Avatar

JohnWick1654

JohnWick1654

About

Username
JohnWick1654
Joined
Visits
292
Last Active

Comments

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2983001#Comment_2983001

    https://forum.deadbydaylight.com/en/discussion/comment/2983004#Comment_2983004

    That's great!

    I don't really see what these posts have to do with the reasoning behind DS's restrictions, though - I thought that was the topic being discussed.

    Well you justified the 900 restrictions making you a walking useless meatshield in tight situations because you can get healed to injured if the killer picks you up, stun the killer and waste little bit of their time.


    But in tight situations, killer is close and could go for you,

    you can't tap that regressing gen, you can't pick up your teammate from the ground,

    but why?

    because you are playing a perk that 80% of the time isn't even going to be used.


    cool cool

  • @SimplyPixelated06 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2982993#Comment_2982993

    If you just don't go for them within one whole minute (wow such a long time) you have nothing to worry about....

    there's a technique, very hard called "slugging"

  • @Raccoon said:

    Pretty wild how they'd put so many restrictions on a perk that prevents you from taking a hook state while simultaneously giving you a health state and stunning the killer (usually after wasting some amount of time in chase).

    If by wasting time you mean being absolutely obvious that you have ds and for sure getting slugged while they can get injure/another down before they come and hook you?

  • @katoptris said:

    You're progressing the game so yes it getting disabled. The perk isn't supposed to be some invulnerability tht protect you. If you are healing someone then you aren't getting tunnel sorry.

    Dead person under hook?

    @WeenieDog said:

    The only part about ds I disagree with is the tapping to heal but not fully healing.

    Healing 1% or 99% doesn't progress the game in survivor's favor. Being 50% healed doesn't mean you can take a hit and end up with 50% health.

    I'd rather them have it so ds is removed on a completed state regardless of who does it to the person.

    It's like, do I leave the person on the ground and lose the ability to stab killer if he tunnels me,

    or pick up the person, get tunneled because my perk deactivated,

    now talk about the perk's usefulness for that matter,

    you have DH that can always give you 3 seconds extra time,

    and than you have DS that either works because the killer is tunneling you and everyone else is safe,

    or a useless perk that got disabled because you picked up someone, did an action that takes 1 seconds and you get punished for it,


    and, you can get punished for not picking up the survivor, you don't pick him up, the killer picks them up instead while downing you, and than waits out DS, what a cool perok...

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2981995#Comment_2981995

    Not even slightly, man. There could perhaps be an argument for losing in that circumstance not decreasing your MMR as much as losing under other circumstances - an argument I'd agree with! - but you still lost.

    That's how it works in every game, you don't get handed a victory screen just because you got some sick headshots or pulled of a great flank, you and your team still have to win the game. Same for DBD, if you lose you lose, and bad teammates can lose games.

    Yeah but that's exactly the only real and biggest issue team based games have.

    @Brimp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2981995#Comment_2981995

    Yes thats exactly why mmr is not good in this game. Its less of skill and more of "who can get to the tile faster"

    If the survivors though, don't understand that they have to run towards pallets and windows, and rather choose to run to an open area, I am the one being punished with them MMR wise..

  • @spilledthemayo said:

    been saving up my shards just so i can purchase the dredge as soon as he releases since he looks like such a unique killer and overall looks fun to play. I play on playstation but for the people who have tried them out on the ptb how does he play? is he a fun killer to run with?

    I might save up for Oni instead, so I can show people how strong the killer is..

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2981892#Comment_2981892

    Earlier today i had a match as Huntress on the Game. After the match i got accused of having weird hatchet hits, since "they went through everything".

    Huntress hatchet hitbox officially is trucksized but simultaneusly fits through small gaps.

    hehe, the hitbox on objects is usually small, but on survivors it's variable because of ping

    you also have people who play on wifi, but don't know what packet loss is

  • That's an excuse, most maps have fairly similar spawns of everything even if it's RNG,

    you run for 10 seconds, pallet, you run for another 10 seconds, pallet, you run for another 10 seconds, 2 windows...

    @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2981904#Comment_2981904

    Well... yeah. Sometimes you get bad teammates and you lose the game because of it, that's how every other multiplayer game works too?

    That being said, the devs did say something about wanting to look into team-based adjustments to MMR so situations like that are less 'punishing', for lack of a better word.

    Well yeah... that's like saying,

    "well it's just how it is you go to work every day, but sometimes the day you worked 8 hours in isn't gonna add to your paycheck"

  • @Lima24927 said:

    what is this ? does anyone knows ? recently ive been getting lots of "gifts" but no information of where they come from, anyone else getting it ?

    login reward, you got Iri shards too

  • @AshInTheTallGrass said:

    *** Answers will be anonymous to encourage honest opinions ***

    Whenever someone posts a thread complaining about a perk, someone comments about how "such and such" perk is just as bad/broken on the other side.

    Example:

    "NOED is so broken because it rewards bad plays."

    "Oh, really? Then give up your DH because that rewards your bad plays."

    Some people probably don't even both to engage in posts like that because they are inevitably heated and unproductive. Nothing gets solved, no minds are changed, and it's inevitably viewed as an "us vs. them" post. So I'm making this poll because I want to know how people truly feel. Just because someone is loud doesn't mean they are right--and it doesn't mean it's a majority shared opinion. So what's your opinion? Be honest.

    Can already see the ratio,

    though claiming that both are broken, heh, noed is broken only when you play with bloodwarden and the hex is hard to find,

    otherwise it's actually almost nonexistant, maybe 1 free down..

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2981859#Comment_2981859

    Both. Individual good play can lead to escaping, and good team play can lead to escaping.

    In fact, I'd go so far as to say that at a certain level of skill, both are required for escaping.

    That's just for survivor, of course, for killer it'll be both different and much simpler.

    What do you mean both? I just had a game against Oni, where he injured survivor, than was too close for her,

    so I sandbagged him in door, than I ran him for a hot minute, he gave up,

    did half gen, unhooked like 5 poeple, healed like 3,

    360d him more than once durning his Demon Dash, made him leave me from chase, and deplete his whole power after that,


    than after he killed all 3 he just let me slug on ground instead of hooking me,

    so after all that, I lost because I died, and I didn't get any pips in grades.


    You clearly need good team..

    @mischiefmanaged said:

    Oh another one of these threads.

    A couple of months ago they turned off MMR for two days and used whatever grades people had acquired throughout the month. The matchmaking became so bad during those two days that Otz, a well known streamer who does kill streaks, immediately won 25 games in a row as Artist where he mostly didn't have to try. If you consider what this means, it means that he, not intentionally, bullied baby survivors for 25 games for a Youtube video.

    Again, he didn't do this intentionally. But, that was the result.

    Whenever MMR has been on, he has a very difficult time doing this. Based on just the experience of watching this, I think it shows that MMR does a much better job performing matchmaking than the rank-based system.

    So you can argue about what "should" or "should not" count but the results tell the story by themselves.

    If you believe that this is an OK state for a matchmaking system to produce, you and I have fundamentally different opinions about matchmaking. It seems the developers do not believe that the above is OK and have chosen to go with a system that, while not perfect, also does not produce the above.

    And, I feel this is also important, a higher MMR has no reward. You don't get "rewarded" for surviving or getting a 4k beyond that those actions get you more pips and bloodpoints.

    Well you clearly see how wrong of a move that was, and how stupid it is,

    rank people based on literally how often they play the game, because even a noob can have Iredescent grade...

    @Rogue11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2981870#Comment_2981870

    Grades don't work the same as the old emblem system. There's no deranking, and everyone resets back to the same starting point.

    They also did this test right before a grade reset, meaning everyone that plays survivor somewhat regularly was stacked up at iri grades. This lead to a system more akin to random matchmaking than the old rank system.

    A better test would have been to start few days to a week after a grade reset, where presumably, players would be the most spread out across the grades. Or just re-enable the emblem system to get a true test.

    The way this test was performed almost seems like it was set up to fail, so they could tell us "see how much better our mmr system is?".

    Yes it was definitely set up to fail,

    weather if it was intentional or not,

    You see, @rebel581 should know this too, that since MMR was based on escapes,

    people that died alot had easier games, people that didn't kill alot had easier games,

    and what do you get when the games are easy?

    you get pips and higher grades,

    And what happens when a player that has easy games, is Iredescent 1 because his games are easy,

    plays suddenly in Grade matchmaking? They have chance to meet beast players like Otzdarva...


    So yep @Rogue11

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2981844#Comment_2981844

    Then they are lagging. I´ve seen weird hits from both perspective. It always looks weirder for the person with the biggest ping.

    Even on low ping tho, like I rarely get pings over 100 on dbd

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2980691#Comment_2980691

    Escape emblems, sure. But what if they only did gens that game because that's what the team needed? No altruism, no boldness, no chaser. Are they worse? What if they played around their emblems more but then the gens didn't get done? Is that somehow more skilled? The devs have run tests and looked at their data before. There's little to no correlation between high emblem scores and high escape/kill rates

    You could just straight up ask, What about current Grades?

    Some games, I repair basicaly all gens in the lobby, get some saves and heals,

    barely see the killer, and dodge him stealthily, using stealth.


    And get 0 pips, only safe pip, but no progression...

    @Kilmeran said:

    https://forum.deadbydaylight.com/en/discussion/comment/2980704#Comment_2980704

    It doesn't in Overwatch. Its matchmaking is absolute garbage.

    I can't speak for the others you mentioned. I don't play them.

    Nah, matchmaking based on outcome in team based games is just cringe,

    sure it works, but does it work perfectly? no.


    @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2980704#Comment_2980704

    I would like to quickly cut in and say that those games are not a good comparison to DbD at all.

    The big difference is, that all the mentioned games are symmetrical games, whereas DbD is an asymmetrical game.

    This means, that in a game like Overwatch you get into a 6v6 matchup, where every player has about the same strength level. Therefore in any form of 1v1 engagement the player who outplayed their opponent, so the player with more skill, gets to live while the other player dies, meaning tracking for kills / deaths alone is an accurate indicator of that individuals skill level.

    In DbD we do not have this kind of thing. What we have is a 1v4 matchup, meaning one player has to hold a rather significantly higher strength level than one individual from the other side. In this scenario the one player playing Killer will defeat any of the other 4 players in a 1v1 engagement not because they are more skilled than they are, but because they are heavily favored by the game and its mechanics. Just looking at who lives and who died in this case is therefore not a good measurment of skill, at least not for an individual Survivor. It could work if it was changed to judge the entire Survivor team based on the overall outcome like it does with the Killer (to allow a victory even for that one individual that got hardfocussed and stood no chance but therefore allowed everyone else to escape), but that is not how it works right now.

    Now of course we could balance DbD around the 1v1 interactions, as the Devs have been trying to. In this case seeing who lives and who dies from the Survivor side would actually be a decent way to determine their skill level, however thisno longer works for Killers who are judged soley on kills. You see, if we balanced this game around the 1v1 interactions and made the determining factor for a hit be whoever outplays the opponent, then the Killer would struggle immensly against the Survivor team due to being outmanned as heavily as they are. Killers would end up getting obliterated by teams that are even just somewhat close to their skill level, meaning now this MMR system would put the Killer up against a bunch of much worse Survivors, because those are the only ones the Killer can achieve a victory / draw against in this system.

    In order for DbDs MMR system to be comparable to games like Overwatch, LoL, etc. we would need to change the MMR system first to actually judge both sides on the same basis, meaning Survivors would need to be judged as an overall team rather than four individuals.

    Yeah, exactly, and don't forget just because other games use ELO doesn't mean it's good..


    @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2980740#Comment_2980740

    They're not directly comparable, no, I wasn't comparing them to DBD- but they are team games, which was what MMR is supposedly a terrible fit for.

    Though to be fair, Overwatch and other team games don't measure kills/deaths, they measure wins/losses. DBD has its win condition directly tied to that, but other team games don't, it's all about tracking who wins.

    As for the 1v4, I think that it's not actually as insurmountable as you're making it out to be. If every survivor goes in with an expected 50% chance of winning, that means that the killer's expected outcome is a draw, and the actual result is actually dependant on the specific actions taken within that trial instead of one side being massively favoured.

    And what actions are you talking about good sir?

    The individual or team reliant?

    @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2980740#Comment_2980740

    Just FYI one of the things the devs mentioned in that big MMR blog post was they actually are working on tweaking MMR so that survivors go up or down as a group versus as individuals. That way someone who sacrifices themselves to save everybody else still can have their MMR go up.

    I just played one game where I almost died as I bodyblocked to the point where they finaly wiggled out, I got 2nd stage hook,

    and with great efforts, and more gens done, even pickups in the powered exit gates phase while injured,

    I escaped through hatch, leading in draw,

    I could have went through gate but you see the killer was kind of standing inside it and the other was closed....

    @Brimp said:

    Yeah idk why they added mmr when teammates isnt the only RNG thing in the match.

    What else is RNG, because I don't think maps are RNG.

    @KateDunson said:

    Rank based matchmaking was way better, sbmm is just causing frustrating games, sweatfest, cheaters, sub cheaters, stale meta that consist in facing the same builds and killers over and over again.

    I had 7000h back in September when sbmm came out, today at the time I'm writing this post i have 7100h, i think this says a lot.

    Don't forget camping and tunneling killers.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2980546#Comment_2980546

    There seems to be a misconception between what a killer can do vs what survivors think, the killer can do. Like, that Nurse has auto teleport to the survivor or that the Huntress hatches have truck sized hit boxes. If those people would try to play those killers (which are free), then they wouldn´t make those assumptions.

    No they are sometiems right, sometimes the hitbox of hatchet extends to the size of the bus loop at Autoheaven,

    sometimes it flows right next to your face as if the hitbox was smallest,

    sometimes Nurse hits you from Freddy Kruger distance,

    rarely but sometimes I guess could happen that Nurse right next to you misses.


    But yeah, just calling them op undodgable is kind of cringe.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2980691#Comment_2980691

    Seems to work out alright for games like Overwatch, League of Legends, Smite, Rocket League, etc?

    Seems


    alright

  • @jesterkind said:

    Because those things are great at giving immediate feedback, but get unwieldy if they have to function as a matchmaker. This is provable, because the old matchmaking sucked.

    The reason MMR systems only look at win/loss for the most part is because over a large group of games, winrate is the most universally applicable proxy. You aren't punished for playstyle, different characters with different abilities (killers in this case) aren't penalised based on what their abilities are designed to do, and it's hard to continually get false positives-- and if it isn't hard to do that, that's a balance problem, not a matchmaking problem.

    TL;DR because it works better to do it this way in most cases.

    MMR is the worst matchmaking to give to any team based game,

    @Mattie_MayhemOG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2980602#Comment_2980602

    It is more accurate if you are new to the game or not very skilled. The whole reason they changed to MMR was to keep new players from being swashed until they learned the mechanics of the game. Most players that get steamrolled early wont stick with the game and they prioritized those players over those that have been longtime users.

    What is this "more accurate" thing you're talking about?

    @Carrow said:

    It's easier for BHVR to pretend that this system is working, as opposed to admitting that the matchmaking has become significantly worse than back with the emblem system. And with a slowly decreasing playerbase, they are going to keep on expanding the range of the matchmaking leading to even more and more unbalanced games. SWF it up or leave it at this point.

    SWF it up or leave it at this point.

    Sounds like a very healthy game when your option is to either suffer or have friends that play at the same time you play.....

    @[Deleted User] said:

    Because completing tasks out of context doesn't equate to skill. It shows that you *can* do those things, but you need to know when you *should* do things in the greater context of the trial. If player A and player B both score consistently the same on emblems, but player B escapes at a 30% higher rate, then player B is probably more skilled.

    If player B escapes at higher rate than the player B will get more escape emblems, thus climbing ranked ladder faster, thus matchmaking is working..

    @TatsuiChiyo said:

    Because tracking all of that stuff is probably hard work, and these devs onky care about quick and easy solutions to problems.

    Much easier to track kills/escapes than anything else. Just like hockey, they onky track the scores a player makes right?

    Hard work, yet it used to be like that,

    yet games like CS:GO have GLYCKO2 instead of ELO...

    @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2980607#Comment_2980607

    For a few reasons, including:

    • The sole purpose of MMR or rank is to make it so players of equal rating have reasonably close escape/kill results at the end. Trying to measure everything else under the sun just dilutes away from what you're actually trying to measure, namely the kills and escapes. Too many parameters does not necessarily make a rating system "more accurate", it just makes it more complicated.
    • When matches involve players who are all in the same MMR bracket the results are normally close. This is evidenced by the experiments the devs did where, when the MMR brackets were severely tightened, the consensus was the players were all closely matched (or, as some people said, "I'm only facing the same sweaty survivors and having to try hard to win". Which implies it was a tough, close match for the killer.) When the brackets were loosened the resulting matchups were much more chaotic.
    • Anecdotally my matches are noticeably better now than under the old Rank system, especially with the rank resets screwing up the rankings every month.
    • Also note than every killer character in your roster has its own independent MMR, something that doesn't happen with the emblem system.

    Emblem could have included ranks that didn't reset,

    system could have been heavily rewarding wins, but also taking into consideration when 1 out of 4 players did basicaly all the work,

    etc. etc.

    @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2980625#Comment_2980625

    Absolutely not true, as shown by how a bunch of high skill players now complain that they have to "sweat to win". The obvious reason they have to try hard to win is because they're being matched against equally high skill players due to the MMR, something that didn't happen as often in the old system.

    I have to sweat to win so hard as survivor, because one DCs, the other gets downed 5 seconds into chase and the 3rd is discovering lockers for the first time.

    Meanwhile, I switch to killer, play Michael Myers with 0 Perks,

    boom, easy 4k, no pressure, wasn't even sweating or tryharding.


    Yeah seems that the MMR is working guys...

  • @dugman said:

    Because the MMR is actually more accurate than the old rank system that you’re talking about.

    No it's not? Tell me why is that you think outcome>performance

  • I guess people wanna have unballanced matches..

  • you sound a little hurt,

    also you can't really know if a killer is friendly even if they act like they are,

    I nod at survivors I down, after they spam flashlight at me with clicks.

  • @TeleportingTurkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2980523#Comment_2980523

    That's not how nurse works, but k, let's agree to disagree.

    I played as and against Nurse numerous times, they can be dodged, but a good Nurse will make it hard or impossible at close distances.

    yeh

  • @TeleportingTurkey said:

    The end of the spectrum should be "game is tryhard sided".

    Whoever decides to use the most broken stuff and strategies wins, no exception.

    And in games where strongest Nurse mains with best addons and strongest build plays against legacy 3 SWF that has won every single tournament, while all are running the best perks possible, no balance talk is valid. At this point those matches a flip of a coin where whoever gets the better map and spawns wins.

    You can physicaly dodge a Nurse without any perk, it's just harder the closer she is

  • I could tell you why I was scared to put it in my first thread,

    and would like the answer since I haven't gotten any..

  • @Mister_xD said:

    The "Us Vs Them" mentality essentially splits this playerbase in two groups: the "Us", referring to us poor Killermains / Survivormains, and the "Them", referring to the opposing side, the evil Survivormains / Killermains.

    This way of thinking makes one always think in a class mentality, with you belonging to one big group and someone else belonging to the other group, which is obviously wrong, toxic, evil and can not be trusted. ever.

    People making use of this mentality tend to completely forget that you can not just rip the community apart like this, a vast majority of us players do play both sides and just because someone might prefer one side over another gameplay wise does not give you any insight in this individuals way of thinking or playing and much less the ability to judge them.

    An example of this would be "Why do Killers have to be so toxic?" - in this example, the "Us", the victim, would be the Survivors who have to suffer at the hands of "Them", the bully, which is the Killer. It paints a picture that every Killer player was this way and blames the entire playerbase, instead of the one individual who has been toxic towards them. (This problematic way of thinking does go in both directions, so you could just as well take this example and insert "Survivors" for the word "Killers").

    This is usually used as an easy way to A: farm sympathy points from like minded individuals or B: collect salt from the side of the playerbase you just insulted.

    It's a bad and overall unhealthy way of thinking.

    Well I do believe a noticable portion of players are toxic but I don't think everyone is,

    sometimes though it just looks like that, and that's not really fun you see.

    But yeah, I get the struggles, from killer to survivor main I can see the both sides clearly.


    However, sometimes poeple just think you are "us vs them" mentality,

    which is stupid if it's literally because for example you played 20 games,

    and in every single one of these games or one less, on that extra day,

    all killers camped....


    The preposition all is used because you literally faced only campers all day, but could be seen as "us vs them" mentality that only remembers the bad experiences and uses hyperboles.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2980432#Comment_2980432

    No....That's just saying your team mates are bad. That's not pitting a side against a side. That's not viewing the game through one sided glasses.

    It would be like no matter what. You support the survivor side....And you had a game where all 4 survivors were just t bagging and clicky clicky the killer all game. Then the killer finally gets a hook or a killer and they hit them on hook....And you go OMG HOW DARE THE KILLER BM AND HIT ON HOOK. But don't say ######### about the survivors acting on obnoxious all game.

    Could you check my other post, as I brought the whole thing I made with me there.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/326259/can-someone-tell-me-what-us-vs-them-mean

    It's exactly as it sounds....? It's literally anytime someone makes an "us vs them" comment/post...

    As an example the people who will post something like "killers are ######### for camping !!!"

    @DrDeepwound said:

    The way some see the game balanced through one sided glasses.

    It is easy to have an opinion on something but not see it correctly. Players should master both sides of the game before demanding changes.

    US vs Them is the two sides colliding, while those of us in the middle have to listen to all the screaming and naive recommendations.

    Many of us play both sides and can understand a survivors qualms, but also grasp what a killer confronts too.


    Does complaining about bad teammates in soloq fall into that category?

    I did mention that the game is survivor sided but only if all the players are good..

    Which is kind of a solid argument rather than us vs them crying about other side being op.

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2979512#Comment_2979512

    If you don't respect people for using unfair things in DBD (Which why would you but idk how else to word this) then that's a lot of respect to not give.

    Also I think Oni is pretty balanced but you're entitled to your own opinion!

    Look at me I'm good at the game, oh wait I'm not because I abuse these unfair things in videogame, could I have some respect please?

    Ok, Oni being ballanced is your oppinion.

    @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2979512#Comment_2979512

    Oni is balanced. Do all you can to stop him getting the first hit (throw shack pallet at 5 gens if you really must), heal whenever you can, split up when he has his power to avoid an infectious fright slugfest. Pretty consistent counterplay.

    Nope.

  • @SMitchell8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2977724#Comment_2977724

    Yeah they towards the top of the camping/tunneling leaderboard for me lol.

    Yeah it's lol, but it's also sad as PH isn't even a weak killer,

    perhaps the Silent Hill fans are bad at DBD?

  • @Chadku said:

    Surge doesnt work on Special Attacks and the 32m isnt enough for the big maps with spreadout gens.

    Even in small maps, surge gives no value if the gen that explodes is being repaird or gets instantly touched

  • never said anything about hating Oni players, I just don't respect them

  • @Corny_Boi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2977715#Comment_2977715

    Because Surge is much more consistent than Oppression, it works wonders with most M1 killers and pairs well with perks like Ruin or Thrilling Tremors, as opposed to Oppression which barely even works since good survivors don't just leave gens with progression throughout the map and its easily countered by just touching it, when Surge at least gives you an 8% regression. Ultimately, both of these are weak and niche perks, but Surge clearly edges out in terms of power and how much it's used

    Clearly never used Surge

  • @toxik_survivor said:

    https://forum.deadbydaylight.com/en/discussion/325973/attempting-to-master-the-oni-again

    I swear bro every Oni I play is a 5k hour Oni main that claps everyone in 5 minutes. But I actually like him alot, I probably respect Oni Mains the most.

    I don't

  • 50% of PH players I meet are campers

  • @Corny_Boi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2977654#Comment_2977654

    That's not how this works, this tier list is comprised of relatively weak/situational perks when compared to the meta or stronger ones, just because some are above others doesn't mean they are good, at most it just means they are more consistent and see more play.

    If the perk is consistant and sees more play than why do you put Jolt above Oppression in a tier list that compares meta perks, which are also usually consistant?

  • @Corny_Boi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2977258#Comment_2977258

    Because you can barely get any value off of those perks consistently as opposed to Surge. As for insidious and mad grit, idk you must have reading comprehension issues because it clearly says "meh", not good.

    It doesn't matter, there is no neutral category so they are either good or bad.

    Mad grit:

    when you can have games with 0 bodyblocks.

    If you want it extra good you need to pair it with Starstuck taking up half your perk slots already.

    Insidious:

    Literally insidious, one time trick, doesn't work again, countered by Kindred if camping hooks.

    Overwhelming Presence:

    toolboxes, medkits used outside terror radius, flashlights don't die before blinding you at least

    Jolt/Surge:

    32 meter range, can be downed next to dead/done gen


    meanwhile

    Oppresion:

    Kick gen multiple gens with single kick, unlimited range.


    Grim Embrace:

    weaker Dead Man's switch but still it's lot of skillchecks.

    can catch survivors off guard the first time.


    Gearhead:

    Yeah I guess it's meh, but depends how you use it.

    Firstly a great skillcheck reveals aura?

    That's info, if you're not in chase - Discordance needs 2 people on same gen, Gearhead can work on single manned gen.

    (even in chase if someone wants to be cheeky and repair gen next to you, hits great now you know)

    Gearhead's aura reveal + killers like Huntress.

  • @Corny_Boi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2976798#Comment_2976798

    Can you explain what you have agaisnt where I chose to put certain perks?


    why is

    • Grim Embrace
    • Gearhead
    • Opression

    Bad.

    why is

    • Insidious
    • Mad Grit
    • Overwhelming presence
    • Jolt

    Good.

  • @TeabaggingGhostface said:

    Remove the obsession requirement from dark devotion and its instantly good

    Dark Divotion, Sloppy on Nurse

  • Did you take this tierlist seriously halfway and than randomly slapped the ramaining perks in random tiers?

  • @Sluzzy said:

    I had a match today that didn't sit well with me. No, it wasn't due to being camped to death and neither was it a Blight slaughtering everyone at 5 gens remaining. Not this time.

    I was on an awesome team and the killer mostly played fair. He didn't tunnel or camp anyone. Everyone stayed alive as long as they could in chase and they were glued to gens when they could and was never idle. He even abandoned chase with me because of Tinkerer. There was two different occasions where I had a gen at about 90% and it would have finished but he had the hook perk that removes objective progress and I watched this gen go from about 95% to about 75, and then he walked over to the same gen and removed even more progress and it becomes 50%! Two perks stacked together with POP! This is not fun to witness. So not only did we have to deal with Ruin at the beginning, but it was also POP and Scourge Hook. This is bad and I hope that the meta reworks is truly going to put an end to it because I am very tired of a decent team losing an entire match against a mediocre killer being carried by perks. The Demogorgon places portals next to the gens so he has all-seeing map wide information of what all is going on making him have a very unfair advantage.

    Demogorgon should not be able to put portals close to gens, which is the survivor objective.

    You can see from our tally screen we all had a lot of points. It was not a bad match, there was a lot of chases and it was mostly a good game. However, the survivors still lost horribly because 2 gens were left unrepaired on the map. The hope dwindled away fast when people started dying which reiterates the point that there shouldn't ever be a point when the match is unwinnable.

    The killer won because he had all slowdown perks. We could not finish the gens because he was stacking them and he had tinkerer which basically leads a horse to his water. This is a reminder that BHVR better use this opportunity to make this game fair by preventing slowdown perks from being stackable. It is too much advantage.

    It is NOT fun losing because you were outclassed by perks. When in this case, the survivor does not have a means to overcome it.

    https://us.v-cdn.net/6030815/uploads/11VTLAFCL2OO/tally.png

    the 14k bloodpoints, you call that lot of points?

    I get close to that number after getting tunneled

  • @MrMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2975829#Comment_2975829

    You refuted my arguments, I guess you're right. It isn't possible to reach high mmr. Might as well not bother posting complaints to this forum anyway then right? It's not like it'll change anything. Just accept the MMR you happened to end up in and be done with it. It's not like you can increase it, since there are three other players negatively impacting the games every time. In a team game like this, a single player simply can't have enough impact to win a game that would otherwise be hard to win. So once you reach a certain MMR, you're done. You can't go higher than that. So why bother trying? Well. Hope you find a way to make the game enjoyable at the MMR you're at. It's not possible to increase it anyway, except with blind luck. So no need to worry about it.

    shut the ######### up man, this game wasn't always like that, that's why I'm here

  • @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/2974991#Comment_2974991

    I meant why does the hacker load into a game just to instantly end it

    It's the people that enjoy winning no matter what, people that didn't learn to lose.

    "Can't lose."

  • @KerJuice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2973634#Comment_2973634

    Before the nerf, it helped us solo Que survivors that the OP speaks of- team players who actually played well, but got stuck with 3 sacks of potatoes. That’s not a pity escape. I’d like to think that was implemented for us who did our best to carry the team, but our mates were too bad to give us all a fighting chance. It really feels bad when you go for proper safe hooks, do totems, run the killer, do the secondary objectives of certain killers (Pinhead), do gens etc. just for your teammates to muck it all up by being too scared to save each other/gens, not even look for devour/ruin, & pulling each other off in the killers face before he can take 3 steps.

    Even after all that the hatch wasn’t a guarantee. You still had to find it first. I can’t tell you the amount of times I told myself out loud “damn, I deserved this escape,” after the b.s I just went through with the other 3. Now, it just feels like we get nothing for our troubles. Just “lucky to survive” and nothing more. MMR stays the same so potato salad again for the next match. Prob doesn’t matter any way since matchmaking is terrible and the range is increased vastly during off peak hours. But I’d rather it be a win. Could have been worse I guess, could’ve been completely removed.


    It really feels bad when you go for proper safe hooks, do totems, run the killer, do the secondary objectives of certain killers (Pinhead), do gens etc. just for your teammates to muck it all up by being too scared to save each other/gens, not even look for devour/ruin, & pulling each other off in the killers face before he can take 3 steps.

    Exactly

    Could have been worse I guess, could’ve been completely removed.

    Since killers can close it that won't be a thing.

    @MrMori said:

    You can't obsess over individual games like this. How many games did the gens get slammed and you got out with no effort that you don't remember?

    If you do gens, play altruistically when necessary, bring DH and DS at the very least every game, ideally BT as well, and get good at chases, and TAKE CHASES, when your teammates are on death hook and you aren't,then you'll win more games.

    Think longterm. And if worse comes to worst you can always go for the hatch 50/50, but honestly I'd just try to get the gens done anyway. Think if everyone played for hatch.

    Also note time of day greatly impacts game quality. At certain times og day the games as surv feel unwinnable.

    It's like when people obsess over rank in any game, your rank is a representation of your skill. Play to get better, but also play to win. They are both equally important because being better makes you win more. looking at each game as either a failure or a success based on the MMR you gain or lose will just burn you out.

    Getting tunneled is a chance to practice chase. Bad teammates can help you improve your decision making skills by putting you in tough situations. Yadda yadda. You get it I hope.


    You can't obsess over individual games like this. How many games did the gens get slammed and you got out with no effort that you don't remember?

    So few that after playing for a week I can still fit all the games on a single page gamer.

    If you do gens, play altruistically when necessary, bring DH and DS at the very least every game, ideally BT as well, and get good at chases, and TAKE CHASES, when your teammates are on death hook and you aren't,then you'll win more games.

    As if I don't already do that?

    Also note time of day greatly impacts game quality. At certain times og day the games as surv feel unwinnable.

    Cool, tell that to the people that get 1 hour free time to play DBD

    your rank is a representation of your skill.

    wrong

    Getting tunneled is a chance to practice chase.

    Bad teammates can help you improve your decision making skills by putting you in tough situations.

    Alright let's go, I'm being chased by this killer,

    hmmm, have been chasing this killer for 2 minutes now,

    it's ok, they were looking for gens,

    ok I'm down my teammates did one generator,

    only chased the killer for 5 minutes,

    everyone knows it takes 300 seconds to repair a generator.

  • Why even load into the game?

    Idk, I could play 100 games and see 0 hackers, maybe that's why..

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2974889#Comment_2974889

    You've obviously not done everything right if 3/4 Survivors died

    Ofc, because the 3 other afk it's my fault


    @SimplyPixelated06 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2974889#Comment_2974889

    Yeah if gens aren't progressing then you and your team are just screwed at that point.

    stop putting you in team if your team is the only one screwing

    I will give you a project, and a team, you will be the only one ######### individual working on the project,

    and after you fail, I will tell you, "you all have failed"

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2974750#Comment_2974750

    It was your team's fault you lost, and so a Hatch escape is an undeserved pity escape for losing, I don't know why it's so hard to understand

    It's not pity reward if I've done everything right,

    that's like, washing 12 cars, and paying them 20$ instead of getting 20$


    @SimplyPixelated06 said:

    In solo-queue it's kinda required to play selfishly to escape. And decisive strike is always a needed perk. And then you have 3 slots left for a healing perk, an exhaustion perk and then I like to take either small game or borrowed. Unfortunately just kinda the way it is with how solo queue is atm and tunneling/camping, you can't really experiment with perk builds and go for difficult saves if you want to escape to rank up, I'm currently working on ranking up survivor as I'm rank 1 killer and bronze 2 survivor as I just tend to find killer easier to rank up on.

    Perks don't matter if the gens are stuck in time

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2974234#Comment_2974234

    We've had like maybe 4 iterations of ranking systems now throughout the years and MMR is probably the worst one of them all.

    yeah, but perhaps they did it for faster queue times due to smaller MMR difference or something..

    @Barbarossa2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2974242#Comment_2974242

    If you can't see your mmr you can't complain about match balance, Ranks you could.

    Oh really? So observing that your survivors are literal trash every single game doesn't give you the idea where you are in the MMR?

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2974399#Comment_2974399

    100%. Although, we can still tell. It's very obvious when one or two players on either side are out of place. I don't get the decision to hide it at all.

    Tell me about it, is it the guy who gets hit and instead of running to loop or anywhere runs to a random direction?

    Huntress that can't predict your movement and always assumes you're running forward,

    killer that can't loop but refuses to kick the pallet,

    campers,

    killers that are easily 360d,

    killers that get easily mindgamed,

    games where the killer chases you for 3 whole minutes without you removing a lot of pallets vs your survivor teammates that barely last 30 seconds,

    the list goes on...

    @ThiccBudhha said:

    It is just impossible. If you do not have an entire group playing perfectly, the killer basically gets a free 4k. I do not want to play in a swf, but without it, I never escape.

    yeah, it really gets you to only play at certain hours on survivor like other people do

    @Hunkulese said:

    It's really easy to rank up. Play well and play a lot. That's it. Your teammates don't matter. The killer doesn't matter. You're the only constant in every game, so if you play enough, you'll end up at the MMR you belong at.

    It also helps if you stop worrying about it and just play to have fun. You're going to rank up no matter what as you get better.

    go back to League of Legends or whatever game you came from

    @_AdamFrancis_ said:

    Why would you want to teach high MMR and play against sweats?

    so I get sweat killers and survivors, and the games aren't one sided even though the whole game is survivor sided if evenness occur

    I'd rather, get destroyed by a good Nurse, Trapper or anything

    than to lose my teammates not doing gens, camping killer, DC, literally new players

    or win because the killer can't even down a single person

    Yep, my fault my team can't touch gens, can't loop killer, can't hit skillchecks, can't play,

    all my fault, undeserved win

  • @Blueberry said:

    That's part of the problem with mmr, it doesn't care how you played, just if you survived. Whereas in the old system you could die, but if you played well you would still pip.

    omg the old ranks, aaaaaaah, I really liked the system..

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2973614#Comment_2973614

    Hatch not raising/lowering your MMR makes sense, it's a pity escape for losing

    Ofc, because it totally wasn't me repairing those 3 gens, healing those 9 health states, unhooking those 2/3 survivors or running the killer for another 3 gens worth of time, nah totally undeserved hatch..

    agreed

    @rha said:

    I discovered that for me, time of day matters greatly.

    I can mostly play at night (long queues) and I lose most of my games then. I kept notes of my matches for awhile and I did not have a single day in months where I could reach a 50% survival rate. I usually lose 8-16 games in a row and then win one and then it's another dozen games lose streak.

    I currently have a few days off work and can play during daytime. Literally like day and night ... survivor queues are just 1-2 seconds. Killers are mostly very inexperienced (that's why I'm thinking playing so much at night handed me down to bottom MMR), but my teammates are often better and killers get maybe 1-2 hooks during the entire game if they're lucky. I escape almost every match through the gate. If I could play regularly during the day and it was always as in the last week, I could probably get out of the MMR misery at some point.

    Even when daytime games have not-so-stellar teammates, it works out somehow ... I got a huntress yesterday. Another killer so bad she couldn't hit me once in multiple chases. I ran her around the probably smallest loop any map has to offer and she kept winding up her hatchet. After many rounds she gave up when two gens popped and left me alone. I'm not the best survivor really (but not the worst either), so if I don't get hit, there's no reason to go down to this killer. Nevertheless, one teammate managed to die and the other two were on death hook. But three made it out somehow.

    I don't see much of a future for me as solo survivor unless they do something to improve the experience, I'll probably go looking for an SWF.

    @[Deleted User] said:

    Back out of any lobby when a teammate dodges. The backfill system pulls the next available player and doesn't look at their MMR. It never ends well.

    Horrible positioning and game sense usually kills solos. Players group up for no reason, heal in bad spots, and the entire team tends to stop what they're doing the second someone goes on a hook.

    To mitigate these things: I take a medkit with at least 32 charges so I can heal myself. I run Kindred so the players that don't eat paint chips can save efficiently (note that bad players will still see someone going for a save and run to the hook anyway because this game is often 3v2 or 2v3). Prove Thyself at least makes grouping up efficient. Solos will insist on grouping even when it makes no sense.

    For chases, I play pretty safe and don't greed anything early. Don't leave it up to your teammates to have good chases. A lack of pallets on the map mid to late game isn't a pallet efficiency issue, it's an issue with people not doing generators.

    Playing this way means you're usually the last one to die in the worst case scenario. Think of hatch as a draw. You don't gain anything from it but you don't lose anything from it.

    Try not to play at peak hours. Matchmaking is genuinely horrific at peak hours and I often VPN to a different region because of it. The max MMR range is way too wide and makes the experience miserable

    One of you says that you have good days during peak hours and the other says that they get bad games, heh.

    @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2973634#Comment_2973634

    Every survivor verses the killer alone mmr-wise. There's no pity involved as the individual survivor has not lost. The other 3 have.

    Yeah but not raising MMR means you still get the other 3 who lose alot.

1 … 4 5 6 7 8 9