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LemeTheMeme

LemeTheMeme

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LemeTheMeme
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  • Oh, I misunderstood. I thought you meant showing what is considered playing "poorly" and playing "well". I guess it would be nice to know what category you fall into MMR wise and see your MMR status. Don't really know any other games that provide this information, but I don't think it would be abusable in those regards!

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1041248#Comment_1041248

    I think it will be an improvement on the current ranking system, if only because it's hidden and therefore less open to abuse. I also think that the idea of having your MMR boosted more by beating more "skilled" players and vice versa is a good thing to have.

    Variables-wise, there's no perfect way to balance it of course, but if I were them I would just base the system off the main variables (kills and escapes), and just trust to mathematical probability that the rest will even itself out over time. Because if you try to go into any more detail than that when it comes to the gameplay, there will inevitably be things you miss or balance incorrectly that put certain playstyles at a disadvantage, particularly when it comes to killers.

    I feel like you philosophy on kill/escapes shouldn't be used in these regards, but should be used in regards to the emblem system. I do agree that it should be simpler, but if the MMR system gets added, then we need more variables to depict how well someone does. It isn't fair to lose to someone who tunnels and face camp and then lose MMR points because of it.

    I do agree with your points though, but just if the points you made were for the emblem system, rather than the MMR system.

  • It should stay hidden. there shouldn't be a way to abuse it. Though I think that the system won't be able to pick up on all variables, I don't want a system that can be abused more than what emblem system we have now. Which is abused, but also caters to a certain playstyle.

  • Totally agree. If DS were to change like this, it can only deactivate while injured or healthy, NOT while downed. Though, it just brings back slugging for 60 seconds if they do wind up downing you after hook.

  • @Fibijean said:

    I hope they never tell us what the variables are, or if they do I hope they only reveal it in the vaguest terms. Knowing how the algorithm works would completely defeat the purpose of a hidden MMR system in the first place.

    I totally get that, that’s kind of what MMR is meant to do so people can’t abuse it. So, I guess we just have to “hope” that this works and EVERY variable that occurs throughout the game to be accounted? Maybe it’s just me with trust issues, but I don’t get why a system like this is being put into place, when there are way better areas to put resources into.

  • @Speshul_Kitten said:

    If you can read between the lines, It’s just to hide the Ranks. This “secret measurement of skill” cannot measure skill in this game since there are TOO many variables to account for.

    Agreed, but why is there even a new ranking system when the current one is extremely flawed? Why don’t we get these things to work more efficiently than waste resources on something that can’t determine someone’s skill.

  • @Mikeasaurus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1040054#Comment_1040054

    Honestly, that's my take on it too. I don't want to start saying the Devs are more survivor sided, but what evidence are they showing to us that they're not? All we keep getting from them is a 'soon' or 'Later date', but in my opinion, this isn't good enough. They clearly know the issues are here, but still choose to drag their feet about it all. I wonder what's going to make them realise? When all the killers leave the game? When survivors get nothing but 100% escape rates? Makes you wonder.

    I know, I hate that so much. I wish they would disclose plans they have for map balancing. We have gotten no insight and it’s a let down.

  • @S_Panda said:

    Was it just bad rng for me or did the Lery's rework turn every single pallet outside of the operating circular room into safe pallets? The hallways used to be almost all unsafe / gameable with the "long rooms" / bathrooms being generally safe.

    The map got many more safe pallets. I agree that it is a nice looking map, but in practice it isn’t very fun.

  • @BenZ0 said:

    @LemeTheMeme

    World of warcraft and Hearthstone are both RNG based and are both compatative.

    Card games are different, and wow is an mmo. When it comes to “horror” genre, if that’s what this game even is, it shouldn’t have all these RNG factors into play that can determine outcomes. For example Thompson house can spawn 3 safe pallet loops side by side by side. Literally can run the killer for 5 gems on one side of the map.

  • @Brucecastro81 said:

    They said that they're looking into maps (don't know when but)

    All that they mentioned was they are aware we want map changes. They didn’t go any further to explain what they are changing. It feels almost as if they’re ignoring it, but that’s just my take. I couldn’t find any discussions about maps with dev comments on them.

  • @oxygen said:

    Nah, that's taking one step too far into conspiracy theory territory if you ask me. It's far more likely they simply wanted to prolong the match and didn't really care about escaping if you ask me.

    They could've also gone for challenges that require people to get hit/hooked, like ones revolving around healing or unhooking but still wanted to get some gens done too.

    Well, that shows another problem. People are throwing matches, just to complete these ridiculous challenges. I'm pretty sure these "challenges" are corrupting the data that the devs look into.

  • @Omans said:

    The number of absolutely horrendous maps is possibly the biggest balance issue in the game, and it is beyond frustrating that the devs just...aren't aware? don’t care...?

    1 or 2 map reworks every 6 months(?) or so isn't good enough. Especially after the ruin nerf, if you get Haddonfield, Yamaoka, Ormond, etc, and the survivors and killer are both equally skilled, the survivor team has to be outplayed severely for the killer to have a slight chance to win.

    God, I completely forgot about the horrendous map of which is Ormound. Also, I totally agree. No map should provide favoritism to either side. We need to see multiple map updates, PER update. Get these level designers to make some changes, before releasing new ones.

    Until the maps get updates, I don't want to play some "dice rolling" simulator that has a high potential of predicting game outcomes because of what maps I get.

  • I have to say, why are inside only maps even a thing? They are impossible to balance and only cater to stealthy killers.

  • @Peanits said:

    I don't think matching based on player level would work. There's people who are devotion 15+ already, so there wouldn't be any match for them. At the same time, this would assume that everyone gets better at the same rate over time. That's definitely not the case. There are people who have played the game steady for years and have hit the ceiling for how well they can do, or just simply don't care enough to try to get better (casual players), and there's also people who catch on quickly and always try to improve.

    But it's not a competitive game at the least! And the current ranking system only caters to a certain playstyle, which goes against certain killers powers and builds (Myers and Plague predominantly). If the game were to over crossover to a competitive game, there would need to be changes to balancing the difference between Solo and SWF, changes to RNG tiles, serious map changes, like really big overhauls to almost every on, and then some serious balance changes to perks, powers, addons, and item.

    Player level would be a more accurate representation than this lackluster matchmaking system is currently live. If not, focus the ranking system to simpler numbers, base it off of escapes for survivor, and kill/hooks for killer. We don't need these variables that make certain killer easier for ranking than others.

  • With how the game has been going, no. The game is entirely RNG based, and any SWF group with good looping skills will outweight a killer with good pressure.

    Did I mention that it's RNG BASED??????!!!!!! No competitive game should EVER be RNG based.

  • I'd have to say Corrupt, or PGTW. I main Huntress and have been struggling with this, because sometimes you really don't have the time to walk across the map to kick a gen, especially being a 110% ms killer.

    However, if you want some nasty slowdown, combo Thana, Dying Light, Nurse's, and any other perk of your choice, and then the add one of the hatchet addons. Basically what Fibi said, but I don't recommend Thana alone on Huntress, since she really can't apply the best "anti heal" pressure, without NC of course.

    If you were to add Thrilling Tremors though, replace BBQ with it. Personally, I think it's a better perk than BBQ, but I will always run BBQ because of the BP bonus :)

  • SC is more boring than generators, I hate running it, I literally sometimes run it for the extra 300 points lmfao

  • @RipleHHH89 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1023831#Comment_1023831

    Couldn't have said it better as a survivor main myself lmao what a joke. Killer is weak. Maps are too big, gens are too easily done and fast. Killers are screwed with no ruin. There's no point in playing killer. So I urge any killer to have had enough to stop playing killer and let the game go downhill. I can only hope.

    I'm not a survivor main, I have been maining killer more than ever and I 4k regularly, all these nerds on the forums like to complain and rely on these perks to carry them, when all you have to do is tunnel, proxy, and slug. Easy win. Anyways, I guess you fall into the get better category :D

  • When playing with even 1 person, can take up to 15 minutes at rank 1.

    Solo is around 5-8 minutes.

    Killer queues at rank 1 are instant though, sooooooooo… That has been my go to.

  • As for what I'd like to see, I really would like to see kind of a general stats added to your profile to see how good you are on average, in regards to death ratio, and just a bunch of random stats.

    However, after these patch changes, I would love to see DC rates, kill rates, and Doctor kill rate.

  • If someone gets in a locker with DS I legit just count and then grab him if he doesn't get out by the time he was unhooked. Actually haven't been hit with a DS in awhile because I will legit camp and slug someone if they prove they are trying to get cheap procs of this perk.

  • You shouldn't be able to beat every killer the same way. It sucks that most killers are just looping over and over again, and that's why playing against Nurse is really fun (except slugging ones). I actually think if they removed the blink recharge aspect, she'd be a lot more balanced and fun, yet still super map dependant, (not as bad as Huntress though).

    The thing with doctor is his strengths are really Finding survivors and destroying loops, which are the most common tools used by survivors. I think game sense is what really counters the doctor now. He's still a massive noob stomper, but once he wastes his shock ability in attempts to find someone, he's really got nothing going for him.

  • I generally don't see Mori's, but after this patch I have only played killer cause Survivor queue times are actually insane. I'm better at killer anyways though, but sometimes I don't feel as much enjoyment because I really need to be sweaty and toxic for 4ks. Morally, this game has been too much cause I'm legit ruining peoples games and fun just so that I can win. Haven't played in a few days because of this. At least in Skyrim I can adjust my morals based on my characters values :D

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1030298#Comment_1030298

    Cough Zanshin Tactics cough Monstrous Shrine cough Mindbreaker cough Unrelenting cough Huntress Lullaby cough Overcharge cough Unnerving Presence cough Overwhelming Presence cough Lightborn cough Furtive Chase cough.

    I didn't mention that EVERY killer perk fits into a valid build, but rather the ones he mentioned. I agree that all those you mentioned are pretty bad, except Zanshin, Lightborn, and Overcharge. Those fit into builds, and Lightborn basically negates all flashlight blinds, as well as makes you recover from them faster at pallets and whatnot.

    Zanshin is great on Trapper and Hag. Mainly a tool for beginners, and so is the survivor counterpart. Overcharge isn't bad either. Not as good as other perks that provide information. But, with the surveillance change, maybe this perk needs a rework if anything. Not that it's bad, but that a perk just does it's job better and more efficiently.

  • Your arguments about “weak” killer perks you mentioned is absurd. The real only perks that need changing are beast of prey. The rest fit into builds, and wether their niche or not, they fit into those builds well and make them possible.

    Also whispers and thrilling tremors are amazing. I use whispers on a lot of killers (Pig, Plague, Huntress, Clown, sometimes Billy, Doctor, and really it works with every killer. Especially helps with early AND late game.

    Thrilling tremors is better than BBQ, but people still run BBQ for the extra BPs (very guilty of this)

  • It’s really only good for the extra BPs. Honestly, thrilling tremors is much better.

  • @Sleephartha said:

    i appreciate all the helpful and straightforward responses. I’ve been doing the closet thing but when he uses static blast as often as possible you simply can’t spend all game running in lockers. And no way in hell am i going to waste a slot on a perk that is only useful against one killer (re: calm spirit). I could understand spine chill for spirit because that perk is strong vs a lot of popular killers but calm spirit? Gimme a break. I dunno... so far I haven’t been on a team that’s beaten doc yet. I’m solo though so we don’t coordinate like swf. I still think static blast is too strong. 60 sec cooldown is way too fast.

    I get that Calm Spirit is super niche, but it can be used to counter Clown as well, (as if he needs more counters.) It can help with infectious fright, Nurse and Oni addons, Iron Maiden, not alerting crows, which is actually pretty effective against a someone who can use crows to track survivors.

    I'm sure it will have even more use in the future, but right now, it's not bad considering how common AND powerful Infectious Fright and The Doctor are.

    Did I mention it is also really good stealth tool with crows???/??////??/?

  • @BillyAndStu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1027300#Comment_1027300

    You dont care but you clearly care enough to write a comment.

    I mean, 3 letters takes a good few seconds.

    But, hopefully the devs do something about the queues!

  • I actually really like it! The state of current exhaustion perks are boring and have really easy to pull off. This would make it so much more fun! Sucks that it won’t work with head on, but still pretty cool!

  • That sounds really bad actually. FF should always grant the ability to see gens.

    Also, he could do with a change to actually seeing scratch marks while in FF. Maybe even reducing the stun to 3 seconds or 3.5 if 3 proves too powerful.

  • @Wesker said:

    https://forum.deadbydaylight.com/en/discussion/comment/1025992#Comment_1025992

    Well, you're against low rank survivors then lol

    I don't know which killers are you playing but you are completely wrong. If you're a god tier Nurse yes, all is going pretty well for you

    He doesn’t play low rank survivors. I e watched his streams. Just because someone plays well on average, doesn’t conclude to them being low rank.

  • @Rivyn said:

    You ranked Plague, Pig, and Legion with Billy and Spirit? Okay.

    I didn’t make rankings? I just said I got all 4ks in a day with these killers. Not ranking them, I’m just stating they it isn’t hard to 4K if you have a brain lmfao.

  • @BenZ0 said:

    You think Legion is fine and dont need any adjustments? Dafuq

    I just think his stun needs to be 3 seconds rather than 4.

  • If anything is going to happen to clown (which I hope he gets some love), it will be most likely next mid-chapter patch or the mid-chapter patch after that one.

  • @MegHasCuteFeet said:

    You do realise that the best method to win as survivor then is running left behind with a key, while switching between 2 lockers through the whole game right?

    That's if you only want to rank up, but you won't get literally anything out of that match if you do that.

  • Maybe even letting survivors pity pip if they manage to survive until the exit gates are powered.

  • @JasonisLife said:

    https://forum.deadbydaylight.com/en/discussion/comment/1023857#Comment_1023857

    while I agree that this can work for killer, its a different story for survivors. killers are the only one on their team so their score should be how they perform individually, so in this case how many kills they get. But for survivor you are part of a team. And in most cases the work isn't split equally. most games some survivors are doing more to help everyone escape than others, even if they end up not escaping themselves. But I consider them to be the better player because they did more of the duties a survivor should do and did them better therefore they deserve the pip more than the person who hid all game and escaped the first chance they got.

    I get what you say, but at the end of the day, this game brings up moral choices you can make. For example: you did all the work that game, exit gates are open, someone is on the hook. Do you risk getting caught and de-pipping? Or do you leave easily knowing you've pipped.

    At the end of the day, you don't have to make selfless decisions. You work together as a team, but once the exit gates are open, you don't have to stay behind.

  • @Mringasa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1023857#Comment_1023857

    They did this with Killers before. It encourages Camping and other behavior Survivors have labeled as toxic. Why? Simply because who the hell is going to leave the hook when their Rank is dependent on kills?

    Give Killers all the BBQ and Chili you want, when you implement a system based specifically on kills, they are going to kill and too bad if you wanted a fun match. When this system was in place, I saw more Campers than ever before. It was every single match because "muh rank".

    Matchmaking, Ranks, and Emblems can never be well balanced because potatoes exist on both sides in ranks they didn't really earn. Perks will carry either side. SWF will carry Survivors. Crutches are crutches, whether it's DS, Adrenaline, BT, SB etc, or Ruin, BBQ, etc. There are reasons they are meta Perks because they can change the flow of a game significantly when used properly.

    Since the balance is 2 kills, 2 escapes. Winning is either 3 kills or an escape (3 escapes if you are playing as a group in SWF perhaps). The fact you can have multiple "winners" in a match makes any sort of balance foolish to begin with. At best, you can balance matches so each side enjoys it enough to play another round.

    There doesn't need to be any other win condition than what you set for yourself. This is not a competitive game, there are no e-sports leagues drooling at those 10 4ks in a row you got, there exist tournaments but from what I've seen/heard they aren't too good, and if you need some shiny pin stuck to your lapel for doing a "good job", well that's what achievements are for, right? Anything else is simply pushing your own views onto the general playerbase, and sorry, I have my own views as to what a win is for me. I stick to it and feel good when I manage to accomplish my goals. Everything else is just gravy.

    If I'm being completely honest, I still pip with camping, tunneling, and slugging. Why? Because it's effective. Feels bad that the survivors didn't have a fun match, but just because the ranking system makes ranking by camping easier, doesn't mean it's going to end up that way. Honestly, the only reason I do it now is because the maps are too big for low mobility killers to do basically anything. Map pressure on Clown, Huntress, Bubba? I think not.

  • lol in what context?

  • I've been 4k'ing all day with doctor, the trick is playing like the survivors have no feelings.

  • Ditch the whole emblem thing and focus on surviving and killing. How it is now is super unreliable and you can still pip if you don't escape and you can sometimes not even pip if you 4k. Even if they add certain scoring based on individual killers, it will still be a flawed mess. It really doesn't need to be more complex than that.

    If a killer 0-1k's he de-pips. If a killer 2-3k's he pips. If a killer 4k's he double pips. No pity pips.

    If a survivor dies, they de-pip. If a survivor escapes they pip. They can't double pip anymore.

    Not only will this help with making people stay in their rank, but will help with keeping survivors more than likely in their respective ranks and decrease the flow of red rank survivors. Not only that, but it creates and ACTUAL win condition for both sides! Which is something that has never been addressed, and quite frankly, as of now, it's subjective to how the individual views winning as. Personally, I view winning as getting more than 25k points as killer, and more than 20k points as survivor.

  • Killer isn't weak, you just don't play aggressively enough and/or are bad!

  • I have screenshots of me Moriying him. Whenever I see streamers I pull the insta hatchet Huntress and Mori hehe, so far I've only gotten 3: Paulie, Pug, and Ussylis :D

  • The Doctor's kit is entirely meant to counter stealth. Honestly, he is really strong right now and I think it's good! His static blast can be countered by going in locker, running Calm Spirit, or staying out of his TR.

    If you are not a good runner, then Doctor will most likely get you easily, but look at Nurse, stealth is her worst enemy. Not every killer should be countered the same way. In all honesty, Doctor is really the only killer that hard counters stealth. I think he's in a healthy spot at the moment.

  • Every survivor match I've played has a lot of tunneling, camping, and toxic killers. I am in agreeance that they need some sort of buff (smaller maps pls), but increasing gen times is only a boring bandaid fix to the problem.

  • They reduced the grind by adding more challenges to complete. It wasn't very hard to complete imo, I finished it before finishing archives lol.

  • I think turn up the heat has a typo. It says that they will be instantly moved to the injured state. Aren't they already in the injured state when they're removed from the hook?

  • If I were to tryhard, I'd run DS, DH, Spine Chill, Iron Will.

  • I run a farming build rn cuz I need to reduce the grind.

    I usually run, Prove Thyself, WGLF, Kindred or Bond, with an empty slot. In that slot, I usually go with Spine Chill, Iron Will, BT, or Self Care.

  • You can tell by how much "shock" they have around their portrait. At Madness tier 1, it's very subtle, Madness tier 2 it's a lot more "shocky?" and Madness tier 3 it's very noticeable, almost like that white fuzz on an old TV.

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