JohnWick1654
JohnWick1654
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@Marc_123 said:
Just play longer.
Grades are only "time played" and have nothing to do with skill.
At least this is what i get told all the time when i say grades are still a much better sign of skill than this mysterious not working MMR thing.
Iri from soloq is pretty good display of skill actually.
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let me tell you something OP
the censored nametag can be categorised as:
"a moron"
Or other funny words, but this is mild enough because harsher words would be too harsh for forum.
Anyways since the guy got highest bloodpoints, he was obviously performance wise doing best of everyone.
Actually, scratch all that "logic", he was just salty because he didn't escape and the console player did.
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@DoritoHead said:
Yeah that’s true, and it’s what’s so painful about solo survivor. I’ve been playing it so I can get to a good rank for grade reset and it’s made me want to slam my head against a table.
I've also realised right now, that surviving is tied with 2 emblems actually, it's a must to survive task that is sometimes impossible.
Firstly, if you die - you lose Gold/Iresescent Survival Emblem,
on top of that - you can decrease the Benevolent Emblem's tier, (if you wanna know how: "hooked survivors")
you can lose up to 2 points in Emblems just because you died....
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@[Deleted User] said:
Definitely that + it's just a safety thing
@Thrax said:
there is no drawback to pre dropping pallets and there's so many pallets that if gens are actually being done they can safely traverse the whole map while you break pallets.
Some killers are actually fine with you predropping pallets
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Almost any action that makes killer stand still is usually a wasteful action,
that's why people run Scourge Hooks, Jolt, Ruin, etc.
So instead of going to the gen, kicking it for 2 seconds than finaly being able to move, they can either just shoo the survivor off the gen, hook someone or down someone near a worked gen..
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/2993734#Comment_2993734
https://us.v-cdn.net/6030815/uploads/K68YBG1EIPXF/forums.jpg
Taken from this forum today some hours ago, red are DH complain threads (4 at the same time), yellow are general complains/toxicity related threads, green are where I scrolled down to keep taking screenshots they act as a link, all of this was only the first page, didnt even care to go to pages 2 or 3.
So yes, you must be browsing another universe forum.
And? 3 of the DH threads are created June 10 and one more,
a more valid argument would be me seeing one DH thread created 9th June, than 10th June, than 11th June than 12th June,
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@Marc_123 said:
Hm?
Here are a lot of people telling getting to IRI 1 is eaaasyy and it is only time played.
You surely must do a lot of things wrong then.
Some can almost think the emblems were made with some kind of "skill" measurement for matchmaking in mind... how crazy is that?
Time played obviously has to be A LOT of time played. I come to gold some times but not higher in a month.
They obviously play in SWF if their Iri 1 is that easy...
@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2993301#Comment_2993301
That's not strictly true, totems count as objective emblem so you dont need to do all gens and the killers likely to have regression too.
And you should only get safe unhook anyway, I agree you should be punished if it's not but iri altruism is the easiest emblem to get.
Just doing good chases will be enough, this will be easy as long as you're equally matched but the games not balanced off chases so unlikely.
Ofc, let me do totems while the killer gets his 6th down on 5 gens....
@Marc_123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2993523#Comment_2993523
Doesn´t work for me.
If i am too good in some matches my teammates get worse or the killer gets stronger so that i lose.
Matchmaking in it's full glory.
@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2993534#Comment_2993534
Well some games are just impossible to pip in I get that but you can still pip and die even in iri.
But with updates of not losing a level if you have a bad game etc. Then its definitely been made easier, dont forget emblems and BP are different so totems can help objective emblem etc.
etc. what do you mean etc.?
that's like the only thing,
besides that, "some games are impossible but you can still pip and die"
yeah so you gain pip in one game and lose pip in the other, woooow, cool
sure it's easier, but you still gotta cross that bridge of pips,
5 perfect games where the survivors don't suck, killers don't camp/tunnel you,
the games don't instantly end, everyone gets equally chased, etc.
that's basicaly asking too much
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/2993446#Comment_2993446
Any media related to this game is flooded with "remove [THIS]" threads either DH or CoH or SWF or Nurse or wathever, its actually the norm, there are plenty of daily threads where people complain about everything and demand stuff to get pruned, and those usually get a lot of replies and vote ups, do we browse the same forum?.
The report doesnt work now, they already planned an automated ban system time ago but community backlash made them reconsider, there are rumors they may try to implement it again in the near future.
Oh yeah, once every lifetime someone complains about CoH and than the first comment that declines that gets the upvotes, so no, I guess we aren't on the same forum.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/2993360#Comment_2993360
I dont think you are understanding my point, Im against differences on Survivors because a lot of people think exactly as you wrote there and when you dont play the character they want you to play they punish you, usually with reports which paired with automatic ban systems become a serious problem, I dont want to get reported for not playing the guy with an increased 1% gen repair.
I dont think like that but I know a chunk of players do and I dont want the game to give them more reasons to behave like that.
P.D. And no, I dont play most meta perks, only Iron Will because I like stealth, as Killer I play Myers and Jigsaw so your guess of me being a metaslave couldnt be more wrong...
THe report doesnt even work tho,
also thinking that a chunk of players play like that, this forum would be flooded about DH removal constant nonstop, and not just sometimes a post about Dh, constant..
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@Devilishly_Rowdy said:
Everybody asking "why mmr" But nobody's asking "how is mmr" :(
Alexa play "Legion chase music"
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@FeelsBadMan said:
In oder to double pip in iri you need to escape unbroken, which is pretty much impossible considering you also have to max out all the other emblems.
No you don't, escape = Gold
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/2993305#Comment_2993305
On the contrary, I dont want the game to become a sweatfest and Im against any kind of metaslaving which is something small differences on characters brings to the table, there is already a lot of metaslaving around Killers, how many new "you HAVE to play Nurse, Blight or Spirit if you want to be high MMR" threads can you see every day? but since Killers play alone they cant be reported by teammates like Survivors can so its not much of a problem if you play wathever you want.
I also know how bad the minmaxing crowd can get because I played WoW and I saw it firsthand, Ive been denied entry into Mythic dungeons because my character wasnt the FOTM class, metaslaves will diss you if you dont use current metas, there are cases in Overwatch and LoL where people have reported players for using lower tier characters and the automatic ban systems have issued punishments against them, in LoLs case even a developer expressing how picking a low tier character was similar to throwing the match and reportable, this community is as toxic as it gets and if I had to bet on how they would behave I would bet on the "players are going to actively report non meta users" than on the "they wont care if you dont play what ContentCreator™ says you have to play"
Ok let me tell you differently than,
you must play all the best perks, best broken items and everything to escape as survivor,
right?
Because it would be utterly impossible to just escape without any perks and items, eh
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My question would be, why should the tapes remove condemned if the rate of condemned gain is basicaly nonexistant in the first place?
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/2991968#Comment_2991968
Same problem with using only their perks, eventually some people would do the math and say "X, Y and Z are the best overall, X is SSS Tier and better than Y and Z" then 90% of Survivors would be X, 9% Y or Z and the rest would be the guys who get reported because "lol he is playing W, he wants to throw".
WoW has this problem where if you are not playing the FOTM class with the FOTM spec you cant get into any random pick up group because "he is playing literally garbage" even if the differences are minimal, people shunned by the metaslaves have very dificult times getting into groups unless they go with their guild and even then, some guildmates are reticent because "lol your class and spec suck for the next 3 months".
This comment has so much sweat put into it that you could fill up an ocean,
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2991968#Comment_2991968
Those passives would mean absolutely nothing, and they shouldn't, either. Huge balancing issue.
But one thing I suggested is to give each survivor a character-bound post-game BP boost, divided among the four categories. For example, Dwight would get 50% extra in objective points, and 25% in Altruism. David would get 50% bonus in Bold, 25% in Altruism. Nea would get 50% in Bold, 25% in survival.
Etcetera.
"Huge ballancing issue" next to "those passives would mean absolutely nothing" strange.
Also giving survivor each bonus on certain tasks,
how would that ever backfire hmmm I wonder?:
Dwight - 50% bonus bp in objective,
also Dwight, is being chased all game, can't touch gens,
oh wow good thing I have 50% bonus on objectives...
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@Laluzi said:
Mood. I hit survivor iri 1 for the first time in months yesterday and it was a damn miracle. It's obscenely difficult with how often you get force depipped, and you never get a buffer of +2 pips because you have to play like actual Superman and max every role in the match to do that (which is only possible if your teammates are slacking and the game lasts unusually long.) And even when you do, like above - if you die, welp.
How to double pip in Iri:
- repair 5 generators
- heal bunch of survivors
- survivors have to be unhooked safely always
- chase the killer and lose them couple of times
- survive
- do all of the above with no exceptions
That is the one of the only ways to double pip in Iri, so basically have luck in impossible game where both killer and survivors are bad and you do everything....
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@Ladyinadress18 said:
https://forum.deadbydaylight.com/en/discussion/comment/2991921#Comment_2991921
Dear god it took me forever to do that challenge. I’m pretty sure killers specifically targeted me haha no mither is just too obvious and screams “kill me first”
No Mither screams very obviously "instantly pick me up or I will just get up and waste your time"
@RisingTron said:
Solo queue is literally hell. I wish I didn't hate playing with other ppl because I would be the sweatiest swf gamer to ever exist.
Actually, the sad part about DBD is that often you don't even have to tryhard in SWF to have a good game..
@EntitySpawn said:
To make you feel better and you arent alone, but they cant buff solo Q. You cant buff people not to DC, not do anything or not be entitled sadly
https://us.v-cdn.net/6030815/uploads/XSEYLR55MR4S/20220610-175046.png
https://us.v-cdn.net/6030815/uploads/TIFQ9LUDPWZX/20220610-175115.png
https://us.v-cdn.net/6030815/uploads/HOBK35JK3OXM/20220610-175148.png
Those are some interesting games, however my point in my screenshot was that,
despite being tunneled I was the most performing survivor in the match,
and the fact that if I had any pips I would have lost one...
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@MindGame3301 said:
https://forum.deadbydaylight.com/en/discussion/comment/2987136#Comment_2987136
I used to main hag til i lost my right thumb and index finger in a chain accident on nov17 2020, its when strangers things left dead ass...i have all killers p3 50 and play a few killers. dont main any. I usually get rank one though. Think of how not all poker hands are royal flushes. Theres varies pieces in chess and players create advantages, white in chess has the advantage did you know? Balance in games doesnt always mean what we think it means.
Allright man, ummm, I don't know how to respond to that,
I was just expressing my disagreement that MMR is a good matchmaker in long term..
But whatever, have a nice day.
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@Vyne456 said:
https://forum.deadbydaylight.com/en/discussion/comment/2992021#Comment_2992021
I wanna buy Haddie too
get 18000 shards
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@Vyne456 said:
So I was playing against dredges for like how much? A lot, but I wanna buy the dlc because he looks fun to play with. Good Bye Locker Dwight's, Say hello to Dredge because maybe I should get him. He looks fun but I wanna see if you guys know he's fun to play with. I just need some options if I should get him or not.
Or just get 9000 iri shards?
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@Nathan13 said:
yeah it be like that :-(
You literally have to tryhard against Wraith to get at least one pip
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@amazing_grace said:
https://forum.deadbydaylight.com/en/discussion/comment/2991967#Comment_2991967
You could have had an unfortunate rubber band or just the game lagging/freezing up. If you're able to, you can try to record the falls or go into customs to see if you can see a trend or if its bugged or not.
No, no, no rubberbands, some heights just straight up criple you in DBD for some reason...
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@Kuinzu said:
Imagine a universe where in Dead by Daylight, each Survivor is a unique character. You HAVE to use their three personal perks, plus one extra of your choosing to fill the fourth slot.
[QUICK DISCLAIMER] I'm not saying this SHOULD be a feature before people rant about how terrible the idea is, I just wanna discuss how it would impact the game, I know for a fact that it would probably make the game even less enjoyable.
Who do you think would be the most meta character? Who would be the worst in the entire game?
I think it would be interesting to see how they balance the game around this. Each character would have a very specific way to play them in order to achieve your team goals. This means they'd have to balance each character around their three perks together so that they have a nice, cohesive kit, rather than balancing individual perks.
Kinda wanna have a game mode where this is a thing for a week, just to see how it would play out. This means characters with stronger perks like Laurie also has to weigh the disadvantages of having Object of Obsession and a perk that relies on your fellow survivors dying. David would also have to put up with No Mither in order to use Dead Hard.
Again, not saying this suggesting that this should happen, but what do you think the game would be like if it were a thing?
Counter argument,
survivors have their own unique passive bonuses,
for example:
Dwight 1% faster gen repair
Claudette 1% faster healing
etc.
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@amazing_grace said:
It depends on the height that you fall from, so maybe you're just falling from a higher building spot and it just feels longer than what you're usually used to. I haven't noticed a big difference, but I haven't been searching for a difference either.
The Pyramid Head map isn't that high of a fall for it to last a whole slow vault over pallet duration...
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@supersonic853 said:
It does feel a bit longer but maybe because now im looking at it and it seems long. Idk if they adjusted it at all.
Yeah, like before the stagger slow barely lasted a second, now it's almost as long as a Clown bottle..
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2991419#Comment_2991419
It’s ok, cuts off about five seconds healing them. I just feel you’re really underutilizing it without a medkit and/or Self-Care (and Desperate Measures if you’re really going speed heal crazy).
If only I had all the perks, but I barely have half the killers and barely one quarter of survivors..
@Laluzi said:
Mood. I'd say that depips should be removed if someone disconnects in the first two minutes of the match, but depips should be removed period.
Seriously, the road to Iri 1 is paved with two steps forward and two steps back. Bad games are bad games, but it's so unfair when you get punished for something that is one hundred percent quantifiably your teammate's fault.
ANd than you equip a challange to take only No Mither, goodbye pips,
thankfuly I did that in just 2 games...
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@GoodBoyKaru said:
Sleeping survivors have full visibility of the killer. Awake survivors are the ones with intermittent vision.
Oh well, f me I guess, I should have known that since lot of players play Freddy amirite?
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@chatgiraffe said:
the darkness killer is hard to see. i think in nightfall survivors should see his aura at all times to make up for not being able to see around the map
Or at least have him appear more white when he is 15 meters or closer..
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2990866#Comment_2990866
Contrast > Brightness.
All monitors are different too, so is the condition of your room/light in your room.
Me and others are still able to loop, the point is it's meant to be harder. Not every killer has to be a weak push over, learn and adept... hasn't even been a week.
Nah I think I'll stick to complaining.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2990853#Comment_2990853
Cant say iv noticed as I loop him just fine even in nightfall. Maybe OP needs to check his tv settings lol
My 80 Brightness 55 Contrast monitor disagrees.
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So what, I asked how do I mindgame the killer, if I should predrop pallets, and they answered me like I asked a completely different question.
@Araphex said:
https://forum.deadbydaylight.com/en/discussion/comment/2990815#Comment_2990815
Since release, it doesn't glow anymore.
What do you mean, I can clearly and easily see the killer...
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2990832#Comment_2990832
Oh poor wraith, I remember his time in the sun. Made me happy to see him experience some control lol, love the original and first stealth boy in DBD
Wow, that's a big white raidiant, LED display 100% bright killer aura, woooow.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2990807#Comment_2990807
You mean the big meat sack that has a white aura during nightfall? I dunno look around? Works for me
I havent noticed any white aura on killer during nightfall, only survivors.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2990796#Comment_2990796
Well if you have learned everything you wont have any issues, I'm glad we could resolve this issue :)
What about the issue including I can't see the ######### killer?
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@[Deleted User] said:
Dredge is clearly visible in Nightfall.
Are we playing the same game?
@EntitySpawn said:
Windows of opportunity or learn tiles, great counter to nightfall.
As for the power you can bait it, predrop, hold W to the next tile and loop there. Mix in new perks to try confuse the dredge himself or have lithe to cover distance.
But you can still win without looping, just need an efficient team. Your goal is to last as long as possible, dont worry if you go down
I LEARNED THE TILES
also "just need efficiant team"
cool cool, very lot of those in soloq
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@Phasmamain said:
Nightfall isn’t too bad when you have knowledge of maps and where loops spawn. The main issue is his remanent making loops unplayable basically
I have knowladge of maps and where loops spawn, however I can't loop something I can't even see.
@TheArbiter said:
Windows of opportunity is amazing against dredge, completely negates nightfall
No it doesn't
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2989384#Comment_2989384
Said every jilted forum user called out for the "It's not just the first game, it's every game!!!" nonsense.
Nonsense? xd, I could go in the afternoon and show you that in majority of the games there is a chance most of them are campers/tunnelers.
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@Valik said:
https://forum.deadbydaylight.com/en/discussion/comment/2989115#Comment_2989115
Per minute.
As in - if you get camped and only have a small amount of playtime, it averages out how many points you earned and how much time you were actually on your feet as a survivor.
If you earned 8,000bp in 2 minutes while you have one friend that earned 16,000 in 4 minutes and another that earned 24,000 by escaping in 6 minutes of up-time, you all have a BPPM score of 4,000.
That's also the beauty of such a system.
If survivors get stomped and the match doesn't last long - the killer doesn't look bad to the scoring system.
If a survivor gets tunneled and dies - they do not look unskilled according to matchmaking if they played well while alive.
The difference between 2 killers with 4ks is how long the match went on and how well they played, NOED kills at the end will show less skill than a killer with 8 hooks and good chases with 4 escapes.
Survivors that allow their teammates to perish for hatch are seen as relatively unskilled.
By looking at gameplay time (Not hook time, by merit) one could easily tweak the scoring systems to weed out campers and scummy survivors while rewarding those that play the game right, even in the worst of circumstances.
If a survivor gets tunneled where,
bloodpoints,
S1: 24k 5 min S2: 21k 5min S3: 8k 4min S4: 26k 5 min
call that fair?
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2989123#Comment_2989123
So you don't know what anecdotal means, I take it?
I know what anecdotal means, the second game dredge tried to tunnel and 3rd game I had camping Nurse
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2989182#Comment_2989182
So.... telling someone to play how they want is cringe.... only past 2020 do you get stuff like this.
It's not the comment, it's the context of you ignoring my point of why I even wrote that specific scenario.
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@MakeDbDgreatagain said:
After all this years still sound bugs on basic mechanics?
- why is there most of the time no sound with the leatherface saw when hes behind you? bug for months now
- why is the heartbeat tripple as loud as the hatchsound? any reason to keep the hatch in the game at this point?
- and the most interessting for me why is the hatch even still in the game when every killer is slugging to get the sweaty 4k and on top of it why are keys still in the game? they slug you 100% when they see you have a key and only 2 survs are left. i would rather die and get into the next game instead on wasting the whole bleedout timer on the ground what is the same as holding hostage in my eyes but im not allowed to dc ty devs
- why is there still no casual and rank mode in the game.you could easily bring the average rank mechanic (before mmr) back to the casual mode and the mmr system for the ranked mode?
- why is there still no other gamemode? there are tons of suggestions out there from the community instead you bursting killer after killer out most of them without new maps. and then the new killer get played 2-3 weeks and then only rarely anymore.
ah yes split ranked and casual gamemode so in the evening I have to wait 10 minutes instead of 5 for a match as the less played side
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2989164#Comment_2989164
I mean play how you want. Nobody's stopping you from doing so.
That's pretty cringe you know, pretty cringe.
There's a reason why I'm not buying Oni or not playing Nurse with range addons...
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@Brimp said:
I mean... the killer isnt responsible for making the game fun for you. The roles called killer not babysitter.
I see, than I'll also play my only P3 killer Nurse with range addons and mock survivors in post game chat.
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@Alphasoul05 said:
I mean I rarely play this game but my very first match after 4 months I was being tunneled and camped by a Nemesis, but at no point did I think "I'm surprised" or that I didn't think they shouldn't have done it, because guess what? If you chase someone and lose 3 gens, you're screwed in that match no matter what you do. He could've just chased someone else, but they could've been just as competent lol
Yes but not everyone camps because they lost 9 gens in 12 seconds
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@ad19970 said:
What does that have to do with the new kilker? This is just a big problem of the base game. One that will hopefully be impoved on in the future.
Because in the second game I found the killer teleporting to lockers near hooked person?
@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2989092#Comment_2989092
This. The anecdotal experience behind one jilted player's game is a complete waste of everyone's time.
Anecdotal, hahahaahahahaha
@KateMain86 said:
That was the person behind the killer that did that to you. The new killer is freaking awesome!
Awesome at allowing you to teleport back near hook, even if the very close lockers are blocked..
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2987220#Comment_2987220
I exclusively play SoloQ when I play survivor, because none of my friends play DBD. That is literally irrelevant- I am not talking about the balance problems with the game, except that the matchmaking system cannot be built around them, because they need to be fixed anyway.
Don't even bring game ballance, according to the game ballance, my team should be escaping over 50% of the time.
@Valik said:
Seriously, if they made a BPPM system that measured the concentration of a player's scoring events by playtime - it would quickly deduce what survivors are able to accrue lots of points in the shortest amount of time are clearly better at the game, while those who waste their time and drag matches out longer without usefulness are clearly learning.
You could even keep the Badge system as a bonus to average out the scoring events and make playing well even more rewarding.
By placing 'Airlock' bumpers on matchmaking, you could use this system to create a 'Kiddie pool' of newer, low BPPM players that don't have to worry about being great | Low-end players that have a lot to go | Average players | high skill players | and sweatlord SWF hellscape where the top 5% duke it out in Valhalla - with little to no overlap between the bases.
Using BPPM would be the most eloquent and useful way to encourage people to play the game the 'right' way, encourage newer players to learn, accurately portray player skill, and safely determine the balance of a match by aggregate BPPM scores of both sides.
Bloodpoints per match? You mean "you're bad because you got 8000 bloodpoints last game", but also you got tunneled/camped.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2987192#Comment_2987192
Nope. The survivor that did four gens, healed ten health states, unhooked five survivors, and ran the killer for ten minutes before dying is - according to the MMR - a survivor who lost. So they lose a little bit of MMR, but that one match isn't going to have a huge impact on their overall placement or matchmaking. If they're the kind of survivor that can CONSISTENTLY do all of those things, on top of knowing when to do them, they will not be losing most of their games.
If they are losing most of their games, that one game was a fluke and shouldn't impact their MMR that much.
Seems like you never played in soloq.
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@TheSubstitute said:
Just to be on the safe side I'd remove the names. For the 191 point person let me guess, downed quickly and suicided first hook?
They have been downed 2 times actually.
As for the names, there could be 4 people named same because Steam exists and you can have any name you want so censoring the names is kind of irrelevant.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2987136#Comment_2987136
They lost, though. So they can't raise in MMR/grade/whatever, and so camping is clearly a problem either way.
Kill based matchmaking doesn't incentivise camping, the fact that kills are one side's win condition incentivises camping. Again, it's a problem either way.
Survivor that did 4 gens, healed 10 health states, unhooked 5 survivors and ran the killer for 10 minutes is by the MMR bad because they have been camped to death.
Nah it's certainly a MMR problem,
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2987038#Comment_2987038
Why would you pin the cause of that problem as MMR, and not camping?
Because a camped survivor would still have chases and maybe some gens.
Because kill oriented matchmaking promotes camping.
@MindGame3301 said:
https://forum.deadbydaylight.com/en/discussion/326274/why-mmr-tho
It's to balance the game for all 5 participating players. The score categories are far from actual skill representations.
If a killer gets 8 hooks and everyone leaves then that killer doesn't suffer having to go against harder teammates for knowing how to play. Balancing around all 5 players is the reason it's so tricky. If I die then I get a easier killer, if i escape I get a harder killer. If killer kills two or more survivors depending on where their mmr sits then they will either gain or lose mmr. The results are better for long term balancing.
Solo MMR balancing may be a truer representation of skill. If I die more but my games result in more three escapes on average then it would be interesting comparing it to someone who gets out more, but their games might result in more two escapes on average.
(By skilled i mean you can hold you're own in solo and have mechanical skill, time management, situational awareness etc.)
--I like bloodpoints!
Do you main Clown as the killer?
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2986467#Comment_2986467
Nope, I said the reason why emblems are bad for matchmaking. Situations where you can't reach high emblem score because you're rarely in a position where filling a certain emblem is a good idea (say, you're rarely in a position where you can heal or unhook and instead you're focusing on gens or running the killer) will unfairly punish you if your matchmaking rank is based on the emblem score.
It'd be tempting to counter that statement by saying situations like that aren't that common, but it doesn't change that the emblem system heavily incentivises certain actions regardless of whether they're a good idea for the specific match you're playing. Either you're unfairly punished for adjusting your tactics according to the match, or you make the system so loose that you can rank up even after you lose provided you did an arbitrary number of meaningless actions; neither is good, and basing matchmaking on overall winrate is clearly the better option. This is all, of course, assuming that the emblem system actually measures good play, which it often doesn't- especially on the killer side, where it's a lot more unfit for purpose.
Remember that the point of the matchmaker isn't feedback or reward for playing a certain way. All it cares about is how likely you are to win the match, because putting together players with a roughly equal chance of winning is the entire point and function of a matchmaking system, in any game.
Cool I play 100 games get camped in 90 and now I have to win 90 games without any losses to stop having potato teammates,
ELO is such a good matchmaker, wow.

