Avatar

Kill_Yr_Idol83

Kill_Yr_Idol83

About

Username
Kill_Yr_Idol83
Joined
Visits
434
Last Active

Comments

  • @Raptorrotas said:

    Im sure it'd be better to implement a stalling mechanic thats present the whole match instead of just the start.

    Like a penalty for repairing too many charges in a timeframe 'per gen' or 'for all gens'

    Something akin progressively worse skillchecks, the gen maybe just exploding and being blocked for a few seconds or something the like.

    Btw that'd be something of a "dont tunnel"-mechanic for sirvivors. Its just fair to implement something for them too.

    On topic of corrupt intervention, I think it'd lose its charm/effectiveness if it became base. Survs could maybe get used to that, despite the current trends. (Survivors havent shown to adapt to stuff like noed compared to killers who are quite conditioned by DS, DH .)

    You make good points. Some sort of tweak needs to be made to the early game. No way should a gen be able to pop before a killer can make their way to the other side of the map in a straight line, even with Corrupt equipped. Within this discussion I also agree that they need to do away with survivors being able to tap a gen and be able to instantly stop it from regressing. Someone earlier suggested they need to repair it for 10 seconds (give or take) before it stops regressing and that seems more than fair. Also a normal kick from a killer should do more damage to regression than it does. It's outdated in regards to the meta, swfs and just where this game is today in 2022. Also, no more survivors spawning into the map in front of the gen.

  • @MrDardon said:

    I'll pass. I don't want people hiding for 2 minutes every game.

    But I'd rather have gens go 50 % slower for 2 minutes or once the first down happens. (Because the Killer will get pressure once the down happens).

    I've been using Corrupt in every one of my killer builds for over two years straight and trust, survivors never if ever wait it out but if you take the time to read this thread, myself as well as others have discussed a lot of great ideas to slow down gens, including getting rid of the godawful ability survivors have in gen tapping to stop regressing generators.

  • @sickdeathfiend said:

    I think gen tapping should be removed. Instead, you either have to work on the gen for around 10 secs to stop regression or there is a set of special skill checks to stop the gen regressing before it's ready to be progressed again(like an easier version of floods of rage or something). This would also be slightly more fun for survivors so it's not just holding m1 longer.

    Survivors spawning right in front of a gen always happens and it's honestly ridiculous. In truth the maps/spawns need to be fixed, but some form of a basekit corrupt intervention is a good bandaid.

    Totally agree with you. Gen tapping to stop regression should've been removed years ago!!

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2921972#Comment_2921972

    I'd say until the first hit.

    @topic basekit Corrupt would be ridiculous.

    If there was a way to implement it as basekit when a lobby has a 3 to 4 man swf, it wouldn't be ridiculous at all. I also made a comment as to lowering the time limit if it were to be basekit to stop it from being overkill. As it is right now, something NEEDS to be done about the early game and/or gen speeds. Too many years have gone by that the devs have ignored this glaring issue in the game and it's time they focus on it as it is dated problem that is becoming more and more imbalanced with every new update.

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/2921960#Comment_2921960

    Agreed. If it only takes a tap to stop regression, and a few seconds to kick one, those kicks should do real damage.

    Good point.

  • Looks legit. He never swung at you when you used Dead Hard so he never suffered a penalty in speed.

  • As I was saying above, if a full 2 minutes seems like overkill for it to be basekit and if the perk would still exist, I'd suggest dialing back the basekit time limit to roughly a minute, maybe a minute and a half (that way you can actually make it across the map and not have a gen be completed in the first 30 seconds of the game) and if you choose to use the perk Corrupt Intervention, you could stack an extra minute and/or extra blocked gen as a bonus. Yeah?

  • @Piruluk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2921976#Comment_2921976

    Nothing, its not like killers lost the game when all gens repaired, survivors still have to escape....

    Thanks for coming out. Your participation award is in the mail 🙄

  • @calem said:

    I would like it so that gen repair speeds are slower to some degree until the first gen is completed, or something similar

    I get where you're going with this train of thought and I can see how it could work. Just not awake enough to do the math right now lol

  • @MyNamePete said:

    I personally always wished there was a mini pop goes the weasel base kit.

    Like any time you damage a gen it should reduce it by 5% or 10% then start to regress.

    Agreed. The amount of damage done to a generator and its regression from just a normal kick is not at the level it should be as to where the game is today.

  • @GuyFawx said:

    Maybe not basekit but it should block every gen

    Can't say that'd be helpful. If Corrupt blocked every gen then it'd make for a really boring and counterproductive early game. Survivors would just continue to get a leg up by looting all the chests and loading themselves up with items, blessing and/or cleansing most if not all the totems or they'd just hide rendering the perk useless and putting the killer at a further disadvantage. If it blocked a 4th gen, maybe but as is it should be base kit because of how much of a necessity the perk has become. Maybe dial the time limit back to a minute if it's basekit and if you equip the perk, you gain an extra minute and/or extra gen?

  • It still feels bad. I returned to the game as a killer main for the tests and had fun on certain days but whatever is implemented now is just as bad, if not worse than before. I was hopeful but alas played a game with the Hillbilly (haven't played him in 2 years?) and was matched with god tier level survivors. Thought it was a fluke but 4 or 5 matches (and losses) later and they're still untouchable survivors gods. Makes no sense. Add in boons and DH and it's just a nightmare. Honestly, after 5+ years of playing DbD, a game I used to love, I've finally uninstalled the game. I can't justify torturing myself and wasting hours of my free time with this mess anymore. Looking forward to the new Evil Dead game instead!!

  • I love these ideas. I used to play Pyramid Head a lot for the first year of his release but have found him to be harder to play with the current meta especially in regards to SWFs and survivors in higher ranked games so I've laid off playing him. A new pass on his add-ons is very much needed and I'm liking these aura reading ideas for his add-ons in favour of killer instinct. It makes A LOT more sense given what his main power does.

  • Not worth it at all due to the grind. If all your killers are perked out, sure, go for it but even then you'll be spending (at the very least) a month trying to perk them completely out again.

  • If you want some crazy gen pressure, run Corrupt, Scourge: Pain Resonance, Call Of Brine and Pop Goes The Weasel. For add-ons, run Calm and Order (it'll give you almost constant use of Static Blast). This build is overkill but you'll know where survivors are and on what gens almost the entire match.

  • Recently I had a daily as Trapper (the standard catch 3 survivors in your bear traps) and decided to do an archive challenge with him, where it was like "hit 3 or 4 survivors while Undetectable using the perk Tinkerer" and wanted to see if I could get both challenges done in one match.

    Anyways, I decided to use Dark Devotion+Tinkerer+Call Of Brine+Discordance (with Stitched Bag to strategically place my traps and Bloody Coil to dissuade survivors from disarming them) for fun and the results played out better than I could've ever expected. The Obsession not only kept healing with a Boon all match but kept blessing the exact same totem I kept snuffing out, making it easier to find them every single time giving me continuous value out of Dark Devotion. With the info I was getting from the other 3 perks and the added Undetectable from Tinkerer, the survivors barely, if ever, heard my terror radius all match. Needless to say, I caught them all of guard with this build and completely dominated. Can't say it's the strongest build by any means but damn was it ever fun pulling it off!!

  • The Hillbilly challenge is ridiculous especially for us console players who have the added handicap playing as him. 7 hits in a single trial?! Yeah right!!

  • @PapiKingley said:

    Short answer : No

    Mathieu Cote said a few years ago " We don't raise the bloodpoint cap because we don't want you to have all the goodies too quickly "

    And that was a few years ago when the grind wasn't as severe as it is now. Changes need to be made.

  • @JosephN said:

    I hope they do this, but I also would love if they just extended the blood hunt into the beginning of the ringu chapter to give us a larger incentive to play once the new chapter drops.

    Agreed. I almost feel like the Bloodhunt has more to do with the release of Elden Ring than it does with earning BPS for the new chapter especially since it ends the day before Ringu releases. Because of this, it's a missed opportunity for the community.

  • No. I play Mikaela as well and never use boon totems. I'd rather people cleanse than wait for NOED to f-ck us over ✌

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2824576#Comment_2824576

    Click on my name. It's been up for 5 hours. If you ever need a guide click on my name and check my discussions. I upload the guide within a few hours of the tome being released.

    Hell yeah!! Thank you so much :)

  • Honestly, the Ringu chapter announcement has brought me back because the Japanese film franchise is a personal favourite and I look forward to playing it. I'm still not thrilled with the current grind, the MMR system and the meta that encourages sh-tty gameplay but I'm hoping something will be done about it soon since the majority of the community has made their voices heard about how awful it is.

  • Can someone do one for Level 3 of the new Tome? I keep looking at it but haven't made sense out of direction to save as many as possible.

  • Best imo is Silent Hill (with Stranger Things as a close second. Would've said a tie but Hawkins is gone 😭).

    Worst (as far as initial release) is Resident Evil because of all the game breaking bugs and dismal console framerate issues and lags. The chapter is much better now (though Nemesis still causes framerate drops for PS4) though on release that was a frustrating and awful experience playing the game for two full months.

  • I play all of the killers on PS4. The only ones I find trickier on console is Nurse, Trickster, Billy and Blight. There's no fluidity or even accuracy in playing them on console whatsoever. They seem very much catered towards keyboard and mouse, making a loss feel worse than it should especially against skilled survivors or a SWF. Trickster is the worst in my opinion. It seems like it comes down to luck as to whether or not his blades will connect a hit. It makes him someone I play the least which sucks cause I love his design but he's flawed on console. Also, Nemesis, as much as I enjoy playing him, still has framerate drop/lag issues on console (last gen). They're not as bad as they were when he was first released but it's still noticeable and has a habit of screwing up plays.

  • Corrupt, Sloppy, Nurses and PGTW

  • @ThePolice said:

    Boon totems are totally fair and balanced, that’s why there’s Sooooooooo many killers playing right now

    /s

    omg-oh-my-god.gif

    😑😶🥱

    Edit: Sorry, I didn't see the /s at the bottom of your comment for sarcasm.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762282#Comment_2762282

    So... yes, it is a term you slap onto anyone who disagrees with you on this topic?

    We can drop this here, I'm only going to respond if I'm insulted again. I do appreciate the clarification, though.

    It's the way you so adamantly defend SBMM at all costs even when multiple people have explained to why it has affected their games and why we dislike it so much, that has lead to a couple of us calling you a dev apologist. You weren't trying to understand or discuss it, you just want to defend it. You asked to explain, we did but that still wasn't good enough. You think you're 100% right on this topic so there's no further discussing this with you.

    And no, I don't slap that term on just anyone. It's glaringly clear you're whole position is to defend SBMM at all costs rendering this discussion useless.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762267#Comment_2762267

    It's also kind of wild that in a thread where I'm constantly critical of the devs, say the system has flaws, say it needs work, and that the main point I make is that people are misplacing their annoyance with a separate flaw with the game onto the MMR system, I'm called a dev apologist.

    Do you guys actually think for half a second before applying that label, or is it just slapped onto whoever disagrees with you?

    Ugh. I hate that I'm responding to you when I said I wasn't going to anymore. I could careless that you disagree with literally everyone that has chimed in on this post and any post that revolves around players dislike for the SBMM system. The reason why you're coming off as a dev apologist on this particular subject is your unwillingness to see that game imbalances and the SBMM system are two different things and think that people that are complaining about SBMM, are actually pissed off about the game imbalances. It's BOTH for two completely different reasons. You just want to be right on this issue instead of finding a middle ground and talking about the flaws with both game imbalances and SBMM and how they affect each other. You even admitted that there's flaws with the SBMM system so I don't understand why you're adamant on dying on this hill.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762262#Comment_2762262

    I'd say shameless dev apologist instead of white knight, but that's just me.

    Agreed. I realized it wasn't a necessary term I should've used but I hit send before I could edit and they responded so fast that it'd be clear I edited it after the fact but yes, a dev apologist.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762257#Comment_2762257

    Alright, dude, whatever you say.

    I will say this: I never thought it'd get to the point where the whole "white knight" nonsense can apply to literally any disagreement on the internet. Truly, we've come so far since the old days.

    ✌✌✌

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762236#Comment_2762236

    When the game matches people weird it does go both ways, you also get matched with survivors that are far lower in skill. That is an issue, it's the thing that sparked this whole conversation- it's what the devs were talking about when they said the thing that angered you so much. It's fair to separate the MMR rating itself, and the matchmaking system that sorts it, those are two separate things, and the matchmaking needs some work to better handle things like backfill.

    This, also, as with everything else, happened before, and far more frequently. Rainbow ranks was a very real thing that happened almost every other game at its worst.

    It also can't be why games are sweatier, because games aren't sweatier. They were sweaty before and they're sweaty now, that has not changed.

    Like Pulsar, I'm giving up this conversation with you cause you're either a white knight, a mod, a dev, a contrarian or simply trolling this post with no intention in finding reason as to why so many of us are calling out SBMM for the bs system that it is. I've been playing this game for almost 5 years, shortly after the game's release. And yes, since SBMM the matches have become more sweatier and that's a fact. To say otherwise is completely baffling and therefore I'm done in my responses with you cause you're not looking at this for what it is. It's both game imbalances and a faulty SBMM system. One doesn't negate the other. They're both a separate problem with this game. Period.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762218#Comment_2762218

    People do like to win, generally, and will generally try to do so. That's not changed since SBMM- they did it before, and they do it now. The game is not sweatier, the only change that's really happened in that regard is that certain parts of the game's balance (CoH being the biggest offender) have gotten a little worse. That's the part I think you're misunderstanding- it's sweaty now, and it was sweaty before.

    My point isn't to try and say you're actually having a great time and don't know it. My point is that the reason you're not having a good time is not the MMR system because it's not made that kind of difference or that amount of difference. The MMR system has made matchmaking very slightly better, and that's it.

    And yes, there is still inconsistency. As the devs said, that's something they acknowledge and are making changes to fix. I never said there wasn't, I just said it's slightly less- and in my experience it is, which is just as valid as your experience. Neither one is more important than the other.

    https://forum.deadbydaylight.com/en/discussion/comment/2762221#Comment_2762221

    That makes zero sense. If SBMM has exacerbated the balance issues, then of course fixing the balance issues will fix the SBMM, because the balance issues are the thing that is actually wrong here.

    I disagree because you're still under the impression that there's nothing wrong with SBMM. It's still matching survivors with killers that are far lower in skill. Does fixing the imbalances in the game fix this? No. It doesn't. That is an issue with the SBMM system. Not an issue with game imbalance. And yes, that is a partly why games are sweatier because killers have to work extra hard if they ever want the dopamine hit of a win because they're being matched with survivors far beyond their skill because THE SYSTEM DOESNT WORK.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762210#Comment_2762210

    Both my major points in one post!

    Most people who dislike the SBMM system base that dislike on a combination of thinking that games are "sweatier" (when they aren't really, it's just slightly less broken up by the matches with baby survivors) and that the system is in any way forcing or even encouraging them to play a specific way.

    Since neither of those things are true, the only conclusion I can come to is that people say they dislike MMR when what they actually dislike is the state of the game's balance. It's the only conclusion that makes sense.

    That's not at all true. The imbalances of the game and the SBMM system go hand in hand. The imbalances have been exasperated BECAUSE of the SBMM system and not the other way around. Fixing the imbalances is not going to fix SBMM. It's a sh-t system no matter how you try to explain it. The fact that it factors kills and escapes only as a base for one's skill, already shows how faulty it is.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762189#Comment_2762189

    I'm just going to have to disagree with you there. From everything I've seen, not just from my games but from anyone else's that I've been able to view or hear about, games are definitely more consistent.

    Some of the time that's because of people whining about their games being harder, sometimes it's from people talking positively about their experience. Usually not from streamers, I'm given to understand they're victims of the "prioritise speed" thing a lot so they get some really wack games- but even then, some of them are definitely having a harder time.

    I really do believe that the primary issue with the current inconsistency that exists is because the matchmaking wants fast, not accurate. It seems very coherent with what I've seen- that this system does have the potential for much greater consistency but needs some more tweaks. I do think things like emblem score should be factored in as a secondary weighting mechanic, but otherwise it's probably more on the "fast not accurate" thing.

    To your last point, rank reset was a nightmare and it's absolutely a good thing that it's gone. I also have to assume people lose MMR faster than they'd lose rank, but to be fair, I don't know that.

    You're missing a major factor that I've tried to answer above that you've neglected to respond to after initially asking me my opinion as to why we hate SBMM so much and it's that the killer base is far smaller than the survivor base of this game. Because of this, being even somewhat good as killer is matching you with the best of the best survivors that in most cases, far out match the killer they're being paired with skill wise. Again, as I was saying above, people like to have a win and "winning" as killers these days you either have to play sweaty or extremely toxic which feels awful. It's not fun and SBMM forces you to play this way. Trying to play casual is either boring (cause you're hardly ever going to secure a kill this way if you're somewhat decent at the game and things get stale) or you're just met with survivor toxicity and ego.

  • @jesterkind said:

    So, here's the problem, right? I'd kind of agree with you on boons, I think they aren't working fully as intended and should be tweaked a little (though obviously they shouldn't be made limited use, that'd be silly), but when it comes to MMR...

    Yeah, sure, a lot of people are saying that they're quitting. Maybe a lot of people are! And they're blaming MMR... but have you ever asked them to explain what they dislike about it?

    Because usually, in my experience, their answers have extremely little to do with the SBMM system. Usually it's stuff about how fast gens pop, or how strong certain survivor perks are, or the feeling that they have to play "sweaty" to get anywhere... and those things aren't MMR. Those things were a problem before MMR, even. The MMR system is just a convenient scapegoat for people's generalised frustrations.

    I generally believe them when they say that the MMR system itself is working well, and that the problem is that they let the matching get too lax to prioritise speed. I think a little more work should be put in regardless (and they've mentioned fixes for facecamping which is one of the most glaring issues rn), but the system clearly isn't actually broken, it just isn't working as well as it could be.

    I encourage you to read bm33's response as to why SBMM has been so awful.

    @bm33 said:

    I wasn't a fan of the SBMM answer. It felt like they're so stuck on escape/kill win criteria that they're ignoring players when they are saying the matchmaking from it doesn't make games feel good.

    The main thing I see from people that don't like SBMM is that it doesn't feel good/fun. It's nice that the stats show it's working but does that really matter if people aren't enjoying the game because of the matchmaking?

    On previous stream when asked about OoO Ethan said the stats said it was fine so no reason to make changes. Cote had to point out that even though the stats said it was fine players complaining because it didn't feel fine was a reason to look into it. OoO was then changed for the better and the complaints stopped.

    Players are saying SBMM doesn't feel fine even though the stats are saying it's fine. Even players I have seen defend SBMM have said they think there should be more nuance to it - especially on the survivor side.

    On the survivor side it's not fun being matched with survivors that hide and hope to be carried by the others or are waiting for everyone to die so they can get hatch. These players continue moving up and dragging down the teammates that are actually trying. It's not fun when a 4v1 is made to feel like 3/2/1v1 because your teammates aren't helping.

    On killer side it's sweatier matches because survivors are now trying to finish gens as fast as possible - only escapes matter now and getting gens done is what powers the exits. Killers now facecamp more because it guarantees kills and there's no point anymore to bother trying for multiple hooks - why leave the hook if they can secure the kill with camping and then get atleast a second with NOED? With emblems you would get rewarded for hooks and punished for camping but SBMM is the opposite.

    Ultimately SBMM has encouraged unfun gameplay on both sides and made matchmaking feel bad. Stats may say matchmaking is fine being based just on kills/escapes but the games don't feel good.

    I'd also like to add that with all the imbalances the game already presents (ie. SWFs, the meta, the game's mechanics favouring the survivor side, etc.) all SBMM has done is exasperate the experience.

    Playing killer used to be fun. The unpredictability of matches was a thrill. You didn't know if you'd get stomped, stomp on or have an equal, challenging match. SBMM however has killed all of that, it's all killed playing casual. Sure chases are fun and all but does that not just get boring after awhile? Players like to win but there's no winning at being any sort of good at killer these days. The killer base is way smaller than the survivor base so SBMM does nothing but match us killers that are somewhat decent at the game, with the best of the best survivors. If you want that dopamine hit of winning, you either have to play sweaty or extremely toxic which feel so bad. And that is the majority of why us killer mains hate SBMM.

  • @bm33 said:

    I wasn't a fan of the SBMM answer. It felt like they're so stuck on escape/kill win criteria that they're ignoring players when they are saying the matchmaking from it doesn't make games feel good.

    The main thing I see from people that don't like SBMM is that it doesn't feel good/fun. It's nice that the stats show it's working but does that really matter if people aren't enjoying the game because of the matchmaking?

    On previous stream when asked about OoO Ethan said the stats said it was fine so no reason to make changes. Cote had to point out that even though the stats said it was fine players complaining because it didn't feel fine was a reason to look into it. OoO was then changed for the better and the complaints stopped.

    Players are saying SBMM doesn't feel fine even though the stats are saying it's fine. Even players I have seen defend SBMM have said they think there should be more nuance to it - especially on the survivor side.

    On the survivor side it's not fun being matched with survivors that hide and hope to be carried by the others or are waiting for everyone to die so they can get hatch. These players continue moving up and dragging down the teammates that are actually trying. It's not fun when a 4v1 is made to feel like 3/2/1v1 because your teammates aren't helping.

    On killer side it's sweatier matches because survivors are now trying to finish gens as fast as possible - only escapes matter now and getting gens done is what powers the exits. Killers now facecamp more because it guarantees kills and there's no point anymore to bother trying for multiple hooks - why leave the hook if they can secure the kill with camping and then get atleast a second with NOED? With emblems you would get rewarded for hooks and punished for camping but SBMM is the opposite.

    Ultimately SBMM has encouraged unfun gameplay on both sides and made matchmaking feel bad. Stats may say matchmaking is fine being based just on kills/escapes but the games don't feel good.

    I couldn't agree with you more!!!

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762123#Comment_2762123

    That it's "working well" but is also selecting teams based on a subset of the gaming experience is probably the whole problem. You took a game where the most competitive end of the balance is really limited and tires people out fast and told all the reasonably good players "play like this all the time or eat a ton of losses in a row and hope you'll get easier games", which is a great way to lead to nobody having fun. And then, of course, the game's balancing cycle is way too slow to shift this balance.

    I'm pretty sure feeding on hope is meant to be the Entity, not the game itself.

    I'm happy to say, unlike a previous post of mine, I can finally agree with you on something. There's too many glaring imbalances in this game that have been slept on for far too long that SBMM has done nothing but exasperate the whole experience for killer and strip it of any fun.

  • SBMM just simply made me uninstall. My idea of fun isn't getting stomped on by survivors, being clickity clicked at, teabagged and body blocked into oblivion. My killer matches are nothing but sweatfests and trying to play casually just inflates survivors egos more, causing them to double down on their toxic behaviour. I made the decision to not subject myself to it any longer and quit playing.

  • Dead Hard (or at least how it is now with its hit validation favouring survivors 99% of the time)

    NOED (and I say that as a former killer main)

  • P.S. F-ck boons. They're too OP and needs to have some sort of limitations. If someone can break Ruin in the first 30 seconds of a match, a survivors precious boon totems shouldn't be able to be relit an infinite amount of times.

  • I'm a killer main of 4+ years and I quit last month. And yes, it's because of SBMM. Also, out of the 12 friends I play this game with online (10 of us are killer mains when playing solo but obviously play survivor together) only 1 of us is still playing. We've all collectively quit because of SBMM and have moved on. We'd all love to return but until BHVR acknowledges and fixes the insane imbalance due to SWFs and the damage they've done to playing killer because of SBMM, we won't be coming back any time soon.

  • You're not wrong but to be honest, I blame the community for the lackluster Q&As more than I do the devs and BHVR's social media team and mods. The majority of the community ask the stupidest questions surrounding things like cosmetics that have nothing to do with the game's performance or things they know the devs can't answer like future chapters. It's so annoying when those of us that actually care about the game and have been watching its steady decline, get no important answers asked like "are you all aware that SBMM is a complete abomination and what are your plans to work, improve or fix it going to be and when can we expect seeing it cause so many of us are quitting the game?!?!"

  • @BenihimeWrath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2757535#Comment_2757535

    Personally I've started only going for 8 hooks myself, I've found that its a lot less stressful right off the top knowing you already cut your burden by 1/3rd. And then afterwards with all that extra time I can usually farm up all my points. It also helps me meme around more with teams when they realize I'm not lethal despite the 8 hooks.

    Overall, a lot more satisfying of an experience and when people are still sweaty despite how chill I am I just sit still and wait for them to finish.

    I started doing that before I quit the game all together. I'd play super chill and the minute I notice survivors playing super sweaty and/or are clearly better skilled than me, I'd park my ass in front of the exit gates and wait for the last gen to be done and open it. High skilled survivors love sh-tting on killers especially since SBMM and I'm not about continuing to take the abuse anymore. Before SBMM was introduced it wasn't nearly as bad as it is now.

  • @BenihimeWrath said:

    Well in fairness, when this MMR was announced the dev's straight up said that killer MMR would not be linked to each other. However when it was released it was QUICKLY revealed that the /devs straight up lied/ and not only is all the killer MMR interconnected, you can never ever reduce your MMR unless you do it for all killers simultaneously because your highest MMR killer drags all of your other killers up to it and never the other way around.

    Because of this I've literally stopped engaging with their MMR system by straight up never killing anyone.

    And I have to tell you, it literally means nothing because at a certain point the system just widens its search parameters so you get sweaty/baby teams no matter how high or low your MMR is.

    I totally agree with you and that's why I don't even bother throwing matches because unless you plan to throw at least 50 matches across all killers, it doesn't make a lick of difference. It's such bullsh-t and is why I'd like to know how much the MMR will decay by simply not playing.

  • @Khelendrose2020 said:

    The decay is minimal, meaning within 3 to 4 games you will be back where you were. That said, I've been a killer main since six months after the game released and have retired as well. SBMMR is the primary reason for it.

    I jumped in this past weekend after a 2 month break and could only stomach about an hour of gameplay.

    The devs are killing the game and are too proud, or blind, to admit it.

    Preach!! Regardless of the questions I posed in my original post about the decaying MMR, SBMM was the final nail in the coffin. It too made me quit this game after 4+ years and countless of hundreds of dollars on DLCs and cosmetics.

    I'd love to return to the game but like you said, the devs are too proud to admit that SBMM was a massive misstep that has caused a recognizable amount of players to quit, than to actually do something about it.

1 2 3 4