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Mister_xD

Mister_xD

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Mister_xD
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  • I'm gonna have to give that one to Tombstone Piece.

    there are a few others however that i think are kind of busted, just not as busted as Tombstone Piece - All Seeing - Blood on Wraith or the Infantry Belt on Huntress for example.

  • @Mr_K said:

    NOED is a risk survivors make by focusing only on generators. Whether the killer is using it or not, it's a concern survivors need to keep in mind.

    The end game is the last chance for the killer to kill survivors. Long chases during this time pretty much means they all escape. It is one last chance to swing the game in the killer's favor.

    NOED brings another objective to a game that is not over. Even though survivors make it seem as if the game ends when 5 gens pop. This is where the "earned" mentality comes from. The game is not over until you escape or die.

    So what if the killer can one shot? Many killers have this ability by default or with addons. Not much is said about one shots while gens are being repaired. Just after gens are done.

    in addition to that, its also a risk for the Killer.

    essentially what any Killer that brings NOED does is, that they take a gamble. they bank on the Survivors not breaking the Dull Totems by the time the gates are powered. And the same way, every Survivor is taking a gamble whenever they decide not to go for Dull Totems - they bank on the Killer not bringing NOED to punish said behavior.

    of course, for both sides, there is a bit more to it than just a gamble - Killers can actively try and defend Dull Totems, while Survivors can start analyzing the Killers behavior & Perks throughout the match to determine whether a NOED might be in play or not.

    if the Survivors lose the gamble, obviously, they get struck by NOED, which might lose them the game.

    If the Killer on the other hand loses the gamble, they are forced to play throughout the entire match with only 3 Perks instead of the usual 4, which is a huge handicap for them.


    i honestly quite like the Perk. It adds a surprising amount of depth to each trial, just by existing (its a lot like Unbreakable or Decisive Strike in that sense).

    Even though i have to acknowledge that Solo Survivors have a bit of a harder time dealing with it than SWFs do, mainly due to the lacking communication with their team, i still think NOED is a really cool Perk - in concept. the execution of that concept however is... quite bad i'd say.

    shortly summarized, my main issues are that NOED can both be way too punishing and way too forgiving at the same time (depends entirely on the situation) - i think its unfair that a team that did 4 totems gets struck just as hard as a team that did 0 and i also think that a team that did 0 can get rid of it way too easily (all it has to do is to spawn on a totem close to the last gen / out in the open and its pretty much a goner before it ever got into play).

  • F3IOGPEDVXJQ.jpg lady-nemitrescu.jpg

    i have nothing more to add.

  • it isnt allowed though?

    all 3 of your points are a bannable offense, if done excessively. to report them, record the match, report the players ingame and then send your video as proof to the Support team via this link: https://support.deadbydaylight.com/hc/en-us


    your fix idea for 1. wouldnt quite work, as otherwise 3 gen setups would get buffed immensly (which, btw, if the killer defends their 3 gen setup too excessively (as in only chasing people off and not actually committing to chases -> not getting hooks -> not progressing the game) that can also be seen as holding the game hostage)

    the locker suggestion is absolutely something that would work and the collision being lost is also something that i can see working, but only if certain restrictions are met. i wouldnt want to have two survivors not have collision while chasing them (so both could loop optimally) and they should also not lose collision as soon as they stand still, otherwise bodyblocking the Killer would get a heavy nerf.

    as for the third point, as you already mentioned, bodyblocking someone in a corner can be the right call sometimes. EGC is a prime example, but some Killers will also want to use their powers, which can sometimes have a lengthy charge time, on someone who is bodyblocked to get the best effect out of them (e.g. Hillbilly / Leatherfaces chainsaws or Plagues Vile Purge) in addition to that, this would once again really screw over bodyblocking for Survivors. I could however see it working if they added an extended timer on it - instead of a couple of seconds, why not make a 2 minute timer? that way the Killer could theoretically wait out a sacrifice / EGC without actually holding the game hostage and Survivors had more than enough time to bodyblock the hook for their friend.

    though, this idea would still be abusable by the Killer walking up and down in front of the spot without actually ever going far enough to let the Survivor out.

  • reminds me of a game i had a little while ago, where i hooked someone in my basement (shack), went upstairs and immediately heard grass moving outside - found another survivor who would then loop me around shack, got them and hooked them aswell, just to come back up the stairs and seeing scratches all over, so i look around, find another guy, chase them (once again around shack), hook them too and have everyone suicide on hook.

    in end chat they then "called me out" for camping...

    sigh

  • i got called a hacker once for "increasing the range on my Deathslinger" - i landed a single sharpshooter score event all game (gideon meatplant btw, so not too many possible snipe locations)


    also i got called a lagswitcher once because the survivors had no idea how Spirit works...


    and then the hundrets of times where survivors couldnt believe i had ears to hear them with through walls / can indeed predict their positioning without seeing them 24/7.

    i once even got a streamer to put in their BRB screen to avoid me "streamsniping them" - even though i was playing Hillbilly (the good old days before his nerf...) and it was incredibly obvious i was running BBQ... (i tend to rewatch the games after i played them, so thats how i found out about this one)

  • @I_am_Negan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2441506#Comment_2441506

    If their dream 2 years ago or early was to start a gaming service and have a stranger things game that's their dream who's to tell them no.

    If it works or fails it's on them.

    Even if we all dropped Netflix on here the ones that have a subscription. How would they know that it's from cutting ST from DBD?

    I mean I been thinking about dropping them being that they took a lot of shows off.

    But how would they know that your dropping your membership because of ST leaving DBD or your just not happy with Netflix anymore?

    If their dream 2 years ago or early was to start a gaming service and have a stranger things game that's their dream who's to tell them no.

    mate, they are a company. they will go after whats the most profitable for them, thats just what companies do - and currently they expect their own game to bring them more money than the DbD ST license (which would also mean competition to their game btw), so they cut it.

    all i am saying is, that if they were to make less money with that idea than the DbD license brought them or even lose money alltogether, then they will most likely be going back into license discussions with BHVR to try and revive their succesfull business model from the past.

    i am not saying OP is going to change the world with this, but if they arent alone and a significant number of people were to join them, then they might just do that.


    but how would they know its because of DbD?

    idk. we would probaply have to tell them. write them a letter, email, tweet at them, make blog posts about it, videos, whatever. if they suddenly lose a lot of subscriptions, they will want to know why - so even if they didnt see this at first, they might do so a little later.

    and how can i be sure that this is going to work?

    i cant. this is all a hypothetical scenario. im not an oracle or seer, i cant predict the future with a 100% success rate - but i can make a prediction based on what i think would be the most logical thing for Netflix to do if this hypothetical scenario were to happen, and thats exactly what i did.

  • @I_am_Negan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2441450#Comment_2441450

    But none of us know what the license agreement was. It could of been 2 years and that was it.

    Crying about it and making threats isn't going to change anything. If you own the Chapter and have the cosmetics you want then stranger things is still part of this game.

    Just not for new people that join after Nov. which sucks for them.

    But none of us know what the license agreement was. It could of been 2 years and that was it.

    true, but there also wouldnt be any reason for Netflix to just cut out something that went well and made them money, if they had no other plans with it that they expect to be more profitable.


    Crying about it and making threats isn't going to change anything.

    i am 100% with you on this. going on this forum and complaining wont do anything.

    however, actually going ahead and cutting ties with Netflix might very well change something. like i said before, if enough people were to do that, Netflix would rethink their decision of cutting ST from DbD, as now that would lose them more money than just keeping it in.

    thats all i said - and i also acknowledged that it is a very unlikely thing to ever happen, due to us simply not having the numbers of people willing to do this that would make Netflix rethink this action.

  • i'll be honest with you:

    this sounds a lot like you being very inexperienced in terms of mindgames.

    most (good) Survivors will not be camping a pallet to instantly throw it down. They will attempt to loop you around it until you caught up to them before they drop it, to get as much time out of every single pallet as possible.

    However, this is where you can actually do something - you can moonwalk, fake out directions, etc. to catch them out in a bad position when they didnt expect you to play the way you did.

    learning which mindgames are effective at which tile and all of that is something that takes a lot of time to do, so you will fail at them a lot at first. - but thats okay. we all had that happen.

    and if a survivor actually does camp a pallet, then 9 out of 10 times they are very vulnerable to you faking out going around it, just to then lunge attack straight through it. or, if you expect them to expect you to do that, you can fake out your fake out and actually go around it to hit them when they dropped it to counter your original fakeout.


    another thing i'd like to talk about is kicking pallets.

    based on your description, you walk up to them, have them drop the pallet and instantly break it - but that is not how you really want to do it.

    what you want to do is, to learn the tile strength of the pallet you're playing around at the moment. some tiles you dont even have to break the pallet on to catch the survivors!

    but besides that, when you do actually kick the pallet, the most important thing is to remember your surroundings. where is a good window for them to use? where did you already break pallets and they have nothing left to use? those kind of questions are what you will want to ask yourself. and based on the answer you give yourself, you want to break the pallet from the side where all those good things are on. If you break it from there, they will be forced to either run past you (so you catch up quicker) or to run in the direction where they have nothing left, which gets you an easy hit.

    if you let the survivor decide where they are going to loop you around, you will not catch them before the game is already lost.


    and third and lastly, you gotta learn not to overcommit to chases.

    you dont want to chase the same guy all game. you want to chase as many of them at the same time as you can - by that i mean switching targets whenever you see someone in a worse position to get an easy hit and potentially even down on them instead.

    and this is where we come back to people camping pallets: there is someone who always waits inside a pallet to drop it immediately when you come towards them? GREAT! just dont chase them. instead, walk up to them, have them instantly waste the pallet and go after another person who then has nothing left to use for themselves.

    also, this once again links back into tile strength. if you see someone run straight towards a setup that is essentially unwinnable for you, then you gotta drop that chase or spend the entire game trying to catch up.


    and this whole paragraph is just about vanilla killers. every character has their own unique power to them that, in some cases, will add much more to all of this.

    a Hillbilly for example can curve around loops with his chainsaw extremely quickly to instantly down someone others couldnt even have hit.

    but thats way too much to cover for a post like this, you'll have to look up killerspecific guides / play them a lot yourself for that.

  • @I_am_Negan said:

    Just sad to see this I am actually cancelling my service with Netflix now.

    That'll show them.

    https://us.v-cdn.net/6030815/uploads/GF0UK9AXYM5K/image.png

    i mean, if enough people were to do that and made it apparant that they did so because of them removing ST from DbD, then that would indeed send a very clear message to Netflix and probaply even force them back into license discussions with BHVR.

    after all, the reason why they pull ST from DbD is, because they think they can make more money by making their own games that'd feature Demopuppy.

    If they would end up making less money from those games than from DbDs license, then they will probaply end up trying to bring their succesful business model back.


    however, i very highly doubt that we'd have enough people here that would actually be willing to do so for this hypothetical scenario to ever play out.

  • @MrDardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2437541#Comment_2437541

    Yeah me too. But I use 4head for Pyramid Head anyways.

    Because the 4 looks like his head and it's a good insider.

    that is actually genuis xD

  • for a second i thought you were referring to Pyramid Head there and was slightly confused xD


    we need a different synonym for Needle Daddy.

  • well, this is gonna increase my TF2 playtime for sure...

  • you are aware that both Bill and Myers have cosmetics, right?

  • yeah, screw Netflix for taking away our goodest of good bois!

    >:'(

  • @Superyoshiegg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2434212#Comment_2434212

    Source?

    As far as I know, they (being M&M) very recently renewed their license for Silent Hiill and are actually adding new content from the franchise.

    they just recently made a tweet about it.

    essentially what they said was, that the DLC was time limited and wont be around forever, so we should get it while we can.

  • @[Deleted User] said:

    Well they can't really do that considering Hawkins is being permanently removed soon.

    the point is that they will remove the map, but we can keep the layout and essentially create a reskin of the map that would then fit into Tricksters lore & design, as he hasnt had his own map yet.

    That way we could keep the map without hurting any licenses.

  • im pretty sure the reveal trailer used to drop together with the PTB...

    i might very well be wrong about that though.

  • @GentlemanFridge said:

    Some ideas I had with this theme in mind:

    Turn the portal room into a recording booth and turn the area leading upstairs into an outside area, with the stairs leading up to a floor of an apartment complex. The top floor then becomes the interior of said complex.

    Not sure what to do with the catwalks, though.

    the current lab rooms with the catwalks could just turn into storage rooms with a catwalk to access the higher levels of the shelves around?

    or maybe into some sort of set they used to film a music video in that has a catwalk above for all the lights and stuff?

  • they could keep the portal room and repurpose it into a stage room.

    honestly, i would totally be down for them to just reskin the map to fit a different Killers theme who never got the chance to have their own realm.


    though the general layout of Hawkins might be more fitting to be repurposed into the Blights secret laboratory, no?

  • Konami is currently doing the same to a different game (Monsters & Mortals from Glowstick Entertainment is currently losing its Silent Hill DLC the same way that DbD is currently losing its Stranger Things DLC)

  • given that the same might happen to Silent Hill, this is far from rock bottom as of right now.


    Monsters & Mortals (a different, much smaller, game that had a Silent Hill DLC) just lost their license for that and is about to remove it similar to how DbD is removing Stranger Things.

  • i'd guess this is gonna play out the same as with the Nightmare on Elm Street DLC on switch, where the Perks are available, but their icons, names and descriptions changed to no longer be associated with the franchise.


    we might just see Inner Strength more now, due to it no longer being locked as a teachable Perk.

  • something being permanently removed is nothing i'd start celebrating over.

    especially not since it shows us that nothing of the licensed things we have are actually safe - if the license holders just suddenly decide that they dont like DbD anymore, we could just lose a lot of content out of nowhere.

  • @Ruma said:

    https://forum.deadbydaylight.com/en/discussion/comment/2431714#Comment_2431714

    When i played it as a kid, i never was able to finish it. :P

    actually, same here.

    i got hardstuck on Mission 24 when i was young and took forever to beat it. (the one where Fog Of War activates on Day 3 and you face off against Jugger and the Drake clone)


    however, when i recently replayed the campaign i noticed that you can use Grit on the Blue Moon army to outsnipe the enemies rocket launchers, which forced them all to retreat and allowed me to move out on Day 2 with that army - which made the mission much easier.

    I actually managed to beat it pretty easily this time - i think i A-Ranked it?

    anyway, ive been having a lot of fun with the game again, despite its age (and the extremely old device i am forced to play it on) and certain imbalanced (cough Dual Strikes cough), so if you have the chance, go give it another try some time!

  • @Ruma said:

    https://forum.deadbydaylight.com/en/discussion/comment/2431600#Comment_2431600

    Oh hell yea, i cant wait for Advance Wars! Such a awesome game!

    yeah - i am unironically going to buy a Nintendo Switch just for that game!


    really hope they are gonna make a reboot of Dual Strike aswell. even though its gonna be difficult due to the two screens it used and the story being... lets just say underwhelming, it had some of my favourite COs in the whole series!

  • yeah :D

    ive been playing a lot of Team Fortress 2 lately and have had a lot of fun with that ^^

    in addition to that, i recently found out that one of my all time favourite game series (Advance Wars) will receive a reboot of the original two games for the Nintendo Switch this December!

    ever since ive been digging up my old Nintendo DS and started playing that a lot aswell - and ive been listening to some of the Soundtrack from those games too, its really good!

  • probaply MMR being fully implemented, turning all my games into the sweatfests ive been consistently having for the last two MMR test runs.

  • Twins just need a straight up power rework, honestly.


    while i definitely agree that Victor is too good the way he works right now, the nerf the Devs made was certainly the wrong path to take.

    IMO Victor shouldnt be the one downing Survivors, the finishing blow should always be delivered by Charlotte - Victor should however support her drastically when he is attached to someone.

    make it an actual big downside to have the gremlin attached to you, as with him you are extremely vulnerable to Charlotte.

    but just running after Survivors at 150% mms until you touch their toes, just to then down them with that truck sized hitbox of Victor is very boring for the Survivor and - at least in my opinion - also not very exciting for the Killer.

  • @FancyMrB said:

    The golden toolbox? This is the first I have heard of it o.o

    Is it in a special chest or something???

    you cant actually collect, use or in any way interact with it.

    its a little easter egg that is hidden on each realm - sometimes better and sometimes worse (in Lampkin Lane its literally just under one of the picknick tables in plain sight - in Hawkins National Laboratory however its hidden inside a box in the portal room that only opens up once the Endgame Collapse has been triggered).

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2427433#Comment_2427433

    Are you sure it's every map? I thought it was just every realm had one, but not all the maps in that realm may have it. I could be wrong, it's been a long time since I looked into it.

    every realm has one, but not every map.

    in the Red Forest, it is hidden on Mothers Dwelling, while Temple Of Purgation doesnt have one. Groaning Storehouse also doesnt feature one (idk which one of the older MacMillain maps has it though).

  • lets be honest, has this community ever not been at war?

  • one of my early perk suggestions actually made it in, in a slightly tweaked form though.

    @Mister_xD said:

    IF you ever think that one of these ideas should make it into the actual game, feel free to change the names/descriptions!

    1. Hex: Eye For Eye
      You cant stand it when someone touches your stuff. When a Survivor breaks a Hex totem, they will be highlighted to you for 5/7/10 seconds and they will suffer from the "exposed" status effect for 20/40/60 seconds. This perk will spawn 1/1/2 Hex totems on the map.

    2. (has no name yet. make suggestions!)
      Your territory is your territory. And you want your prey to know that. When a Survivor enters the basement, they will suffer from the "exposed" status effect, for as long as they are down there. This perk will affect the last 1/1/2 Survivors who are in your basement.
      "I don't feel save here. I went deep into the beasts territory, and it doesn't seem to like it..." - Vigo's Diary
      (basically the perk will affect the first 2 ppl who go down there, but it'll switch to a different person in the basement, as soon as one of the affected people leaves the basement stairs)

    3. Keep Up The Pressure
      A deep bond to the Entity allows you to put enourmous pressure on your opponents. For each individual injured Survivor, you gain 1 token. Each token will disable 1 of all the Survivors Perks. This can stack up to 2/3/4 tokens.
      (It'll start with the 1st Perk they equipped and run all the way to the 4th. when a survivor is sacrificed or died, the Perk will loose 1 token.)

    4. Cripple Them All
      Your brutal nature allows you to find the most painfull spot for your victims and you will make use of that. Each time a Survivor got hooked, they get a 5/7/10% penalty on healing, sabotaging and repairing speed.
      "It seems like the Monster finds joy in torturing us." - Benedict Baker's Journal

    5. Game Keeper
      A deep bont to the Entity allows you to manipulate room and time itself. 3 times a game, press "E" to be able to reduce an already completed Survivor objective's progress by 50/75/100%, you are aiming at. You will not be able to reset a generator, after the exit gates got powered.

    6. No Escape
      The pure thought of your prey escaping from you unpleases you, so you try even harder to catch them. For every completed generator, gain a token. Each token gives you additional 2/3/5% movement speed. Movement speed boni do not stack.
      (So you wont be able to combine STBFL and NOED together with this Perk to move like a f*cking racecar around the map.)

    7. Waste No Time
      A deep bond to the Entity allows you to ignore obstacles thrown in your way. Pallets on the ground will destroy themselves 60/40/20 seconds after they got dropped.

    8. Observator
      Thanks to your great observation skills, gain a notification when someone enters a locker or opens a chest within a 60/45/32 meter radius to you. You will also be able to see lockers or chests Auras in a 10/21/32 meter radius.
      "Observator" has a cooldown of 40/25/10 seconds.
      "I don't know how, but the Beast seemed to know all my Tricks. It was always one step ahead of me." - Vigo's Diary
      (you will not see the chests/lockers open when a survivor uses them, but the perk will give you a little notification that someone entered a locker/opens a chest by the perk glowing up)

    This were 8 ideas for some DbD Killer Perks. As I said earlier, pls feel free to continue the List and give me Feedback on the Perks I created ^^
    Thank you for reading!

    (referring to the very first one "Hex: Eye For Eye" which would later become "Hex: Haunted Ground")


    ive also heard that the current version of Save The Best For Last was a suggestion made by a user on Reddit which they implemented 1:1 - though i dont have any exact names for that.


    though its kind of sad to see that the Devs have gotten a lot quieter over the time.

    back in the day the community managers were very active on the forum, actively discussing ideas with users - then on the other hand, i cant really blame them for not sticking around, given that any time someone was unhappy with something they would start by directly blaming / insulting them, even though they had nothing to do with any of the changes. Plus, of course, they had to be very careful of what they say, as otherwise some users would take everything literally and might start weird rumours.

  • i can see two ways of addressing this issue without completely reworking the Perk:

    1) add an activation requirement to it. something the Survivor has to go out of their way for to achieve - we can make it gen time, totems cleansed, chase time, etc as long as it requires them to perform a certain action that they otherwise might not do. but just handing it to them for free every chase is just not good gamedesign, sorry.

    2) add a significant downside to it using it. for example, you use Dead Hard, but inflict yourself with the Hindred status effect for a long time. or we make it like Decisive & Co and limit its maximum amount of uses each trial to something like 3 usages. to make it actually require some thought whether you wish to use the Perk or not, with an punishment in place when you misuse it.


    right now its literally just "press E and immediately outplay your opponent". could you imagine a Killer power where all the Killer has to do is press a single button and immediately win the chase? yep, sounds like Nurse. kinda ironic how everyone views Nurse as this overpowered figure because she can kill an oponent no matter their skill level just by pressing a button, yet DH is hailed as this holy grail of Survivor Perks.

  • to seperate new players that dont have a clue ######### they are doing from more experienced ones that know how the mechanics work?


    balancing around individual skill is nearly impossible in this game though. you can be the best survivor / killer in the world, if things like map RNG decide to screw you over, you lose.

    thats got nothing to do with your opponents playing better than you, thats just RNG deciding you lose that match. how is MMR gonna take that into account? - it wont. it'll just see "you went down quickly and then died on 1st hook, therefore you were clearly outskilled this game" - even though all that happened was you spawning in a huge deadzone and then being facecamped by a leatherface.


    but you know what?

    how about a compromise?

    you get your MMR system you are so keen on having and i get to keep my normal DbD - by introducing a competetive and casual mode. in contrast to one another, casual mode is going to be DbD the way it currently is (maybe with some smaller tweaks - the current ranking system isnt perfect), while competetive is going to have MMR active and some ranking rewards for competetive exclusive ranks.

    that way you can go play your competetive DbD while i can enjoy my casual DbD.

  • 1) this is such an RNG reliable game that there is no way an MMR system could properly work.

    2) the balance goal the devs have (2 - 2) is horrendous, as balancing around kills ignores away everything happening in the midst of a trial, meaning that you might be having the worst ever ingame experience, but since the killer got two players and the other two escapes thats perfectly fine and balanced and nothing needs to be done about it - at least thats the current MMRs logic on how to balance your matches.

    3) high MMR DbD is about the worst experience you can have. MMR is going to make many who got to that point leave out of frustration (me for example) - more elaboration on why that is above in 2).


    just accept this is not a competetive game and stop demanding the devs to make it one - because for as long as RNG is playing such a heavie role in this game there is no way this could ever be considered "competetive".


    literally the only good argument FOR MMR is, that solo q players can finally get teammates who dont sit behind a rock for the first 20 minutes of a trial.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2423377#Comment_2423377

    Maybe your skill rating is higher than your actual skill. Just keep playing and the SBMM will place you with easier matches. After all, if you start losing, you will be placed against lower skill players, which will make it more enjoyable for you.

    yeah i get how that works, but the issue i am having is, that i am not losing any games.

    i consistently draw. i wont get better players because i cant beat the ones im having, but i wont get worse ones either because, technically speaking, they also didnt beat me.

    and i am not enjoying a minute of those "balanced" matches ive been getting, because its extremely obvious that i am the only one in the entire lobby who is trying to take a casual approach here and the survivors are extremely sweaty. i am under constant pressure, because the second i make a single mistake i lose the match and even without mistakes i still have my gens pop left and right.

    i want to play a computer game to avoid stress, not to get stressed out.

    and i certainly wont be continuing to play one as stressfull and unfun as DbD currently is.


    the only thing that has kept me playing for this long is, that i didnt have to put up with those sweatlords a majority of the time. and the few times i got them, i just shrugged it off and said "those people are a minority of players, the next games will go much better" - now that every single game is such a sweatfest, i am seriously considering just dropping the game. would be a shame for the 5k hours ive already put in it, but it would certainly do wonders for my mental health and attitude.

    there are exactly two ways the devs could fight that:

    1) stop trying to push MMR. its a stupid idea to try and push a competetive matchmaking system in a game that is everything but competetive.

    2) seriously rethink their balance goals. because if what ive been getting is considered "perfectly balanced", then i can guarantee you that any killer who reaches that point is going to get tired of this game very quickly.

  • @Tsulan said:

    The SBMMR test has been live for what... 26 maybe 27 hours and you already quit?

    Damn, am i really the only one who is enjoying this?

    well, ive pretty much had the same experience during the last MMR test aswell.

    and ive played my fair amount of matches in those few hours, none of which were enjoyable even in the slightest.


    i guess if you (not in you as a specific person, but you as in overall) really enjoy tryharding / play a lot of solo q, this is gonna be enjoyable for you. sadly, none of those apply to me.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2423266#Comment_2423266

    You are currently pretty boosted by the bad Survivors you usually face. Your Hillbilly-Rating will be around the same, if you rarely touch him, since you dont start at 0 when you try out a "new" Killer.

    When it comes to boosted - your rating probably increased a lot, because the average Survivor is not good and Killers most of the time have easy games against average Survivors. This means lots of MMR-Increase (not as much as when you would beat good Survivors, but there is a steady increase). Now you are at a high Level and actually face Survivors on your Level, so you lose some games, because you are not on their Level.

    It should be better after a few days, because then your Rating is lower. However, this means that you got stomped quite a bit, so there are some painful days and then it should get better. Since BHVR is bruteforcing SBMM on us whether we like it or not, you can quit for a few days and get this experience once it is live, OR you can try it out right now.

    you havent really read my OP, have you?

    the thing i am complaining about IS that i am in this "balanced" state where i dont win but also dont lose and that MMR is not giving me any easier matches, because technically speaking i havent lost any.

  • @TheMadCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2423252#Comment_2423252

    Before MMR, I was rank 4 and I rarely experienced camping/tunneling. The Killers were doing 4K often.

    And I play Killer too. I never felt a reason to camp nor tunnel. But I understand about generators going too fast. I just don't have fun if I wait in front of a hook as a Killer.

    yeah and thats exactly the dilemma i am in:

    i either tryhard and dont have fun that way, or i dont and keep getting stomped.

  • @Lord_Tony said:

    pretty much you only want to play nurse or spirit.

    so it's based on skill per killer so say you're really good with spirit you get really good survivors.

    but you're really bad with trapper you get really bad survivors.

    but now say you eventually got good with trapper. you're now getting really good survivors who will absolutely destroy trapper

    it all comes down to the fact only 2 killers out of 24 are viable against good players

    well, thats not really how it seems to work.

    i have played a variety of killers, but my Survivors have always been pretty consistant, skill wise.

    i just played a Hillbilly game - and i rarely ever touch that Killer. yet the Survivors i have been matched with were around the same level as those i go up against when playing Doctor / Deathslinger (my current "mains")

  • @TheMadCat said:

    Since it started, I had two OK games. Rest is me spawning next to the Killer and being camped.

    and the worst part, i cant even blame the killer for doing it.

    if you, as the killer, dont play like that and "play nice" (as ive attempted), you just get beaten badly every time.

  • 7.

    just returned from vacation, which essentially ment a 3 week break for me, therefore im behind.

  • given they were dumb enough to openly admit to it in chat, yes.

  • pretty much like that.

    the worst part?

    ive not had a single enjoyable match - but i also never, technically speaking, lost one either (ignoring away the two times my internet crashed yesterday, which i have no idea how MMR is gonna treat that). i always somehow drawed, which means MMR is going to keep me in this eternal state of suffering.


    and if what ive been getting are suppsoed to be "balanced matches", then i can not see myself playing this game in a year anymore.

  • they keep buffing him the wrong way.

    he doesnt need increased lethality, he needs an actual interesting power!

    the more they buff his lethality the more he becomes like Deathslinger just without any skill requirement.


    and the best part:

    they could have achieved that by just making his Trick Blades Add On basekit. this has been suggested by the community and content creators alike hundrets of times now, yet they refuse to do so for reasons literally nobody knows.

  • I wish you a very unpleasant evening

    by DCing their evening probaply just got a whole lot better though...

    yeah i hate ppl who DC as much as you, but even i cant blame them on that map.

  • so far ive had a pretty miserable time.

    a combination of my 3 week break, MMR giving me rough opponents and the absolutely horrendous map RNG ive been getting i'd say.


    maybe i'd enjoy this more if i wasnt send to Ormond and Mothers Dwelling literally three out of four games...

    but then again, map RNG just serves as a reminder to me as to why MMR is a horrendous idea in the first place, so yeah...

  • @CriticalWeasel said:

    For some reason MMR is making everyone an @$$hole on both sides.

    well, MMR essentially takes this casual party game and tries to make it into a competetive one.

    and given how DbD works, forcing it to be competetive makes both sides act like that - killer more than survivor though.

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