Junylar
Junylar
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- Junylar
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You have your MMR for the killer role in general, I don't think it distinguishes different killers.
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Imagine the following: you can see at least your MMR. You play a game where you loop the killer for 5 gens and then escape. You type "gg" or alternatively "gg ez" and are already prepared to go for the next game, but you notice your MMR has actually decreased for this game, because you were so busy looping you didn't do enough gens and unhooks, and those are metrics (secretly) required by the MMR, so the MMR system thinks you did bad even though it was the best game of the day for you. Then you see it clearly doesn't work and uses wrong metrics (those of emblems are trash, and those are most likely to be actually used by MMR algorithm, since it's BHVR). So you get frustrated and go to forums complaining about it. And there will be a ton of complaining from other players too. Obviously the devs don't want it, it's annoying as hell.
And imagine if the algorithm stays the same, but your MMR is hidden. Then you won't even know your rating was decreased and you will live on in your blissful ignorance. You are happy (well, at least until you hit hard elo hell, and then it'll be too late), the devs are happy, everyone is happy.
This is exactly why MMR is hidden.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2421973#Comment_2421973
Skill-Based Match Making. The idea is to attribute a number to your skill level, based on several parameters, then use that to match you with players of similar skill. It's meant to be a more comprehensive ranking system than what we have now, but some people are heavily against being matched with players of similar skill, for various reasons.
Being matched with players of similar skill is not the issue, the problem is their new SBMM is not working as intended. People are NOT matched with equal teammates and against equal opponents, and this is why everyone is complaining about it.
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Before getting a bad match was a matter of luck: sometimes you get good teammates, sometimes you get potatoes, sometimes you get tryhard killers, sometimes you get potato killer. Now I seem to only get potato teammates and sweat lords of killers. So yeah, one could say it's become even worse than it was before.
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Because if it were visible, it would be too obvious to see it doesn't work.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2421309#Comment_2421309
Your rating will be adjusted after every game, so if you lost games in row... your rating has probably decreased and your experience should be better.
As the survivor, the lower your rating is, the worse your experience will be, since your chances of success depend mainly on your team, and bad MMR will bring you bad teammates which will make the game horrible for you. Even if you are matched against equally new killers, they will just clear out your potato teammates and then BM you on the ground at the end. It's irrelevant how good you are personally if your team is crap, and this Elo Hell will make you suffer because if it. Moreover, lower MMR will also bring more facecampers (and teammates who don't know how to save a camped survivor or counter camping in general), and you know what that will do to your MMR.
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@TheDappaScrappa said:
They don't want to admit they don't know how to fix match making so they erased ranks so nobody will complain
Pretty much this. It's also the reason why their MMR is hidden: they don't want people to find out it doesn't actually work.
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@burt0r said:
How does this logic hold up?
"Potatoes" matched with the "sweatiest tunneling killer"?
Wouldn't the latter be too high in the mmr and the potatoes would be matched against potatoes?
Since tunneling is such an easy winning strategy according to some it should lead to a high mmr, right?
I have no idea, dude. That's how it works: I get teammates who farm me at the killers face, and 100% of all killers I was matched against were hard tunnelers and sweat lords. Before MMR I was getting randomly sometimes good teammates and sometimes bad ones, sometimes potato killers and sometimes tryhard nurses. Now I only get stupid teammates and killers who drip with sweat, with no alternatives.
Just tried playing killer, and I only get sweat squads as opponents too, even though my favorite build is the facecamping bubba. The system has no logic, it doesn't work as one would expect.
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I guess if you play in soloQ - you are pretty much screwed to remain in ELO hell forever. If you didn't double pip every game for the last two months - the system will match you with potatoes and against sweatiest hard tunneling killers there are. I think I'll have to quit playing survivor altogether after all and resort to facecamping bubba, because I'm tired of getting farmed right at the killer's face.
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Now half of the games I get tunnelers with problems in their private lives. Pretty good job so far, BHVR! Turn this crap back off and forget about it, please.
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@WeenieDog said:
I can't be the only one that doesn't have a problem playing Trickster. I don't think he's s tier, but he's pretty much like deathslinger in that he makes up with how fast he can down people ... if you can aim anyway.
What ranks do you play in? Aim on trickster is mostly irrelevant since you still get random spread which nullifies even the most perfect aim skill.
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@Renfear said:
https://forum.deadbydaylight.com/en/discussion/comment/2420091#Comment_2420091
Y'know what? I actually haven't. 800 someodd hours in and I've never played Wraith. The fact that I'm making a very specific comment about how two mechanics interact with each other is a smokescreen to hide my ignorance. Excellent deductive reasoning skills. That's exactly the kind of critical thinking we need more of
Well, wraith is one of the two killers I play the most and I've never seen what you described. Every time a survivor uses a flashlight on me and I can't hide behind an obstacle I get stunned before I can get out of invis. So we probably play two different games then.
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He needs to be 115%. He doesn't fit the 110% squad in any way.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/272152/survivor-perk-moral-notions
While next to the hook and not in a chase.
The last thing we need is one Survivor playing Ring Around The Hookie for force a Killer to give the other 2 Survivors a repairing bonus.
Your killer-colored glasses are so swaggy you don't even see that three free survivors are more efficient than two survivors with a single digit percent boost, so nobody will do what you just described on purpose.
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Next patch: "We heard you and fixed some things to make the map more balanced: removed some windows and pallets, made the map a bit smaller, added some totem spawns inside bushes.
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@Renfear said:
https://forum.deadbydaylight.com/en/discussion/comment/2420056#Comment_2420056
That sounds fine on paper, what actually ends up happening is that he's on top of you by the time your beam is focused and the time it takes to focus a flashlight is close to what it is to uncloak so it does you very little good regardless
Emm... Have you tried playing Wraith yourself?
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He can't do anything against a flashlight. If you have one flashlight in your team, Wraith turns into a killer with no ability whatsoever
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I just want to see the new FNAF map. I want to see something worse than RPD.
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Unfortunately, every licensed chapter will bring a new horrible indoor map, since every license would require some kind of a "building" to fit in its theme. Well, maybe except Jason's chapter with a lake camp, but it will never come to DbD. Just think about it: aliens - indoor spaceship, the thing - indoor lab, fnaf - omg, I would love to see this map, it will definitely be worse than RPD. And they will add a map to every licensed chapter. So every new license = +1 horrible indoor trash of a map, and there is nothing you can do about it.
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They will never do it, obviously. The game is popular and brings cash, why would they want to change anything?
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They say they are buffing him but they actually nerf him, for the second time already. And then they wonder why the killer's performance doesn't get better.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2410528#Comment_2410528
Bubba one of the weakest? Hah, sure. That's why rank 1 Bubba mains have a 80%+ kill rate. Bubba is easily high A tier.
How many lobbies do you dodge?
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They should be basekit.
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@GrimoireWeiss said:
https://forum.deadbydaylight.com/en/discussion/comment/2416875#Comment_2416875
Here on Brazil (I'm assuming he's from here due to Portuguese) we don't have specific words to separate killers, murderers or assassins. We basically call everyone "assassinos".
As far as I know, the word "assassin" was loaned from Arabic where it was a name of a sect called "hashashin" or something like this. So before that sect Portuguese didn't have a word for murderers?
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It's funny how he calls killers "assassins". Are stealth killers called "Silent Assassins" over there? I wonder if "Devout" emblem is called "Assassin's Creed" there too.
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@Orion said:
Do some math on average BP gain per unit of time. The raw amount of BP is meaningless by itself. I will say, though, that you're unlocking everything and essentially being done with the game, so it's normal that it'll take a long time.
Where can I find info on how much bp is earned per hour of gameplay on average? This seems pretty complicated to calculate.
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@Jago said:
Bmight is fine, if you have problems with collisions : practice more.
Once you know what is bouncable and what is not, trust me, you'll take advantage of that.
"Instead of fixing bugs, just learn to play around them"
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Yeah, trickster is a great killer! Also, RPD is the best map in the game so far, I hope they will make more maps like this. New character faces are pretty and cute, I'd like to see them rework all the other characters too.
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Nope, the monies have already been spent, now enjoy BHVR's hard work and wait for the next licensed chapter with a map that will prove you RPD wasn't that bad.
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Have you tried playing survivor yourself and dodging all of this? It requires 1000+ hours to dodge every hatchet and every PH's strike of a competent killer. Nice bait though.
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To make you grind to the bone, obviously.
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I propose a massive Bubba-facecamping-first-hook protest against the grind. From now on pick a Bubba and facecamp the first hook. If it gets massive enough, they will eventually notice that something is wrong with this game.
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They had one in Deathgarden. After its death they are afraid of adding mechanics from there to DbD.
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Underrated thread
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I thought everyone does it. Nobody likes to play with bots.
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@GeneralV said:
All-Kill.
It had a terrible killer that doesn't fit the game and never will, a forgettable survivor, and no new maps.
It doesn't get much worse than this.
Getting the RPD map was much worse than not getting any at all.
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The main issue of the game is SWF. Basically nothing surpasses SWF in sense of being problematic for the game's balance. You can fight camping, counter slugging, play around tunneling, but you can't counter SWF sweatsquads on comms. Having one part of survivor pool playing in soloQ and another one playing with legal cheats in the same game makes it impossible to balance at all. Make survivors stronger - killers will suffer from SWF, make survivors weaker - solo survivors will suffer from killers. They just can't exist by the same rules in the same game and be balanced in any way.
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And it STILL has gens which can't be repaired from one specific side, even though nothing is blocking them! It still happens!
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Killers don't bring this perk because the scenario you just described is the only one in which this perk can give any good value. It's an end-game perk, meaning for the whole game you will have one perk less. Combine it with NOED - 2 perks disabled for the whole game. Also, if there are more than one survivors left, they will just hide for a minute and then leave while teabagging and laughing "gg ez" at you. It's not as bad as Blood Warden, but the reasoning is the same: Blood Warden is a hell of a perk when it works, but the problem is you won't get it to work in 99% of the games, so it's not worth wasting a perk slot.
End-game builds are generally bad. I tried playing as end-game Wraith with NOED, No Way Out, Remember Me and Rancor for a couple of dozens games. Half of the time I got 4k before the last gen popped, meaning I won perkless and didn't even get to use the build, half of the time I still lost 2-3 survivors who escaped in spite of my blocking perks and NOED. Only once I've done what you described, finishing the last remaining Claudette who triggered No Way Out. Once in about 20 games or so. Completely not worth it in general, although fun when it procs.
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2411906#Comment_2411906
Noone cares about scott and his little challenge but you. But keep the cringe going
Said like a true spirit main, keep it up! That challenge would be a reasonable proof of Spirit actually having any counterplay, and the amount of people who dare to try and prove it shows how true this statement is in reality. And of course Spirit mains are so afraid of BHVR nerfing their ez-win factory they will keep avoiding this sensitive topic.
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@Zokenay said:
Thats more an issue with Adept if anything, i mean, you are basically crippling yourself by using 3 specific perks that may or may not help you with their respective killers (Huntress being a prime example of horrendous perks)
Cant really complain much about what the survivors bring when youre forcing yourself to do a challenge like that, thats pretty much the main reason im attempting the adepts right now that my rank is really low, since one i dont know how to play most killers nor im a good at it due to lack of experience on top of being forced to use their 3 perks only.
It's more an issue with emblems. As a survivor, you can easily escape with the hatch, just stay long enough for it to open. As the killer, you have do sweat and babysit survivors for those emblems. They should just change the requirement from "merciless" to just "3+k", since it's what is counted as a victory by most players.
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Thank the pallets and windows for being a gamble. If you are lucky - you stun the killer or vault and won't be hit just after that, but only if you are lucky. So at every loop you must ask yourself one question: "Do I feel lucky?". Do ya, punk? Well, if not - just continue sprinting away and you might be better off.
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My favorite Bubba build: Infectious, Deer Stalker, NOED, BBQ. Pretty versatile in sense you can choose your playstyle depending on the situation: it's good for slugging, nice for facecamping (thanks to NOED), and will do for normal play with BBQ. BBQ will also help you with bp's in case you have to slug/camp, and Infectious also protects you somewhat against flashlights and pallet saves.
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It was a mistake they have spend half-year's worth of budget, so RPD is not going anywhere.
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This thread looks great next to the other thread with complains about "BT not saving against tunneling". If you bodyblock with your BT, you are demanding the Killer to tunnel you, not leaving him any choice.
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By "people don't put much effort at playing against her" you mean that spirit actually has counterplay? Well, I will be happy to see you beat that Scott Jund's challenge then! You already contacted him and arranged a game, right?
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Unfortunately, crossplay off turns a 20-second queue into a 40-minute one. I've never encountered lags so severe they would be worth this exchange. If your lag is caused by console players, it would be quicker to just dodge every lobby with console players than turning off crossplay.
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These things have less to do with perks and gameplay and more with the community mindset. I've recently tried one DbD clone, where there were more ways to counter camping than in DbD, and, unlike in DbD, every single killer camps there, because it's become acceptable in that community. Sounds paradoxical, but it's how it works. There more accepted and justified camping becomes in the playerbase - the more campers you will encounter, since the game will never punish for this directly. Campers won't care about emblems and 4k's, they will be happy to derank to play against weaker opponents who don't know how to counter camping. Most campers play just to ruin the game for one or two camped survivors, so one salty player is enough of a win for them. Therefore there is nothing you can do as a solo survivor: if you don't have a sweat squad among your friends, don't like this soloQ hell and don't like playing killer - you probably just don't like DbD in general, you'd be better off not bothering with this game at all since it's not going to become better. The "camping meta" is like a disease and it's spreading fast.
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So having one lunge, which doesn't even insta-down, per lost gen is the same as one extra life per chase? This perk was also nerfed to the grave since PTB, if you haven't heard, while DH has been untouched since release.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2408714#Comment_2408714
Eh, I mean, I keep reporting it as unsportsmanlike behaviour unless it's a basement bubba. It's basically forcing a survivor to depip and earn 0 BP with nothing they can do against it. Forcing a player to depip used to be bannable when survivors did it to killers, but it's never been bannable as a killer to survivors.
So I've been annoying the devs with unsportsmanlike behaviour reports with messages that a survivor shouldnt be forced to depip with only 6k bp because of a Bubba facecamping. And I will keep spamming that untill they either give survivors a black pip and a 5k BP bonus in survival for being facecamped to death(I mean, you've been distracting the killer for 2 minutes by hanging on the hook, you've been "surviving" for 3 full hookstates instead of just suiciding on hook, that should be rewarded) or untill they make emblems and bp global for people who are being chased/on the hook.
"Forcing a player to depip used to be bannable when survivors did it to killers"
Care to elaborate?