Kaitsja
Kaitsja
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- Kaitsja
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Comments
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Genrushing is not simply doing gens. It's when you pop multiple gens at the same time that it becomes genrushing. It's things like BNP for an instant 25%, toolboxes for increased repair speed, having a designated looper on larger maps to keep the killer looking in the direction of gens that are being worked on for the spine chill boost, etc. That make it rushing generator progression.
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Kindred should be basekit. I disagree with DS. DS, much like NOED, is a crutch perk. Both teach you bad habits.
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Blame it on second chance perks like DS.
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Generally, you start by not self-diagnosing. I'd recommend seeing a professional for help, but it sounds like you live in a country where you have to pay for a trip to the doctor.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/1537166#Comment_1537166
We aren't blessed with an enter key, we have a button to exit keyboard mode and then we have to press something else to send
This and it takes about half a century to load.
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@ABannedCat said:
Play Spirit or Nurse.
I'd recommend playing Spirit over Nurse. I can't loop to save my life, but against Nurse? That's just game over for them. I once looped a nurse for three whole gens. I felt bad when I seen they were rank 18.
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Played 5 games so far. Matchmaking has been relatively fair. Had one bad game against really good survivors, but that was about it.
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Now I experience more of a mixed bag of survivors rather than red ranks constantly.
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I'd like to point out that while the new MMR was working wonderfully for you, the same could not be said for many others.
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Borrowed Time shouldn't be able to activate if the exit gates have been opened. Due to how BT works, it allows both survivors to get out regardless because all the BT Survivor has to do is bodyblock.
While BT is supposed to be an anti-tunneling/camping perk, that isn't how it's being used currently.
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@[Deleted User] said:
Theoretically,
If all survivors are spawned in separate locations and get on a gen quickly (~10sec), with Commodious toolboxes (shave off a few seconds), BNP (reduces repair time by 20 sec of base 80 given all prompts hit), Socket Swivels (30% repair speed bonus, shave off a few secs), Streetwise (25% more charges, shave off a few secs), Hit all Great checks (a second or so taken off), the Killer is a Trapper so they don't start gen pressure early = 4 gens popped in about 1 min, At least two run Prove Thyself (increased team repair speed and will be present in next scenario) all run Detectives Hunch (see where the last gens are immediately), all run Dark Sense (to see where the Killer is in relation to gens), one distracts the Killer and the rest run to a single gen (~15s) and 3-man repair (30 sec, less with all Great) you could possibly have all 5 gens done in less than 2 minutes if everything is perfect.
Can confirm this has happened in just under 2 minutes. Corrupt Intervention 3 lasts for 120 seconds, and I went up against a SWF Team that popped all 5 gens in under 120 seconds.
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We were told it ran in the background for months prior to this update and that it would take 10 matches for the system to find your average skill level. Gameplay suggests that this definitely is not the case.
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@Victor_hensley said:
https://forum.deadbydaylight.com/en/discussion/comment/1516120#Comment_1516120
They didn't build Rome in a day.
Yes, the system is pretty bad, but they are trying to fix it. I know it's the trend to nitpick everything the devs do and to metaphorically crucify them for it, but can you people have patients? This game releases content faster than most other games, and the downside of it is more unintentional problems arising.
They can't fix MMR in a day, or even a week. It seems like at least 90% of the playerbase has no patients (and respect) for the devs.
I'm not trying to white knight, I have my very own problems with the devs, and have made it public too. I'm not trying to say there are no problems with the game or the dev team either. I'm not even saying they are being the most professional, but I can tell they are at least trying (even though you have to squint past the negative posts to see it).
Maybe they were too confident and thought that the MMR system was ready, but they misunderstood it, and you guys kept begging them to release it. It's like arguing with the cook to give them the steak and they just give it to you to quiet down, then you complain about the steak being raw, despite you being the one to rush them.
The least the developers could do is acknowledge that there is a problem with the new MMR, rather than remain silent. It doesn't need to be some big grandiose announcement of what they're working on, etc. Just a simple acknowledgement that there's a problem, and they're working to rectify it.
Right now both killers and survivors of different skill ranges aren't having fun, and when people aren't having fun, they stop playing and move onto greener pastures.
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Inb4: "But how did the match feel? Rank doesn't matter."
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@[Deleted User] said:
Ranks doesn't matter for matchmaking so it doesn't matter if you rank up now. It's 100% cosmetic aside from killer adept achievements and the rank 1/5/10 achievements for killer and survivor.
Also MMR hasn't settled yet. If you're getting wrecked now the game will factor that in and will match you against weaker teams in the future.
The matchmaking is broken lmao. If after 100 games of getting stomped and continuing to be stomped by the same ranks, that's indicative of a matchmaking problem. Unless, of course, the baseline hasn't been established because the developers didn't think far enough ahead before implementing the new MMR system.
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I've done about 30 matches and absolutely nothing has changed. Still going up against red ranks with enough hours to loop a killer all match long.
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Genrushing is not simply doing gens. I had a game where survivors popped three gens before corrupt intervention was lifted. Three out of four were running toolboxes with brand new part. Just in case, they were also running decisive strike. One of them was running borrowed time. This happened on Coldwind Farm.
But sure, "genrushing isn't a thing".
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There isn't much I consider toxic behaviour. For Survivors, I consider infinite looping, bodyblocking for protection hit and gen rushing toxic behaviour. For killers, tunnelling after unhook, hook camping, and minimum distance hook patrolling.
To clarify, when I say infinite looping I'm not exaggerating. To clarify on gen rushing, I don't mean doing each gen as quickly as possible. I mean getting three gens to pop within a couple seconds of each other.
Personally, I enjoy Killer games where there's only one person who can loop well and the other survivors aren't gen rushing. As Survivor, I enjoy games far more when the killer plays with a degree of fairness than when the killer just plays toxic. It's not fun being camped, and it's not fun being hooked, then tunnelled immediately after unhook because the killer is desperate for the win.
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As a killer main who uses this perk, this would be sound advice if not for the fact that my thought process is usually checking the unblocked gens first, then the blocked gens and then finally searching for survivors.
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I noticed this same issue earlier. Wasn't happy about it. Couldn't hit anything with the vomit without looking at the ground.
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Rank 16 Survivor here. Just got mori'd by a rank 2 Wraith on PS4. Was most unpleasant. I know people over on reddit like to pretend rank means very little, but when you're rank 16 and not running meta perks, you stand little chance against a red ranked killer.
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My primary problem lately is the absurd matchmaking. A Rank 20 can go up against a Rank 4, 6 with rank 18 and 20 being carried.
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Camping when gens done is acceptable. Camping at the very beginning of the game? Unacceptable.
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Survivors completely ignoring gens for the duration of corrupt intervention.
Maps where gens are just too spread out.
Survivors getting to 'touch' repair gens while in a chase.
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I think red add-ons should be op, with the caveat being that they're extremely rare to the point of being only ever-so-slightly more common than Ebony Mori.
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PH's trails are really easy to avoid, as his ranged attack.
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I play killer almost exclusively and I only ever camp near the hook if the gates are open. Face-camping in any other situation is just bad. It just allows the other survivors to do gens. It may not be fun for the person on hook, but I assure you the killer isn't having a blast either. Watching paint dry is more exciting than camping a hook.
Now to explain how a survivor holds the game hostage: Standing at the exit gates teabagging isn't holding the game hostage. That's called being toxic. Holding the game hostage is where you choose to stay on the map, rather than taking the exit, sneaking around the map so the killer has to look for you despite the fact that you could be literally anywhere on the map and the chances of the killer finding you are smaller than finding a needle in a haystack. There is no solution to this. The killer doesn't have some mystical aura revealing perk that tells them the location of a survivor at all times/when it suits them.
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@DemonDaddy said:
Currently the only reason we are seeing punishments and lack of incentives is because of our community. To many call out that they want nothing like this in the game. Which in its current form I can agree, but this can still change. If something is not working we should focus on making it entertaining and not its banishment. Just cause camping sucks doesn't mean it can't be turned into a fun and engaging part of the game. Its up to us to voice reasonable changes and concerns, not review bomb any aspect that launches subpar in our eyes.Two big problems that attribute to killers camping are that Gen progression is extremely fast especially when survivors have toolboxes at their disposal. Four survivors with worn-out tools makes for a quick game. Gens get done quickly, and you typically only manage to get one person dead on hook. The other reason is looping. Getting looped around pallets, window vaults and other objects is extremely unfun and frustrating. I'm not saying survivors should be an easy kill for killers, but they shouldn't be rewarded for trolling the killer either.
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The killer camping actually benefits you more than it does him. You get to focus on gens. It's not fun, but that's not the point here is it? Tunnelling isn't a problem either. It's playing smart. Why should the killer follow your made-up rules that benefit you?
"Oh, they've just been unhooked. They're injured. I can down them in one hit. But that would be tunnelling and tunnelling is bad, so I better switch to the rescuer who has full health so the injured person can heal up." Sounds really dumb, right? This is how survivors sound when they complain about tunnelling.
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There really needs to be a timer that forces survivors to choose to escape rather than staying just to taunt the killer. It's not "funny", and it's not about Killers being "salty" either. It's toxic behaviour and you're not just wasting their time, you're making it extremely unfun for them.
Why should you be granted the chance to escape if you're not going to take it? Once you get an exit gate open, a timer should start where the gates will close again. This promotes saving anyone on hook before you get the gate open (Which isn't a problem since you don't lose progress on the gates, allowing you to stop just before completion which would then allow you a quick escape even if you have to rescue someone from hook) while also making it a bad idea to stay behind just to taunt the killer.
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Better idea: Just let them have the hatch.