Mister_xD
Mister_xD
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im not running it on a majority of my killers.
the only ones i do run it on (outside of BP events ofc) are ones with high map pressure, such as Hillbilly, who can make a good usage of the aura reading effect.
so IF that were to happen, probaply the aura reading one - on very specific characters.
though i would like to add that i think splitting its effects in two is not a good idea in the slightest. the perk is absolutely fune the way it is right now.
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honestly, pretty busted i think.
combined with the total invisibility & insane movementspeed he gets (especially when combined with another Windstorm Add On), free wallhacks are just a tad too good.
i think they should either nerf its effects a bit (e.g. adding a timer to it so you only get the wallhacks after X seconds of being cloaked) or add a bit of a downside to it (e.g. longer unlcloacing time / reduced movementspeed / no total invisibility)
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but you do understand that defending a hook is a core gameplay element of playing killer, right?
by hooking someone, i force the other survivors away from their objective to come to a part of the map that might be more advantageous for me, in order to save their friend.
i can get a multitude of different hooks just by hooking someone in an strategically beneficial position and catching out those who seek to help their friend, forcing another survivor to come to the rescue, removing three people at once from the objective - and depending on how well i perform during this, i can snowball from that first hook onwards and ultimately win the game.
not to mention that a respawn system would be insanely busted in end game.
also, just to make this clear: defending a hook =/= camping someone to death.
if i see someone going for the rescue, there is absolutely nothing wrong with interrupting this.
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considering that all the data they collect from SBMM right now is the exact same data they have been collecting previous to this system for years as well, i very much doubt any huge balance changes are going to be made because of it.
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@PNgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2491780#Comment_2491780
its not only on high MMR, also nobody knows what a high mmr is. Dont forget Grades have nothing to do with MMR, but this is another topic. Fact is: Cheater´s are a big Problem atm.
cheaters are going to win a vast majority of their games, which means its only natural for MMR to rank them among the most skilled players.
you are right though, they do have to start somewhere.
high MMR is just where they are eventually end up in, which means there are going to be a lot more cheaters present up there than on lower levels, given that the whole aspect of "lose a game to lower your MMR and get matched more fairly" doesnt apply to them in a good 95% of their games.
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i'm really hoping for a Deathslinger one!
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2492007#Comment_2492007
There is, though, and it's ######### hilarious when people get angry over it.
difference is, this one is actually working mostly fine xD
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honestly, i think its too early to make such a survey.
give it a couple of rank resets until people actually start having trouble getting back into higher grades, then ask again.
i think the answers are going to be a bit different then than they are now.
also, i dislike it.
i see how it improves the solo survivor experience (as in getting competend teammates), but i feel like the killer experience has suffered from it.
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god i am so glad there is no option to disable the chat filter.
could you imagine the incredible inconvenience of having actually readable end chat conversations?
nooooooo thank you!
/s
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*nervously laughs in Team Fortress 2*
but yeah, cheaters have gotten a lot more common, especially on high MMR games
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@Orion said:
That's not SBMM, though, that's Grades.
yes, but obtaining higher grades is going to require you to win and do well in games, which does stand in direct correlation to MMR.
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as far as we know, loadouts are not taken into consideration when SBMM or MMR is determining someones "skill".
so yes, a key is going to boost their MMR up.
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i would love there to be a competetive mode with MMR active and a casual mode without MMR active (using the old, rank based matchmaking system).
but knowing BHVR, this is not gonna happen.
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i usually use Monitor & Abuse + A Nurses Calling + Pop Goes The Weasel + Discordance on him.
it wont help you against top tier Survivors (but lets be honest, Slinger in general wont help you there), but its a pretty solide build.
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the only problem i have with NOED is that it punishes teams who did a lot of totems (but not all) and teams who didnt bother with them whatsoever all the same.
IMO NOED should be hitting much harder the more totems are left.
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just one thing i will have to disagree on:
you will not be seeing Deathslingers at high MMR.
yeah he is good at chases, but he is also slow and immobile, meaning that its impossible for him to keep up with the gens.
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@Astrian said:
https://forum.deadbydaylight.com/en/discussion/comment/2472324#Comment_2472324
I mean I don't know. I agree that we should be allowed to have some idea of what is being judged, but at this point we're just spit balling
i am completely with you on this.
and thats exactly the problem we collectively have as a community: there is very little to none communication from the Devs on how important things work.
its neat to know that they got a balance goal - but why wouldnt they tell us what exactly this balance goal is?
its neat to know that there is going to ba a MMR system - but why wouldnt they tell us how our skill is actually being determined?
so many of my issues with this game could probaply be solved just by the Devs communicating a bit more with us, yet they actively decide against it, which just deepens my frustration even more.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/2472307#Comment_2472307
I wouldn't be so sure about that.
Sure, they may not balance around the absolute highest of play. But they have an incentive to keep a variety of killers being able to be played on all skill levels.
They aren't going to be doing what TF2 did with items like the Base Jumper and nerf that purely because it can be abused competitively.
They're mostly going to be making so playing these killers don't feel tedious and feel hard rather than fun
they will balance this game around the level that most people are on - and that is not the high level.
but if you really think that they will just suddenly start rebalancing every Killer to be viable at "high ranks", then i wish i could be as optimistic as you are.
because what i think is, that most Killers are just going to stay around the level they currently are at, which makes them viable and fun in normal and more casual games, but unviable in any "competetive" setting (essentially high MMR).
If anything, i can see the "viable" Killers (Nurse and Spirit) be nerfed, so they are "more in line with everyone else" and no longer be stomping lower MMR lobbies.
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@Astrian said:
https://forum.deadbydaylight.com/en/discussion/comment/2472290#Comment_2472290
and i think its an absolutely awful idea to balance around a kill / escape goal in general
They've admitted that they used to judge by this, but have since stopping doing so replacing it with a system that judges your performance based on a number of objectives throughout the game.
I wish I could find the thread on here, but yeah it was a Dev themselves that confirmed it won't be judged solely off of kills and escapes.
Of course, they won't tell us all the parameters they're judging by, but you know at least even they recognize kills and escapes don't mean everything.
well, unless they do specify what exactly they mean with that its, sadly, just a bunch of empty words.
for example, lets just assume they count hooks now:
how are they going to tell the difference between someone making 2 hooks all game and then 6 in end game when the Survivors just run straight into them to try and rescue their friend (and probaply because they are pretty bored from that game) and someone making 7 hooks before the 5th gen popped and then deathhooking someone in endgame, so the others just leave?
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@DelsKibara said:
That's one of my biggest hopes with MMR coming into the game.
So they see which killers aren't performing well on certain MMR ratings and buff them accordingly.
Admittedly I have some sick fantasy of seeing Trapper throw his traps at Survivors to incapacitate them, so I hope they go that direction to buffing him :P
i hate to break it to you, but they already know.
and they will not be buffing characters to be viable in high MMR ratings, because that isnt where a large majority of the playerbase is.
they even openly said they dont want to balance around high level DbD themselves on multiple occasions.
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sure.
camping or tunneling also dont exist then - the Killers objective is to kill Survivors as efficiently as possible after all.
With it being the ONLY thing to do, are survivors just supposed to stand or walk around for 3 minutes after every gen? Like what the heck do you want? Make it make sense.
- totems
- healing
- chests
- sabotage
you wont believe it, but those are indeed your secondary objectives. You dont have to soley focus on gens all game, there are alternative things to do that all come with different kind of rewards - totems for example give you a lot of free BP and can negate a possible NOED strike in the end.
of course i am not saying you should not be doing gens. gens are your main objective after all, so not doing them will not let you win, but you dont have to ignore everything else on the map to only do them as fast as possible - that is what people refer to as "genrushing".
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i have two issues with SBMM:
1) its impossible for any MMR system to accurately depict the actual skill level of a player in this game. This game is way too reliant on loadouts and RNG to ever have something like this properly implemented.
2) this game is incredibly unbalanced in high levels. Survivors will dominate a vast majority of the games there and unless you play the sweatiest Killers with the sweatiest builds you will just get absolutely bullied up there. I've tried "normal" Killers with "normal" builds and playing "fair" in both of the last SBMM tests and every single time i tried i got absolutely awful results. yeah, technically speaking i didnt lose any games (=safetypip), but in reality i struggled at getting even a single kill. and if i ever were to get more kills than that, then that would be thanks to me either hardtunneling someone or me camping the kill out.
the worst part? the devs are very well aware of how unbalanced and unfun of an experience this is. And yet they have said themselves on multiple accounts that they will not be balancing the game around this, because 90% of the playerbase arent there, so they'd rather balance around the "lower" ranks.
the amounts of stress and frustration you have to dig through as a Killer to play this game on a high level are just way too high and they will be driving players like me away from this game, if that becomes the standart experience.
and i think its an absolutely awful idea to balance around a kill / escape goal in general. the pure amount of kills and escapes says nothing about how balanced or fun the match was for anyone involved - an example: by the logic of having 2 die and 2 escape, if i just play Bubba, facecamp the first Survivor and then use NOED to instadown and facecamp a second one, i had an, according to the Devs balance goal (which MMR is most likely going to be rating our matches after), perfectly balanced and good game.
so essentially, the only thing that really kept me playing this game was the fact that i was not being matched with people who played "on my skill level" - because those kind of games are easily the worst experience you can have in this game as a Killer. You just feel powerless - like, the entirety of my momentum is based on the Survivors screwing up. the better the Survivor player is, the more infrequent said fuckups are going to be, which makes easy second chance Perks, such as Dead Hard, even more annoying and even more devestating to see - yet also even more common, because the Survivors of course can see the potential with those Perks.
There is a good reason why the only two "viable" high level Killers in this game are Spirit and Nurse - and that is, because they both are not reliant on the Survivors making a mistake to win chases, while also being mobile enough to somewhat keep up with gen speeds.
so if SBMM actually does go live without either some massive improvements in those fields or an alternative for casual players like me (e.g. a "competetive" move with SBMM on and a "casual" mode with SBMM off), then i will most likely be quitting this game for good (for reference, i quit the last SBMM test after just a few days because my games had consistently been that horribly unfun - and i havent played it since)
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every single one that starts with the word "Adept" and then has a Killer name behind it.
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i mean, a chat filer in itself is fine.
but a MANDATORY chat filter for everyone - especially when it works as poorly as the one in DbD - is just a pain.
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because Survivor hitboxes are equally as unrealistic.
If you want the Hatchet hitboxes to be changed to fir the hatchets model, Survivor hitboxes will have to be changed to match the Survivors bodyshape & animations as well, instead of just being a straight pill in the middle of the Survivor.
And that would mean Survivors couldnt hug walls as closely as they can right now (due to them getting stuck on them with their arms), which would mean looping as we know it today wouldnt exist anymore.
also, a good portion of BS from those hits is due to latency, which is something you will never be able to get rid off.
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sigh
you encounter 4 times more Survivors than Killers if you play both sides equally, therefore your chance at finding a hacker on the Survivor side is 4 times higher than finding a hacker on the Killer side.
plus, Survivor is clearly the most popular role people want to play, so due to there being more players involved, there is also going to be a higher percentage of toxic people / hackers - that doesnt mean the percentage of those people would be greater than on the Killer side.
additionally, this is entirely based on your personal experience, which doesnt prove anything.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/2459745#Comment_2459745
The crying couldn't save Billy
true, but i think it send a very clear message to BHVR that they shouldnt touch the balance of the most beloved Killers this drastically.
so in a way, Billys sacrifice is the thing that will - and might actually have already done so in the past - save Huntress from receiving such drastic changes to her basekit.
also, as for the whole hitbox thing, i very highly doubt they are ever going to make her hitboxes "accurate" - because that would involve them reworking Survivor hitboxes as well, which could mean an immense shadownerf to looping in general.
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@Nomporu said:
https://forum.deadbydaylight.com/en/discussion/comment/2460100#Comment_2460100
yeah you're right, i'm just going to spend time i could use doing gens, healing teammates, getting the killer to chase me around so they can do gens, wondering around trying to find rng spawned bones then doing them in case he has ONE of the 72 killer perks.
every killer has this argument, it's so stupid, noed needs a rework.
sure, do that. nothing is stopping you from not doing bones and just doing gens.
but since you did actively chose that path, you have absolutely no right to complain about NOED anymore.
you know its a possibility, you have all the tools there to deny it - and you actively decide against it.
whether you like it or not, Totems are your secondary objective. Not "wasting" your time destroying them can have severe consequences for you (NOED) - and if you die because of your own failure to do your objective properly, that is absolutely no one elses fault than yours and your teams.
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so what you are saying is, that you got repeatedly killed by NOED and never once thought about just destroying the totems in your next game to prevent that possibility?
that doesnt really sound like the killers fault, that just sounds like you didnt learn from your previous mistakes and kept repeating them, expecting a different outcome for some reason.
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honestly, the only change i would make to his power is to make it so Survivors cant actually duck under it when he swings it over small obstacles.
that and fix his zombies, their pathing and survivor detection is quite broken at the moment.
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the Antidote added some depth to the character he didnt have previously. i think its quite an underrated ability.
and even if you dont use it, he still got a nice buff of having his reload time cut by 25%.
it was an improvement, 100%.
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2457800#Comment_2457800
Okay, listen. Nurse's basekit is absolutely fine. She's not a frequently played killer, and she's very hard to play. What are you even gonna change? Because she's not getting a new power
If you want to call a survivor tricking her a mistake, then whatever. Doesn't change the fact that's it's possible. Nurse is not the biggest issue in this game. And her add-ons are fine, the rarer ones might need changes but that's it
Okay listen, its very appearant that you dont get what im trying to tell you here, so continuing this debate is just a pointless waste of time for both of us.
if you think Nurse is perfectly fine and balanced, so be it. i tried showing you why she isnt, you have very succesfully ignored all of my points. so i wont be bothering with it anymore.
What are you even gonna change? Because she's not getting a new power
you literally just made a whole threat about who we want to see reworked. You do know the very definition of reworking something is to scrap the old and add something entirely new, right (similar to what Freddy reveived)? so yes, thats exactly what i have been asking for - a new power (i even said so in an earlier comment).
Nurse is not the biggest issue in this game.
i couldnt agree more (and i never claimed her to be). there are other, more pressing matters at hand that need to get fixed first (genrush SWFs for example, as stated multiple times before) - but that doesnt mean she wasnt an issue at all, because she definitely is.
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2456301#Comment_2456301
Their Nurses are the best in the world, watch the games. Survivors can absolutely trick a Nurse. Yeah she's the strongest killer but even she is often overmatched by their SWFs
i dont think you understand what i am trying to tell you.
Yes they might very well be "the best in the world" - but even the best make mistakes.
the key difference between our two views on this topic is, that you are looking at the player playing the character, see them make a mistake and then conclude that "Nurse is fine, because i just saw someone really good lose with her".
I however am not looking at the player behind the character, i am looking at the character herself and judge her based on the capabilities her basekit provides her with. I see her as a tool - and any tool can only be as good as the person wielding it, no matter the tools capabilities. You could have the strongest weapon in the world, if you give it to someone who doesnt know what to do with it, it will looks miserably weak - if you give it to someone average, it will also look average. Its the same thing with Nurse - if you play her perfectly and to her fullest potential, there is absolutely nothing anyone could do against you in any chase you engage with them.
and before you say this wasnt true, here a quote from your latest comment:
Survivors can absolutely trick a Nurse.
dont you see that the entirety of your argument is based entirely on the Nurse player screwing up and getting tricked?
this is about the same level of an argument as saying Legion was overpowered, because the poeple i played against didnt know how to loop and died to him at 5 gens left - it has nothing to do with the character or their balance, its a mistake from the players side.
also, and i would like to note that i have been saying that previously, when referring to high MMR or Oracle, as well, i am entirely referring to the Nurses ability to ignore any ingame chase mechanics and therefore immediately win chases.
i even acknowledged that a full stacked 4 man SWF that genrushes is going to beat her, simply because the game is on that level of imbalance, so your entire last point has got nothing to do with our argumentation. There is a huge difference between 1v1 and 1v4 balance in DbD.
your entire argument boils down to "i found something equally overpowered, so that means the first thing isnt actually overpowered!" - NO! all that means is, that there is another stupidly overpowered thing that needs to be looked at, not that somehow that makes the first thing okay.
by that exact logic, no killer should have ever received any nerfs, because a genrush SWF could still beat them. Old Legion? beatable, so perfectly fine.
there is a huge difference between something being beatable and something being healthy for the game.
and Nurse simply is unhealthy for this game.
also, just because i saw one of your other responses mention this again:
Nurse just need add-ons nerfs
she quite literally already has the worst Add Ons in the entire game. there are maybe one or two that are actually usable and, as said before, good Nurses are just gonna play without Add Ons and still absolutely dominate anyone.
I dont think Nurse has a single Add On that i would call "OP" or that i think needs to be nerfed - if anything, she needs to get some actually usable Add Ons.
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2456287#Comment_2456287
I encourage you to watch Oracle vs Agony for some pristine Spirit and Nurse counterplay. They're obviously the top 2 killers but they aren't unstoppable
again: the only way to beat a Nurse in a chase is to have the Nurse screw up.
is she always going to get 4 kills every game? no - if you genrush the sh*t out of her you will still get escapes, but in a chase there is literally nothing reliable the Survivor can do to stop her.
You can try to make her miss a blink by pretending to go in one direction but actually going somewhere else, but that "counterplay" banks entirely on your opponent not predicting it (alias making a mistake). and if they do, you die.
and yes, even Oracle and Agony make mistakes. if their Nurse ever lost a chase, thats entirely on them.
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2455999#Comment_2455999
Nurse has one of the lowest kill rates in the game and is incredibly difficult to play. Even then, she still has counterplay as long as you break line-of-sight and trick her. I think her base-kit is okay, and the devs are never gonna give her a different power.
you just brought up the prime example for why we shouldnt trust those stats - Nurse is easily the strongest Killer in this game, even if she has the lowerst kill rate.
Even then, she still has counterplay
she quite literally has not. against a good Nurse, there is nothing you can do as a Survivor other than to die or hope she screws up. and yes, breaking LoS does count towards the later - good Nurses will either predict your movement with insane accuracy, or just blink to the corner they lost you at and then use their second blink to get on top of you.
i have seen people play Nurse without any Offerings, Add Ons or Perks and still obliterate fully stacked Survivor teams with her.
Heck you dont even have to be good at DbD to win with her, you just gotta be good at Nurse - she is essentially playing her own game, not even DbD anymore!
is she ever gonna get reworked?
idk. IF the Devs want to perfectly balance this game, then yes. But i highly doubt that would ever happen, plus with them being so set on pushing MMR now as well, you cant just take away the only viable Killer option for high rank MMR (which says a lot about the state and competetive viability of this game imo)
but if were purely look at the health of this game, then yes, Nurse (aswell as the other two mentioned Killers - Trickster and Twins) need to get reworked - Nurse even more than the other two, as she is the only one whose very concept of the power is deeply flawed.
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if i have NOED, no.
if i dont have NOED, it requires a HUGE screw up from the Survivor side of things for me to get anything going (like a 3 man slug).
the most i can do is get the person i was chasing when the 5th gen popped on a hook and then hope to exchange hooks until i get one killed, at which point everyone else leaves.
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2455887#Comment_2455887
Twins and Trickster already posted, for Nurse I'd just nerf her add-ons a bit. I think her base-kit is fine
but... her basekit is the entirety of the problem?
a killer who is able to ignore all game mechanics during chases isnt a fair or balanced killer whatsoever.
you know, at least Spirit (who is widely considered to be the second strongest) has to physically walk around the objects in her way and can get stunned out of her power - Nurse on the other hand just straight up goes through the wall and attacks immediately, there is absolutely nothing a Survivor can do against that other than hoping the Nurse screws up.
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- Twins
- Trickster
- Nurse
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yeah had a guy try to BM me at the exit gate once.
i was playing Deathslinger.
they didnt make it out.
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if they do it for an excessive amount of time, yes that is bannable.
its called "holding the game hostage"
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concept wise - yes
execution wise - no
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@SkeletalElite said:
I mean we literally just got a chapter with not 1 but 2 survivors, so if they need an extra month and a half to bang out another survivor I dont really mind, especially considering the quality of the animations on pinhead, some of the best animations by far
also lets not forget that all of this might very well just be a licensing issue which BHVR has had no controll over.
if they only got the license for Pinhead, then they will only be able to add Pinhead.
plus im pretty sure we already knew there wouldnt be a map in advance, as they did say they wanted to focus on the Realm Beyond changes for older maps (we still have some realms that havent been updated yet + they were talking about adding terrain heights to all of the other maps so they are no longer just a completely flat area with some loops on top), therefore we would only be getting a new map every second chapter - and since Nemmy brought us his ugh "map", we knew we wouldnt be getting one for this chapter.
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@GoodBoyKaru said:
Because the map is absolute garbagefire for both sides and should really be thanosed?
While I don't advocate doing this for forum rules sakes, I can't actually find it in myself to blame them, either.
same.
and if i happen to be the Killer on the map, i might just struggle a lot with finding my way around to stop gens - and who knows, maybe, if i am coincidentally close to an exit gate when the 5th one pops, i might just accept my defeat and open the door to stand in a corner and wait EGC out?
or my network might crash while loading in (map offering). sadly, i have been having some issues with that lately :/
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... but there are tons of other, viable Perks available for him?
you can easily do well without Ruin Undying Tinkerer BBQ on your Blight.
and yes, if you sweat and tryhard in this casual party game, you will be made fun of / people will complain about you. thats like inviting some friends over to play Mario Party and then ruining everyones evening by being an absolute tryhard with no sense for fun whatsoever "because you want to win" and then not understanding why everyone stopped playing with you.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2451393#Comment_2451393
Why is it unrealistic? If it is RNG, it is sometimes on your side, sometimes not on your side. If it is always not on your side, then it is not RNG anymore.
its in the name:
its random.
you will have times where you get a lot of good luck in a row, there will be times where you get a lot of bad luck in a row. some people have an average higher amount of good luck than others, and vice versa.
assuming that it would balance itself out would require everyone to get the same amount of good luck as og bad luck - which is an unrealistic thought.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2449936#Comment_2449936
I mean, I do think skill plays quite a big role as well. And I do think that skill most of the times has more effect on which side wins than rng.
I do think there can still be mmr that works fine. It won't be perfect, but even with RNG, I am sure there still is possiblity to tell people's skill level by averaging out all their games.
And I definitely do like the RNG in this game, even if it is a bit much at times. I think it's important, especially when it comes to maps, so maps are never built the exact same.
of course skill also plays a role - but a much less significant one than RNG does.
you can be the best Survivor in the world, if you get a bad map with tons of deadzones, very few pallets and a killer that can decently play around the few loops you got, you will most likely lose that match, even if that Killer was mediocre at best and way below your skill level.
it can also be the exact same way around - you can be the absolutely best Killer in the world and be much better than the average Survivor in your lobby, you can still get destroyed by landing on Cowshed with a long wall chaining into a pallet spawn (the long ones) chaning into shack, chaining into another pallet spawn, chaining into another long wall chaining into yet another pallet spawn (yes this setup can actually exist and its BS).
map RNG, tile RNG, pallet amount, spawn locations, certain killer powers (Bear Traps and Reverse Bear Traps), skillchecks, basement spawn, etc.
there is a LOT of RNG in this game - which isnt necessarily a bad thing mind you, as it makes each game unique - but its almost impossible to actually determine an individualy skill when RNG is the decisive factor for so many things.
sometimes every survivor spawns in a different corner of the map and 3 gens get done super quickly - does that mean the killer played bad and didnt apply enough pressure?
sometimes you get a long wall setup into shack (looking at Father Campbells Chapel here) - does that make the killer bad at chases because he cant catch someone around that setup?
sometimes you spawn in a huge deadzone and the Killer is close enough to almost instantly find you - does that make you bad at the game as a Survivor?
sometimes a Survivor escapes your Bear Trap before you even managed to vault the window they got trapped behind (mid chase) - does that mean the trap placement was bad or that you are a bad Trapper?
the answer to all of these (and many more): no.
you had absolutely no controll over any of these scenarios, therefore your and your opponents skill level didnt matter - RNG decided you'd get screwed over, so you did.
MMR could work in this game. it absolutely could - but for that to happen, the amount of RNG would have to be cut down drastically in order to create actually fair and balanced matches every game for both sides, so your and your opponents skill level can properly be judged by the system.
but that is not going to happen, so why on earth would we want a matchmaking system that requires an actually balanced and competetive game to even function? DbD is none of those things, so why pretend it was?
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"We need more new maps to play on - and it better not be another indoor map!"
i dont wanna be the 50th comment about reducing the grind, so lets try this one ^^
seriously though, the last outdoor map we got was Dead Dawg Saloon - and that was one and a half years ago!
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2449936#Comment_2449936
RNG doesn't matter you just need to take the result over multiple matches and average it out.
i dont think you fully grasp the extent that RNG affects this game.
winning or losing in this game is not something that is determined by the individuals skill level, but by which side is favored most by RNG.
how is MMR supposed to tell that you just lost because you spawned super close to Leatherface, had a fat deadzone to work with and then got camped to death right away? all MMR is gonna see is, that you didnt do gens, barely lasted in a chase and then died early on.
and "just taking the average result" is only going to work when you have an even split of good and bad RNG affecting you, which, simply put, is an unrealistic thought.
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@ad19970 said:
True, and I think this goes even more for maps as well, and their rng.
I don't think this game needs to be fully competitive anyways.
this game quite literally can not be competetive, due to exactly the point you just brought up: RNG.
it has way too much of an decisive factor on everything that happens in it for this game to ever be truly balanced - which is exactly why i think MMR is such a horrible idea btw (because there is no way MMR could ever take this incredible amount of RNG into account to work and rank an individuals skill properly).
RNG in this game absolutely doesnt stop with maps aswell - there are self unhook attempts, chests, spawn locations, loop setups, the Killer you go up against (technically speaking not RNG, but still nothing you have any controll over as Survivor so i count it - same with Bear Trap escapes and Jigsaw Boxes Keys btw), skillchecks, the bloodweb (for those of us who like to bring specific Add Ons / Items), etc.
there is no way this could ever be balanced peoperly and made competetive - especially not since BHVR has acknowledged the imbalances and said that whatever happens, they will keep this RNG aspect. So at best they will slightly reduce it at certain points, but it will still mostly be the deciding factor for your matches.
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@Bluebird said:
They're not returning the Legacy, get over it. They were created to show who stuck with the game when it was released, back when it was woefully unbalanced and a pain to level up. If you want Legacy so bad, then find a way to mod your game again to give it to you.
the only thing i will never get over with this topic is the Legacy skin that i lost thanks to their loss of progress bug.
they should 100% return that - i know they said they wouldnt, but i firmly stand by that belief.
You cant walk around talking about "honoring the people who stuck around and earned it" and then deny my me righteously earned Legacy skin that i lost to YOUR bug, BHVR!