Junylar
Junylar
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- Junylar
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Of course. The only made up reason to hide it is irrelevant now since the devs disclosed the algorithm, so now they seem to hide it just to hide the fact it doesn't work as intended.
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Or, you could just apply pressure.
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Because, you know, it's different! The killer is the power role, so of course killers deserve to have ez 4k's every game, and survivors don't deserve any chance to escape. It's completely fair and balanced, no double standards attached!
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@Wampa1 said:
https://forum.deadbydaylight.com/en/discussion/292112/1st-match-potatoes-2nd-match-seal-team-6
I have studied this for a while now and have the definitive answer
https://us.v-cdn.net/6030815/uploads/57UIM02UB2QZ/b5910d23-3808-4bd5-8c8d-c4d70834b160.gif
I thought posting leaked information was against the forum rules
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@VicThor said:
https://forum.deadbydaylight.com/en/discussion/comment/2609696#Comment_2609696
Did you know that you can die on hook?
Try dying on hook when you are slugged and the killer intentionally lets you to bleed out.
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@Volcz said:
If you're that guy on the team who lets the killer 2hook/kill everyone on your team while you don't take a single hook, you shouldn't be mad at the end result when you need saving and there's nobody to help you. Take pressure off your team or accept what happens when you're alone.
If you don't get any hook - it means you are playing good. If all the other teammates get 2 hooks each while you still have 0 - you are basically carrying your team of potatoes.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2610193#Comment_2610193
What? They didn't promote anything "toxic" unless you consider simply playing a video game "toxic."
"I wouldn't worry about the other side"
That basically means you can and should BM the other side however you want.
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@gentacle said:
I wouldn't worry about the other side, gamer. Most survivors either understand that you have to play the way you do/want to or they just look for an excuse to get angry and it didn't matter what you did.
So you promote toxic behavior then? Interesting. You could've also suggest leaving the last survivor on the ground to bleed and then hook him after 4 minutes to add to that.
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@[Deleted User] said:
I had one on hawkins a couple of weeks back constantly went from locker to locker never touched a gen nor saved a sole.
I died right at the end opening the exit gate they popped out of a locker & ran around for the hatch they found it but the killer had already found it first.
Then to make it worse the killer backed off & let them have it!
They escaped with the lowest point total of the game.
& I'm pretty sure (but not certain) the hatch counts as void 0 point result for mmr on both sides so playing purely for the hatch won't bump up the rating for survivors or bring it down for killers.
Their MMR went up, so they were the better players according to BHVR. It's your fault you died after all.
Also, I don't know where you take this rumor with hatch giving 0 MMR. It increases MMR, but does it lesser than escaping through gates, according to the devs.
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That's Escape Based Matchmaking for you. If you die - your MMR goes down no matter what you did the whole game. If you escape - it goes up, no matter what you do. It's not the survivors that are selfish, it's EBMM that forces people to play like this.
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Trickster and Wraith are in dire need of buffs, Chainsaw killers should get rid of the "overheat" mechanic.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2609271#Comment_2609271
DC Penalty is a killer ended change?
I have an odd feeling..
Within the last few weeks I've been playing the game I've seen about a few dozens of survivor DCs and only 3 killer DCs, one of which the killer claimed was due to his poor connection. I also have seen about 20 threads by killer mains complaining about DCs and 0 similar threads by survivors. Survivors DC overwhelmingly more often that killers, because this game is hell for solo survivors they sometimes just can't bear. And instead of fixing the game, BHVR just introduces the DC penalty, so that solo survivors are forced to endure the pain. So yes, DC penalty is obviously a killer-sided mechanic which mainly killer mains support.
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Next killer will be japanese
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@Labrac said:
https://forum.deadbydaylight.com/en/discussion/comment/2609317#Comment_2609317
Imagine being so blind. https://forum.deadbydaylight.com/en/kb/articles/298 I want you to read this and come tell with a straight face the devs "Only nerf survivors and buff killers".
- The hatch will now only appear when one survivor is left alive
- Survivors can open the hatch after it has been kicked shut by using a key
- Key interaction takes 2.5 seconds, and does not lose progress when interrupted
Yup, sounds like a survivor buff, doesn't it?
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@Labrac said:
The killer doesn't get sucked into the totem while snuffing. If you remove collision while cleansing a totem the survivor would get stuck in place.
https://forum.deadbydaylight.com/en/discussion/comment/2609271#Comment_2609271
Was any of these changes bad?
That just shows the general killer main mentality at its finest. The devs only nerf survivors and buff killers with every update since 2016, and they are still complaining about "the game being survivor-sided".
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With every major update the game gets some new killer-sided mechanics (window blockers, less pallets on maps, weaker structures, bloodlust, regenerating hooks, unsaboable beartraps, middle vaults, removal of vacuums, BT nerf, SC nerf, 2 DS nerfs, get regression, the ability to close the hatch, EGC, faster killer animations for hooks, pickups, vaults and trap sets, DC punishments, weakening of every possible loop on every possible map, the list goes on forever), but yeah, the devs are definitely sided with survivors!
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2609247#Comment_2609247
no ones stopping you from leaving
I think it's the first time I see someone approving the grind in DbD. This community never ceases to surprise.
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And meanwhile the mobile version gets x3 (THREE, not even x2!!!) blood gain and free shards for this halloween. I guess BHVR thinks mobile players are just superior and deserve the better, while we all have to suffer through the grind wheel like serfs.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2606949#Comment_2606949
Nerfed to the ground, yet still present in every single game. Odd, that.
It's only because of the necessity, since every killer will most likely be toxic for the sake of being toxic and hit the one unhooked, so however ######### the perk might be - people still have to use it. It's the same with post-nerf DS. Those things should just be base kit instead of stealing 2 perk slots for basic necessity to counter toxic behavior.
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Cosmetics bring money. Bug fixes - not so much.
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Here is how to make your swamp games fun as a killer. Take the following build: Ruin, Undying, Devour Hope and one of your choice, and none of your hexes will go done until the very end. You will just get your ez win with Devour and the survivors won't be able to do anything with it!
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Don't blame players for following the incentive, blame MMR for creating the incentive.
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Just
Do
Bones
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Borrowed Time actually used to give the protection to both the unhooker and unhooked, but then killer mains complained and the perk was nerfed to the ground. It's sad how good new perk ideas turn out to be rather old mechanics that had been indeed implemented in the past but then were scrapped because some killer main twitch influencer complained about it.
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You are forgetting this game is a sports discipline on the same level as DOTA2 and CS:GO, so we have to approach this topis with all seriousness. This game was never casual, it was made for tournaments and top tier competitive play.
Well, I may have exaggerated a bit: DOTA and CS have casual modes without DC penalties, while DbD has none, so DbD is even more competitive oriented!
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@[Deleted User] said:
What's worse that could happen?
https://www.youtube.com/watch?v=hsie4pHH99E
I would have genuinely got a refund if i got this game back then.
Btw, even without entity blocks he still achieved 4k, that just proves that the game can be perfectly balanced without window blockers.
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@[Deleted User] said:
What's worse that could happen?
https://www.youtube.com/watch?v=hsie4pHH99E
I would have genuinely got a refund if i got this game back then.
######### is with his FOV? Was there an actual FOV slider for killers back then?
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Why only 1st minute though? Every other game which has DC penalty allows anyone to leave for free if someone has already left, so why not do the same in DbD? It's not like you will "ruin the game" of 3v1 by turning it into 2v1.
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What? BHVR made survivor perks that are actually useful? No no no no, it's not how it works, it's OP and must be nerfed! NOED is fine, because survivors can just do bones, but boons must be gone, because, you know, it's different!
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A couple within the last two days
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Yet another thread from someone who has never played soloQ survivor but still dares to say something about the game's balance
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You run out of fuel, go to Gas Heaven to get some
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@BBQ said:
The devs don't care that much for solos and many other developers don't care either. look at the feces show that is 'Back 4 Blood'
Back 4 blood is 4 survivors against swarms of zombies so not really the same (I don't think playing against nemesis counts) but it is a good comparison of devs that just don't care about the little guy.
The solo campaign doesn't even give you points to upgrade or even earn achievements. Everything is locked behind playing and progressing with other people. Happen to be a 'solo'? too bad. You will be thrown into the cesspit of randoms that will ruin your entire experience.
Exact same thing with DBD. Don't have people to play with? enjoy playing with randoms that will often play worse than bots and are sometimes deadlier than the killer itself.
Well, at least I doubt b4b developers introduce new mechanics that make the life of solo players even more horrible, as they do in DbD.
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@ElusivePukka said:
https://forum.deadbydaylight.com/en/discussion/comment/2605331#Comment_2605331
It's poor decision-making to load up a game without the intention of actually playing, especially in a team-based scenario - you disagreeing with that isn't going to make that any less true.
Hyperbole, strawmen, and hyperbolic strawmen don't make your points accurate either.
"Playing" for them is completing the challenges so that they can get those skins sooner. If the incentive is there, it's not their fault they act according to it. If BHVR implements a challenge "sandbag 12 teammates", it will be BHVR's fault if people start sandbagging to complete the challenge. But I feel I start talking to the wall here.
Ignoring the point completely, repeating the same thing over without addressing the point and throwing some buzzwords does not make your point accurate either.
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@ElusivePukka said:
https://forum.deadbydaylight.com/en/discussion/comment/2605279#Comment_2605279
Yeah, no. That's still misplaced in its entirety. Teammates who come into the game with an "all for me and none for thee" mentality are a problem, but those existed before challenges - and I flatly don't believe the incidence is higher because of them. Achievement hunters, meme builds, selfish players of all stripes show challenges as a drop in the ocean of, yes, poor decision-making from survivors.
Once again, it's not poor decision making for them as I have already explained. People do what is beneficial for them, that's completely natural. Not many people will act not according to their own interests. The emblem system at least made it rewarding to play for your team, archives make it rewarding to throw all the pallets on the map to complete a challenge. People doing what is most rewarding for them is perfect decision making, the system that makes it rewarding is to blame.
I guess you think a matchmaking system based on escapes is perfect too, right? Because it's the player's fault if they don't wish to go for risky unhooks they will get nothing from? According to this logic, every problem this game has is not a problem at all: even game-breaking bugs are not a problem, because "good players just won't abuse the bugs, it's the poor decision-making of bug abusers that is the problem!"
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@ElusivePukka said:
https://forum.deadbydaylight.com/en/discussion/comment/2605261#Comment_2605261
You're blaming challenges for bad decision-making and impatience from survivors?
Like, I'm not a fan of BHVR, but this logic doesn't track
It's not "bad decision-making". If a player joins the game giving priority to farming challenges, throwing the game for the sake of the challenge is good decision-making for him. It's a disastrous decision-making for the rest of the team, but not for the one who is just chilling with challenges. If not for the archive, there would be no such motivation in the first place: everyone would play the game to win, not to make 12 unhooks or throw 20 pallets.
The same goes for EBMM: ratting your team out is a good strategy if you want to escape, the problem is in the fact that aiming solely to escape is a bad motivation, and EBMM is here to blame.
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@TheMadCat said:
I don't understand one of your points. "Normal gameplay". Yes, unhooking is "normal gameplay".
Sabotaging? Well, not my favorite, but it's also part of "normal gameplay". People usually don't do it because they're too busy doing generators, but you can sabotage to save a teammate. Your choice to sabotage randomly a hook or to add it to your "normal gameplay".
That being said, I'm 100 % solo. All the time. It's not as painful as you said. Sometimes it does, sometimes I'm with awesome people.
Hiding behind rocks and waiting for a teammate to go down and then unhooking in the killer's face is not a normal gameplay, it's throwing the game. You are not doing anything useful, you are wasting time to farm those unhooks. Normal gameplay is doing gens and going for the rescue only when needed. The killer on the other hand doesn't waste anything by hooking: the more hooks - the better, there is no other objective for him anyway.
Sabotaging - yeah, running around the map and sabotaging random hooks in the middle of nowhere instead of doing something useful is completely normal gameplay, sure.
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And then they introduce DC penalty and make suicide take longer, as if they knew beforehand what would start happening after all those innovations and tried to block any way solo survivors could escape the nightmare.
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@GhostMaceNotCrusty said:
Are you by chance playing on the dark side of the moon?
Nope, I always have stable ping under 60ms. Unfortunately, killer's ping is hidden, so I can't compare, and we can only guess the reason why BHVR decided to hide killer's ping.
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So you only played killer and your thoughts are "killers weak survivors strong", right? Now try playing solo survivor for the next 30 hours and see where your "survivors are too strong plz nerf" mentality goes.
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@Witchubtet said:
https://forum.deadbydaylight.com/en/discussion/comment/2603920#Comment_2603920
I’m perfectly fine with Survivors having a edge but it seems like they don’t care for the killer side anymore.
Then why don't you play survivor? Because you know soloQ is pure hell and it's a thousand times worse experience than playing killer, right? Solo survivors are much weaker than this "killer side".
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@Sonzaishinai said:
We heard your complaints and made the following changes to hexes.
They aren't active anymore at the start of the match.
The killer can spend 14 seconds to curse a totem
Survivors can spend 2 seconds to snuff them
all your hex perks in a single totem
They affect only a 24m radius around them
If you want to compare perks compare them fully
You forgot to add that the killer can defend his totems while survivors can't, and also their sound that can be heard from a mile away.
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See you next weekend
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The mobile version has a much better economy than the main one, they even get free shards for the events. It's because a separate team within BHVR is responsible for the mobile version, and I think all the competent devs are there, so none were left for the main team.
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@비헤브 said:
Do you believe they will recognize these numerous issues and revert to the old ranked match system?
It's been several months since the MMR patch and I don't even see the comments of many users pointing out the problem.
they are too stubborn What will the future be like?
No, they won't. Because:
- BHVR never recognize their mistakes.
- BHVR don't play their own game and never listen to those who do, they probably don't even know someone is complaining about EBMM.
- They have spent 2 years implementing this garbage, rolling back would mean they have wasted two years, not a good report for the managers, so EBMM is here to stay for at least 2 more years I think. It's the same as with RPD: not a single person likes the map, but it still stays because the resources have been spent and reports for the managers have been filed, no way back now.
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Every killer is toxic until proven otherwise. And toxic killers deserve to have their BM returned back to them. So yeah, you should ALWAYS teabag the killer unless he gave you a hatch or something.
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You are supposed to endure cheaters for as long as they wish you to stay in their game. The DC penalty is there for a reason.
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Yeah, let's remove all the loops and pallets from the game while we are at it, survivors should not have any means to survive, should they?
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Every indoor map is crap.
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@steamed_hamzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/2603671#Comment_2603671
Yes, because one cleanse and it’s gone forever. Hexes are high risk, high reward whilst a Boon perk slot is low risk, high reward as it can be re applied indefinitely
not to mention survivors have maps and totem perks to specifically find hexes easily. Killers have a little bit of sound to detect Boons but only if they’re close enough and a survivor can just hop right back on it to re bless it once they’re gone
So, hexes are good, boons are bad, even though boons are direct mirror of hexes. Gotcha.