otherwise that sounds like a solid Doctor build to me. It's very close to the build I use on my Doctor, except I don't have BBQ so I use Lullaby instead.
Calm and Distressing is an odd combination, but not necessarily a bad one, because while Distressing will somewhat negate Calm's effects most of the time, it will amplify them whenever you're ready to use Static Blast. So if you don't care too much about the terror radius reduction and are mostly interested in making it as large as possible for Static Blast, I would encourage you to give Calm a go with your build and see if you have any success with it 😊
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@KrazyAce13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1046632#Comment_1046632
its not though maybe on pc but not ps4. and it only pertains to swf as long as the highest rank is the host.we have had this discussion in other swf topics before,they removed that and opened the matchmaking. and i have had many rank 5s and higher swf with raank 16 and lower in my rank 13 and lower matches.i also have many screenshots of players in the game crossed with friends and followers list proving they are in an swf.
As I said, and as Peanits hinted, the reason why people are being matched all over the place is because the system isn't working properly at the moment. It's not because of any intended functionality in the SWF matchmaking. Peanits confirmed it for you - SWF groups are matched based on the highest ranked player in the group, not the host. And because the matchmaking issues are caused by bugs and not intended functionality, there is no way for survivors to abuse it to their advantage.
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Using Iridescent Queen with one of the Calm add-ons can work, depending on your build, since Calm increases your terror radius when you need it most for Static Blast. So yes, the two have the potential to work quite well together.
As for Discipline and Order, they're not pointless to use with the Queen in the sense that neither add-on negates the other's effect in any way, but they don't have any particular synergy either.
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@FilthyLegionMain said:
how about like 5 percent for a great and just a small increase in speed for a good?
It probably wouldn't be as much of a problem in that case, but I think it still suffers from the same fundamental issue. If that kind of system were implemented, in the worst case scenario, good players use it, potentially stacked with perks like Breakout, to make things even more difficult for killers at high ranks than they already are. Best case scenario, it makes little to no difference - in which case, what's the point in implementing it to begin with?
I don't want to discourage you too hard, because I think it's great when players come up with new features for the game. But when balance changes are made, you always need to consider the big picture - how will it work at high ranks, how will it work at low ranks, how will it stack with existing perks, how will it affect the other side, how might it affect or be used by SWF, how could it potentially be abused, etc.
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It's hard to say whether generators were actually the problem there without seeing a video of your gameplay, but just from the way you described it, it sounds like the main issue there was that you wasted a lot of time and the survivors, reasonably enough, took advantage of that.
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The community is somewhat split on the idea, although the majority seem to be against it from what I've seen, for a variety of reasons. The general consensus among the dev team is that they don't want to have anything like that in the game and therefore don't have plans to implement it - instead, they are working on UI improvements to give solo players the same level of information that voice chat allows SWF players access to.
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SWF groups can't intentionally get into lobbies with low-ranked killers unless they're low-ranked themselves. Matchmaking for SWF at the moment is based on the highest ranked player in the party, and the reason it doesn't always appear that way is because the algorithm is flawed, not to mention bugged (which I assume is what's motivating that leap of logic that the update to the system I just described was a "placebo").
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If you buy the premium pass, you will get all the premium rewards for the tiers you have unlocked. So if you buy it now, you'll receive all the premium rewards for tiers 1-20, and then as you progress further, you will receive premium rewards from each new tier you unlock at the same time as you receive the free rewards. You will have to finish the entire Rift in order to receive all the premium rewards up to tier 70.
The pass itself costs 1000 Auric Cells, and if you decide to buy tiers, each tier will cost you 100 Auric Cells. So it will cost you 6000 Auric Cells to buy the pass and all the remaining tiers right now.
Since you lose nothing by buying the pass later on, I would advise you to see how far you can progress before you purchase any tiers, and then if you haven't progressed as far as you would like when the Rift is about to close, you can buy tiers at that point. That way, if you do manage to complete it on your own, you won't waste your money. I would recommend the same thing when it comes to buying the premium pass - wait and see how far you progress along the free track, and then buy the pass when you feel you've earned enough for the rewards to be worth it.
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It's an interesting idea, but I think quite a flawed one. Think about it this way: the only people who will be able to reliably succeed such skill checks are the really good players - the same really good players that are almost impossible to catch in the first place. So the players who are hardest to win chases against end up being the hardest to hook once you have won the chase as well. That would feel incredibly demoralising and unsatisfying and really hurt top-ranked killers and their will to play, which is bad for the game overall in the long run.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1042046#Comment_1042046
The point is, how are we supposed to give developers feedback on a system we cannot see?
I can understand the background system because people can manipulate it, but the pip system, the developers are on their own if they want feedback from us about the ranking system. 😁
That's my only concern.
I'm sure if they want our feedback on the finer points of how the system operates, they'll give us the information we need to do so. But the point of good matchmaking is to enhance player enjoyment. And we can tell them just from our own experience whether we are enjoying being matched with the teammates/opponents that we are. We don't need to see all the numbers for that.
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@asergioam said:
https://forum.deadbydaylight.com/en/discussion/comment/1045821#Comment_1045821
Release notes in Community Outfits:
Oh, awesome! Thanks for that 😊
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@asergioam said:
Just a small tip, Feng Min cosmetic will be available through iridiscent shards when the rift closes so, even if you don't get the last piece (I believe it's the head) you will have enough shards to buy it if you don't spend them.
When did they confirm that? I must have missed it.
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I wasn't surprised. They don't need a survey to get feedback about the recent changes or hottest topics, because people on the forum give them hundreds of comments' worth of feedback on those things already without being asked. They need surveys to gather data on things that are relevant to their future plans, but that players don't necessarily offer feedback on unprompted because they're not as important - things like lore and perk synergies.
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@naomi101 I edited my comment above with some calculations to give you an idea of the level of grind you should expect when trying to complete the Rift. If you tell me which characters and perks you don't have access to, I can give you a better estimate for your situation specifically.
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You will have to get to tier 70 to complete the full outfit, but that doesn't mean you have to complete all the challenges in the Tome. It just means that if you don't complete all the challenges, you will have to grind XP to make up the extra Rift Fragments.
Unfortunately I can't tell you exactly how many challenges you'll need to do to finish the Rift, since only the first level has been released so far.EDIT: I've done the maths for you to see how many challenges you need to do to complete the Rift, although it's only a very vague approximation since it's based on unofficial information about future challenges. Completing every single challenge in the Tome will get you to tier 51 in the Rift at an absolute minimum, including XP earned from matches. Realistically, though, it will probably get you closer to the tier 54-62 range, because you're probably not going to complete every challenge in the minimum possible time. You would then have to play for another 10-20 hours, not including queue times, in order to finish the Rift.
Without knowing precisely which perks and characters you do or don't have, I can't calculate it for your situation specifically, but that's what it would be like if you did complete every challenge. In your case, I can estimate that you might need to grind an additional 10 hours or so (on top of the aforementioned 10-20) to make up for progress you would have gained completing the challenges you can't access. Again, this is just a very rough estimate, but hopefully it will give you some idea of what to expect.
As for whether the outfit will be released in the Store, I can't confirm 100% one way or another, but it is likely that it will be, since the devs have said that most of the Rift cosmetics will eventually arrive in the Store. If that does happen, though, it won't be for at least another 6-12 months, so I would recommend trying to unlock it in the Rift if you can!
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@arcnkd said:
https://forum.deadbydaylight.com/en/discussion/comment/1042789#Comment_1042789
Of course their reasoning would involve inconveniencing the Survivors.
Honestly, you know what would keep Survivors doing more than just holding M1 or whatever?? Increasing skill checks (and decreasing great's bonuses to compensate of course) to be pretty frequent so they have to focus harder on what they're doing instead of repairing idly and scanning for the killer while doing so. I'd go so far as to say add in the inability to rotate camera to see anything that isn't in a frontal cone - but we all know that would be "going too far".
Veteran players wouldn't be affected too bad; newer players may have a harder time but can learn to hit skill checks a lot better if they actually HAPPEN more frequently than like 5 a match sometimes; But, you can almost bet that it would help some games because more missed skill checks would lead to more notifications going off (and might actually make Technician more useful because it has more of a chance to do something).
Nothing you're suggesting would make the game much more interesting. I tend to find skill checks more inconvenient than engaging as a survivor. Just because someone has to concentrate hard doesn't mean they're having a good time - just look at the struggle mechanic that's pretty much universally hated.
Their reasoning is actually to do with making the game more enjoyable for everyone. If they can come up with a solution that is just as effective at lengthening the game as increasing generator times would be, but is more fun and engaging for survivors (and doesn't negatively impact the killer's gameplay), surely that would be preferable for everyone.
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@OperationMintyHippo said:
https://forum.deadbydaylight.com/en/discussion/comment/1045661#Comment_1045661
They managed to ask about the newest DLC though. Not about any reworks that happened more recently. Too many questions about lore, makes me worried they're avoiding real issues and focusing on things that are kinda unnecessary for gameplay.
They can get feedback on the biggest issues from the forum, though. They don't need to ask for that, people just give it to them unprompted. But there might be other things that they want to know about that people aren't just telling them of their own accord, and that's what they need surveys for.
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The PSS isn't necessarily meant to measure satisfaction with recent changes. It's meant to gather data on whatever they feel they need data on. In this case, apparently, they wanted to know what kind of lore players are interested in and why, probably for the development of the next Tome.
If you're desperate to give more feedback on the Ruin changes, you can always do so in the comment box at the end of the survey.
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I legitimately thought this was going to be a joke about the question in the Player Satisfaction Survey that asked us to rate the community on a scale from "displeasing" to "hearty".
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1045143#Comment_1045143
Doesn't the Switch version not have it either? Not at the moment anyways.
Yeah, you're right. I forgot Switch existed xD Today really isn't my day.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1044934#Comment_1044934
I believe console has it too, Xbox and PS4.
Ah, yep that's correct. Should have checked my facts like I usually do, I got lazy. So yeah, right now the Windows Store is the only place you can't get the Nightmare on Elm Street chapter.
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@BeardedMenace said:
Awesome. Thank you guys. Much appreciated help! I'll probably be spending a lot of BP lol. Glad I got plenty. Soooo is there a point to even Prestige? Besides the bloody pieces you get and a prestige to brag about?? Just wondering if it's worth prestiging
I prestige for completionist reasons. There is technically an increase in the likelihood of getting rare items in future bloodwebs if you prestige, but the difference is so negligible that it's not really worthwhile unless you want the cosmetics or a bigger grind.
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@AtomP said:
https://forum.deadbydaylight.com/en/discussion/comment/1044979#Comment_1044979
Mostly to keep the killers believing they are still listening so they keep playing in hopes for game balance.
The kind of players who are already convinced that the devs don't listen to feedback aren't going to have their minds changed by what they (like you) will perceive as a transparent marketing ploy.
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@Brucecastro81 does have a point, though. Why would they bother making a survey if they weren't going to read the responses?
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Azarov's Resting Place is definitely part of the Autohaven Wreckers realm. That was just a transcription error by whoever created the survey - not an unusual occurrence for DBD.
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The Level 50 bloodweb regenerates infinitely. If you just keep making your way through Dwight's bloodwebs, you will find any perks you don't have on him, like Dead Hard and Head On, in future bloodwebs. If those are the only perks you don't have unlocked on him yet, you will find both of them in the next bloodweb.
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The Nightmare on Elm Street chapter isn't available on the Microsoft Store version of the game, presumably for licensing reasons. I believe Steam is the only platform where you can play it currently, but the devs have been trying to acquire permission to release it on other platforms from what I've heard, so that will hopefully change in the future.
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@upsidedownlex said:
Hello again!-
I truly appreciate those that stopped by my post to help out! I don’t have many friends that play this game, let alone invest much time into it to really understand how a lot of things work or know why something is the way it is. For those of you who may be in here to just troll, please excuse yourself from the post as I don’t want anyone’s efforts to help me getting lost among nonsense. :)
But anyways, i collected some screenshots after reading some more replies. I have the Bill perks on my Nea shown, my Nancy bloodweb, and i pulled up Bill’s character info. All of his perks are showing as locked. I know i unlocked them after he was released, but i wanted to double check myself (even though i still have the old screenshots i took as reminders to check out the shrine on the previously mentioned dates).
I decided to go back and look at my Xbox achievements to get an idea of when i started playing again after i took a long break from the game. I’m talking a year break. I got back into the game and playing daily/weekly beginning of early September 2019.
So then I looked at Bill’s release date to console; it was reported in July. Just to make sure i wasn’t crazy, i reviewed a list of every shrine leading up to his release time frame. Neither the BT or Unbreakable were featured beforehand. Now, i read it twice, but please someone don’t hesitate to correct me if i missed it! :)
So all in all, I’m truly stumped on how i unlocked them post Bill console release, and no longer have them. Sorry for the long post, but hopefully i provided as much details as possible.
Thank you all again for the help!
https://us.v-cdn.net/6030815/uploads/769/PMQDGYC1VGSF.jpeg
Both Borrowed Time and Unbreakable have been featured in the Shrine in the last few months - it was the first thing I checked when I first read your post. However, your game doesn't seem to think you have them unlocked. Is it possible that you unlocked them on Nea prior to Bill's console release?
If you're sure you purchased them from the Shrine in the last few months and should have them unlocked, you can file a Support ticket and they may be able to help you - it might be difficult for them to do so without any proof, but I don't know whether owned perks is the kind of thing they can track on their own or not. So there's no harm in giving it a try if you want to. Otherwise, the best course of action, if you want the perks on Nancy, would just be to cut your losses and level Bill for them.
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@Deadeye said:
@Fibijean btw (offtopic) do you have another thread or more details on your survey for the first rift?
https://forum.deadbydaylight.com/en/discussion/comment/1043446#Comment_1043446
@Brainfck Yes, the rough estimate is, you need one tier per day to finish the whole rift. So before the next level comes out, you should be at rift tier 14. The challenges will give you a boost so you will be higher after the first week, second week might go slower. Just as an average to keep yourself on track and estimate if you can manage to complete it.
Level 1 and 2 are two weeks each, level 3 and 4 last for three weeks
Not yet. I am still working on it, but there's about 25 hours of work just entering all the data into a spreadsheet and I'm still in the middle of that. I'll post in both of my previous threads on the topic with updates when I have them!
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@FearlessHunter said:
https://forum.deadbydaylight.com/en/discussion/comment/1042794#Comment_1042794
Ahhh, forgive me. It’s been quite a while since I watched the video :)
Nothing to forgive, I just don't want anyone to get disappointed, that's all! :)
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@Peanits said:
Yes, we're always working on optimization. Most of the work being done these days is very technical, so it tends not to get talked about as much. We are still working on it though, and we'll be sure to mention it if we think you'll see a huge increase in a certain update.
Yes, other maps are going to be updated like Lery's. Pallets and generators are not planned to be changed at the moment.
There has been (and will continue to be) changes to both sides, not just one or the other.
Darn, beat me to it again!
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I'm not a developer, but most of those questions were answered, at least partially, in their last livestream, so I can still give you some information.
Optimisation is something that they are consistently working on improving behind the scenes. Every patch, they make a whole bunch of technical backend changes to help the game run more smoothly, which aren't necessarily listed in the patch notes because they're not easily explainable or necessarily immediately noticeable to players, but it is something they are working to address all the time.
If you are experiencing huge FPS drops as a specific killer on a specific map, I would recommend filing a bug report to help the team identify and fix the issue. Be sure to include any potentially relevant details, like what you are doing or where on the map you are during the FPS spikes, what build you're running, your graphics settings, etc. Here is the link for bug reports: https://forum.deadbydaylight.com/en/categories/bug-reports
They will be doing more map reworks in the future, which will likely include balancing the distribution of things like pallets, vaults, hooks and totems, but the next one will probably not happen for a while (at least a few months) as map reworks take a lot of time and effort to get right, and it's not the sort of thing they want to rush.
We don't know very much about what they will be doing for future maps, and it's not the sort of thing they will likely reveal until right before they're ready to release it, the way they did with Lery's. However, they did mention in the stream that we might be visiting a different floor of Lery's in a future map release.
If you would like more information about what was revealed on the stream, you can read my full summary post here: https://forum.deadbydaylight.com/en/discussion/123532/i-watched-the-dev-stream-so-you-dont-have-to-once-again#latest
Or you can find the official summary post, which is much less detailed but contains the most important information, and was written by the devs themselves, here: https://forum.deadbydaylight.com/en/discussion/123658/live-q-a-recap-january-23rd-2020#latest
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@FearlessHunter said:
https://forum.deadbydaylight.com/en/discussion/125065/rewards-for-ranking-up-will-we-get-any
I remember a while back a youtuber called the king did an interview with one of the devs a while back and he did say that they were planning on adding rewards
I believe his exact words were "I think so". So it's probable, but not actually 100% confirmed.
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The devs did talk about addressing generator speed in their last livesream. This is what they said (quoted from my summary post on the stream - this is not a direct quote from the devs themselves):
They are looking into possible changes to toolboxes and the repair speed bonus they provide, although they haven’t settled on anything concrete yet. They probably will not be increasing base generator repair times, because they don’t want to force the survivors to spend too long just sitting there and holding M1. They do consider match length to be an important factor to consider, and they are listening to feedback around that, but they feel that there are more interesting ways to affect match length than just increasing generator times.
...
They have been very careful lately with survivor perks that affect generator speed, and based on the community feedback they’ve been receiving regarding generator speeds, the problem seems to lie mainly with toolboxes rather than perks, which is why toolboxes are what they’re focusing on adjusting at the moment.
...
Rather than introducing an entirely new secondary objective, it’s more likely that there will be additional focus placed on existing side objectives, like the totem system, to which there will probably be some adjustments made in the short term.
They also mentioned that they have plans to reduce map sizes in the future, which should allow killers to be able to apply pressure more effectively.
If you're interested in reading my full summary of the stream, you can find it here: https://forum.deadbydaylight.com/en/discussion/123532/i-watched-the-dev-stream-so-you-dont-have-to-once-again/p1
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@LordTohes said:
https://forum.deadbydaylight.com/en/discussion/comment/1042606#Comment_1042606
Really!?!?!?!! NICE!!! thx.
Haha, no worries 👍️
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/comment/1042644#Comment_1042644
Well, for example I believe that if they want to hide MMR, it's because they don't want to let people know how far the MMR can be between players. They are not doing that because they are malicious, but because they want to avoid a flood of screenshots showing how matchmaking is still flawed.
If they say that this is not the reason why they want to hide the MMR, I'll be glad to hear what the real reason is, and possibly giving my counter arguments. Or just accept them as good and move on.
So yeah, don't assume for us Fib :)
I didn't intend to assume anything, or pretend that my reasons were the devs' reasons, so I'm sorry if it came off that way. I was just trying to present a possible explanation as to why they might want to hide MMR, as a counterpoint to the "rumours" OP mentioned.
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@FleshTorpedo said:
https://forum.deadbydaylight.com/en/discussion/comment/1042540#Comment_1042540
There will always be deranking in a PvP game as long as there is a rankiing/mmr/elo system. You dont need to know how the system works, to derank. Simply play bad and you will derank, be it solo or with a group of friends. Pretending that there are not squads that will 4 man derank as it stands now or after the change to ranking, is asinine. Those are the derankers you typically want over the 1-3 man derankers that ######### over the 1-3 non-derankers they get paired with.
Deranking/smurfing will continue to be abused, if you want it to be less of problem you show end of game ranks and have player profiles show historic rank from each "season" and classify deranking as grief'ing and issue soft bans. It will not stop smurfing on new accounts but nothing really will except the increased grind to unlock killers/perks, but smurfs play enough that becomes mute over time.
Just because people are going to do something anyway doesn't mean we might as well make it easy for them. That's asinine. Also, I'd appreciate it if you could point to where I pretended that there are no 4-man deranking squads, since I'm quite sure I never said any such thing.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1042606#Comment_1042606
Wait seriously? This is the best info.
I know, I thought the same thing when I first discovered it!
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/comment/1042622#Comment_1042622
I see a lot of might, maybe, if... :P
Truth is: I want a Dev to say why they will keep (if they will keep) MMR hidden, not some speculation, because speculation go both way - you say that's because of the possible abuses, others say it's because they want to hide the fact that MMR doesn't work in the first place.
That's fair, I'm just going off what I believe to be the most logical explanation. Although of course, the type of people who believe that the devs are hiding MMR to deceive us aren't likely to believe them even if they do provide an explanation themselves.
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@Rex_Huin said:
https://forum.deadbydaylight.com/en/discussion/comment/1042610#Comment_1042610
I thought you were going to say the ears stopped you getting through a gap or something whilst in a chase...
Personally I like Clown and do quite well with him but then again I play at low ranks so my opinion doesn't count.
Maybe his arm got tangled in the trunk when he was trying to hit a survivor. Dammit, Mr Puddles!
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All of the others basically fit into this category. Game knowledge, situational awareness and good judgement are the hallmarks of a highly skilled player in most games, and DBD is no exception.
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/comment/1042540#Comment_1042540
yes I've read your answers but I disagree with all of them to be honest, but since you are not a Dev if our opinions differ it doesn't matter that much :P.
Even the de ranking problem seems to me an over exaggeration: we're always being told that high rank full 4 swf teams are the exception, not the norm, and now we should believe that 4 swf de-pip squads are in fact a common thing? Doesn't make a lot of sense to me.
Also, you can't say that if we play well, we should know that already, no need for MMR to be shown without accepting that purposefully de-ranking will be exactly as easy: just suicide / don't chase / don't hook. Easy peasy.
Possibly, but the point isn't that people won't be able to derank, it's that they won't be able to do so as reliably. We don't know what factors the algorithm is based around, and if they can't see the MMR they won't know if it's working or not, which might disincentivise them from trying. Most people are less inclined to put effort into something when they have no assurance that their efforts are paying off.
Also, I mentioned nothing about depip squads. Most people that I've seen who go out of their way to derank do it solo.
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If you click on the settings button in the post-game screen and go to "Match Details", it will tell you which character each player was using.