Mister_xD
Mister_xD
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- Mister_xD
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if NOED turned a 1k into a 3/4k, then you, as the Survivor, have been doing something terribly wrong to allow such a thing to happen.
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the goodest of bois - our Demodoggo.
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@Kurri said:
https://forum.deadbydaylight.com/en/discussion/comment/2615918#Comment_2615918
Everywhere. There was a lot of talk about it among the forums, in dev livestreams, and among content creators while the SBMM was being implemented because there was still some people that didn't understand that matchmaking was never based solely on Rank. It would come up off-handedly before that when a dev would correct someone on the forums, or discord.
Also you're not that important for me (or anyone really) to waste time finding "evidence" when the evidence was given to us multiple times over the years, and you just chose not to pay attention. It makes no difference to me that you're wrong about something, and this thread can be further proof that so many players really doesn't understand how the game works to be having an opinion how it should.
sorry to intervene here, but @Mooks is right.
the old matchmakis system was based entirely on your Rank, there was never any hidden system running in the background that would determine your opponents - that is a new addition that came with the MMR system and the grades.
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@Devil_hit11 said:
"Rank 1 was full of people of very varying skill levels. This means a Rank 1 game was usually a lot more chill than a high MMR game in the current system, due to a lot more mediocre players being present."
Do you not see the problem in this sentence? your saying that emblem system was more effective at calculating your skill but also saying that there were a ton of mediocre players at rank 1(the highest rank in entire game). Your asking for players to have discussion about the topic when your topic was easy to debunk in a single sentence. Top MMR/Rank should be top players. It is that simple.
MMR for survivor is super fun. Most of my teammate are really good. Most of killers on average get 1-3 hooks. I faced a spirit today that got 1 hook.... poor spirit, got balanced for casual players. The only games I lose is when I get poor teammates which I assume is matchnmaker placing me in lower MMR matches because of my high MMR from lack of high MMR killer players, so it gives weaker teammates to balance out lower killer MMR.
MMR is really sad because most of DBD is balanced casual brand new players to average bad survivors like Sluzzy with his 10% escape rate, so as result, most of killers are underwhelming often with unimpactful add-ons and large laundry list of worthless perks. Playing weaker killers is like watching paint dry up where most of your losses are out of your control. You have to accept losing to enjoy a lot of them now a days. With MMR, I feel like I can only play at top MMR when I am playing Nurse, Blight and Leatherface. Huntress and Doctor, I feel like I am on fence with these two killers because I feel like a lot of my matches with these two killers are really close to winning but barely losing. I wish I could play top mmr Oni, Clown, Trickster, Pinhead but game balance just isn't there.
Tl;DR top MMR killer is pretty dull from poor balancing :/
i never said the Emblem system was perfect in any way - it had its flaws, quite a few actually. But overall i believe it was a lot more effective at determining an individuals skill than the MMR system, due to it taking a lot more actions said player did throughout the trial into account, when MMR in a direct comparison only looks at the outcome and ignores everything else away.
the issue here doesnt lie within the actual concept of the Emblem system, but rather with the way Ranks worked - it was just too easy to get and maintain them, meaning a vast majority of people ended up at the highest rank.
This however is quite a fixable problem, as all you really had to do here was making it harder to maintain a high rank, so the more experienced players would end up kicking the less experienced players out again. so instead of removing and completely reworking the Emblem system into an MMR system, they could have just as well removed safetypips and maybe added a few bous ranks on top of Rank 1 that would be significantly harder to gain. This could have been one way of addressing said problem while keeping the Emblem system in tact.
and from what i've heard this exact problem still applies to the MMR system - for Killers. apparently it is significantly easier to rank up your MMR score as a Killer in comparison to Survivor, meaning a lot of Killers of very varying skill levels are at the highest levels of MMR, simply because the game makes it relatively easy to reach that.
also, you mentioned a very interesting point - that being the imbalance of this game.
I 100% agree with that. One of the biggest downfalls of the MMR system is the fact that this game is so incredibly unbalanced at high level play.
This however is something that, in my opinion, doesnt actually defend the MMR system, but rather speaks against it. Because this game will never be truly balanced or competetively viable - the Devs have made it very clear that they have no intention of balancing DbD around the highest level of play. In addition to that, of course, there is the fact that DbD itself is essentially build on mechanics that are just straight up unfair to the involved players - the most notable one here being RNG.
a lot of the time its not actually the skill of one of the two opposing sides that matters, but flat out map RNG. You might be an amazing Hillbilly player, but if you get send to Lerys Memorial Institute, you are going to have a significantly harder time against the same group of Survivors then you'd have on, lets say, Shelter Woods.
that means this game is never going to be actually competetively viable, which in return means it makes no sense for the Devs to be pushing an competetive matchmaking system in the first place, which is the reason why i think MMR as a system is actually a lot less resolvable than the old Emblem system was - the whole concept of MMR doesnt make sense for a game like DbD.
This is also why i dont necessarily think Rank 1 in the previous system being a bit more mixed in terms of actual skill level was inherently a bad thing - though it could definitely be excessive at times. this is just not a competetive game and i think a lot of people would do themselves quite a favor if they stopped pretending like it was.
also #StopSluzzyAbuse >:(
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@TheSubstitute said:
I barely played with the old system before it transferred to the new (new player) but here's my opinion on the problem with the old system. Your rank fluctuates and that promotes sweaty style play. I like bp and once I hit Iri I as killer, I don't care what happens in a match. Do I want to try out a new build stress free? Got it. Do I want to try a new playstyle? Sure. Do I want to pick up a new killer? Use suboptimal perks? Try new strategies? Why not? If I get one hook on each survivor for BBQ and Chili, I don't care about the rest as I'll make up any lost sacrifice points on brutality, chasing and deviousness.
Correct me if I'm wrong but wouldn't the old system punish that? If you were good with Billy but decided to try out Nurse your ranking would get smashed? If I decided to not kill anyone but go for eight hooks so I could practice more strategies wouldn't my grade go down? It's that as a new player that would make me hesitant about switching back to the old system.
you are partially right with this.
There wasnt any individual Killer ranking in the old system, meaning if you got to Rank 1 as Blight and decided to try and learn Nurse, thats where you'd start out.
However, there were a few more things to it:
1) there was no reward for being high rank, meaning you actually had no incentive to ever be Rank 1 in the first place - so losing your rank was actually not a big deal, unless you, for whatever personal reason, decided that you really wanted to be Rank 1.
2) Rank 1 was full of people of very varying skill levels. This means a Rank 1 game was usually a lot more chill than a high MMR game in the current system, due to a lot more mediocre players being present.
And this leads us to another point: The "individual Killer ranking" the MMR system provides us with is actually nowhere near as individual as they made it out to be.
You still have an overall Killer MMR rating, which is actually quite close to your highest Killers rating - if im not mistaken, then the max MMR you can have currently is 2000. So if we assume you got max MMR on someone and then pick someone else you never played before, that would only reduce your MMR rating by 200, meaning you still get matched with Survivors who are pretty equal to the ones you got with your main Killer as well.
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no i just quit the game.
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@jesterkind said:
I'm not sure if my input is going to be particularly valuable to you since I only put that it was a good addition because it was a good idea and needs extra tweaking, but I can try and answer this.
So, the first thing I want to highlight is that everyone understood the rank system of matchmaking to be garbage while it was a thing, and I'm not sure why people are starting to cling to it- that system was bad and we all knew it was bad, even if this system isn't any better calling for a return to something we know doesn't work seems like a bizarre choice to me?
Regardless: The emblem system does have its strengths, it does encourage a certain style of playing, it just doesn't work as the matchmaking system universally because not every killer can realistically actually get full points on it. Any killer with an instadown is inherently punished for using their kit by the emblem system, because the emblem system wants multiple injures and longer chases, just as an example. That alone completely disqualifies it as better than the MMR system, it's clearly not fit for purpose at all based solely on that one example.
Then the MMR system comes in, and it standardises everything: Now it doesn't want you to play in a hyper-specific way to rank up, which is pretty dumb for a matchmaking system since that should just measure your overall skill, not put a challenge in front of you. Instead, it only takes into account whether or not you completed the objective, which is... reasonable, that's your goal, that's the thing you're trying to do. How consistently you can do that is a pretty reasonable basis for an MMR system, especially since it does have a little bit of nuance by softening your loss if you played against higher-MMR players or if you died third/fourth.
However, you're not completely wrong. My conclusion on the poll post is the same as it is here- the MMR system should incorporate the emblem system as a second round of loss-softening, so you don't fall as far in the system for a loss after getting a really good emblem score than you would if you just played really poorly.
I'm not sure if my input is going to be particularly valuable to you since I only put that it was a good addition because it was a good idea and needs extra tweaking, but I can try and answer this.
dont worry, i appreciate your response just as much as from anyone else ^^
everyone understood the rank system of matchmaking to be garbage while it was a thing, and I'm not sure why people are starting to cling to it- that system was bad and we all knew it was bad
personally, i dont view the old system as a particularily good one. i do however view it as a better system than the current MMR system, so I'd rather go back to the old system than receive a direct downgrade to it. additionally, i think the old Emblem systems flaws were actually a lot more resolvable than the MMR systems flaws.
lets take the unfairness to oneshot abilities as an example:
you are right, it is straight up unfair for characters such as Hillbilly to receive significantly less Chaser Emblem points for succesfully using their power in comparison to any normal M1 Killer - however, the fix for this is actually quite simple: just slightly tweak the Chaser Emblem to count oneshot downs as two seperate chases - one that took as long as it took you to apply the oneshot and one that is counted as instantly over. That way you would not only make it fair in comparison, but actually reward Killers for spending some more time in a chase to use their, usually also not that easy to use, powers instead of going for the safe option of just M1ing.
in addition to that i personally just dont see the point of introducing a competetive matchmaking system to a game like DbD. There is just so little actual competetiveness in this game, that i do not believe a system like the MMR system is going to work - ever. (a competetive game has to be competetively viable. this means the game has to be overall well balanced and the detemrining factor of someones success has to be their personal skill level - which, simply put, just isnt the case in DbD, due to things like RNG playing such a big role)
So people like me dont actually want the old system back, but we do think it provides a much better basis to build an an actually functioning matchmaking system on than the MMR system does.
i know this was a bit off topic to the OP, but i hope i could answer your question.
however, i think i will have to disagree with you on one thing here:
I think skill in DbD is a much more versatile thing than just seeing who escapes and who doesnt - for example: i do not think that Blendette who sat in a corner all game, did a gen and instantly opened a door to leave her team behind was a better player than that Jake who just looped the Killer for 3 gens, made a couple of clutch hook saves and is currently getting facecamped - yes the Claudette played it safe, but she didnt play it well. Her success is directly reliant on the rest of the team doing well - and if this Claudette happens to be part of an SWF group, then she will be able to consistently "do well" and be treated as a top tier player, despite her not actually being good at the game.
this means, in my opinion, a system is needed that takes more into account than just this one thing, which the Emblem system has at least tried to do. Not to say the Claudette in my example wouldnt also have a clear advantage in the Emblem system over people who werent part of a SWF, but that system at the very least was a lot less exploitable in that regard than MMR currently is.
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@Oscarnator said:
https://forum.deadbydaylight.com/en/discussion/comment/2610630#Comment_2610630
I never said you I said “they” did I not?
you commented something entirely unrelated to the original comment i was making.
not only had nothing i said been about hit validation, which you brought up, but the only person the "they" in your response could possibly refer to in this context would have been the person you had originally commented on - that being me.
there is no third person in this comment history that "they" could refer to, its either you or me - and you wouldnt refer to yourself as "they", nor would it make any sense for you to comment on my comment about something that you asked yourself, while i, the only other available option, never asked you that question.
thats why i asked if you acidentally mixed something up there, because it seems like you accidentally quoted the wrong person.
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No.
ever since they introduced MMR i have very rarely been able to enjoy my time in this game as Killer.
and i for sure aint gonna stick around for the Survivor gameplay exclusively - thats not what makes this game unique or charming to me in the slightest, so i quit the game for good until something changes about how incredibly stressfull and sometimes just outright unfair it feels to play Killer.
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@Oscarnator said:
https://forum.deadbydaylight.com/en/discussion/comment/2610299#Comment_2610299
I’m not, they asked what perks killers have that require almost 0 requirements I named them. I’m not justifying DH but I’m saying that I didn’t see killers go wild when survivors got exuashted on the ground (which lasted MONTHS same with pallet stuns) and now that it’s fixed people are complying the perk works as intended. I will agree that the yelling and blood splatter can be annoying but defiantly not as annoying as using a perk then it being utter,y useless because of the devs.
they asked what perks killers have that require almost 0 requirements I named them
i think you're mixing things up here a little, i never asked that question.
and my original comment has never been about hit validation either, but rather the huge flaw in Dead Hards general design - that being the Perk being entirely for free without having any downsides / conditions attached to it.
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its probaply the best out of the very limited amount of options we have.
please note that "the best" does not automattically have to mean "good" - just that its better than its competitors.
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@Oscarnator said:
https://forum.deadbydaylight.com/en/discussion/comment/2600750#Comment_2600750
Man if only killers had perks that have no requirements to fill…. waaait a second
couple of things:
1) those perks usually dont have nearly as much of an impact over the trial as Dead Hard does (e.g. Whispers) - or they have a very clear counter to them (e.g. Hex: No One Escapes Death)
2) this does not justify Dead Hard being as ridiculously broken as it is. So what if Killers also have some cheap Perks / Perk combos (which i wont deny they have - Enduring + Spirit Fury comes to mind)? Just because side A has something overpowered does not mean that'd justify side B having something overpowered. If anything, this just shows that both sides have problematic things that should be changed.
you're just dipping straight into that "Us VS Them" mindset with that statement, which is an incredibly irrational way to look at this games balance.
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even though i would fit that time frame, sadly i cant say that i do.
not in its current state at least.
its a great concept (one that i absolutely adore and love), but the gameplay has just become so dull and straight up frustrating that i just can no longer justify playing this game to myself.
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@Seiko300 said:
MMR itself is hardly any different from the previous system. It hardly qualifies as an MMR system at all, and calling it that really is a misrepresentation of what we really have in DBD (this isn't a knock on any community members that choose to call it that, it's a knock on the devs for calling it an MMR system when it's really not). It really is almost no better than what we had before.
What is bad is the way that the devs went about implementing the system in the first place, which I just alluded to in that previous parentheses. The devs basically lied and tried to cover up how the system worked until they couldn't lie anymore because the data miners basically extrapolated this information from the game's files by force. It was a scummy way to put in the system and attempting to pull the wool over the eyes of the community because the devs really wanted to persuade us that this would be a positive thing.
And when I say it's no better than what we had before, that is the best case scenario. At best the system is more or less identical to what we had previously, and at worst it actually can be inconsistent with the opponents it finds for you in matchmaking. Which- now that I think about it, is still a lot like the previous system because that could also be inconsistent as well.
Not to mention they spent so much time and resources creating this system for matchmaking that most people in the community were at the very least doubtful of. I didn't really see all that many people who were truly excited for the implementation of an MMR system- even a working MMR system- there was a lot of doubt going on around the community and for very good reason. It's safe to say this wasn't a thing the community as a whole was asking for, and it's a system the devs themselves pushed for and tried to bring us around to and wasn't done by community demand or request. So you could also say this entire thing, just for little or no improvement at all, was a huge gigantic waste of time because even after it's said and done there are a lot of people that still aren't confident that the MMR system was the right move, or is even working as far as it's intended goals (AGAIN: It's not a real MMR system, so how can you accomplish real MMR goals with a fake MMR system??).
Overall it's been a very ######### situation. More often than not regardless of which side I try to look at it from, MMR seems to have been a bad decision with more negative impacts than positive ones. There are very few reasons to say that MMR was a good decision, let alone enough reasons to outweigh the negative ones (loss of trust / confidence in the dev team [add it to the list of reasons people are beginning to like them less and less], resources put into a system for over a year that doesn't even work, and the system that was created isn't even an accurate representation of player skill in the slightest).
i totally agree with pretty much everything you said there.
only one thing ill have to disagree on: i do think the MMR system is a functional MMR system - the issue here is, that this game is not compatible with an MMR system, which makes it look like the system was not functioning properly.
This isnt a game where you can just judge someones skill based on the outcome of their encounter with the opposing team. that thought process works in games like CS:GO where you have two equal teams go up against each other with the deciding factor in every 1v1 engagement being the players personal skill level - but thats not what DbD is. in a 1v1 encounter, the Killer is always supposed to beat the Survivor - that doesnt mean the Survivor was bad, thats just how the game is structured. At the same time, in DbD there are a LOT more factors going into skill than just the outcome - you might have been sacrificed, but your sacrifice might just as well have allowed everyone else to make it out. MMR however isnt capable of detecting that, so you lose points.
and i havent even started talking about all the unfair factors that go into winning and losing in this game that no one has control over - most notably RNG.
i just think this is overall not a game MMR is ever going to work in, no matter how much they try to polish the system.
and yeah its a joke that MMR is literally just a downgrade to the Emblem System. at least that one tried to take more into account than just whether you escaped or died.
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a mine?
so another indoor map?
oh god... oh dear god please no...
really cool teaser though!
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good point.
we should nerf pig.
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its not an issue with the hit validation, its an issue with the visual feedback we are getting.
if we never got the scream and blood (but no damage actually being taken) on our screen, then i dont think anyone would complain about it nearly as much as they currently do.
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hopefully a new, interactive and fun main survivor objective.
without going too much into detail here, but i think generators are the root of all the problems we've been having in this game for quite a lot of time now.
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@Fuzzels said:
https://forum.deadbydaylight.com/en/discussion/comment/2606802#Comment_2606802
Yep. I'm in denial, while winning out against DH, baiting it and taking easy downs. But I must be wrong. Okie dokie.
sigh
didnt you just say you wanted to stop debating on this?
then please do so.
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shes still the second best Killer in this game.
some of her Add Ons can straight up make her even stronger than before!
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@Fuzzels said:
https://forum.deadbydaylight.com/en/discussion/comment/2606789#Comment_2606789
Ok my guy. You do you, and keep losing to DH. You payed for the game just like everyone else, and you have every right to lose however you'd like to.
i think you're just in denial over it.
you're right tho, there is no point to further debate on this topic, its quite appearant that you wont listen.
have a good day.
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@Fuzzels said:
https://forum.deadbydaylight.com/en/discussion/comment/2606769#Comment_2606769
Mind games are not a guaranteed hit my dude. But you believe whatever you'd like to believe and keep losing to DH. That's ok. Everyone's got their own style to play. Have a good day my dude
but... you're not mindgaming anything in that scenario!
you just do what literally everyone does.
difference is, that you just accept it the way it is and think its perfectly fine that they just get to activate their "get out of jail for free card", while others, like me, acknowledge it as the problem that it is.
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@Fuzzels said:
https://forum.deadbydaylight.com/en/discussion/comment/2606706#Comment_2606706
https://forum.deadbydaylight.com/en/discussion/comment/2606713#Comment_2606713
Let me give you an example.
Scenario 1
Survivor is running towards a shack window. They are 15 meters ahead of you. They DONT have DH. In this situation, you wouldn't just run to the window and vault it to chase them (as a regular m1 killer) right? You would attempt to mind game the shack.
Scenario 2
Survivor is running towards the shack window. They are 10 meters ahead of you. They DO have dead hard. Knowing this, you again don't just go the window and vault it after they have DH to it and vaulted it themselves, instead you attempt to mind game it.
It's really not a hard concept to understand my dude. You can use those scenarios in literally any situation
okay so your definition of "mindgame" is to just accept you're not getting the hit?
thats... thats not a mindgame. sorry.
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@Fuzzels said:
https://forum.deadbydaylight.com/en/discussion/comment/2606706#Comment_2606706
Well, for one, don't lunge and swing right away. That's pretty damn simple. Get close enough that you could get a hit, and just wait. Chances are, they're gonna use DH and it's then wasted. As for distance, mind game the same way you would as if they didn't have DH and we're just further away from you. Don't just rush directly at the window, play the mindgame of potentially cutting it off from the other side. It's really pretty simple my dude you just gotta use your head for a moment
i dont want to sound rude or anything, but are you sure you're playing in high MMR?
cause none of the things you just said are going to work in high MMR matches. in fact, high level DbD players dont even try to mindgame - they hold W and play as safe around pallets and windows as they can while their team bangs through gens.
not to mention that your scenario is incredibly unspecific and entirely based on the assumption that the Killer even IS in a position to mindgame, lets say, a longwall window from - which in 90% of the cases they are not going to be.
so i will repeat my question, but this time i'll be a bit more specific:
you are chasing someone around a long wall jungle gym. you're about to catch up and they just ran through the pallet - but instead of dropping it, they just Dead Hard for distance to the window - how do you mindgame this? after all, this is a pretty realistic scenario.
or maybe a different one: you are chasing a Survivor who is holding W accross the map, they now Dead Hard for distance to reach an upcomming pallet - how do you mindgame this?
i mean, i guess Nurse can just teleport through the obstacle and immediately approach them from the other side... but for consistencies sake, please make it unspecific to certain Killers, so that i can apply this tactic even when playing someone like Legion, thanks!
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i dont think DH should grant a Survivor invincibility frames.
that way ranged powers as well as Bear Traps will still be able to affect them.
i always hated that the counter to a trap specifically designed to catch out running prey was to just run through it a bit harder than usual. like, excuse me? what kind of logic is that? xD
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@Fuzzels said:
https://forum.deadbydaylight.com/en/discussion/comment/2606639#Comment_2606639
Ok, and DH should only really cause you a problem once per survivor per game. If they use it once, you know they have it and you can simply bait it, no matter who you're playing as. If you get hit by a DH twice off one person, that's your own fault. The only exception to that is if they use it for distance to a window, in which case you should know that's what their plan is and mind game it accordingly. If you can't do that, you're not as good a player as you want to believe you are. Fact is, it has plenty of counter play, y'all just want it to be easier than it is.
ah yes, "just bait out the Dead Hard"...
do i really need to explain to you why this is not a valid argument?
also, please enlighten me oh master of the DbD Killer side - how exactly are you reliably mindgaming the Dead Hard for distance?
after all, you make it sound like there is a super easy counter to that - one that everyone - except for you - is just too bad at the game at to have ever figured out.
So please, the stage is yours. do explain.
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@Fuzzels said:
https://forum.deadbydaylight.com/en/discussion/comment/2605644#Comment_2605644
The activation required is being injured. Do me a favor and count how many possible ways someone can be instant downed, completely negating any chance at DH, then get back to me.
yeah a good 90% of the available insta downs in this game are extremely situational (Haunted Grounds, Make Your Choice, Iron Maiden, etc.) and the other 10% are bound to specific characters (Evil Within, Chainsaws, Demon Strike, etc.) - which not only invalidates this argument for any character that doesnt have access to such an ability (e.g. Wraith or Spirit), but in all but one case these oneshot characters are also rather unviable in high MMR (the sole exception here being Oni).
with other words, there is no reliable way to counter this "requirement" for the Killer other than dumb luck.
and lets not forget that Exposed can counter Dead Hard exactly once a trial - after getting oneshot downed and hooked the Survivor starts out injured after all, meaning they have DH up for the remainder of the trial, as long as they dont heal and just jump back on gens immediately - an action that already is very strong, but can be further buffed by perk choices such as Resilience.
so no, neither Exposed nor oneshot abilities are an actual counter to this Perk - they dont even get close to that.
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eh, i just quit the game alltogether.
thats most likely going to acomplish more than what you're trying to do.
at the very least I'm having fun with multiplay online games again thanks to that decision ^^
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@Kebek said:
Main thing that comes to mind is no timing for pallet stuns and flashlight blinds changes. That went back into the trash bin really fast.
and the "fixed" Huntress hitboxes where they made the hitbox actually match the hatchet - meaning everyone just shot straight through the Survivors playmodels without damaging them.
also, i might be wrong here, but werent both of these changes tested on live servers as well instead of getting a PTB?
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dont worry!
they fixed the issue of Trickster just being a worse Slinger with trainingwheels simply by gutting Slinger so hard that this no longer applies :D
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they are both on the same level for me.
however, Billy is probaply never going to get rid of this nonsensical mechanic they added, while Slinger is definitely still fixable.
with Slinger, its very much possible to just revert the changes and move on - Billy has had an entire Add On rework centered around that stupid mechanic, meaning thats here to stay for the forseeable future.
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I see all the time people complaining about dead hard, and the most common complaint I see is that "it gives an extra health state"
But like.. so does every exhaustion perk??
there is one huge difference:
literally every Exhaustion Perk in this game either has a downside to it (Sprint Burst not allowing the Survivor to run across the map without wasting it) or a clear activation requirement the Survivor has to plan around or get out of their way to earn (Lithe requires them to fastvault something, Balanced Landing to drop from a great height, etc.) - excluding Dead Hard.
Dead Hard is just always there and can be used at any point in time without the Survivor having to do anything special for it.
that is the problematic part of this perk - its not necessary that it gives them the extra hit, its that they get it entirely for free without having to do anything to earn it prior.
so Dead Hard either needs to have its activation requirement changed into something that Survivors have to earn, or get a downside added to it that makes it so Survivors have a harder time whenever they are not actively using the Perk.
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for as long as its the only game of its kind on the market it will always be relevant.
and thanks to the insane amount of licenses we have accumilated over the years, i doubt any new and upcomming game of this type stands even just a slight chance to rival DbD.
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well, MMR is doing a good job at making the old Emblem System look good.
thats about all its good for.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2603234#Comment_2603234
maybe we can try to get them to bring it back for next year!
i doubt it tbh.
they stopped doing those kind of events years ago and just replaced them with the boring and copy pasted ones we get today :(
anyway, i just went through some of my old Steam screenshots and actually found one of the event!
fun times...
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2603211#Comment_2603211
I don't think I was around yet. But that does sound like fun.
yeah it brought some new and refreshing gameplay into the game.
essentially, every map would spawn a set amount of Lunar Lanterns in possible (empty) hook spawn locations. You could collect them as a Survivor, which would give you a glimmer effect for the rest of the game. If you escaped with one, you got awarded event points for it.
Killers however gained their points differently: after hooking any Survivor, all Lamps on the map would turn red for a couple of seconds. during this time the Killer could walk around and destroy them, giving them event points (less than a Survivor would get from escaping with one ofc) - also, uppon being hooked a Survivor lost their Lantern and it respawned in the place the Survivor had originally picked it up.
We also got special event Offerings that would increase the amount of Lanterns available in the match - and ofc some bonus BP for escaping with one / destroying one.
i really miss those kind of events...
i mean, they werent perfect and sometimes heavily favoured one side over the other (like the very first Halloween event), but at least they offered us something new and exciting and spiced the rather dull gameplay DbD has up a bit.
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But we get to kick pumpkins :D
10/10 event, couldnt be happier about it.
literal perfection.
:)
yeah i quit this game for a reason - boring copy pasted events being one of them.
anyone remember some of the events back in the day?
like the lunar new year one where both sides had a race for lanterns? with community challenges based on how many points we made with rewards for everyone - yeah THOSE were actually cool events.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2603160#Comment_2603160
You're arguing with an alt/troll account, in case you were unaware.
they arent the first person ive seen claiming this, so i just wanted to set some things straight.
trust me, i dont really have any intention to start an argument here - i know thats a futile effort.
im just gonna throw in my 2 cents and then take my leave.
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because the game is so incredibly unbalanced in a 4v1 that its in the Killers best interest to remove someone as quickly as possible.
and the Devs continuously nerfing Killers chase capabilities certainly isnt helping here either.
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@RemoveBubbaBlack said:
https://forum.deadbydaylight.com/en/discussion/comment/2602747#Comment_2602747
Lol that is absolutely not why, those of us at high MMR see it and never the others.
that might also just have something to do with the fact that the Claudette face is the only one of the four where you can actually tell that he is wearing a different mask than his standart one.
you're out here claiming its racist that the mask exists, but wouldnt it be just as, if not even more, racist to exclude Claudette from this series of unlockables just because she has a darker skin colour?
i have been playing this game since long before Bubba released and i have never met even a single person wearing that mask because they were trying to be racist or anything like that - including me, as i too like to run that mask.
thats just an assumption you are making that has absolutely no ground to stand on.
so whats comming next? calling every non japanese player racist for picking Spirit or Oni?
dont you see how ridiculous this topic is?
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how dare you have a good ping when they dont?
clearly that is your fault!
/s
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ive had an idea for a NOED rework in mind for a pretty long time now, actually.
the thing is, the totem aspect of it is something that has to stay IMO. totems are the Survivors sideobjective and NOED is currently the only thing that exists that makes said sideobjective even just somewhat necessary to do.
however, i dont think teams that did 4 totems should be punished the same way as teams that did 0.
current NOED i think is too strong with only one totem left on the map, but too weak with a multitude of them.
so with that in mind, here's my concept:
Hex: No One Escapes Death
When the last generator is powered, Hex: No One Escapes Death activates.
Gain a Token for every remaining Dull Totem left in the trial. All Dull Totems turn into Hex: No One Escapes Death Totems.
You unlock the ability to kill Healthy, Injured and Dying Survivors by your own hand. Doing so will consume 3/2/1 Tokens.
If a Token is consumed, the affiliated Hex: No One Escapes Death Totem is destroyed. If a Hex: No One Escapes Death Totem is cleansed by a Survivor, the Killer loses the affiliated Token.
Hex: No One Escapes Death deactivates once the number of Tokens is too low for it to take effect any longer.
so essentially, NOED is now a tombstone for every Killer, given it has enough tokens left.
this may sound like a direct buff, but it actually comes with a fair bit of downsides as well.
NOED is no longer a snowball monster, so just quickly moving around and oneshot slugging everyone to onehook them no longer is possible. instead you are now locked in a mori animation, which gives the others a lot of time to react and get away. In addition you can no longer hook someone and then instadown everyone that comes to the rescue, because NOED doesnt require hooks anymore. you also cant apply its effect while lunging, so its effective range is decreased. and, due to you no longer hooking people, your score is going to suffer from using NOED as well - given that concept worked a lot better with the Emblem System in mind, but i dont think thats a problem with my concept, but rather one with the MMR system (which im pretty sure we can all agree just sucks - i'd much rather they'd just bring the old Emblem System back tbh) that only counts escapes / kills.
also, NOED now is actually a lot more fair, because teams that did do totems dont get punished nearly as much as teams that ignored totems all game, which is probaply the biggest design flaw current NOED has.
also also, NOED no longer triggers after hatch is closed.
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Legion on release was by far the worst addition ever made to this game.
currently it has to be Twins though.
amazing and creative concept, but incredibly horrible execution - and honestly, i doubt a couple of small buffs / changes are enough to fix that mess.
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@TacitusKilgore said:
https://us.v-cdn.net/6030815/uploads/GO1YU6AZEI0D/wotr-in-autumn.jpg
Alright, im outside. Now what do i do?
set up your PC, play Myers with Corrupt, Deadlock, NOED and No Way Out and facecamp someone while having your tier 3 99%ed i assume?
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No.
i dont think it has ever been fine.
there either needs to be a downside to the Perk or a clear activation requirement that the Survivor needs to fullfill before being able to use it (and no, "be injured" does not count. thats not something the Survivor has to go out of their way to get or earn, that just happens pretty much every chase you do by default).
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No.
the concept of NOED is a very fine one, but it lacks severely in its execution.
NOED shouldnt punish teams that did 4 totems the same as teams that did 0.
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Billy isnt dead either.
that doesnt mean the nerfs were justified or that he was fun to play as.
the exact same applies to Daddy Slinger.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2597572#Comment_2597572
That is super gross. Go to time out!
okay :(
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dont worry, Devs already said they prefer human / humanoid Killers over any stereotypical monsters, so we wont be getting a spidermonster as a Killer.
we might however be getting a Killer that uses spiders - like sending big swarms of them out to attack Survivors or to sit on objects and make it so Survivors need to get rid of the spiders before they can start interacting with the object or spin spiderwebs around the map that slow people down when they walk through them, etc.
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@Mandy said:
When we announced the removal of Stranger Things, we did say that we would not be adding any extra cosmetics etc for any of the characters involved in the Chapter, prior and after their removal from the Store.
:(
NOOOOOOOO D:
so Demopuppy is the only Killer (right now) that is guaranteed to never get a blighted skin? :C

