HoodedWildKard
HoodedWildKard
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- HoodedWildKard
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What's the orange glyph challenge?
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Tbh informing us how they intend to combat hackers is counter productive. I sure some of those skeevy little scum nuggets lurk on the forum and we don't bhvr to lay out their plans so they can figure out how to get round it.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3195260#Comment_3195260
Thank you but I don't consider myself high skill; I can make some pretty embarrassing mistakes. If you watch game 18 against Pig you'll see me totally misplay myself multiple times. The one I titled Failing It As Meg sees me lose a lot with a strong build but The Revenge Of The Meg sees me look like I know what I'm doing. I also stop at pallets and get my bearings as I suck at navigating while looking behind me.
I understand how you feel though. I got slaughtered non-stop at the beginning especially since I didn't use exhaustion perks as I wanted to learn how to run chases without exhaustion perks first. Short term pain for long term gain if you can stand it.
If you don't mind me making a suggestion I think good perks are Deja Vu, Windows of Opportunity and Kindred especially when you're learning map layout and how to rescue a camped teammate.
Sorry if this is so long but, if you're interested, here are some tips that I think helped me.
(A) From my videos, you'll see I don't work on the first gen I see. This is because I know the most common gen layouts and I want to first break the potential 3 gen while resources are plenty.
(B) I go to a different gen than my teammates unless they're on a potential 3 gen generator, one of us has Prove Thyself or there are only 2 survivors left. That way I avoid Discordance and survivors working on multiple gens at the same time makes it exponentially harder for the Killer.
(C) Hook states are a resource. If I see a teammate on death hook in a bad position and I can spare a hook state I'll body block for them until I go down. It doesn't matter if I haven't gone down or if I have two hook states if I'm the last survivor; the next hook kills me anyway. If I can keep a teammate in the game by going on hook all of our chances to escape increases.
(D) I do everything I can without throwing the game to not let my teammates drop two hook states from one down up to and including hook trading. My chances of escape rise the longer my teammates stay in the game as well.
(E) Similarly, as soon as two people go down I stop what I'm doing to go for a rescue. If I'm unsure if it's unsafe to hook up I look for the Killer and set up my game plan. If I see from the aura the Killer has picked up the second person then the first person is good to be unhooked (or the Killer has to drop the second and let them wiggle free later).
If I am one of the two people downed and I'm not on hook I crawl away so the Killer has to give an opportunity for the first to be rescued by hooking me or let me be eventually picked up.
(F) I watch icons. Do I see a healthy teammate has gone to injured or the tentacles are waving around the Obsession? The Killer is occupied and I don't need to worry about stealth. Is someone on hook and someone just got injured? The unhooker might need help. Either that or the Killer is chasing someone else and it's safe to unhook.
Also, if I don't have Kindred, I wait to see if someone gets unhooked by watching their icon. If it drops too much I go for the unhook to prevent my teammate from dropping two hook states.
(G) DbD is time attrition. Whichever side is more efficient at doing their objectives win. Am I in a chase, healing or unhooking? No? Okay, I'm on a gen. Is someone about to drop two hook states? Forget waiting, I go for the hook trade.
Appreciate the advice, I am doing most of this already, i run windows a lot and can loop a fair few killers for a long time. Made a wesker ragequit once on rpd when i gave him the run around for long enough that the other survs finished 3 gens lol. And i definitely make an effort to try and avoid 3 gens. But yh i often see teammates making really bad unhooks and can't do anything about it.
Like i remember one i messaged and asked why he unhooked my mate under the killers nose when they were on two hooks and being clearly tunneled. His response was rhat he was running borrowed time. Which would helpnif the killer hadn't been tunneling my friend hard, he just chased him and had him hooked and killed in less than 20 secs.
I think my mmr just needs to settle but it's difficult when my teammates are such potatoes a lot pf the time. They either leave people to die on hook or just swarm hook the second killer sticks someone on there and they end up with 3/4 rapidly. It drags my performance down and i get hardly any escapes. Most of those end up being hatch games and I'd rather not run left behind on the regular. Plus factor in the amount of time I die to endgame perks like ######### NOED. My mmr is gonna be low for a while. But i haveuch better luck in swf games withy mates.
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@SMitchell8 said:
https://forum.deadbydaylight.com/en/discussion/comment/3195046#Comment_3195046
If we have a Demo, then yes, the Indoraptor would be phenomenonal, as you say its engineered to be intelligent and to hunt. Theri did seem a little large so would have to be scaled down somewhat.
@Kirahie said:
Indoraptor could be an awesome stealth killer.
I made a post about it here with some ideas https://forum.deadbydaylight.com/en/discussion/comment/3195442#Comment_3195442
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@Zolfo16 said:
It is difficult to imagine a reason why a dinosaur should hook the survivor.
A normal one yes. But indo raptor has a weird humanoid build and very long arms, similar to demo
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@TheSubstitute said:
AKA A semi-competent rise to Iri grade
I have no idea if anyone is interested or not but there is a lot of discussion on the forums about whether or not solo queue is playable or not. I'm in the camp that says solo queue feels fine. However, it's hard to know why someone says what they do unless you can see at times. As such, I made a list of 75 games and recorded them as well. I used both meme builds and serious builds as that's how I normally play.
My escape rate was 45.33% so a bit lower than what it feels like normally but still in the ballpark. An average of 3.85 gens were done per game (not all me obviously, this was by all survivors) before I either escaped or died.
Please keep in mind that I think, but have no way of verifying, that I'm mid MMR as a survivor. It felt a little bit rougher this month than others but part of that could have been that I rushed for Iri grade instead of taking my time as I normally do. I'm also not claiming that anyone else should feel their games are fine but a good question is why are they not fine? Expectations? MMR? Region? Strategies?
The list of the games is right here. It also has the video title and the start time in case anyone is interested. If you just want to see the raw data it's right here.
https://us.v-cdn.net/6030815/uploads/X41QEFY9HMOA/dbd-stats.xlsx
If you want to see the videos keep in mind there's no editing as I've never shared public videos before. Also, I have some good plays but you will also see me make a lot of mistakes, panic at times, and completely misplay the situation. As I said, I'm not a streamer, I don't claim to be good and I consider myself a middling solo queue survivor. Realistically, so are the majority of players and if anyone does want to see a realistic view of what survivor looks like for me take a look.
I'll post a link to the first game I was recording and you can just check the others from there. The build descriptions are in the info section of the videos and they are the only public videos I have so they should be easy to check from just clicking on the icon for my YouTube.
(1553) Dead by Daylight Stop the 3 gen! - YouTube
If somebody finds it useful it'll have been worth the effort but, if not, it was entertaining to do anyway.
I wish i had a solo q escape rate of 45% lol 80% of my solo q games end in 4ks. And we barely ever get gens finished. Guess having high skill mmr is nice. I've been playing for about a month and my team mates on solo q are usually pretty bad. Hooking as soon as possible before killer moves away, not doing gens and can't hold a chase for more than 20 seconds.
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@HugTheHag said:
Not my jam but I'd like to see more inhuman/beastly killers the kind of Dredge or Demo (or even Hag, that lady is FERAL), so why not !
Personally waiting for a Werewolf chapter, I wouldn't care if they'd be the lowest D tier of the game, if I can play a doggo, I'll play the doggo
Werewolf would be very cool
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I've seen several people use it when I've been playing killer but I've never seen anyone use it on me as survivor when I'm on hook lol
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I mean bork or borked usually means to break/ is broken. Like you broke something so hard you even broke the word that describes it. I have no idea why a filter would block it though lol
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@trapped_by_daylight said:
https://us.v-cdn.net/6030815/uploads/Q7JPDE0J1QEK/2abbda9f-16ea-4c1e-8edf-fdd3668f0a86.jpeg
Phantasm is a bit of a niche franchise compared to other licenses in this game but I’ve always had a lot of admiration for it. I made this post to kinda try and get people interested in The Tall Man, literally the most underrated horror villain.
Without being super spoilery in case you’re interested, The Tall Man is a sadistic inter dimensional being who goes from town to town, world to world, stealing corpses and killing the population in order to turn them into dwarf like creatures that do his bidding. He barely speaks, and prefers to emote through his facial expressions.
As far as abilities go, he’s ludicrously OP. Superhuman strength, telekinesis, shapeshifting, immortality, teleportation, can even duplicate himself using alternate universe copies of himself. You probably only recognize him for his Sentinel Spheres, which are sentient and are a Swiss Army knife of weapons like knives, drills, saws, lasers, etc. There’s a Reddit thread here that goes WAY more in depth (some stuff that I didn’t even know about).
I hope this gets you interested in the series and The Tall Man character, and maybe someday we’ll see him in game. I already know some might say he’s too stronk for DBD but that means that there’s more opportunities for power ideas. He will surely get nerfed in the transition but he could be fun!
I have never seen this franchise before but it does sound like a pretty good candidate for a chapter.
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@SMitchell8 said:
I watched Jurrasic World Dominion last night and the pond scene with the Therizasaurus struck me as a fascinating killer idea. We don't really have any jungle type realms nor any creature/animal type killers. The Freddie Kruger style monster that silenty crept up on the deer and then the main character would make for an imposing addition imo.
https://us.v-cdn.net/6030815/uploads/F28AUUUGOC0I/screenshot-20220918-203628.jpg
Mm i think Theri is too big to be a killer. Tell you what though indoraptor would make an amazing killer, right size, bio engineered for intelligence so would be capable of understanding the entities demands.
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Yup. Solo q matches are bad enough without ppl deliberately throwing them to do a hatch challenge
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I've been playing just over a month and never seen a twins game ever lol artist is one I've only seen once. And oni is a definite rarity.
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@luvcraft said:
I'm a killer main, but I decided to play survivor for a daily. What a joke. 3 matches, the first 2 we got 1 gen before we were 4Ked, 3rd we got 3 gens. The game is fine tuned to survive-with-chat, which makes solo survivor absolutely miserable.
Hope there's some HUGE changes to help solo survivors in the next update. No wonder there's a big "100% BP bonus" for playing survivor right now.
3 games isn't much, but yh solo q experience sucks. I had 15 games in a row no survivals the other day. 13 of them were 3/4k hatch games. In the other 2, gens got done but one I'd already been tunneled to death and other one i got caught out by NOED. If you're a killer main maybe show a bit of love by letting 4th survivor go occasionally? I do that quite a bit when I'm playing killer lol
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I'd prefer they balance the game properly first. But yeah some characters don't get much love when it comes to cosmetics.
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@Gaboozle said:
I really want to hear what other players have to say about this.
I'm not in a high mmr nor a low mmr. But I've been against a lot of killers that only use 1 perk. Met them like 90% of the time. Most of the times, they 4k.
I also played as wraith once with only 1 perk. Also 4k.
I'm just wondering, should a killer be this powerful? Is this normal? (Using only 1 perk and getting 4k)
I mean I've done this a few times. Usually when I have a daily ritual on a killer i don't play. If you are good with killer, perks just make things easier. It does highlight the imbalance though. All 4 survivors need to be on point to finish gens one bad surv (or one ass who DCs" can easily throw the game
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@Veinslay said:
https://forum.deadbydaylight.com/en/discussion/347255/well-matchmaking-is-definitely-broken
Hey OP, I feel you. This is why I stopped playing solo queue, the matchmaking. I'm a mediocre survivor, paired with even worse solo players, taking on One Pump Willie and Ralph. Both 5 gen slaughters with me having the most points at 10k. Never again lol
Mood. I spend most of my time on here complaining about how bad the solo q experience is. I only play swf as survivor now, otherwise i just die and get let down by substandard teammates
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@WipeIncGamingYT said:
https://forum.deadbydaylight.com/en/discussion/347255/well-matchmaking-is-definitely-broken
Too bad you do not have the perks. My first guess would be "lethal pursuer": This would explain why she was at you at once.
Weirdly enough she wasn't even running that, only aura perk was nurse's calling i think, 2 scourge hooks and i forget the other. At least the game was mercifully short. But i can understand why people DC nurse games now. There was literally no chance of achieving anything, let alone escaping.
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@Veinslay said:
Maybe you should try playing killer and play in a survivor friendly way. You know, be the change you want to be
I do this. I hate solo q with a passion as survivor. But when i play killer I don't bm, and try to avoid tunneling/hook camping. And unless I'm doing a challenge or adept. I pretty much always give 4th survivor hatch/gate.
But if a survivor BMs me repeatedly i will tunnel the everlasting ######### out of them lol but I won't BM back. Just coldy and clinically put them on the hook and make sure they stay there 🤣
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But you're supposed to pre drop shack pallet in case the basement is under shack so any survivors have time to wiggle out if killer tries to hook them in basement because he can't break the pallet while carrying. Trust me it's the top tier play.
Do it at the start of the match and the pro players will thank you
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Don't think it fits the aesthetic enough. Unless the outfits looked like halloween costumes. E.g. nurse has a burlap sack with Sally's face painted on dwight is wear an outfit and mask that looks like the mayor.
Side note i wouldn't want to see nurse be sally because i like sally as a character, and really don't want tobsee her ruined by being the most overpowered frustrating killer to go against lol.
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I've DC'd once as killer early on against an extremely obnoxious group of survivors who did nothing but blind, teabag and essentially prevent me from doing anything. But I've resolved not to do it again. If it's clear that the killer is getting a 4 k, like 1 dead at 5 gens or something I'll occasionally suicide on hook instead of grind out a game that will make me hardly any BP and will be frustrating.
I do hate it when survivors thow a tantrumn and DC when they get hooked once or their first down. I see it happen so much when I'm playing killer and it's like "great, this match is now easy and boring and they've royally screwed their team becuase they have the impulse control of a two year old."
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@Carth said:
Other than a handful of bad maps/spawns, the survivor team is the one to blame for getting into a 3 gen. Stop slamming out the gen you spawn in on and then running to the left/right and rinse and repeat until youve made only one area with gens that need to be worked on. I do think the maps and rng spawns that come with naturally tight 3 gens should be changed.
Dead dawg saloon for one. That corner with the gallows seems to always spawn a 3 gen.
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@Ayamir said:
https://forum.deadbydaylight.com/en/discussion/comment/3194586#Comment_3194586
Most of the time it does not always of course but it shows that the player is dedicated and plays the game alot which means they have alot of game knowledge and knows what they're doing.
Most of my sweaty matches are against high prestige survivors and I can tell the difference between them and low prestige survs.
When I play a killer that I am low MMR on Trickster for example I never go against high prestige players because well I suck at Trickster so I play against really low MMR and clueless survivors which are all very low prestige.
Then when I switch to a killer that I play alot Oni or Blight my lobbys are always full of high prestige survivors and they're giving me a real challenge.
so yes in some way high prestige = more game knowledge + more skilled(remember not always but most of the time).
Yeah it's a correlation. Higher prestige means higher play time and that *usually* equates to higher skill. But prestige 55 is clearly a bit of a no lifer for that character.
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Gotta play around it. I won't donit all the time but i will occasionally 3 gen. It's a legitimate tactic and forcing it requires a bit of planning. I prefer it to tunneling/facecamping when im survivor.
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@NerfedFreddy said:
I don't think this game has mmr. MMR rating is hidden for a reason you know. BHVR tried good working MMR in the past but killer mains cried loudly over it because you need actually to compete against equal skill survivors instead of farming weak lobbies in never-ending winstreak spree
Yh it's something that makes this game kinda rubbish. Love the concept, but i hardly ever see an even match. Usually it's killer just walking over a team. I get bored playing killer because it's so easy. And playing survivor in solo q is like banging my head against a brick wall. Swf is better, we individually escape maybe 30% of the time which is fine by me. But it's frustrating when you outplay the killer then lose 2 survivors because of scummy perks like NOED.
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@RaSavage42 said:
How long did you wait for the match?
How long did the first chase last?
I do apologize if asking this seems defensive but I do want to understand
Cause they did say (and I don't know if they changed it) that they match more based on connection then anything else
Matchmaking was pretty much instantaneous as usual for survivor queues. The first chase wasn't a chase lol they blinked on top of me while i was working a gen and insta grabbed me. They clearly had an insane map knowledge and took us apart in a matter of seconds. No gens done.
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@Sepex said:
Prestige doesn't attribute for skill.
Not at normal levels. But how often do you see a prestige 55? And the game was a rout. We didn't even get one gen done. She was on us instantly. Didn't help it was on midwich.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3193928#Comment_3193928
That’s why you don’t just slug and go hunting for the other. You make sure both are injured and in sight before you go for the slug. That why the slugged survivor can’t complain too much because they won’t be on the ground long.
Or sometimes you can still lose the kill. Saw a guy manage to crawl and get away from killer while they chased and hooked the 3rd player. Made it tobthe corner of the map and bled out denying the killer the points for the 4th sacrifice lol
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Lol almost makes me glad I'm on console so i can't see or type in endgame chat. I usually exchange gg messages with other xbox players after a game and like 90% of them are positive and non toxic.
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I mean, it's a valid tactic to prevent last survivor escaping, but also a risk, if you leave a survivor slugged they may self res with unbreakable or exponential. Or the other survivor can res them.
Everyone dislikes getting slugged but i don't have too much of an issue with it in the 1v2 situation
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I mean i think it'd be cool to have skins for victor. He is a "power" as it were but also a controllable character.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3191110#Comment_3191110
But the point is still reliabilty. Because there are plenty of survivors out there that do totems, they even use your setup boon to locate a totem after the killer destroys it. I had several games where i couldnt use any boon at all. Inner healing only works if you are the only one running it, because in solo queue, you have to get hit more than once, but cant expect to heal more than once, if even.
And other survivors just dont heal you whenever you need it, just when they want to, which mean sometimes they just won´t.
It's versatile for sure. But still very long. Tbh i didnt know it worked with botany knowledge. Still, using half your perks for the ability to self heal at an almost reasonable speed still seems a big trade off. Has it's uses but I'm still surprised it's usage is so high since it's a pretty lacklustre perk if it needs to be combined with another to be viable.
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@Sandt21 said:
He's in a decent place for the most part, but there is absolutely no reason he should have a 32 meter TR instead of a 24 meter TR
Yh his TR definitely needs a drop, it is extremely easy to hide from him if he approches your gen, when his map pressure is already a weak point not need to make it worse with a huge TR. Especially since a hit with him is by no means a guaranteed down on and injured survivor like huntress.
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I enjoy playing him, he is challenging to play but the mind games are amazing, a lot of players zig zag hard when they hear the audio cue for his ads so you can fake them out and make them lose distance on chases. But i find he struggles hard on maps like rpd and meat plant. Needs open spaces to really get use out of that reeling mechanic.
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@JoaoVanBlizzard said:
https://forum.deadbydaylight.com/en/discussion/comment/3192901#Comment_3192901
I had already thought about beginners, so I mentioned the technical perk, and the Corrective action perk, just use these perks,
I didn't post this topic to hear people disagree with the idea, but to give ideas, so with all due respect, I didn't need to comment
People are sometimes going to disagree with you, constructive criticism is a thing and sometimes something is simply a bad idea. You can't expect everyone to agree with your idea. Personally i don't like the sound of this because failing a skill check is already pretty punishing, especially in lower mmr matches where survivors are already struggling to get gens done.
A missed skill check on a gen locks any progress for a couple seconds, plus the noise plus the progress loss. I've had it before where a missed skillcheck by another player has whiffed my brand new part i was installing costing us considerable potential progress. I don't think it needs to be harsher than that.
And we certainly don't need anything that'll make low mmr solo q worse because it's already atrocious for survivors as it is.
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@Dreadnight said:
https://forum.deadbydaylight.com/en/discussion/comment/3192547#Comment_3192547
Because you don't lose your aura reading in the middle of a chase. It would allow you to finish the chase and see those generators where they are still repairing and thanks to the fact that the effect persists, you will be able to use the 10 seconds to see where they move or where they hide when you get close.
But the point is it's hard to see the highlighted aura to figure out which gen they're on, the gen and survivor aura shows up exactly the same colour and with no audio cue it's actually very hard to notice when gearhead triggers in the first place.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/346496/solo-queue-is-utterly-intolerable
You are out of your mind if you think I would allow a voice chat active while I am playing this game.
Then there is the mute all button, every game with VC has that. One option set and problem solved, wouldn't affect you in the slightest 🤷♂️
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3192647#Comment_3192647
yes, but vc is a big advantage, and killers would need further buffs. in the end, it wouldnt help most solo queue games, but it would harm them.
It's a big advantage if everybody utilises it. But most players do not. Maybe 10-20% in my experience with most games. But one player making a few callouts that are acted upon would help shift low mmr solo q games away from the constant 4k routs that I keep seeing in most of my solo q games.
It wouldn't raise solo q to the same standard as 4 players swf teams by any means.
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@SpaghettiVase said:
https://forum.deadbydaylight.com/en/discussion/comment/3192645#Comment_3192645
i come from csgo, league, and overwatch, you can have both trust me. Just like i said people will be toxic if you don’t participate, they will be toxic if you do participate. You’ll have people who throw because you dont wanna play by their stupid rules and people who rage quit and throw slurs around because you made a single mistake. Hell there are people on this forum who literally say they leave lobbies if there’s a survivor below prestige 3. If you really want to be able to communicate with your teammates, just find a swf. Its not even a matter of how many friends you have, there’s a dozen if not hundreds of discord’s dedicated to dbd streamers who have L4G voice chats. Wanting to communicate with potentially everyone all the time is not feasible or a good use of Bhvrs time.
So literally 3 hardcore competitive games with the very toxic reputations for their respective communities. I have a slightly wider experience across more games, from mw2 to halo, evolve, destiny. There will always be toxic players, that's part and parcel of online social gaming.
But my player experiences on dbd have been 80% positive. I've had maybe 3 serious instances of hatemail in the month. But ive had at least 8 interactions that have ended in adding the person as xbl friends and playing survivor together. Several of which were after I'd been playing killer against them. And many more where ggs have been exchanged with no salt. Again mainly when I've been killer, often having smashed a 3 or 4k game.
Just have to agree to disagree but something really needs to be done to help solo q. I practically refuse to play it anymore because it's such a frustrating experience, thankfully I've made enough friends on dbd to have a decent little community of people to play with. But many more casual players will be put off by the initial experience. And this game needs casual solo q survivors 4 times as much as it does killers. Be it VC or something else, the awful solo q experience is going to damage the game. They already have to give survs double BP to incentivise them to play.
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@Ciabe said:
Statistics are the best liars.
I don't doubt 39% is the actual mean of escape rate for all survivors from all matches globally. However, that is masking a very big lie through omission with selective statistical presentation. Pre Patch BHVR happily released perk usage rate by MMR tier to justify itself. Note how they did NOT break down escape rate by MMR this time. The reason is quite simple.
High MMR SWF survivors probably have an escape rate of 50-75% going off data I can find and I think most true high mmr killers would concur. Those high mmr survivors also play a lot of games. So you have a small subset of your playerbase, maybe 10-20% who play lots of games that are skewing the number higher to 39% (which already seems painfully low).
So this means our low and medium mmr survivors are likely seeing escape rates of 15-25%, 30% tops. My own data from just under 400 games since 6.x patch pegs it around 15-20% (yes I'm probably low tier mmr now) and I've seen similar data sets from others.
What we need is escape rate broken down into MMR ranges and SoloQ vs SWF. Would also be interesting to average every players individual escape rate, then take a global mean and median of all players. This would remove impact of a pro survivor playing 1000 games in a week vs casual playing 10 games in a week. If there is a huge difference between the mean and mode, that would heavily indicate stats being skewed by a few highly skilled survivors. Same thing is done in economics, looking at the average/mean income isn't helpful because you have a few outliers earning tens of millions of dollars while the median shows your more true "average".
I'm also unclear how they intend an elo based mmr system to function if they aren't aiming for a 50/50 win rate. Seems like they were really close to good pre patch with 47/53 (although even that was getting skewed by high escape rate survivors). If most of your survivor player base sees under 30% win rate and killers get over 70% win rate, your mmr distributions are going to look like two inverse curves. Fear my mspaint skills to see the issue. How are you going to make good matches when each player base is lumped together on each end? With two different pools you have to match between, you would ideally want them to be similar shapes. This is probably why high MMR killers had bad queue times early on before they widened the spread.
Interesting post, I'd be very eager to see the survival/kill rate spread based on mmr and swf/solo q. Average of 39% means that the lower end of players, (which is usually a large portion of the playerbase) are probably dying an inordinate amount pf the time.
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Depends how far through the match you are. At the start it's a team game, got 5 gens to fix and it's only possible as a team. If someone is sacrificed before 50% gens are done then it tends to turn into a free for all where people hide and try to play for hatch. Me i prefer to help my team mates if possible. Endgame unhooks and saves are some of the most satisfying plays I've made.
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@Bot_Salvo88 said:
https://forum.deadbydaylight.com/en/discussion/comment/3192620#Comment_3192620
Even if it's a group of 5 he will always teleport to the locked one, for some reason. Although, if there's a single locked locker in a group of lockers and you decide to hide in it, game will prioritize the locker with the survivor inside it, so be careful if you do that.
Ty for the clarification. I hate facing dredge so much. He dominates solo q games lol
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/346496/solo-queue-is-utterly-intolerable
If we got voice chat, do we also get a tanslator? Because a lot of my teammates are russian, and they don´t even use the same letters as i do.
So no, might help you, but nearly not everyone. But if you get it, you have to balance around it.
Didn't say it would help everyone, I've been pretty clear on that. But it would help *some* solo q games. And those are the matches that feel the most unbalanced.
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@SpaghettiVase said:
https://forum.deadbydaylight.com/en/discussion/comment/3192619#Comment_3192619
Why would bhvr design, test, and implement a feature to “help” survivors when most of them are going to outright ignore it whether due to toxicity or because they just don't care. I think a big thing to help solo queue and the game health as a whole is to get away from this competitive mindset of wins = fun. People giving up on first hook, dcing on first down. That crap is what really needs solving. Not only that but i would never bother playing survivor again if everyone all the sudden became an overwatch squad ready to treat every game like a tactical comp match. The most fun I’ve had in dbd is as solo survivor where me and 3 others pull off great plays without even an ounce of communication. Thats the fun, not escaping.
Like i said before, i don't want to win all the time, that would be boring.. I don't mind dying, what i dislike is repeatedly getting rofl stomped in 80-90% of my solo q games. I don't have a hissy fit every time I lose, but if i can play 15 games with no survivals (13 of those games being 4ks or 3 k hatch games) it's a pretty ######### experience.
Plus it confuses me that you say on one hand that vc would be useless and toxic, then on the other hand say you're worried that it'd turn soloq survivor teams into a sweaty seal team 6's, which is it?
Because the reality in my experience of online gaming with vc, is a middle ground, maybe 10-15% of players utilise VC properly in most games (not screaming, singing or mouthbreathing down the mic) and for people who do use it to make callouts, everyone in their team can hear them.
All i want to see is for solo q games to have some kind of basic communication so the entire team doesn't run arpund like headless chickens because atm solo q games feel like 1v1v1v1v1. Passing on a few basic bits of information wouldn't suddenly result in solo q being equivalent to sweaty swf groups.
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Interesting question, i saw a set of 3 lockers togethwr yesterday on rpd. Will he always default to the locked locker in a group of 3?
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@SpaghettiVase said:
https://forum.deadbydaylight.com/en/discussion/comment/3192565#Comment_3192565
no because i dont need more toxicity in this game and giving people a way to be more toxic is not the solution also this doesnt fix bad players.
Every game with VC has a mute function. That can be used in seconds. Toxicity is only a problem for 3 seconds unless you're too lazy to press a button.
As for not helping bad players it wouldn't help in every single solo q match obvsly. But conversely you can't say it wouldn't help any match. I've given people advice after matches via xbl DMs, both as a survivor teammate and when I've played killer against the player. And it's often been well recieved and appreciated.
A lot of solo q games would massively benefit from a single player saying "hey I'll get the unhook, I'm running perks for it, you can keep working gens" it would stop these situations I see frequently where 3 players go for unhook and end up getting 2 players hooked to unhook one. Or "don't do that gen, we'll end up in a 3 gen situation" would also benefit a lot of games for unorganised solo q survivors. Even with language barriers and players not using mics, just hearing callouts like this would be enough to give more low mmr solo q survivors a slightly better chance of not getting 4Kd as is the norm right now. Atm the only way we can communicate is to point, beckon and spam the crouching/torches. Hell I'd even love to see a universal ping system with a rotary wheel and a few basic pings like, i will unhook, killer chasing me, do gens. Or even just a system that lets you see the perks your team mates are running so you don't double stack things like kindred and you have an idea of how they'll play.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3190220#Comment_3190220
I mean, if the killer got 2 kills, the game would consider that 6 hooks minimum
It's an interesting difference isn't it? 6 hooks and 2 kills is someone tunneling like a naked mole rat. Whereas 6 hooks and no kills is pretty feasible.
Would also be interesting to see which affects the killer's mmr more. Kills or hooks.
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Justvwish bhvr would give solo q vc. It would stop killers stomping solo q games. Swfs certainly don't need anyhelp. It's new players in teams that have no co-ordination that are getting stomped. VC would help with that and make survivor more appealing to play.
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@shinymon said:
Whatever the case, it really feels like this is just some agenda to justify the overnerfing of Self-Care to oblivion.
Idk i haven't seen anyone say it's OP. It has clear weaknesses, it's like a jack of all trades perk, useful but not particularly good at what it does. It is versatile and can be used whenever but it is cripplingly slow. Don't think anyone wants a nerf for it. I just don't think so many players should be using it.