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Junk209905

Junk209905

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Junk209905
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  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827938#Comment_3827938

    everytime you think that people got the basics of the game finally down, you read a comment like this and its back to the start. In the past ranks were used to decern matchmaking, ranging from rank 20 (Ash) all the way to rank 1 (Iri). Since 2021 (!) though, ranks have been replaced by grades, ranging from Ash 4 to Iri 1, and their singular purpose is to see you climb through the grades during the month and to get up to 2 million BP at the 13th. NO, I repeat, NO matchmaking mechanic is tied in any way, shape or form to the current grades, you will be matches with exactly the same players, no matter if you are Ash 4, Gold 2 or Iri 1.

    And while many factors play into the DBD match making system, like your own performance, region and time of the day, from my personal POV, killer ain't as easy and braindead and simple and "game plays itself for you", as many paint it here. If anyone is interested, I can gladly stream a couple of my sessions on Twitch for anyone to see. Sure, the game sometimes matches me with potatoes that are way below my paygrade, but most of the time I have to sweat my behind off like there is no tomorrow.

    And we are not discussing just any nerfs, we are discussing how some tiles are a bit unfair for some killers, ie the so called M1 killers, who have littel to no chase power and option to catch a survivor IF the survivor plays the tile perfectly. I guess most survivor players aren't at this level and can't fathom this, but many killers regularly face survivors who are neigh uncatchable, because they got thousands of hours below their belt and they just run in perfect circles and a killer can only hope to bloodlust them, which is already basically throwing the game.

    I think people are ignoring some things about these tiles: one there are builds and specific perks that you can use to make these tiles easier when mindgaming can't, that's kind of the whole point of perks, two there are also tiles that are extremely killer sided that usually result in 50/50s and in frequency as someone else in this forum said, these "unfair tiles" you're talking about are much less than the less safer ones. I think it's necessary to have at least a couple of good loops, definitely not all, in a map to give the survivors a chance instead of loops coming down to luck. And if all else fails when looping on a tile: just leave the survivor and get better at zoning to get them to a less safe loop. Most of these issues can be solved with your own initiative you just need to consider all of the possibilities.