Mister_xD
Mister_xD
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yeah i still think shes the second best Killer in the game.
but if the dusty footsteps ever make it in, oooh boy...
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any time im on Haddonfield im thinking to myself "welp, could have been worse. at least its not RPD" before DCing.
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no it was not.
he was one of the most balanced Killers in the whole game, there was absolutely no need to give him such a significant nerf.
on top of that, he used to have a very uique feeling about him - that "stealth" ability of his was what made him feel so unique and interesting both to play as and against (yes, i did not mind facing Caleb). and the quickscope was what made him feel strong, while giving his power more scenarios it could work in in comparison to Huntress, who had to charge her shots up, allowing her to be the strong snowballing VS outpositioned Survivors Killer and him to be the strong 1v1 centered chase based Killer.
The Devs just went and took everything unique our Cowboy had and removed it. They really did it and turned him into a worse Huntress for good - because Huntress is considered "fun" by Survivors, so every ranged Killer should work exactly like her! they sucked the whole unique and fun feeling the Killer used to have right out of him.
but dont worry guys!
we can move slightly faster while scoped in now! :D
cause thats exactly what you want to be doing with him all the time.... ;-; (yes, i'm upset)
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@imjay said:
https://forum.deadbydaylight.com/en/discussion/comment/2646068#Comment_2646068
New Perk Idea:
Safe n Sound
- Your incredible tactics motivate you and your teammates to proceed towards a successful outcome.
After opening a chest for the first time in a trial, you have a 100% chance of finding a flashlight of rare quality or better.
After blinding the Killer, scratch marks, pools of blood and grunts of pain for you and all teammates within a 20 metre radius are hidden for 4/6/8 seconds.
- Safe n Sound has a cooldown of 180 seconds
"#########, now is our chance, RUN RUN!" ~ Survivor
New Perk Idea:
Rebound
- Your focused mind allows you to escape back to back situations.
After being unhooked or unhooking yourself, Rebound activates for the next 90 seconds.
When picked up by the Killer while Rebound is active, the Killer moves 10/15/20% slower, and survivors within a 15 metre radius of you sabotage hooks 50% faster.
- If you wiggle out of the Killer's grasp while Rebound is active, you gain 10% haste status and you leave no pools of blood or scratch marks for 10 seconds.
- Once hooked or escaped while Rebound is active, this perk deactivates for the remainder of the trial.
- The following perks do not activate with Rebound: Decisive Strike
"#########! Don't try that again, dickhead." ~ Survivor
Hi, these are the perks revamped around the suggestions you made, I like them a lot better now. I've removed the book one, I think the aura is a good idea but your also right in saying it could make the game unfun with annoying boons like that. Let me know what you think about the changed perks, thanks!
yeah i really like them!
only one thing with Rebound i dont quite know how to feel about yet:
The following perks do not activate with Rebound: Decisive Strike
this could be interpreted iny a couple of ways:
if it just makes it so you can never use Decisive Strike when you have this Perk equipped, i dont like it.
however, if it only makes it so you cant use them at the same time (so you get Rebound active after your first unhook and then Decisive Strike after your second unhook), i like the idea more. That way they would end up being a really good combo at punishing tunneling Killers, as they get a punishment both times, instead of the current one time Decisive Strike allows.
However, i cant help but say that i did like the idea of having Rebound and Decisive trigger at the same time, so you can get the stun on the Killer and the stealth to make it away from them. (but i like the previous thing about the double punishment equally)
anyway, you got some really interesting and unique Perk ideas there and who knows - maybe they can make it into the game some day? its certainly possible!
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2646161#Comment_2646161
I guess that's true...
darn.
sorry, bias.
you dont have to apologize!
if you like them, thats great for you. its just that i dont like them - very strongly so.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2646152#Comment_2646152
I mean, I like them...
yeah i like their concept, but the execution of this concept is so incredibly bad it angers me.
they could have done so much with Victor, but in the end all they boil down to in a chase is "get someone injured (either by having Victor jump on them or by normally hitting them), then spam Victor until they die" - and their ability to camp is also just horrid.
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a complete rework.
there is no way in hell some QoL changes are going to fix this mess of a Killer.
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Scott had to break through 22 of them yesterday as Legacygorgon and there were still more available.
i think there is around 26 pallets on that map? dont know for sure, but thats way, waaaay too many (especially considering how safe they are).
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my guess is that they ended up leaving the forum (and maybe even the game / community) one by one due to personal reasons (e.g. they moved on in life and no longer have the time to spend on DbD / they got bored of it and quit), so since we never had another shot at the "Trusted Program" by BHVR, its gotten extraordinarily rare to see anyone with that tag nowadays.
its kind of sad to no longer see them around - they usually had some really interesting topics to talk about and good opinions on others topics, while also being nice and respectfull.
they used to bring some fresh wind in here every once in a while, which was always a welcome thing... :(
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@imjay said:
https://forum.deadbydaylight.com/en/discussion/comment/2646003#Comment_2646003
Thanks for the feedback. I'm in love with your suggestion for Safe N sound, I'll definitely add the ability to get a flashlight out of the first chest you open, that'd be awesome. I originally like the idea of it happening to everyone nearby, as it'd be easier for people nearby to get away. I just think blinds need a buff.
I am going to scrap the speedy wiggling and keep the slowdown, as otherwise it would be too similar to breakout etc. I also agree that it should deactivate after 1 use, and I will figure out a way for it to not work with DS.
I am rooted on an idea to have a boon that disadvantages the killer within range, so I will try to fully revamp counterforce, and change its name considering we already have a perk named that. Any ideas for it greatly appreciated.
Thanks a lot for your feedback.
i feel like the way to go with your Boon idea would be a passive debuff to the Killer, rather than an active one.
for example, what if the Boon revealed the Killers Aura to everyone (maybe everyone outside of the Boons range, should that prove to be too strong) instead? That way the Killer wont immediately notice a negative effect impacting their gameplay that that forces them to drop chase and search for the Boon Totem, while still giving the Survivors an advantage over them, if inside of that Boons range - that advantage in this example being everyone always knowing exactly where the Killer is and what they are up to, allowing them to act accordingly (e.g. if its a stealth Killer and they chase someone through that Boon and get detected, everyone knows that they are currently safe where they are and where the Killer is approaching from next).
i just dont think an effect that actively makes it harder for the Killer to play the game is a very good idea, it'd be quite annoying and unfun to deal with for them, especially since its currently impossible to shut these effects down for good.
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Safe n Sound
i like the overall idea of this Perk!
there is only one problem: it requires you to equip a Flashlight to have any effect, otherwise its a dead Perk for you.
So what if we made it the Pharmacy of Flashlights and also make it guarantee a Flashlight of rare quality in the first chest you open?
also, i think its a little weird that it affects everyone in a certain range. it would make more sense to me if it were a personal Perk tbh (so it only hides your scratch marks, pools of blood and grunts of pain). it would be a lot simpler if we scrapped the 20 meter range on it and instead just made it time based and personal IMO.
Rebound
its an interesting idea and i really like the thought of having a reverse Agitation, but i dont think the increased wiggle speed is a good idea - not on top of the slow down.
the slowdown in itself is going to drop the Killers movementspeed from 92% all the way to 67% (which is very slow - for reference, a running Survivor is 100%), so an increased wiggle speed on top of that seems like it would be too much - it would make reaching hooks incredibly hard and really mess with a Killers musclememory.
also, i feel like the Perk should deactivate again when you manage to wiggle off of the Killers shoulder (so you cant use it twice after one hook - you would still get it to reactivate after your second unhook ofc). ofc getting it to work twice from one hook would be a rare scenario in itself, but that would encourage a better usage of the stealth boni you receive from the Perk, rather than just trying to take the aggro again, knowing the Killer has a harder time hooking you (especially in combination with Decisive Strike).
to compensate for that i wouldnt mind upping the time its active to something like 120 seconds.
Boon: Counterforce
i dont think this one is a good idea tbh. Boons are already way too good in how they function and this one would just end up making it much easier to loop the Killer in its radius, forcing them to drop the chase to search and snuff out the Boon (which lets the Survivor get away), just for it to be reapplied elsewhere.
to maybe clarify a little why i dislike it so much:
lets say it applies a Hindered effect of 5% - that way it would turn every normal M1 Killer (so 115% mms / 4.6 m/s) into a Huntress without Hatchets - and it would turn every power based Killer (so 110% mms / 4.4 m/s) into a Mirror Myers without the wallhacks or stealth, movementspeed wise.
this would make looping for these Killers significantly harder and further buff the current "holding W" meta, which no one enjoys.
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back in the day, Trapper used to have an iridescent Add On called "Diamondstone", which was the guaranteed to be working version of the Honingstone (which back then had a 50% chance to down any Survivor who escaped a trap), and which would later be renamed & reworked to be the Iridescent Stone we have today.
the description of that Add On stated it would inflict dying on whoever escapes a trap - which lead to me assuming that my traps would literally kill whoever stepped on them. No, not down them when they escape, outright kill them as in "permanently removed from the match".
i remember avoiding using this Add On because i thought that A: it was way too strong and B: i had exactly one of them and thought it would be too precious to "waste".
it took me way too long to notice my mistake xD
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however many you need, its different from player to player.
i like to think that i was pretty good at the game when i hit the 1k hours, but i also know a lot of people who are quite significantly worse than me at that stage who have more than double these hours.
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that depends 100% on how they previously played and how my mood is in that scenario.
it should NOT be expected from the Killer to let someone go, just because they offered them their item. If the Killer does it, thats nice from them, but it should never be seen as the norm.
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because doublestandarts and hypocrisy.
THEY are allowed to run all the super powerful and (for the other side) unfun stuff, but god help the Killer if they dare to run a Perk these Survivors dont agree with.
and NOED isnt even a strong Perk, doing 5 bones for a 4 man team should not be a hard task. And even if it activates, all it realistically should do is give the Killer the one guy that got hit by it while everyone else gets out.
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congrats!
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Yes, it does increase your chance of getting Items / Add Ons / Offerings of a higher quality in your bloodwebs for the character you have prestiged with both sides, Killer and Survivor, getting an equal treatment here.
However, one thing to note is, that this is a very minimal increase and you will barely be noticing it.
the main point of Prestiging a character in this game is to gain access to their bloody cosmetics and bragging rights when you can show off that sweet, sweet 3 next to the characters portrait to friends and such.
This was a decision made by the Devs to ensure Prestige would not feel like a necessity to newer players or in general players who dont have the time on their hands to grind those extra 150 Bloodwebs per character (considering they'd pretige right away and not continue leveling the character prior to doing it, which would increase this number).
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thats the camping buff everyone was asking for!
/s
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@Junylar said:
Try playing soloQ survivor. It will change your world.
soloQ can be a lot more annoying / frustrating, as your success directly relies on others performances, but it is nowhere near as stressfull and (IMO) unfun as Killer currently is.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2642217#Comment_2642217
True that, maybe make that you earn more bloodpoints in the ranked mode aswell to give ppl a reason to play there instead of the unranked mode trying to destroy casual ppls fun.
yeah i was thinking about moving the end of the month ranking rewards over to the competetive mode and just not having any for casual.
and to keep them interested after hitting the highest grade, we could either make an automatic rank loss over time that forces them to keep playing or make it so they can earn some bonus rewards after achieving that grade. or maybe have a monthly top players list on there.
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a Casual and a Competetive mode.
that way the ultra tryhards can go play their game and i can go and enjoy my game in a different environment.
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@themoobs1984 said:
https://forum.deadbydaylight.com/en/discussion/comment/2642048#Comment_2642048
Do the forums not have a feedback section? I would leave but these pesky notifications.
they have.
this also belongs there - but the general trend on this forum is that everyone posts everything in General Discussions, meaning the mods are quite busy moving posts from A to B (the general misconception here being that Feedback and Suggestions was a "dead" subforum and no one ever looked there (which ofc isnt actually true), so if you wanted to voice your opinion on something you'd have to put it here in General Discussions instead).
and if you wish to avoid those notifications (so engaging debates) on posts you dont care about in the future, all you have to do is not comment on them in the first place - i doubt anyone here is going to @ you to them randomly.
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@themoobs1984 said:
https://forum.deadbydaylight.com/en/discussion/comment/2641824#Comment_2641824
Devs don't care and I'd wager that most people on the forums don't care.
the Devs do care.
and this is feedback that is mostly meant for the Devs, so if most users on here dont care, thats not OPs concern nor does it matter.
and i'll have to ask you the same question as @JPA did above: if you dont care about this topic, then why are you participating in this discussion? all you have to do is to simply not care about it and ignore it, yet here you are.
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here's the problem with this game:
when one side is having fun, the other isnt.
if the Survivors are having a blast in a chase, the Killer more than likely is not (and vice versa).
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@I_am_Negan said:
https://forum.deadbydaylight.com/en/discussion/comment/2641824#Comment_2641824
But if it's feedback shouldn't it be in feedback section?
yes.
but lets be honest, no one ever posts there xD
thats why the mods are so busy moving posts around all the time...
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@themoobs1984 said:
https://forum.deadbydaylight.com/en/discussion/295025/well-i-fold
Do you have the tell everyone?
this forums whole point is giving feedback.
if someone is quitting the game it is a lot more beneficial to everyone if they make a post here explaining why they left, because that allows the Devs to see why people are quitting, which in return allows them to work on improving those aspects of the game that are driving players away.
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they gave us a week and we barely took an hour.
sounds about right xD
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back when it first released, i was 100% expecting Hex: Devour Hope to be a top tier meta Perk.
mostly because of those big words such as "Exposed" and "Killed by your own hand".
turns out i was underestimating the whole it being tied to a totem thing back then...
still, that doesnt make it a bad Perk.
up to this day i uphold Hex: Devour Hope as the ideal Hex Perk - it has a huge risk involved for the Killer, but it comes with a huge payoff if you do get it to work - and on top of that it promotes a fun and healthy playstyle.
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okay
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Twins and Freddy as soon as i notice them as Killers.
Twins because i absolutely hate how they work and Freddy because i up to this day can only think about Forever Freddies when i think about him.
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they are still going to support him in terms of balancing, bugfixes and such.
but he wont be getting any new skins, the map is being removed, he can no longer be purchased by people who didnt own him prior to the deadline and its unlikely that he is going to be receiving any major power reworks either.
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i totally would, because the concept is amazing.
i would start playing it until i hit one of these roadblocks:
1) noticing the insane grind
2) noticing the huge and glaring imbalances
3) noticing the never ending toxicity of some people that try to tell me how i have to play and send deathtreats if i dont follow their exact ruleset
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every Killer should feel oppressive in chases with a Survivor.
thats the whole point of a 4v1 game.
changes like the recent Deathslinger nerf are the exact opposite of what we actually need, if we truly wanted to balance this game.
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if im being honest, my first impression of her is "Deathslinger on steroids".
she is just as, if not more oppressive as he was prior to his nerf in loops and she has significantly less of a downside in comparison to him.
i mean, she gets 3 shots before she "reloads", her shots can penetrate walls, shes 4.6 m/s, she doesnt require a direct LoS to hit and she doesnt have to reel anyone in.
ofc those are day 1 thoughts, but still... she kinda reminds me of my favourite cowboy in a way... which just makes me question the Slinger nerfs even more. like, whats the point of nerfing him when you release a new Killer who is essentially a direct upgrade to him right afterwards?
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well, it got boring enough for me to quit.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2633497#Comment_2633497
I'm sorry you've never played against a good twins player, then. (one who uses them as a tag team, not a security system)
ive also encountered like a grand total of 4 twins players ever since they came out, so thats not very surprising tbh
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im sure there is.
but just like those cheats that give a Survivor like 5% more movementspeed, its basically impossible to prove that they were actually cheating, so i dont think they are gonna get banned.
BHVR seriously needs to up their anti cheat.
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@Myla said:
I legit haven't seen a Twin use the so called forbidden technique I keep hearing about.
Just leatherface.
wanna switch?
cause i havent encountered a Twins player not hardcamping the hook with either Victor or Charlotte yet.
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@JoByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/2631282#Comment_2631282
Imagine starting playing this game in 2021....
i honestly dont want to...
i took a break and missed the last two chapters and i have already given up on my goal of P3ing + maxing out all Killers for, well, probaply forever.
though my hopes are up that they manage to find some other ways of reducing the grind.
they could increase the amount of BP we earn per trial or add some more challenges that reward us bonus BP for example.
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they wont cut two thirds of the grind from this game.
after all, the grind is what keeps people playing.
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MMR is not related to your grade whatsoever.
the grade just resembles your overall playtime in a month and is not used for matchmaking purposes.
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you're a legend Sluzzy, keep up the good work :D
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it kind of strikes me as the more fair version of Dead Hard.
it has a clear activation requirement on it and comes with the downside that you gotta go heal up after you got it to work, otherwise its a dead perk for you (unlike DH that can be used whenever you like with no downside to it whatsoever).
however:
it strikes me as incredibly overpowered in combination with perks such as Circle of Healing, as it basically just buffs the already way too strong playstyle of CoH, that being putting the boon up in an area with no gens left to defend for the Killer and then beelining said area during chases, creating a lose-lose scenario for the Killer where they either have to drop the chase alltogether and have you heal up and return to gens in no time (just for the next person to repeat this exact same thing), or commit to the chase and drop all their gen pressure allowing everyone else to get the gens done.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2630021#Comment_2630021
I’m really crossing my fingers that they won’t nerf her hard. All I want is some mobility and some more counterplay in chase. She’s fine other than that, I like it that she has the control at loops.
fingers crossed you're right with this.
however, the latest balancing trends of BHVR show very clearly that they dont actually want the Killer to be the one controlling the chase, as that would be "unfun" for the Survivor side, which is why i personally cant get around to believing she is gonna stay the way she is right now for long.
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i fully expect The Artist to be nerfed.
maybe that wont happen right on her release (i dont think they got the time to change all the "problematic" parts about her in that short amount of time), but i do see her getting the Hillbilly / Deathslinger treatment a bit further down the line.
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its so sad to see Hillbilly and Deathslinger dropping from some of the most fun to play killers down to "ill play em if i have to, but would rather not" after their "rebalances" :c
also, and i dont want to spoil the mood here, but you should probaply not get too accustomed to her gameplay just yet.
I do believe she is going to receive the Deathslinger treatment as well - maybe not right away uppon her release, but a bit further down the line i can definitely see her being nerfed in a similar way to her chase "more fun and interactive (for the Survivor side)". (that is if she even makes it out of the PTB in her current state)
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SLUZZY :D
how have you been?
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@PNgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2618265#Comment_2618265
You didn't understand anything I wrote, and I don't agree at all with what you have now written. Of course, the emblem system summarizes the capabilities better. But that's what it's for, and everyone knows that by now.... since it was released. The Emblem system only records things that happen during a match, and is not meant for anything else, and never has been. It will still record stats during a match, regardless of MMR, and that's fine. Do away with ranks and replace them with an MMR system? That's what BHVR did, but you don't like it. Of course, they don't remember players farming on purpose before - because there was no MMR system until then! But that would change abruptly from now on and they know it. In my opinion there is no other way to calculate MMR in Dead By Daylight, I've written that several times now, and even if there was, what do they think would happen if MMR worked according to the Emblem system for example..... believe me, there would only be FarmByDaylight. "Hey, I really want a higher MMR, so why should I still bother killing survivors or playing normally? Hooks count for a lot more, don't they...? Hey, why should I bother running? Relief actions, repairing generators, rescuing survivors, healing or stunning the killer with a palette will get me much more and let me achieve a higher MMR, right? Anyway, it just doesn't work and how you do it, you do it wrong. Do they understand that now? If not, then I can't help you any further.
Of course, the emblem system summarizes the capabilities better
so you are agreeing with my statement that the Emblem system is doing a better job at determining someones skill than the MMR system currently does?
The Emblem system only records things that happen during a match
yes, that is indeed what it was designed to do. And based on the findings of the Emblem system the Ranking system would reward you with points - or make you lose some. There is absolutely nothing wrong with this, after all even the MMR system only takes the trial you were just playing into account when determining whether you win or lose MMR points.
Do away with ranks and replace them with an MMR system? That's what BHVR did, but you don't like it
i think you completely misunderstood what i was saying there.
there is a very big difference between the Emblem system and the Rank system. The Emblem system was tracking your performance throughout the trial and then essentially give a status report to the Rank system (which is its own unique thing), which would then based on that report give / take away pips from your Rank, which would then be used to determine who you'd go up against next.
The Devs removed not just the Rank system as you claimed, they also removed the Emblem system from the overall matchmaking.
what i dont like about this is not the overall MMR system and its way of determining your opponent (well, i do dislike it, but thats not relevant for this discussion, as that would be an entirely different argument and topic), but the way the MMR system attempts to determine your skill - because it only cares for whether you escaped or not, which is a very simple, one dimensional and inaccurate view on someones actual skill level.
The way i want this to work is, to have the Emblem system determine your overall score and whether you won or lost and the MMR system then acting accordingly - by awarding you a certain amount of points / taking a certain amount of points away from your overall MMR rating, that would then be used to determine your next opponent.
Of course, they don't remember players farming on purpose before - because there was no MMR system until then! But that would change abruptly from now on and they know it
please explain this to me:
1) why would anyone want to farm for a higher MMR score? all that does is make your matches significantly sweatier and significantly less fun and you cant even see your MMR rating under normal circumstances, so unlike the old Ranks you wont even receive bragging rights. There is absolutely no benefit to reaching high MMR - mind you, Grades that give you BP rewards at the end of the month are entirely unrelated to the MMR system.
The way i see it, MMR gives you even less of an incentive to start farming to reach a high rating than the old Ranking system did - and people already didnt do that when that was a thing.
2) how exactly are you picturing people to "just farm the Emblems"? you are awarded Emblems based on your performance ingame - the better you play, the more Emblems you receive. In addition to that, the Killer Emblems and the Survivor Emblems usually stand in a direct contradiction to one another, meaning for one side to receive good Emblem scores, the other side would receive bad ones. In other words, its in the Killers interest NOT to let Survivors get good Emblems and vice versa.
so why should I still bother killing survivors or playing normally
i think this just throws a different question in the room: what is your definition of "normal" gameplay?
what, on the Survivor side, do you consider to be "normal gameplay", that isnt a mixture of: repairing generators (Lightbringer Emblem), helping your team (e.g. protection hits, healing or unhooking) (Benevolent Emblem), running away from the Killer (Evader Emblem) or trying to escape the trial alive (Unbroken Emblem)?
same for the Killer side: what do you consider to be "normal gameplay" that isnt defending generators (Gatekeeper Emblem), sacrificing Survivors (Devout Emblem), hooking and injuring Survivors (Malicious Emblem) and chasing Survivors (Chaser Emblem)?
Hooks count for a lot more, don't they...?
so you're saying not camping someone on hook until they die and instead going after someone else is a bad or even abnormal thing? Also, Hooks and Sacrifices are counted in two different Emblems - the Devout Emblem counting the amount of sacrificed Survivors and the Malicious Emblem counting the amount of hooking actions throughout the trial. So there is a clear incentive for the Killer to try and sacrifice as many Survivors as they can - in fact, a single sacrifice, in terms of Emblem score, is worth more than a single (or even a couple of) hooks.
Hey, why should I bother running?
i dont even understand where you're comming from with this. there is no Emblem that rewards you for not running away from the Killer - in fact, the Evader Emblem rewards you for the exact opposite, that being a long chase.
relief actions, repairing generators, rescuing survivors, healing or stunning the killer with a palette will get me much more and let me achieve a higher MMR, right?
wrong. repairing generators and helping your team are two entirely seperate Emblems for you to score in, so all not running away from the Killer does here is to ensure you wont be getting any significant points in one Emblem, while only being able to progress the other Emblems as much as if you just did run - or even less, as there is not even a chance for the Killer to drop the chase with you, allowing you to further work on those two Emblems.
i very much doubt people would mix up their gameplay in any significant way if they made the Emblem system the determining factor to whether you won or lost a game in DbD again. the only people this would screw over are those that instantly facecamp someone on hook with 3 passive game delay perks and then insta downing someone else with NOED and repeating the same thing - to which i say: good. screw these people and get them out of my games.
of course some minor tweaks would need to be made in order for those two systems to coexist, but those would be things the Emblem system should have had even before MMR was a thing - for example making it impossible for the MMR system to count a game as a loss if the Survivor escaped / the Killer reached a certain kill threshold - so essentially the exact same thing the MMR system currently does, but significantly less extreme by not awarding an auto win / loss for achieving them / not achieving them & instead taking some more things you did throughout the trial into account to determine whether you won or not.
all a merge of those two systems would realistically do is, that it would help those players that played well but died right in the end / had a majority of people escape (but achieving a lot of hooks) not count the game as a loss, while making sure that those who played bad and still got out / 2 or more kills (but barely hooked anyone) would not have it counted as a win to them either.
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a couple of things i will have to disagree with you on here:
To develop another system (like the current one) would take much more time
we already had a system that managed to track skill significantly better than the current MMR system did, that being the Emblem system. All they had to do was to remove Ranks as the determining matchmaking factor and replace those with an MMR system. and during the lifetime of said system i dont remember ever seeing anyone "farming" the emblem scores - obviously you would want to get good scores in them, but that never lead to farming games (at most someone hookfarming someone else, which they did try to fight with a penalty to the emblem - and had said penalty applied to BT saves as well i do think it would no longer have been an issue)
also, yes developing / changing things takes time. but that shouldnt be an argument against improving a currently problematic thing, otherwise this game would literally never change. That'd be like saying "yeah old Moris were OP, but ya know, changing those would take time, so lets just keep them the way they are" - i'd much rather they took some more time and released well functioning and thought out things than them rushing half developed things out because they had to meet a deadline.
Did BHVR make the right decision to tell us what the win condition is
actually, i dont think they ever did - or intend to.
the way we figured that out was by dataminers discovering the information in the games code and then sharing it with the community - so when BHVR came around to tell us how it worked, that was only because we had already discovered it.
also, it is possible to determine your exact MMR rating with this method - though i dont know how Easy Anti Cheat or BHVR like you doing this sort of thing, so i wouldnt recommend it.