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Marc_go_solo

Marc_go_solo

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Marc_go_solo
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  • That way he looks you in the eyes as he guts you, as well as his ability to just come out of nowhere with more accuracy than an RKO makes him my choice. Also, he just looks intimidating.

  • I always thought she was basically a puppet to the Entity. For a start, she floats around with her neck crooked, as if hanging from an invisible noose. She is smothered heavily by that material on her face. Even the blink looks like she hits as if being forced, screaming through the blink as the pain hits her.

    Her only release seems to be a Mori, and even that may just be an echo of what she did to those patients, although maybe she fruitlessly hopes with what bit of humanity she has left she can release the survivor from this constant circle.

  • I'm not so much in favour of that, although I can certainly see the argument for it and it's certainly not an unreasonable idea.

    However, you did get me thinking back to when The Blight was being introduced, where killers could have an add-on that gave them a speed boost that was exceptional, although they could not attack during that phase.

    What if, as survivors have chests, killers had their own version where they could retrieve their own mini, once-only benefits like the aforementioned speed boost, or perhaps a tool to rebuild one broken totem into a dull one (that can be lit up if Undying is still active, NOED is in place, etc..

    It can't be that powerful because of what they're already armed with, but it would be nice to see this alternative.

  • It's a subjective experience, mostly. My opinion may vary wildly from another person's opinion and experiences. Also, you'll see this illustrated from various topics and comments in the past which vary considerably.

    Basically, your subjective experience is right for you. Nobody could argue otherwise, and you couldn't persuade them neither.

  • I'd find it pretty dull, to be honest. If, throughout this whole tale, it ends with: "And the Entity is the God and there is no escape", it feels cheap and lackluster.

    I'm all for a near-powerful being, but every good horror monster has a weakness. If this skips it, it just runs the problem of a pointless narrative where there is no purpose. I've never been a fan of those - like it's a get-out clause for not knowing how to end, so sod it, there's nothing good here.

    The phrase "Death is not an escape" is open to interpretation, but I read it as "Death is not an escape, but there are other ways". Otherwise, it would be "Death is no escape". That's about as nihilistic as you can get. If there's no true hope, then fear means nothing and the story goes mute.

  • @Raihje said:

    https://forum.deadbydaylight.com/en/discussion/comment/2472458#Comment_2472458

    There's no easy way to determine skill, via coding in this game. The biggest issue is everyone at the top is just gonna be Nurse, Spirit, Blight. It'll make an already stale meta the boring status quo where every game you're in it's the same pile over and over. You're gonna see the same perks in every game because they're the most abusable or the only thing that lets killers stall the game long enough to at least get a few hooks or some kind of pressure before the gens all pop and the survivors BM at the gate or teabag at the hatch with their key.

    The fact that BHVR said they hope this helps them balance the game is laughable. They've proven they don't have a clue how to play their own game or how it's being played. The content all over twitch / youtube is similar, even their fog whisperers are sick of seeing DS/DH/Unbreakable in every game. Every time a new playstyle emerges or a mechanic is exposed as being either too weak or strong rather than fix it they just release more perks to address the issue and then those perks get ignored because the underlying problems were never addressed and the same meta we've had for years remains.

    All the more reason for SBMM to become a success. If people try newer killers with assorted perks, then it'll rank them with those. I randomize my build every time, and have beaten meta survivors, as they have beaten me.

    The perks give benefits in different areas, and some people are affraid of using no more than a select few for some strange notion they'll be useless without them. Maybe if people want more chill matches, they'll be more experimental in their builds, or do no perk builds and meet similar skilled people.

    Anyway, my experiences were tough, fun and it was clear that whatever builds were run that they were all the same skillset. Whatever they have done, it's been done well. And whilst some people aren't happy, some of those are probably the supposed "sweaty" ones anyway (I hate that term). For me, at least, it was a success.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2475058#Comment_2475058

    I feel like you're misrepresenting the entity here. It doesn't "negotiate" and it certainly doesn't "portray itself" as anything like some kind of Bond Villain creating a reputation. It doesn't have the higher consciousness to do these things and it operates as an animal does- almost entirely off instinct.

    There is no "grand master plan" or "evil plot" it is a primordial being said to be the original incarnation of all evils in every world. It feeds off the chaos and impossibly strong emotions that its presence creates and its far reaching cosmic influence is what gives it the reputation it has in the worlds that are even aware of its existence.

    Not because the entity was sitting in a chair petting a cat thinking "how to make myself look more evil today than I was yesterday...".

    https://forum.deadbydaylight.com/en/discussion/277229/pyramid-head-and-the-entity

    It's a dumb theory. And it so goes that because the killers honor the entity and serve it by sacrificing survivors radiating with strong emotions of fear, guilt, frustration, hope, etc. on hooks that because killers like Myers or Pyramid Head can Mori survivors on their own without the use of an offering to please the entity that all of a sudden this somehow makes them more powerful than the entity.

    This logic just doesn't follow at all, and I frankly don't really care about the lore from their own source material (in regards to this particular question about power scaling vs. the entity). Regardless of their powerful ties and capabilities in their original movies / games, in Dead By Daylight the Entity is the top dog. Why? Because the devs say so- that's literally the only necessary reason why. It's their story, and they choose to write it as they wish. Whether that answer is unsatisfactory and isn't lore-friendly is frankly irrelevant.

    And I mean seriously, think about the natural implications of this if it were true and how ridiculous it would be. Let's say Pyramid Head is more powerful than the entity. Okay, Pyramid Head kills the entity.

    Welp. Looks like no more dead by daylight. Entity is now dead, so the rest of the game and everything that comes after in terms of content is completely non-canon because the entity was killed by triangle dome over there with a bloody rusty knife. Cause that makes sense. Yeah.

    If he's a mega Silent Hill fan I would think that provides a little bit of bias no?

    "There was an unspoken agreement" between Pyramid Head and the Entity. Surely, such a powerful parasite like the Entity needs no such thing. Besides, this Entity has difficulties enough - "it could not subdue her rage" says Rin's description. The Huntress temporarily loses her connection to the Entity with Beast Of Prey. Sorry, but if the Entity is this all-powerful being, such weaknesses to lesser beings should not happen.

    The Entity also shows itself to the observer as a Cthulu-like being. It wants the observer to see. So I wonder if the observer is vital to its survival in some way. If it wants to allow the observer to see this, it's portraying itself. Not sure why. Maybe what it shows isn't all truth. Maybe it needs people to think that so it feeds off the fear, pain and strong emotions humans emit.

    Ultimately, whatever you wish to think, the player interprets what they want from the game. In the information presented to me thus far, I don't even think the Entity is a top dog. More some parallel universe travelling parasite with weaknesses and hiccups. I'll stick with mine, because the information I take from it suggests it. But I am happy to read other takes.

    Cosmic horror and the "insignificance of man" bores me too much though. The only things we know are through our senses. Without an individual's sensory input, the universe doesn't appear to exist.

  • @VioletCrimes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2476079#Comment_2476079

    I deliberately dress my Ace as gaudy as possible. I love his leopard print shirt. I pair it with the hat and eyepatch and black pants.

    The most common Ace wears a baseball cap, a very exquisite dressing gown and a pair of shorts. It's what I imagine having a day off all to myself would look like ... I miss those days😭

  • The stereotypes according to my experience of the trials:

    • A Dwight in default clothing is a wolf in sheep's clothing.

    • Default Lauries are probably the easiest of all default survivors to down.

    • Ace will usually appear in lobbies dressed in the ghastliest clothing combinations known to man.

    • Davids appear more and more like they're dressed for an audition for Love Island.

    • Kate often is the star of the team, especially from an altruistic point of view.

    • An Adam Francis in streetwear is always a dickhead.

    • Ash exists for shits and giggles.

    • Yui is often as aggressive as they appear, but in the most skillful and least bullying way. They're normally devastating.

    • Cheryl elicits the most sympathy from me (damn her cuteness!)

  • They'll be there, somewhere. The Twins are quite an underrated killer, and in the right hands can be quite dangerous.

    Granted, they're not the most likely to cause problems, but they are a rather wasted killer, considering how they're often seen as a very capable killer.

  • As another seemingly selfish, but more dickish build, bring in the map with the glass bead and equip the perks: Red Herring, Repressed Alliance, Diversion and Self-Preservation

    Red Herring - and I reckon you were thinking as I am now - because you can use the glass bead to lure them to a gen, then trigger it to send the killer over.

    Repressed Alliance, because as a real troll perk, imagine you have 1 gen left it's nearly done and you know the killer is in sight but too far away. There's nothing he can do ... unless you give a helping hand! Get the gen close, then use Repressed Alliance before it pops. The killer then has time to come over, and your injured buddy (so reliant on Adrenaline to kick in) is downed. Also good to use for no reason whatsoever.

    Diversion, because if you see an injured survivor nearby, you can bung a rock at them, thereby alerting the killer.

    Self-Preservation works with Diversion, as you have to be close to work, and if the killer goes for them, use this perk to make your exit. Also, just to get away from the killer.

    As for the map, as said before, use the glass bead to lure survivors into danger, and Black Silk Chord to help escape to the hatch when you've officially destroyed your own team (don't forget to teabag at the hatch - no reason the killer shouldn't get a bit of dickishness!).

    I think that's about as selfish a build as you can get 😁👍

  • You could try: Iron Will, Urban Evasion, Self-care, Diversion. Also, carry a key, or the map with the glass bead attachment.

    This could be a very dirty build when you use diversion and the glass bead marker to either divert the killer towards other survivors, or lure survivors to an area into trouble with the glass bead marker. Not only is it selfish, it's damn near toxic!

  • Pyramid Head alone would not be able to defeat the Entity. It's what it is linked to that causes a problem, since Pyramid Head has links to a God in the Sun Goddess.

    Currently, Pyramid Head is a parasite feeding off a cosmic-sized parasite. But the Entity did have to make some sort of negotiation to bring Pyramid Head onboard, and the map for Midwich is held by great chains.

    This is most likely blasphemy to some, but in general I feel the Entity isn't as all-consuming as it likes to portray itself as.

  • I'm a little confused about the comment that Otzdarva made about this.

    If nobody is aware of how the system works, and we know from the devs that it is not going to be a simple "sacrifice/escape" scenario, and that calculations are complex, how would he know this will happen at all?

    I mean, unless he knows what measurements BHVR will be using, he can't do much more at this stage than make assumptions. He's in the dark as much as anyone else here.

  • They can only depip so far, and even then the pip system won't be entitely indicative of what quality of opponent they'll face. Effectively, they'll ######### themselves over, so if they want to act like dicks then let them.

    It's not going to be as obvious as the current system as to what quality of opponent they'll face and when. It's easy to mess up any system, but when there's no indicator as to how far down the less skilled players are, nor what a great game looks like and how quickly it'll chuck them back up the ladder if they do one of their demolition jobs, then they'll ruin their part in the system in the worst, uneducated way.

    I wouldn't be surprised if part of the reason BHVR are not revealing the details is because they have a system in place to deal with such situations (a possible example: being afk neither improves nor lessens their skill score).

  • The Xenomorph, if implemented well, would be a really anxiety-inducing killer to face.

  • It was way better beforehand. And there was certainly a lot more positivity around this ranking than any other ranking. So I'm definitely looking forward to it.

  • Had a great time as killer during the test, so will continue my 50/50 split of killer and survivor, using the same randomized builds technique I've always done.

  • If you just played normally, wouldn't the system naturally put you into a level you would feel more comfortable at? By deliberately messing with something you don't even understand how it works properly, won't that make it even worse for you with disjointedly groupings of games ranging from dirt easy to mega hard, because of the randomness of data you're giving it? I think you're shooting yourself in the foot, honestly.

  • I'm pro SBMM, and although I reckon that is certainly going through the minds of some, there are others who may have other concerns, like what the conditions are based on.

    Certainly, any resistance to it will be based upon at least some element of fear. I'm just not convinced everyone against it fears it for the same reason.

    I will say though: if this is ultimately trying to balance people to the right skill level, those who believe they ought to be a high-skilled player yet are destroyed would likely move towards less difficult games with equally-skilled opponents. So it won't be months and years of these difficult games, but comparatively few. They'll just need to deal with the fact that they weren't as good as they thought, but then look to improve their game so when they reach those heady heights they will actually be good enough.

  • @InsatiableMop said:

    https://forum.deadbydaylight.com/en/discussion/comment/2472854#Comment_2472854

    my dude they dont need to get to the lowest of the low to stomp and be jerks. We are also talking about a very small portion of the community here in general. And its absolutely not more complex than running into the killer do so will get you zero points in any sort of system possible. And I would like to lay the game with some vector of how I'm doing there is zero progression system with the planned MMR.

    Maybe I didn't explain myself: it's more complex - not because of running into a killer or standing still - but because you won't know how many games you'll need to do that for.

    The new system won't let you depip below a certain level, so it'll be blind losing to get to a level someone wants to be, but a sudden influx of successful matches will slap them right back up again. If someone doesn't know how far they have to go down, and also how much they'll get bumped back up for stomping a round, it's much less obvious and trickier to hit that manipulative sweet spot.

    Unfortunately, I feel that knowing the how-to's of this system would just lead to more complaints, regardless. Some people who find out they aren't as good as they think will blame the system, rather than their skill. If someone isn't willing to understand their limits, or is too egotistical for their own good, the most perfect system will be labelled trash anyway.

    Ultimately, my experience was really excellent, and overall the consensus was that it was a vast improvement - certainly better than any previous iteration.

  • @InsatiableMop said:

    https://forum.deadbydaylight.com/en/discussion/comment/2472630#Comment_2472630

    people that to "derank" dont need to figure out how it works to derank. They can just run at the killer and die. Having it public would only be exploitable to get into higher tier matches than you should and if people want to do that who cares.

    It may be simple to derank, but before you would know when you're at the lowest level you want to be at before swatting the newer or lesser of players. Now, without the ranking and only able to derank by a set number of pips, the line is far less clear. Without a real visual aid, how does someone know when you're at the right level of novices to exploit them? How many games will they have to go through until they can only "guess" that it may be easy street?

    It's more complex than running into a killer. Besides, knowing how it works or knowing how it doesn't, just play the game. But if it turns out it's not as easy as it was, then whether someone wants to blame the system rather than themselves, it's down on them.

  • Themed builds can be rather fun. As a few examples:

    The Looter: Plunderers Instinct, Appraisal, Ace In The Hole, Flashbang

    The Prankster: Blast Mine, Flash Bang, Diversion, Head On

    The Entity is my #########: Repressed Alliance, Calm Spirit, Inner Strength, Fixated

    Oh dear...: Object Of Obsession, Babysitter, For The People, Decisive Strike

    Roadrunner: Lightweight, Smash Hit, Spine Chill, Adrenaline

    The Manipulator: Better Together, Fast Track, Blood Pact, Sole Survivor

  • When people find out how it works - and I believe it will happen in future, although BHVR will not reveal it themselves - the first thing those people will do is exploit it. There are a vast number of people who already manipulate it. Some may genuinely want to know how it works, but even then their subjective experience may cause them to find fault, even if there is no fault to be had.

    I feel the current system wasn't great, but a sizeable reason for this was because of the dishonest players within. Derankers, smurfs and such would have caused problems as much as the odd matchmaking. In fact, was the system, in its virgin state, going to work, but the inconsistent data within caused by players damaged it? It won't solely be because of that, but it's not an entirely BHVR-made problem. But hey, goodness forbid that the player could be at fault, eh?

    Maybe they could give an overall score, but to break down for all to see how it works would be a big mistake, and we'd only have the problem-makers amongst us to thank for the fact we shouldn't see this in full detail.

  • If - and I don't believe this will happen - but if all high-skilled players left because of this, then I would assume they shouldn't have been at the top to begin with. Probably because they fear sweat-squads or sweaty killers (I hate the word "sweat" in this context, for the record) will expose their hidden weaknesses. However, if someone is paired against a really good player or squad, it could be becquse they themselves are of the same ilk. So, people of highest skill will face those of highest skill and so on, so forth. Those of middling skill will face equal skilled players as well. It really can only be better than the mismatches we're getting now.

    Also, there's no way to know what is skillful, since the devs won't be releasing that information. But they have said it's a lot more than a simple win/lose ratio, so it will probably take into account chases, escapes, average game results of actions within, etc.. It's a lot more complex, and whilst getting a high sacrifice or escape count will have some bearing, it's going to take much more into account than that. Also, this idea of "meta" needs to stop being used as an excuse for being beaten. Perks are worthless if the player does not have the skill, and if I can have 4k's against great survivors with combinations of Brutal Strength, Deerstalker, Distressing and Unrelenting, for example, then certainly many others can if they actually experiment.

    This new system can only be a good thing for balance. Maybe not for deliberate derankers or people wanting to look like wannabe gods by slaughtering newer or weaker players, but people who want fair games and to actually be tested against similar-skilled people will have a much better time of it.

  • I agree with this, although I'd make a change and say it's more "gen-tunnelling". That is to say the few who do gens at the expense of others. As an example: someone is hooked, and you can tell you are the nearest because of what you've seen or Kindred or whatever, and yet you decide to continue doing the gen. That hooked guy then loses at least 1 hook state before being rescued by another, who either has noticed you're not gonna move or feels there's no other option.

    Likewise, 2 people work on a gen - 1 is injured - and once it is completed, instead of healing up the injured guy (or at least running somewhere safe before healing, or even goving them a medkit to sprt themselves out), the healthy one ignores them to run and do another gen.

    I feel gen-tunnelling is a better term, since "rushing" just sounds like trying to do something quickly, whilst "tunnelling" means everything is ignored, solely to focus on gens, regardless of the situation.

    But few do that tunnelling in comparison of those who simply want to get out before being sacrificed to some cosmic parasite.

  • If it's skill-based, the quality of opponents will be based on skill and not what would be classed as a win. It's possible to play a really good game and still be sacrificed or only get 1k.

    It's good to have people decide what counts as a win on their own terms, and I suppose what makes SBMM useful is that it focuses on a variety of aspects, and not just on the number of sacrifices or escapes someone gets.

  • A semi military-themed chapter with a supernatural twist and story that spans a few decades.

    A killer(s) which is actually a small platoon who were killed in a battle during World War 1. However, there was a cover-up that this platoon was killed after discovering enemy plans and contacts after discovering a spy in their ranks, but the spy was high-ranking who turned the tide and got them shot.

    The survivor at first seems unrelated: a ghost hunter on YouTube, trying to make it big. They do a filming on the site of the shooting to see what lost souls from the battlefield he can "fake", but comes across some diary written by one of the platoon, detailing what happened with the fix. He thinks he's got a big break, but then a fog circulates.

    The map could be No Man's Land with trenches. And the killer could have a unique terror radius: the sound of a sole bagpipe - an instrument synonimous with war.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2470290#Comment_2470290

    At the least I would just like to be able to see the number so you can at least know if your matches are actually pairing you up fairly without the guesswork.

    But I can understand your viewpoint as well and the points you brought up are very valid. At the end of everything if it works out well for everyone then of course that's great.

    So fingers crossed it works out well. Thank you for having a civil and thorough discussion 🙂

    You are most welcome, and thank you for keeping it civil too.👍

  • Whether they do or not is irrelevant, since SBMM is being rolled out anyway. There's nothing they can do, and even if they decide to protest by not playing or whatever (not saying they are - just saying if) other streamers will take their place.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2469989#Comment_2469989

    https://us.v-cdn.net/6030815/uploads/453OSVNI9O1C/screenshot-2021-09-03-09-07-47.png

    I found the rough numbers I posted a while ago and took a screenshot. I got them from a very forbidden place, and the UEA'S with the consoles make official numbers impossible to get, so keep that in mind.

    No doubt the numbers across the board have grown since mid 2020 especially with the RE and anniversary hype. But also the RE patch nuking the consoles undoubtedly shrunk those numbers too.

    If anything is useful from those numbers I'd say it's the platform ratios, which I tend to believe.

    Nice digging! You're right to focus on the ratio. I suppose the question now is have Sony or Xbox overtaken with their new gens, or mobile gaming even stepped up, but it's a good example to look at. Thank you for taking the time to find this!

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2469892#Comment_2469892

    I'm not against SBMM just to be clear, but what makes this system less abusable than the current? You'll still just throw to lower yourself the same way you do now and end up against opponents you shouldn't be facing who you then bully. SBM is basically pip system but supposedly better, but as you said yourself their first attempt had questionable measurements, how do we know this won't have the same issue of questionable measurements?

    Everything you said is true in the pip system as well, it was supposed to be a matchmaking system and it track individuals and we can see how poorly it was implemented/designed. Imagine trying to point out what's wrong with current matchmaking if we had no info on what was going in, didn't even know if we went up or down, and couldn't see anyone's ranks, because that's essentially what's happening.

    How is the community supposed to give feedback on a system when we have no idea how it works?

    Essentially it just boils down to "hmm, I feel like this isn't working, but I have nothing to go off of to say if that's warranted or not." The devs can just hide behind vagueness and say "no its fine" and you have nothing to really show for it not being fine because you can't check anything.

    It'll probably be better than what we have now but thats not a very high bar to set. That could just be because there's a bigger range of values than the current systems 20 ranks.

    I don't trust BHVR to implement an accurate or fair matchmaking system, given their track record I believe that's a fair concern. I want a good SBMM system, not emblems Ver. 2 and we have no way to know whether that's true or not.

    For all we know the system could be basically just kills and escapes with maybe 1 or 2 extra variables. After all, in their dev update they only mentioned kills and escapes being within an acceptable range, so it'd stand to reason that's their main factor. As most players can probably tell you, just kills and escapes are not reliably an accurate measure of "skill".

    But we have no way of knowing, and thats what makes it frustrating.

    I get the frustration. To answer your first question, a system is more susceptable to abuse the more is known about it. If people don't know the specifics, then it's harder to take advantage. It may feel under-handed, but the previous match-making was rife with holes to worm through.

    This most recent test has (mostly) been a lot more successful, taking into account the positive feedback overall. We've seen this in the forums, and I'm not that distracted by the concerns which roll in; usually expected with changes. Yet, from my perspective, it was very balanced. I did say the original version was questionable, because it was based upon too simplistic a measuring device. They've said this SBMM has a lot more complexities within it; takes more into account. Combined with feedback and personal experience, the criteria used has worked well for me.

    You have a good point about giving feedback, when it's unknown what the feedback is measuring against. Whether it's a failure of the system, a mess of data, or players simply being unhappy because it's not matching with their perceived reality, having some measure would be interesting to have. At the same time, the problem goes into revealing how the system works and it becomes open to manipulation - a vicious cycle that would repeat the errors of the current ranking system. I guess that's why I'm in favour of being against knowing.

    However, if people were to keep a consistent tally of their results (ideally screenshots) and use that as information - alongside in-game experience - at least there could be evidence if someone is getting consistently battered. Again, it's abusable because that player can be selective in evidence, but it's something to start with.

    And this is probably just repeating myself (sorry about that) but going on to the point about escapes and kills being used as the measure, that's what happened in the first test and on their news update they do say they realised that wasn't working, so they made a much more complex system. I'm going to say that even the first test was better than our current one, but there were some inconsistencies in sudden spikes in difficulty, and certainly compared to now, the response was more mixed. Now it feels more in favour.

    I also agree BHVR haven't the best track record in terms of consistency. They have done a lot better than what some people claim, especially by trying to balance a game that couldn't ever be balanced by its very nature, and ultimately being proved right with a fair few changes. They've also given a plethora of bugs and some changes I can't even understand why (Hillbilly's cooldown still makes no sense whatsoever, even when taking into account concrete data). There are companies who have done better and worse, but none really have the same, ever-expanding criteria to have to work with as BHVR.

    I'm going to stay positive for this, and also hope the fixes to DH, gen repairs and healing work in the next patch.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2469911#Comment_2469911

    From my time here it seems to me most of the posters are on PC, especially the veterans and the much larger killer pool. This makes sense, as the game came out on PC first. But I feel console is very under-represented here, despite collectively being the larger playerbase.

    Maybe in general consolers are less vocal dunno...

    Yeah, that's a good point too. Not thought about it in terms of platform. Undoubtably, that would have some sort of influence. It's still a comparatively small number compared to the number of PC players though.

    Did we ever get an overall figure on any satisfaction survey they've hosted? Would be intriguing to see, if not.

  • @ObscurityDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2468966#Comment_2468966

    It also means prépare for mean players and sweat lords that will rush their objectives (gen rush/mass slug/tunnel) more to have quick escapes/kills to up the ranks quickly

    Why? Cause you dontnknow what is considered à win or à loss

    We don't even know if a "win" or "loss" has a definition in todays rankings, so there's no difference.

    If someone is against a "sweat lord", it could be fair to say they themselves have played either the same, or the killer equivalent of it.

    Finally, a skill-based system should look at the overall performance of points accrued in different categories. Someone who just charges from gen to gen, and avoids contact with the killer, yet escapes, will not be as high as those who participate in all areas of the game. Same goes for a slugger. Their original attempt of a basic "escape/ sacrifice" would be floored, since it's way too simplistic.

  • There are quite a few complaining threads, but people on these forums are only a very small part of the overall player base, and it's common knowledge people will more likely write to vent or stress something they don't like than write something positive.

    It's likely many more enjoy the game than don't. Just that they don't have a negative reason to write anything.

  • I'm not sure that's completely accurate. I'm as excited for SBMM as I could be for anything they release here as I found the test previously absolutely brilliant. But I don't necessarily feel top killers and swf will all be crying over this. A lot may welcome the chance to face consistent opponents, rather than get stuck with people who aren't so good.

    Some players legitimately had a harder time than some with this, though this is probably due to either a) the issues at the highest of ranks and b) poor data the players themselves caused by previous manipulation of trials. However, I'd say some of those who really don't want this are those who mainly could manipulate the system previously, thereby messing themselves up when this system became live.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2468966#Comment_2468966

    But I'm saying you can bugger it up anyway just by throwing a few (or more) games. Knowing or not knowing doesn't effect those that want to mess it up, it only stops others from knowing if its working well and where they stand skill wise.

    Like if I enter a match as killer and never hit anyone or break any pallets or anything, I'm going down in rank. What is there to stop me?

    Same with survivor.

    I can just purposely do really bad on everything and I will rank down.

    We just can't double check the system or even know how well we're doing, we just have to trust the devs on "it just works" and the devs don't exactly have the best track record.

    I hear what you're saying. A counter argument is that it won't mess up anyone's game nearly as badly as the old system did. This is because the quality of matches a player gets is based much more around their own individual skill, than being thrown further down a ranking system into areas where they're forced to play with people of lesser skill, because some people have purposefully deranked or put into poorly-matched trials that cocks up other's ranking. If it's based on individual skill, rather than a pip system reliant on questionable measurements, someone trying to bugger the system up for others will mostly impact their games than others.

    The whole aim of someone knowing a system works is mainly to see how it works, and then to see how it can be bent to gain an advantage. No point in someone seeing how it works, seeing that it does work, but then not liking what they see, so they look for ways to change it. I'm certainly not saying everyone would, but there undoubtably would be some.

    As for what's stopping you from messing up your rankings? Nothing, but if someone wants to do that, what's the point in showing how it works anyway? It could be argued someone who wants to do that doesn't deserve to know.

  • No, it was a heck of a lot better than with any previous version of match-making. They were very challenging matches, but by no means were they unfair. My victories felt well deserved, and my losses were very fair and representative of what I expected from everyone's performance.

    Really looking forward to it rolling out.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2468354#Comment_2468354

    https://forum.deadbydaylight.com/en/discussion/comment/2468862#Comment_2468862

    I don't really understand that point.

    Lets assume I wanna derank on purpose, I'll just throw super hard. I don't need to know what it measures, I just won't do much of anything so no matter what it measures I'll go down.

    Not knowing won't really help the issue and just crates a lot of unknowns for no benefit. We don't even see what our MMR is, how are we going to know how well its working?

    Not knowing and therefore getting a more accurate matchmaking as a result is way better than knowing and manipulating results to completely bugger up the experience for the player doing it and all those around.

    The current system is a prime example of how players abuse the system to gain unfair advantages. Granted, the system had faults of its own, but player manipulation no doubt caused problems too.

    Because of this, I hope we never know how they do it, because - to loosely quote a rather famous movie line - "life finds a way".

  • I'm legitimately excited for this. It was a great experiment and I had some great games that were challenging yet fair. Also, I got a lot of confidence, seeing as judging by the caliber of players in my matches that my skill was deemed as high as they.

  • SBMM was an overall success, from the results they achieved, my personal experience with it, and undoubtably others from discussions and posts within the forums.

    The people it won't benefit will be deliberate derankers (not those who leave the game for a while, then come back) and people who just enjoy bullying others by looking for easy games.

    Maybe people didn't like it because they were put with people they felt "had no skill", but perhaps this also forced those players to see they were not the great players they had delusions about. Or maybe they were destroyed by teams, due to them bullying lesser players and creating a false set of data which then screwrd them over. Some, no doubt, may have been unlucky.

    Ultimately, that trial period had some of the best, involving and genuinely fun games I've had in a long time, and next week cannot come soon enough for me.

  • I loved the SBMM, so am extremely glad it's making a comeback indefinitely. It'll certain cause problems for the derankers - no longer able to deliberately derank to bully newer players. Really chuffed with that!

    On top of the tweaks to the Cenobite, which seem to positive towards making him a bit tougher on the PTB, and fixes for the DH, Gen repair and healing performance issues, then I'm actually really positive for the next update. Thank you BHVR for some positive news!

  • I do what I want as killer: which is randomize everything, play to improve and if I get out-classed I'll work on what needs to improve.

    I've literally finished a game where I 0k'd as Hillbilly against 4 very skilled players, where tactically I assumed at least 2 were playing together due to their synchronicity. I almost 3-genned them, but they outplayed me and the result was fair. There have also been matches where I've been against very aggressive teams. I've won some and I've lost some. Yet I'll still plau the way I want to.

    The problem you've illustrated (and I do get how frustrating the game feels) is that you probably were playing as you prefered then too, but now because of some matches you feel you need to play a different way, not because you want to, but that they made you. But they don't control you, unless you let them.

    Take a break and play again once you feel in the right space. Don't play a game whereby you feel pushed into a playstyle you don't enjoy doing. There's a plethora of great games out there (I'm waiting for "Tormented Souls" to come out on Xbox One, currently) to try in the meantime.

  • Perks are over-rated. It's possible to win by using Distressing, Hex: Thrill of the Hunt, Overwhelming Presence and Gearhead as killer, or Sloppy Butcher, Sole Survivor, No One Left Behind and Buckle Up as survivor.

    If someone hasn't got the skill, then perks are almost useless anyway. But yeah, it can be very predictable, which just makes the game easier since you pretty much know what you're up against.

    Besides, it's funny how confused a survivor gets when faced with Spies From The Shadows, or even Unrelenting! Or the strength in running perks like Deja Vu or Aftercare when the killer suspects something different.

  • I've found through randomized builds that having the meta some streamers say is necessary isn't actually needed at all. With decent skill, you can survive against the most meta of killer builds or the strongest of survivor builds.

    Also, their opinion and mine may be completely at odds. It's not because one of us is right and the other isn't, moreover the reason is because of different ways at looking into a problem and understanding it's not a one solution fits all.

    Streamers can be fun to watch, and I especially enjoy HybridPanda and Otz, but I don't hang on their every word since my experiences would be different to theirs and what they base their opinions on.

  • With Billy on console, it's possible to flick the joystick when the chainsaw is 99% charged, so the Billy does a 90 degree turn at the start. That's a good trick to pull off with practice.

    My Nurse game is okay, but the controls do make it a tad tricky. I've not played The Blight yet though. But with Hillbilly, with a lot of experimenting, it's possible to make him more flexible in his movements.

    Also, as a Hillbilly tip, try chainsaw charging through gaps which look too tight, or long, curving charges. You'll be surprised what he can actually charge through. Even Lery's has some unexpected running opportunities!

  • Like Hillbilly. Not quite as chaotic, but certain I love the feeling of being chased by him. Legitimately threatening.

  • Probably the scariest killer for me to play against.

  • Probably the most exciting to play both as and against. As killer, you can actually tell survivors are also equally as happy to play against him.

  • Apply hook perks and it loses all relevance.

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