JohnWick1654
JohnWick1654
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- JohnWick1654
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you seem to confuse yourself,
I call MMR rank because that's what it is in all videogames,
And as for subtracting or dividing highest MMR killer, it is still putting a better player vs worse players regardless of perks or killer,
because in the end the individual skill has the highest impact on the game,
and it is unfun that you would get weak survivors on new killers everytime, resulting in easy 4k games that are boring for both sides
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/2902028#Comment_2902028
You seem to confuse Rank, Grades, and MMR
Ranks don't exist anymore, they were renamed in Grades and split in 5 "levels": Ash, Bronze, Silver, Gold and Iridescent and are still shared between all your killers or all your survivors
MMR is the hidden number used for matchmaking, it has NOTHING to do with grades (or ranks, as they were called) and is individually calculated for each killer, but shared between all survivors (you could be an high MMR Oni, but a low MMR Legion, for example)
based off my best? than why do I get potato survivors than?
For a killer that you NEVER used, the game (theoretically) calculates a "new killer" MMR starting from the value of your highest killer, we don't know though what it does to calculate it, it could very well be that the game takes your highest MMR (let's say, 1500) and divides it by 3 to get your "new killer" MMR (so like, 500 in the example we took) and pairs you with survivors of a similar MMR
You seem to confuse yourself,
Rank represents Rank,
Rank is based off of your MMR usually and is like a shiny MMR.
I never said the MMR has something to do with grades,
I refert to MMR as Rank because I like to rather call it rank,
Also if the MMR gets subtracted or divided based off of highest MMR killer, than average MMR players would still face low MMR survivors,
since their MMR is lowered, games with new killers will always result in a bloodbath
and that's not fun for both sides
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@cordonrouge said:
https://forum.deadbydaylight.com/en/discussion/comment/2902055#Comment_2902055
I didn't quite get your comment, are you saying you can modify the ini file to gain a better performance? could you explain how?
With the help of this video:
"https://www.youtube.com/watch?v=PTqKRmmOlZs"
I didn't copy paste the files though, I just changed the values carefuly,
I have Vsync on false, FPS limit on 120, all the quality values ([Scalability groups]) on 0.
And since my Graphics Card supports DirectX12 I have in launch commands on Steam -dx12
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@lauraa said:
the separate MMR thing is more of a joke than anything.
I remember when Bhvr was experimenting with the SBMM, and back then they really did have separate killer mmr lmao it was a clown fiesta. They scaled that back massively, if not entirely. Rightfully so, because it was too forgiving and one thing we know is that DbD players will do whatever it takes to face the weakest opponents possible lol.
they can afk and get no kills lol
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My first Trickster game was also Adept game
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@Peanits said:
To put it simply, framerates are the end result, they don't say a whole lot about what goes on behind the scenes.
Say you want to hit 60 FPS on the last generation of consoles. In order to do this, both the GPU and CPU must be able to render a frame in 16ms (1 second / 60). If either one can't do this, it becomes a bottleneck and starts to lower the framerate. You could have the most badass GPU out there, but if the CPU can't handle it, your framerate isn't going to go any higher.
In DBD's case, we're already below that threshold on the GPU side of things. We could add more details and sparkles and it generally won't lower the framerate for those consoles. On the CPU side of things, however, there's still some work to be done to get the frame times under 16ms.
We're constantly working on improving that by doing things like optimizing off screen objects (so they aren't updating when they don't need to be), and a whole bunch of technical things I can't even begin to explain. This all takes time, however, since doing something as simple as preventing an animation from playing off screen may prevent a sound effect that's tied to that animation from playing.
Every game is different, though. Some will have relatively little going on for the CPU to deal with and be very GPU heavy instead.
https://forum.deadbydaylight.com/en/discussion/comment/2901981#Comment_2901981
This is not the case.
I got a same question, as DBD juices my CPU as much as a BR game would,
and feedback,
changing some things in GameUserSettings, and adding launch commands: -dx12 -fullscreen
removed lags that I didn't even used to have before and suddenly got them
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2901963#Comment_2901963
Rank and MMR are not the same thing, Ranks were a visible icon in the corner of the screen that dictated who you would be matched with (and dictated if you were allowed to have a opinion or not according to some people), MMR is a invisible number that is supposed to dictate who you get matched with but is so inconsistent that it might as well not exist
Top right what you referring to are grades,
Rank = MMR and they are both hidden
@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2901963#Comment_2901963
The game adjusts your MMR for EVERY killer to a baseline based off your best, apparently.
Someone correct me if I am wrong, please!
based off my best? than why do I get potato survivors than?
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@Thusly_Boned said:
Rank =/= MMR.
And if being max MMR across the board is something that matters to you, you have my sympathies.
Rank = MMR, you confuse Rank with Grades
@Raccoon said:
The difference in MMR that the game gives your 'less used/new' killers may as well be non-existent in most cases.
I'm sorry, what?
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@Mr_K said:
They milked all they could from DBD and left to do their own thing.
They haven't got my money yet
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2895317#Comment_2895317
It's an anti-slugging perk. It's only suppose to give you value if the killer leaves you on the ground. I really don't get the complaint about how a perk designed around helping you against being slugged does nothing when you aren't slugged.
If it's anti slugging perk than tell me why does it still not work when slugged
@oxygen said:
In a way it's actually slightly better than before for a simple reason: scourge hooks.
I notice more "risky carries" than before, where I get to 85%+ wiggle progress. And at that point the recovery I could do if the killer does as little as kick a pallet or chase another survivor away from me for a few seconds might actually make a difference.
I should give it a shot, I genuinely wonder if I'm overestimating how much wiggle progress I can get from it if the killer delays the pickup by even 5-10 seconds or not now 🤔
I think it could be overestimated since regardless scourge hooks you can be picked up instantly after downed making no value out of it
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@MetaBuildSurvivor said:
https://forum.deadbydaylight.com/en/discussion/comment/2896147#Comment_2896147
You want it to be viable 100% of the time, so you won't ever get hooked. Survivors have 16 perks... And you complain you sometimes have to mix and match a perk to make it viable...
No? It's not viable even if you took all 3 other perks to support flip-flop which I am fine with..
@JustDolla said:
I think you make it harder to get of the killers back, than it really is. Sure if you get downed infront of a hook, the chance for a teammate saves you with flashlight is probaly higher than you getting flip flop value. There are multiple maps with hook spawns, where flip flop should give enough value to get a chance to get of the back, even without teammate interactions (ofc. if the killer dont pick you up instantly).
Besides that, the perk would be broken if you got of the back everytime. + This perk really shines when the killer likes to slug, and imo, unbreakeble or soulguard are better slug counters, and boil over are (again imo) a way better "get of the back perk".
You again, keep wording it "it would be really stupid no skill and broken if you got off their back everytime just because you have flip-flop"
I'm not a survivor main, I don't want to have a get out of jail free card just because I started crying,
I literally said, there are lot of times where even if you fully recover to 95%, thanks to unbreakable and them leaving you on the ground,
you still don't have enough juice to wiggle out free, the hooks are just too close to each other,
and the only time you get to wiggle out is when the killer is very slow at hooking you and that's it.
@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2895434#Comment_2895434
Oh I agree perks shouldn't be fully dependent on other perks, at least in general. Open-Handed is kinda an exception though as it's specifically designed to make other perks stronger and has no effect on its own. The other exception that comes to mind is Undying; although it does show auras near dull totems, no one runs it just for that and its main effect requires another hex to be used for it to mean anything.
On the other hand, Flip-Flop can have an effect by itself; it's just rather weak and unreliable.
Having said that, if you’re ok with nerfing PS to fix this, then a potential way to address it I think would be something like this:
”Flip-Flop: Increased conversion rate to 60/65/70%, up to a maximum of 50% wiggle progression. While in the dying state and not being carried, you see available hook auras within 32 meters of the spot you were downed at.
Power struggle: Increased activation requirement to 25/23/21%.”
This means that flip flop is stronger on its own (and also has a new, additional effect allowing you to plan a bit better), but running both perks together requires the same amount of recovery - rather than needing 30% at 50% conversion (thus translating to 15% wiggle), you need 30% at 70% conversion (thus translating to 21% wiggle which is the new requirement at tier 3). PS on its own would technically be weaker but only by a very small amount.
https://forum.deadbydaylight.com/en/discussion/comment/2896123#Comment_2896123
“Just don’t walk through pallets”
I don’t. But I do pick up survivors who went down under pallets after making sure no one is around to rescue. You can buff flip flop, but you can’t make power struggle much faster to activate without making it busted.
Sometimes u can pick up under pallets because you know nobody is near
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@MetaBuildSurvivor said:
https://forum.deadbydaylight.com/en/discussion/318521/flip-flop
Funny how I seem to get off without flip flop, boil over etc, and with zero progression.
Maybe you have the wrong idea about flip flop, its not meant to get you off the back 100% of the time, but occasionally. And not when you get downed right next to a hook. Flip flop paired with unbreakable and petrified can be quite good, maybe a bit too good sometimes, especially in a team scenario where people have breakout, saboteur, flashlights. If you get hooked in that scenario, its entirely your own fault.
Oh really? Bodyblocking SWF and people with Breakout which is 99% of the time SWF makes Flip-Flop viable?
You don't say?
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2895317#Comment_2895317
You can thank the DS nerf for that.
if ur not tunneling DS is never utilised
@Mazoobi said:
The conversion aspect of the perk needs to be removed IMO.
I'm not talking about its 50% limit maximum, I'm referring to the conversion rate that a lot of people don't notice or always forget.
For instance, I've seen people expect to receive a 30% wiggle boost after recovering 30% on the ground... Nah you'll receive a 15% wiggle boost instead.
I understand why there's a maximum, but the conversion needs to go. If you've recovered 30%, you should receive the 30% wiggle boost.
I don't think the perk would be OP from this since:
1) Requires to be slugged for a good amount of time
2) You might've gotten down in front of or close to a hook
what if killer is 4 steps from the hook but ur 95% recovered? the 5% isn't that slow to wiggle
@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2895421#Comment_2895421
The issue with that is you can’t make that balanced without nerfing power struggle. It needs to be buffed in a different way.
or just don't walk through pallets? the only time you need to do that is when you wanna go through shack basement
@Mazoobi said:
https://forum.deadbydaylight.com/en/discussion/comment/2895423#Comment_2895423
I don't mind if Power Struggle is nerfed.
For a perk to be classified as good, it shouldn't "need" or require another specific perk to do that. Hence why I think Open-Handed's ability does not warrant it to be good at all.
Heck reduce the threshold of Power Struggle back to its original form or make its requirements different.
BHVR is handicapping Flip-Flop and that conversation rate needed to go a LONG time ago. They probably wanted to give this perk a chance so they incorporated Power Struggle, but now it feels like the perks are tied up together since they only feel useful when they're played together. They need to go back and re-evaluate their perk designs.
yeah but it's also very overwhelming when the killer faces 4 survivors with total of 16 perks each doing something useful
while he is alone with 4 perks, one of which could be easily destroyed hex while the surv can forever relit the boons
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@GentlemanFridge said:
Almost like it would be borderline broken if it consistently denied hooks on its own.
That's not to say if couldn't do with another effect, but this is one of those perks that could become very, very strong if overtuned.
Also, regarding useless perks, there's always the other Ash teachable.
Who says it denying hooks on it's own, it's completely nonexistant if the killer instantly picks you up,
the only time the perk is allowed to work is when a person is left on the ground for at least 15 seconds,
or the fact that you can get downed right next to a hook too,
if you mean Buckle up, it's because most anti-slug perks are rarely useful because usually the killer picks up someone soon after downing them
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2894747#Comment_2894747
I don’t think the devs or anyone from BHVR would respond to this as they don’t openly want to promote changing game files.
Many of the settings in that file are changeable through the in-game menu after all and there are very likely reasons why the other settings are left out from there.
Many of settings are actually not possible to change in game, in fact about like a little of 90% of those settings aren't adjustable in the game...
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2894647#Comment_2894647
Yeah but if an EAC update ever does ban for a minor setting then it’s done. So i guess it should have been mentioned
but ur saying it like EAC is gonna ban me for changing graphics settings or disabling vsync
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@Mooks said:
Keep in mind any change to game files that lead to an automated ban by EAC won’t be lifted by BHVR and it’s use at your own risk.
for that parameter, I read the range is 0-3. not sure how correct that info is though.
most of those settings don't affect any gameplay and don't give you any advantage, or any exploit
as long as you don't use the ones that might do such thing and upset the EAC
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not even close to scary?
it's not like looking behind you is very hard in 1st person,
things like Dead Hard, try using that in first person,
try looping around and not running into things, doing mindgames as survivor in first person....
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@Chaos999 said:
OK, so the real important question. How many games does it take before you are paired with decent survivors in solo queue?
now you're asking it
@ThiccBudhha said:
If you cannot 4k a few times in a row, you aren't ready for high mmr, bro. Just take your time and once you learn the game, you will get there before you know it.
I am 1000+ hours former rank 1, not a whiny noob with big ego
@[Deleted User] said:
"HOW MANY GAMES DOES IT TAKE TO START FACING DECENT SURVIVORS?"
are you sure you want to get there?
yes
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@Ryan489x said:
For me it takes zero games. I get stuck with the sweat squads all the time
perhaps I don't play often enough and the game just thinks I get few lucky wins on killer
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what does that mean?
how would you count mmr if you only evaluated killer values? who would you compare the values to if survivors didn't have mmr? to a shack pallet?
@MaTtRoSiTy said:
Well I wish I could say this as I got so worn out with sweaty survivors I stopped playing altogether at this point (not the only reason). It seems if you main Nurse the game will keep throwing the sweatiest lobbies your way.
Perhaps play Nurse if you are half decent? You will get pretty tired of the sweaty survivors pretty fast I would say...
I love me a challange, plus once I start facing a real survivor players I could at least talk about what's strong and what's weak,
which you can't really tell what's strong or weak if you only play vs bad survivors
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2887078#Comment_2887078
https://forum.deadbydaylight.com/en/discussion/comment/2887092#Comment_2887092
My understand is that this hasn't been implemented yet. BHVR devs said they are looking to introduce it.
what exactly are you talking about?
because if you are talking about the Ash to Iredescent grade, that doesn't represent your current rank/mmr
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@StarLost said:
Well, if I could send you some of the survivors I had yesterday I would.
That said, I think that if you don't play for an extended period, it considers you a 'new' killer, and you'll have maybe 5 easy games. 4k them and you'll see the quality of opponents you face increase exponentially.
The concept of rank decay was always cringe in my oppinion,
Well okay, games that don't reset the rank all the way back to the lowest at least preserve the mmr and the starting point of where you left of is not 0, it's similar to other high skill players.
But when games reset the rank completely? Like why? The Rank 1 player's skill doesn't magicaly fly out the window with the rank reset, he will just obliterate noobs and give them unfun experience...
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@GannTM said:
Spirit definitely.
Hmmmmm, a guy with a Spirit profile picture recommends me Spirit, I'm starting to see a pattern here
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@burt0r said:
That would still most probably be abusable by swf.
I made an argument about that 1 or 2 week ago in a similar thread:
-Swf with survivor A, B, C and D go into a game.
-The first 2 minutes don't go like they want.
-Survivor A DCs, gets a 5 minute penalty and the other horse around in trial for 5 minutes while A goes for a drink, takes a leak or just listens, then B,C and D DC for free.
-next time survivor B takes the fall once the game doesn't go their way, for the rest same procedure as above
-next time C and so on
With this there would be at least 3 games between each DC penalty per individual survivor. Even more when games in between do go their way and no one DCs.
I don't know how fast the penalty ramps up and cools down but i think this would happen at an increasing rate, swf Cherrypicking their games and throwing the ones they don't like.
That's why you should need 2 DC for the penalty to not trigger for the 3rd and 4th
So you would need 2 swf friends to DC and not just one
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@q6iha34x1r69psli7pg said:
Tldr: RPD is trash. Refer to the other 900 posts complaining about it. Behaviour will not change RPD because they don't play the game
They could at least increase the brightness or add some light elements, because it almost feels like I'm playing with a turned off monitor or my eyes closed