Gamedozer7
Gamedozer7
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@DaWeezerd said:
No matter how much you lose, the system is going to do its job and stop you from lowering your mmr DELIBERATELY. The whole point of sbmm is to prevent players from lowering their mmr to play against weaker players.
Thats totally bs he's playing a killer he's not good at the system is supposed to lower to the skill of his killer.
And I've been playing and I'm well over 150 matches as killer and I've tied or won maybe 15 and I'm still playing against survivors that are way above my skill.
So if mine isn't ever going to lower so I can have a fair match the why would I play killer.
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I play by a 2 gen rule.
Once there's only 2 gens left anything goes as a killer 4 survivors and 1 gens is a sweatfest and most the time a lose. Now if 3 gens go in a minute and a half well I now have to match the same pace as the survivors.
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@phenomenal256 said:
Heya! As I said before I am new, so I know that survivors have made rules for killers. Can someone tell me what they all are. I think I have some of them.
No camping
No tunneling.
Don't use NOED
Don't use Blood Warden.
Don't hook in basement.
Don't play spirit
And don't use iri head if you play huntress.
Is there anything I am missing?
Pretty much if your not standing in a corner your not following the rule book.
I personally don't follow any of them I set my own standards for my gameplay.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2521590#Comment_2521590
I don't know, but I don't have the patience to find out. I don't care to get steamrolled for hours on end until the MMR supposedly "balances out". Because of this I've been playing far more solo survivor, which has been more pleasant than playing killer.
The sweat fast has been all too real in my region, and those with higher MMR on their killers have probably quit playing. It would explain why survivors are being given more casual or inexperienced killers to compete against. I wager the same has happened to you. If there are no high MMR Killers to compete against high MMR survivors in your region, then unfortunately people like us are the ones they're going to be playing against.
That really makes sense because there's only 40-60k average people playing on steam and peak is about 80k plus whatever the console base is, then split that up and thats not alot of people to choose from.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2521549#Comment_2521549
It honestly feels like that but now with the added bonus for 10+ minute q times.
It really sucks because its not fun been stomped constantly and while stomp some baby's is nice after getting stomped 20 games in a row there's no real satisfaction in it because they really had no business playing against me.
I'm semi casual and was hoping mmr would help me not get stomped alot of my matches now I just get stomped in all of them.
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@SweetTerror said:
Yeah I've never sweated as hard as I have before until the SBMM was activated. I'm a casual player, the very kind of player that this new ranking system should be benefiting, and yet it isn't. I feel as though my low Killer MMR is being used to give other higher MMR teams an easier time. They most likely got destroyed in the previous match so the SBMM is using me as a means to throw them a bone.
I rarely play Doctor, but when I did I got only one hook and zero kills. The match right after that was with Pyramid Head, which I'm decent with, but I only managed three hooks and one kill. After getting stomped back to back, I decided not to endure that anymore, and I haven't touched killer again but once.
Simply put, SWF is ridiculously unbalanced. Nothing a killer brings into a match will counter a well coordinated team on comms. If the game detects players playing together, then the killer needs a buff in some capacity. Quicker bloodlust, something.
I honestly think something is up with killer mmr lowering because how do you get 0k in 15+ matches in a row and still face the same quality of opponents.
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@EvilJoshy said:
I personally think SBMM functions the same as the old MM. It "tries" to find someone of similar rank but as soon as it can't, it throws out fairness and just grabs the first people available.
It honestly feels like that but now with the added bonus for 10+ minute q times.
It really sucks because its not fun been stomped constantly and while stomp some baby's is nice after getting stomped 20 games in a row there's no real satisfaction in it because they really had no business playing against me.
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@R2k said:
Killer shouldn't be abused and held hostage. I vote for no map offerings at all.
I just had a 4 man with a key 2 bnp and a Haddonfield offering. Yeah the 5 min dc is way better than dealing with that bs
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2520625#Comment_2520625
Do not get me wrong, I love my favorite killers. But I am just the type that would get so bored without constantly mixing it up. Back when I was an Overwatch gamer, I one tricked heroes on a rotation. If you looked at my hours, I looked like a really versatile player who could play anything. The truth was I could only play one thing well at a time.
It comes from my fighting game roots. If you weren't playing one or two characters, you sucked at everyone you were playing. But DBD? Idk. It just seems different. I just play them all. And yeah, it is awkward getting the beat down when you are just learning their power and have no idea what is going on. I get it. That phase doesn't last long though. It really doesn't.
I'm the same way I can only play a killer so much tell I have to play something different and thats my problem I want to play a new killer or learn nurse but if I have to get straight stomped 10+ in a row that sucks.
I just kind of get where he's coming from.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2520583#Comment_2520583
I respect that dedication even if you probably could have learned 50 killers all at a competent level in that time.
@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2520583#Comment_2520583
I respect that dedication even if you probably could have learned 50 killers all at a competent level in that time.
But there comes a point where you don't want to have to sweat hard af just for a 1-2k to play a different killer.
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My mmr is so bs I lose way more than I win or tie and end up with 1 or 2 matches with baby's I shouldn't be playing and then way better players then me again. And this is with killers im good at. The ones I try its straigh bnp and Prove thy self or whatever the gen rush perk is I can't remember if thats right.
Like I've seen and explosion of those to thing lately.
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@latinfla4 said:
Individual killer sbmm is only slightly lower than your main killer.
You are expected to be bullied by higher level survivors so they have fun remember 4 wallets > 1🤑
Thats a bad plan because if the killers leave and the implemented bots survivor would be even more boring the best part would be gone.
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@xenotimebong said:
You have to adjust your expectations if you’re playing a killer for the first time. You shouldn’t expect to get tons of hooks and kills when you’re learning a killer’s power, expect to lose while you get the mechanics down and just take each match as a learning opportunity.
The problem is I do yet I end up with like 1-3 hooks and 12k and thats not even a level for my killer
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@Clowning said:
The system still takes your average MMR when you're playing a new Killer, then from what I've seen posted here it takes up to ten games for it to start adjusting to that specific, new Killer, which is absolute hell if you ask me.
Thats way to long you have a pretty basic understanding of most killers by the so what's the point?
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I've been trying to do PH lately and just keep getting destroyed by full meta builds and I have no meta perks on him.
By the time the mmr balances out you'll have already got a decent feel for them and don't really need the help anymore.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2518024#Comment_2518024
I mean, the devs removed that for a good reason back in the day, no way they would add back such a mechanic at full strength without having additional requirements.
Besides, we dont know how Boon totems are going to take effect. It might give the killer a notification when activated. It might give a beacon-like vision. Assuming they are going to be simply reverse hexes isnt a healthy assumption. Because even if you remove 4 boons, there would still be 9 perks. Where if you remove 4 hexes, all perks are gone.
So while boon totems can be strong, it doesnt need to be that strong. I actually imagine ######### like Hope and Adrenaline becoming boon totems(Noed wasnt always a hex), while also being an excuse to make some buffs to otherwise terrible perks(aka, flip flop could be 100% it it's a boon instead of a normal perk, stuff like that).
I agree that we don't know the full extent of Boones but I know I don't like the possibility of what they could be and Behaviors track record doesn't make me more confident.
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@botrax said:
Me the killer let me use some mind game at this loop the survivor response i will just hold w until i go down and if the killer is to close i drop the pallet
Exactly or they mess up and continue the loop and you get a hit. Its 50/50 for the killer and isn't that by definition coin flip gameplay?
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2517938#Comment_2517938
Yeah, using the red stain to try to confuse the survivor is kinda the definition of a mind game.
Thats my point your using it guessing that the survivor will bite if not you guessed wrong. The survivors generally have more info because of 3rd pov and red stain not to mention the bug when survivors are on the other side of the wall it almost mutes any sounds they make. Its really up to the survivor to make the mistake you are just trying to force the mistake.
My point is look up any video on how to mind game and they will warn you that they are just 50/50 which is coin flip gameplay.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2517906#Comment_2517906
That isnt bad though, as survivors would need to go out of their way to bless, and once it's gone, they permanently have 3 perks. As long as the recovery rate is less than walking recovery(aka, 25-50% normal recovery rate), it's fine. Really good survivors are already capable of using dead hard twice in 1 chase.
Oh no I'm talking 100% recovery remember its a hex level survivor perk. Now a single survivor not bad but if it effects the whole team. Remember killers have no totem tracking capabilities so its pretty much a shot in the dark when trying to find them.
I'm really curious about the how long it will take a survivor to bless them and a killer to stomp them out.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2517955#Comment_2517955
It's fair in the sense that it's a good structure for survivors to use but it's useless when the pallet is gone.
You still have to mind game it and its going off the last position the survivor was and hoping they make x move.
Shack is way survivor side as intended its easier to see a killers red stain through the cracks than a survivor.
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@GannTM said:
It's a 50/50 for both sides and it's all about reads that both sides have to make. Survivors have most of the control against pure M1 killers but it's not like killers don't have any control.
But not really the survivors has the 3dr person camera to see more plus the red stain the best you can do is try to bait it and hope it works out for you.
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@MrCalac123 said:
Dead By Daylight is a game that features 2 sides that go against each other to achieve opposite objectives.
4 Survivors enter the game with one main focus: Finish enough Generators so that they can power the exit gates, open the exit gates, and escape.
On the opposite end is a lone Killer, whose goal us to hunt and down Survivors before hooking them, and doing so until all Survivors are sacrificed to the Entity.
The problem begins right away with Survivors being 4 people vs Killer only being 1 single person, they have access to 16 perks in total vs. a Killers measly 4 in comparison. All 16 of these perks can be extremely strong and game changing, everyone knows about Dead Hard, Decisive Strike, Borrowed Time, Unbreakable, and many others.
Killer has to juggle 4 Survivors and make sure they are both being pressured/injured/hooked AND make sure they are OFF of Generators. The amount of effort each side has to put in is no contest, Killer has much more on their plate that they have to focus on vs Survivors, and this is massively amplified by both WHICH Killer you are playing and which perks you are using. A Blight running the typical build of Ruin/Undying/Tinkerer is going to have a hilariously easier time compared to Ghostface running weaker perks for the sake of having fun.
The Developers have seemingly noted the idea that Survivors should have objectives besides just Generators, doing a Generator is already relatively boring as is so making it longer would just make Survivor not fun. However, Dull totems are NOT a secondary objective. This is BEGINING to change with perks such as Hex Plaything being added to the game, but besides NOED, there is 0 reason why a Survivor should ever wish to pursue and cleanse Dull totems besides a few extra bloodpoints.
Devs at some point added Doors that Killers could kick down to help deal with very strong loops, but instead created an new secondary objective for Killers to waste their very limited time on instead of... actually making loops less strong for Survivor. You saved Killer time by making them waste time, which is counter productive.
And now we have reached Boon totems, if Boon totems are a Survivor perk mirroring Hex perks where they are very powerful but can be cleansed, this is DEVASTATING for Killer. This means that Survivors can run 4+ very strong Boon perks that IF they are as strong as Hex's, basically demands the Killer abandons defending Generators or hunting and downing Survivors so that they must go and look for MULTIPLE totems, ALONG with having to deal with numerous second chance perks like the ones previously mentioned for Survivor. This is hoping of course that they aren't human and make 0 errors at downing Survivors at loops every single time without error, which also isn't going to be the case.
This is simply not feasible, this is taking a relatively stressful role when Survivors are competent and amplifying it even more by making them waste even MORE time doing things they should not have to be doing. Survivors can afford to hunt for Totems because while 1 or 2 people are looking, the rest are on Generators or potentially being chased. They have the time and the resources to look for them, everyone knows how awful it is to see their Ruin and Undying go within the first 30 seconds of the game.
Boon totems are an INTERESTING idea and I will give them that, but I would NEVER, EVER want to see this implemented into the game until they at least rightfully give Survivors a proper secondary objective like they said they would. Make Survivors be punished by some passive effect the more Dull totems are up, make them find Generator parts, anything really. You can buff SoloQ to compensate by making stuff like half of Kindred base kit so Survivors can at least see their teammates when someone is hooked.
If you want to add new things to the game to make it more interesting, at least do so without wasting even more of the Killers time. This is not fun, it is stressful and feels more like a job. This is supposed to be a game and the goal is to have fun, and this is not very fun.
I'm legitimately afraid they will be something like survivors recover from exhausted while running as long as the totem is up.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2517336#Comment_2517336
I'm playing on Switch right now. Unfortunately, the framerate being so bad makes 100% sensitivity unplayable. Trying to get the portal to where it needs to go is difficult with such a low framerate, it's very janky.
I think on Switch he's meant to be an M1 killers with a passive slowdown, but it needs to slow the survivors down a lot more than it currently does if it wants to make up for how long it takes to win a chase when the survivors disappear every time I turn the camera.
Im sorry us console players really get screwed(was on ps4 about 3-4 weeks ago) I give you props for sticking with it on the switch.
To be honest with you I doubt it will ever run right on the switch or old gens.
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@TragicSolitude said:
I want to know how players can aim his chain at a moving target with a thumbstick and a choppy 10 fps. I just don't get how Pinhead's supposed to function like that. What magic function to make that work did the devs include in his gameplay design that I'm missing?
Just put the portal right on top of them then use it is 99% of the time is a hit.
I actually really like playing him his power though is really inconsistent, you can hit them and get a hit but you can hit it and lose time if your unlucky.
I play on ps5 100% sensitivity.
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@BlackRabies said:
https://forum.deadbydaylight.com/en/discussion/comment/2514504#Comment_2514504
Not over powered, but more extremely unfair to play against as the survivor has literally nothing to work with. It was just blind guessing on the survivors part while spirit has everything she needs to work with.
Like 70 of the maps in this game are like that for killers as well sooo...
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Time to learn to be star struck, IF nurse have fun guys
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/282061/wglf-slight-buff-idea
I think it would be better to add just heals from dying state. It is more rare and normal heals would be super easy, but it is something that WGLF helps with it, so it would fit the theme.
Like picking someone up? Because that could work. I'm a killer main and even in bad matches I get at least 1-2 stacks off bbq I could have great match as survivor and get none.
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This mmr is total bs I've played around 100 games and lost like 80% i normally get survivors way better then me for like 10 matches in a row make like 15k then get some babys that do maybe 1 gen for a match or 2 then everyone is way better than me again. It doesn't matter what killer I use always the same results.
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Two times
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2510643#Comment_2510643
I agree with it being at the start of the phase, not the charge.
And your second paragraph is 100% correct - killers should NOT have a guaranteed counter to all aspects of their power. Killers are supposed to be the POWER ROLE. But many survivor players think it’s ok for it to be normal running a killer for 5 gens lol.
People forget that in a 1v1 situation thr killer should win eventually. Your right people want to be able to run a killer for 3-5 gens and thats all bad for the "power role"
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2510527#Comment_2510527
I think I’ve said this already, but all she needs is a SMALL indication (like a subtle animation) of when she starts phasing, and maybe make her footsteps a little louder when phasing.
As for her power values, they do not need any more nerfs.
I think the indicator would be better if it was when she phased not the start of the charge because then you could still fake it and stand still.
I just want to point out that if a killer has a grantee counter evertime they are bottom tier name one top killer that has 100% counter when using there power. I think people forgot that the killer should have the advantage when using there power.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/2510268#Comment_2510268
So it's increasing then.
They just released a new dlc so of course there is more people playing but then number is dropping. IMO this game is really good at grabbing you right away. Killers do really well in lower ranks and survivors are scared getting that horror movie feeling. Then you hit the grind and the fun starts to slowly fall off. They need to keep the middle players happy the new ones are having fun and the experienced ones can play really well and have all the perks and then the middle just a slog of over skilled survivors/killers and the oh just bring x perk and you'll be ok, well I didn't have x perk on all my characters so that doesn't work.
I wouldn't say growing i mean lookbat the big names they have( Michael,freddy,DG,bubba,pyramid head, Nemesis,pin head) and they still can't brake top 20 the game is holding on sure but imo thats not good enough for what I feel like this game could and should be.
Just want to say you are entitled to your opinion and I respect it and I actually hope im wrong and your right.
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@Gitamish0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2510375#Comment_2510375
Ah, makes sense. I usually just wait an extra second or two for them to stop before I go for the hit when they're doing that, but just spinning a little with them using Bubba's Chainsaw tends to be a good counter for that as well lol
I don't get 360 to often does happen. Sometimes there little movements they can make that is hard to counter on the sticks but I still play with cross play on.
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@Gitamish0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2510354#Comment_2510354
https://forum.deadbydaylight.com/en/discussion/comment/2510340#Comment_2510340
Is there any sort of advantage when playing with Crossplay off?
Less crazy mouse movements that are hard to counter with a controller. Thats about it.
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@Gitamish0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2510329#Comment_2510329
10 Minutes is just the usual MAXIMUM, most of my games are within 30 to 60 seconds when I play at my usual time which is after I get off of work and start playing around 7pm EST, which I also assume could be considered within "peak hours" for the game. Just stating my maximums since a lot of people on this forum are making it sound like 30+ minute killer queue times are their normal. Me playing at odd times is when the 5+ minute queue times start to happen
If I play 12-7pm pst its at least 10 minutes q after 7 is about 5+. It use to take about 2-5 minutes during peak and instant after 7 now my q is longer than most my matches.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/281635/queue-question-for-fellow-console-players
10 minutes is LONG to wait for a lobby. Is it as bad as 45 minutes...No but 10 minutes is long and before Pinhead/MMR my Q time was near instant.
I find that 10+ minute qs plus 5 minute matches has made it not worth playing killer
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/2510108#Comment_2510108
30-40k? Idk what data you use, but i see it floating just above 50k
hereandhere.The last 2 months sure but before that the average is 30-40 not peak.
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@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2506342#Comment_2506342
This is the formula that brings in the money🙄
This is ture sad but true.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/2508940#Comment_2508940
Damn, i didn't realize steadily raising your average of consistent players over the years makes you go limp.
Not top 20? Well yeah, not even close.
But if they can keep the game growing at this pace then that's all they need.
Wonder how many consistent players they need for you to say they're not limping anymore.
Its a 5 year old game with maybe 150k player base its not really growing if anything its getting more stale. The hit 100k during the 5th anniversary which is the most they have ever had and then it dipped back to a 30-40k average.
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@PIP330 said:
https://forum.deadbydaylight.com/en/discussion/comment/2508940#Comment_2508940
DBD used to have 13k players back in 2018, and DBD is on the steam top of online games.
DBD gain a lot of players since the stranger things chapter, and here we are with basically 100k players on steam
If you look though its around 30-40k a month after the new chapter.
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@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2506610#Comment_2506610
IIts like waiting for a game to load up in the old ps1 days🤣
I just heard the ps intro reading this lol.
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@Marc_go_solo said:
https://forum.deadbydaylight.com/en/discussion/comment/2508432#Comment_2508432
You don't. You bait it to make them avoid a hit. If you think they have it and you are approaching a vault or pallet, you look for a way to catch them by using mind games. Anyway, it can only be used once before exhaustion sets in and it's only a short, brief burst. Hardly an issue to declare the perk is unfair. It's defensive.
See a smart survivor will use it to make it to a pallet or window before your close enough to swing and extending the chase for at least one more tile.
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@Dito175 said:
Yeah, my matches have been great
How many do you think you play tell it seemed ok? I'm probably around 70 and still 5-10 way better than me survivors then 1-2 baby's and then back to the better than me. ######### is the middle ground were I belong?
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@ccactus623 said:
I used to play quite regularly but with SBMM I spend longer getting into a game than I do playing it. I don't find the games I do play any different than before . Is anyone else just playing less due to the longer wait?
I've been getting what seems like even better players than before and I was already getting players out of my skill. Plus the wait been longer then the matches makes it not worth playing killer really. I'm about an below average killer will over 300 hours yet constantly see teams of p3 in my lobbys
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The vacuum is real guys I've seen and I've also abused it as a survivor. Yes you can hit through pallets as long as they camp the middle.
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@missW said:
https://forum.deadbydaylight.com/en/discussion/comment/2509149#Comment_2509149
Yes, they can use this bug to open two positions with you. As long as you continue to pursue, he will use this bug to suck himself back and put the board to knock you unconscious
Yup had a match where a fang did this at all pallets if I respected it she would just run another loop if not and I swung through bam stunned. All game and every pallet with no counter.
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@JustWhimsical said:
If you go into the video they sent and let the video play out then it will show the next videos and on the right side, you will see a compilation of parts like they said using in-game video of what they are talking about.
I'll summarize to the best of my ability, but they are saying you shouldn't be able to vacuum back into a pallet when it shows you are not close enough because it's not realistic, and it's like the teleport into position to avoid hits.
I also believe they are saying that it lets you avoid injuries as well even though the killer should have hit you while you were doing it, hope this helped as was the correct analogy. :)
I'm so glad someone understood that no disrespect. I so agree it bs I've lost alot of hit where they run pass the pallet and I swing and then they do the vacuum back an I don't get a hit.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2508967#Comment_2508967
It doesn't factor in playtime, perks, add ons, and more importantly. If the other team is in a swf or not.
Like my level 15 legion going up against 4 full meta survivors was a great second legion game.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2508944#Comment_2508944
I think the SBMM puts you in the global average when you play a killer it doesn't have enough data on. Meaning the first time you use a new killer it has nothing to go on. So it puts you in the average hoping that's close enough.
I think my mmr is already to high i feel out classed 80% of the time plus I've heard there is only about a 200 difference between your best and since mmr is probably still wacked and not accurate yet(if ever). This is all my opinion though.
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@EvilJoshy said:
I'm not sure how I feel about it. On brand new killers I feel it doesn't even factor in that. I get matches against sweat squads where I barely got 1k. On killers I play a lot and it has data for my rating it's the same as before sbmm. If I prestige a killer I use frequently it till puts me against high mmr. I have 3 friends that uninstalled the game since sbmm was introduced.
Don't you love trying to play a new killer and the survivors understand them better than you. I also tried oni for the first time and got a bunch of survivors that I would of struggled against with a killer I knew well.