Moundshroud
Moundshroud
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@Sluzzy said:
In the state of the game today with survivors being so nerfed and oppressed, killer 1-shot perks are grossly unbalanced. If survivors are unable to have second chance perks to advance their game then perks like Dragon's Grip and NOED and others need to go. I played against a silent bell wraith with Dragon's Grip and it felt cheap as hell and I quit the game for the day to play a different game. The devs do need to recognize that they are creating an extremely unbalanced game where one side gets free reign and the other side has no options. Killer is way too easy and it is not fun playing either side. No wonder killrates are extravagant when killers have such strong perks and addons and survivors have little to work with.
What a shock, Sluzzy is unhappy with some Killer Perks. What a twist!
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@ethan99 said:
The third survivor is down, do you try slug for the 4K or contest the hatch?
Just wondering what the general response is.
For me when the third survivor is down and multiple gens are up I feel like I've dominated the game and won already so I will contest for hatch, I don't mind if the survivor finds it first.
Depends entirely on my mood and whether or not I'm working a Daily or a Rift. I don't have any pre-determined rules for what I'll do in any match. Most of the time, I play the game as hard as I can. Once the last Survivor is down, then I decide if I feel like giving the hatch. In short, my shallow pride demands that they KNOW I gave it to them, they didn't beat me to it. Does that make sense?
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@EvanSnowWolf said:
For starters, we need to tone down what counts as "toxic".
Camping and tunneling is not toxic.
NOED is not toxic.
Add-ons and Items are not toxic.
Just because something is good/strong or effective does not make it toxic, yet that makes up like 90% of all claims of toxicity that isn't related to end game chat.
Excellent point. I doubt everyone in this thread even agrees on the definition of the so-called "toxic." I consider everyone a good egg as long as they:
- Don't cheat, either by lag spike or hack.
- Don't disconnect; if they start a game, they finish it.
- Are humble in victory, and gracious in defeat.
Everything else is fine. They can tunnel, camp, slug, herd, mori... whatever. Those are just valid tactics in the game. I don't judge that, nor do I care what Add-on(s) they bring or how they do their build. None of those things are really ours to judge.
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I don't see any difference in number of bad sports I run into now than I did before. I expect the same percentage of selfish, deluded gits are playing now as there were months ago. Are there too many of them? Yes, but I don't see them as a growing problem. The people with no dignity, self respect, or manners are like mosquitoes; they are annoying and will never go away. You just learn to live with them.
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I don't think the MMR worked at all, personally. I didn't see a huge difference for my "control" Killer for the experiment. I pulled exactly the same kind of opponents I have been pulling for the last couple of months, i.e. either all Red Rank Survivors, or strange "Taste the Rainbow" matches. It was inconsistent as hell, and might as well have been random.
For the Killers that I never use, and played to test if MMR was taking into account my lack of rating with them, I found very little difference overall. It clearly was still taking my overall Killer rating with Myers into account. I was not going up against brand new Survivors or even middle tier. I was getting seasoned Players still. So whatever "formula" they are using is still taking my my successful Killer abilities as the primary factor.
Overall, I could tell that the system (however it works) is secondary to the needs of the Que. In short, if they can match you to whatever strange formula they have cooked up within a certain timeframe, they do. If they can't, it becomes first in first out. With that being the case, I would prefer speed over ANY kind of matchmaking. Make it the wild west, because inconsistent matchmaking is more annoying than us all accepting straight up RANDOM matchmaking. At least with entirely random the games will have some variety to them. We won't be able to complain about their MMR system because we know it is just luck of the draw. *Because let's be honest, it is luck of the draw most of the time anyway. The game only works if the Ques move; to put that in geek speak, "the spice must flow."
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If the Iridescent Head is left in the game, it simply needs to be incompatible, i.e. not work with any other Add-on which increases the number of hatchets she can carry. In short, if you use it, one hatchet is all you get before a reload, period. There is precedent for this with Myers, who has several potent add-on(s) which do not work with one another. The Tombstone Piece for example will still take you out of Tier-3 even though you have the Fragrant Tuft of Hair which normally provides infinite Tier-3.
There is nothing wrong with the Iridescent Head except for the fact that its chief balancing downside is instantly mitigated by rather common, other add-on(s). All they have to do is make it incompatible with those and the issue is fixed.
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@realflashboss said:
Don't worry they'll soon be crying when they the MMR is back on permanently and they have to go against decent SWFs because of their inflated win/loss ratio 🤣
Hrm.
- You are assuming the MMR worked.
- You are assuming Killers don't want tough matches; many of us do.
- You are assuming Survivors aren't also going to get constant sweaty matches; they will.
If MMR works (the operative word being "if") every match will be sweaty and hard fought. That is the goal. SWF are unrelated to MMR, an entirely different issue of balance. If MMR works as intended, SWF will end up fighting the best of the best all the time, thrown to the wolves who aren't too bothered by it.
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@My_Aespa said:
As a survivor, what counts as winning a match? Escaping the match? Rescuing the most people? Having the most overall skill? I am curious of other people's opinions on this :)
For your own sanity, to avoid getting tilted, I suggest you count every match a win, no matter the outcome. You always earn something and you always learn something. Set long term goals, so you are not tilted by any immediate setbacks. Does that make sense?
In general, you can set your personal win conditions to whatever you want. The DEV really don't set any particular win conditions, and oddly you can score a ton of points in games you die in simply by being productive. You can likewise get out alive and score little in the way of Emblem advancement and Blood Points. So, depending on what you are trying to do in a given match (Daily, Rift, BP, Emblems, Escape), there are lots of winning situations.
All that being said, Killers generally consider 0-1 Kills a loss, 2 Kills a draw, and 3+ Kills a win. Survivors are the inverse, i.e. 0-1 Escape a loss, 2 Escapes a draw, and 3+ Escapes a win. *It doesn't matter if your Survivor is dead or alive; as a team the win/draw/loss is generally considered by the overall team. This is how MOST people tend to see it, although as I said earlier, you can define things however you want them personally.
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/2036226#Comment_2036226
I wrote 2 sentences technically. I would hardly call it an essay.
Purposefully going for same person is considered tunneling. If you down someone off the hook go away to not get stunned by DS and then come back before you can get them back up is tunneling.
No matter what i do, people will still use those shirty plays in this game. I have had this game for few years now, those games are not entertaining as a killer or survivor. Whoever disagrees ararely plays this game.
Actually, that isn't true. The original meaning of Tunneling was going for one person to the exclusion of ANYONE else for the entire game until they are dead. It is only somewhat recently that it started being applied to hitting the same person after a hook. It became a convenient scapegoat for Survivors who:
- Fail to do a safe rescue in the first place.
- Actively farm the hooked person.
- Refuse to take a protection hit.
- Refuse to take a hook.
- Disappear like Ninja leaving the unhooked as the only valid target.
- Purposely unhook with the hooked Survivor between them and the Killer.
- Didn't bother to bring Borrowed Time.
Believe it or not I could go on. Tunneling, just like Face Camping, had a VERY specific meaning and the definitions are always blurring whenever convenient to complain or try to shift blame. For the record, I play both Killer and Survivor. I don't go out of my way to camp or tunnel, but if a specific match has a situation that calls for it, I'm going to do it. In general I take whomever happens to be in front of me. If the Survivors haven't done their job correctly, it is going to be the same poor sap that just got unhooked. You don't get a free ride because your teammates are selfish jerks. Take that up with them, not the Killer. When I play Survivor I try first for the safe rescue. If I have Borrowed Time, I make use of it. If the rescue is going to be dangerous, I don't vanish the second I unhook the person leaving them to their fate. I take those protection hooks, and if need be I'll go on the damn hook. I pride myself on as many of us getting out as possible. I consider it a Draw if only two get out (whether I'm among them or not) and only a win if 3+ of us escape. Anything else is a loss whether I made big points and escaped or not.
Do you see where I'm going with this? Bad sports pass the buck; they try to blame every personal failure on the other side. I take credit, pridefully so, for my victories; likewise, I own my mistakes. When the Killer takes us down, regardless of tactics, I give them a GG. The only time I'm going to say something is:
- They used a Hack and I know it; I will let them know I record and I'm turning it in.
- They do some weird bad manners thing like hitting me on the hook (Killer version of Tea-Bagging), pretending like they are giving the hatch and slamming it in my the Survivor's face, or slugging everyone to watch them bleed out. If they played well, I'll still give them a kudos for that, and then comment on the bad manners and ask them why they ruined what was otherwise a great match.
- Salty, whining garbage in the end game chat.
Look, I'm not trying to make you feel attacked. My skin for these kinds of threads is just really thin because I don't think they do the poster, or those that commiserate, any favors. I think worrying (and complaining) about what other people do in the game holds you back. It certainly did me. When I started this game I was easily outraged by what I saw as poor play (not even good for the Killers or Survivors) and so on. Is camping good for Killers? No, in the long run it is very bad for them. It is a niche tactic. Is tunneling good for a Killer? Sometimes yes, and sometimes no. Again it is niche tactic, as is using a Mori, herding, working on a 3-Gen and so on. I often will give Killers who camp advice, but only after we make sure three of us escape, on how to get MORE people and it often involves NOT camping when it isn't warranted. Anyway, I digress. The point is that I used to worry about what people do in the game a lot more than I do now. My progress was slow. Then I stopped worrying about them, and started to focus on me. I got better a lot faster. I found that when I reviewed my own performance with a less biased eye, and watched the videos, most of the stuff that went wrong for me was my own damn fault (or that of my teammates). I started to work on how I would mitigate or fix the problem. It worked for me, and I have confidence it would work for others.
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@stvnhthr said:
Seriously WHEN ARE YOU GOING TO FIX THE LAG ISSUES?
All the nice cosmetic changes are appreciated, but for crying out loud fix the LAG first.
For a game that came out in 2016 I cannot believe how this still plays like a buggy beta.
I was being carried by a nurse into the basement. I wiggled free at the landing of the stairs right before the final four stairs. The wiggle meter disappeared and she carried me down the stairs across the basement and to a hook. Do you have any idea how frustrating this is? She got at least three more seconds of carrying time after I wiggled free. I have wiggled free hundreds of time right before the hook and still got hooked because of lag, but this instance takes the cake.
Just fix the lag, please fix the lag.
This game requires split second decisions but even if you make the right move most of the time it does not matter.
I've never experienced any lag whatsoever. Nobody I know or play with regularly has ever run into it either. I'm not saying it doesn't exist, but I am saying that the it is a higher probability that the lag is on your end or your internet providers end.
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People may DC for any of the following:
- Their internet goes down or hiccups.
- A real life situation comes up and real life takes precedence over a video game.
- They are bad sports.
That's it. Number three above covers 99.9% of all disconnects. No matter what excuses or reasoning someone applies to how unfair something is or how bad their teammates are, it is just plain old bad sportsmanship. The excuses can be well thought out and eloquently expressed, but the result and the real motivation is the same.
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@Jejune said:
Not even joking 3 days straight with exception of few games killers tunneled someone in the match at 5 or 4 gens...
(All Bubbas camp in addition to tunneling. I have yet to see someone playing Bubba who doesnt tunnel first person to death.)
The premise of your original post is incorrect; Killers never do anything without a reason. Just because you don't agree with their reasoning, doesn't make it any less valid. At the most basic level, a Killer may Camp or Tunnel simply because they want to do so. That alone is valid and legitimate, and a REASON. Agency is at the heart of PvP games. I try to worry less about what other people are doing, and focus more on what I myself am doing. In the end, I only have power over my own actions, i.e. what can "I" do to improve or mitigate some behavior others are taking. You will find that far more effective than complaining here. Although, if you just need to vent with a screed, by all means continue. Just bear in mind that you won't automatically find everyone agreeing with your opinion.
I've found that most things that people complain about aren't even identified correctly. I've been accused of Camping when I crossed to the other side of the map, downed and hooked someone and then returned. I've been accused of tunneling when I hooked two people before I put the same person back on the hook. Do you see where I'm going with this? Again, we come back to the inescapable conclusion that worrying about what other people are doing (or what you THINK they are doing) is a pointless endeavor. Think of all the time and energy you could have put into simply reviewing videos of your game and thinking about what you could have done differently, had you not decided to come and do an essay on how badly you think OTHER people play. :)
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@edgava said:
1-When I was very new I was surprised that is a common thing heal a survivor after unhook him, just under the hook. With hoping killer don't come back to the hook before the healing action is finish. Some killers don't come back, but anothers killers come back to the hook...
If killer come back to the hook is considered dirty play or atleast a tryhard tactic?
2-Face-camping and Near-camping are considered dirty play, but when the 5 gens are completed, much killers hook a survivor and camp near him, and this often destroy the survivors that are trying to rescue him, especially when they don't have Borrowed Time. This is considered dirty play?
It is simple:
- Don't cheat, either by hack or lag spike.
- Don't disconnect; if you start a game, finish it.
- Be humble in victory, and gracious in defeat.
That is all you have to do or what is reasonably expected.
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@Venzhas said:
Its a killer main forum here
Of course they came to whine and got all they wanted like always
With all due respect, no it isn't. There isn't any preponderance of Player that claims to play only one side or the other. In fact, most people who post here play both. More false dichotomy stuff that makes you sound like a petulant child.
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@ClownIsUnderrated said:
Just imagine the official MMR is out right now, and you're getting paired against people who are close to you in terms of experience. Now this is a good thing, but also a bad thing. For survivors people would see lots of Nurse and Spirit's alot since they're the two strongest killers in the game, and that can get boring after a few games. As for killers if they're to get matched against a team who basically splits, then gg with trying to stop those gens from being done. If MMR can actually work then it's gonna be good for people who are new to the game, and for people who haven't played certain killers. But for the veterans of this game... Killer side will most likely evolve around Nurse and Spirit to have a chance at winning, and for survivors this would be terrible since everyone who plays survivor likes to see a variety of killers. All this will do is basically show how unbalanced the game really is, as if everyone who has many hours in this game didn't know that already. If I'm forced to play Nurse or Spirit just to remotely have a chance against quick gens, then sorry I most likely would just take a break. And it won't be fun on the survivor side to, since a lot of the killers on the roster can't pressure gens at all for lack of mobility. I can only hope the unbalanced stuff can be addressed, but Jason is more likely to make it into DBD before that ever happens.
There are no "sides," only the Player base of which many play both Killer and Survivor. I am so sick of this false dichotomy narrative. Personally, if MMR actually works, I will be thrilled. I like challenging games. I want to be paired up against people who I don't have to put on kid's gloves. The idea is that eventually, playing against them, I might get good enough to also steamroll. Onward and upward. The game is PvP. It isn't supposed to be rigged to give anyone a free "happy" in a match. Everything should be hard fought and earned.
All that being said, if it does work (and so far I don't think it does) there will have to be a serious retooling of some Killers and SWF will finally have to be addressed. They will need to be in their OWN Que and an additional 5th Perk will have to be unlocked for Killers to help them counter the SWF 5th Perk (Comms). If that still doesn't balance the problem, an additional Generator for SWF to power the gates can be added to objectives.
Likewise, if it DOES work some Killers will need to be tweaked downward because that will be easier than trying to tweak all the others UPWARDS. In short, there are fewer Killers that are too strong than there are those which are weak. It is less work to bring them down to earth, rather than try to bring all the others up to match. Fewer projects means fewer unintended consequences. This will have to be done because if MMR does work, Killer diversity in what gets selected at mid to high level play will plummet.
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@Sluzzy said:
How many counters does a perk need? Since killers didn’t know how to play around the perk it will now have the most ways to disable itself than any other perk in the game. Pretty much paralyzing the survivor to keep it. As difficult as it is for the survivor to complete objectives this is a huge set back. Most matches there is little hope. Killers have nothing to do but one objective while survivors have to do several and on top of that punished for doing anything where killer perks completely changes the game. Now survivor perks punish for playing the game.
A perk “Nothing to be afraid of” is really the opposite now. More afraid of losing it and needing it when a spirit phases all the way back and tunnel. Was it forgotten that being a survivor you should try to heal yourself if you are injured? What benefit is it to have good med kits? It should be fair game to try to heal yourself and not worry with losing a perk. Not to mention trying to help your team. Now Bubba will be stronger in the basement because BT does nothing to him, DS you could maybe unhook someone and have a chance for only one to get out. An unnecessary buff where Bubba didn't need it because there is no counterplay to killers like Bubba.
It was nerfed way too much to benefit only killers and make their game easier than it already is with nothing added to it to help survivors. Like the least that could have been done was to stop the timer if someone is being chased or slugged on the ground. I thought 1-time use perks should be powerful, not very weak and catering to the other side so much. Undying was a busted perk and it won the killer the game, yet it still got huge counter buffs when it was nerfed. DS is only a 1-time use perk and it can really only be used by a facecamping killer now and that assumes that they don’t slug. It is ridiculous decisive strike will be so situational and only useable if killer plays a specific way and can still prevent it from being used by slugging. Lets be sure killers can abuse it. The decisive strike nerfs were rushed and for only to entertain killers.
In a word, "nonsense." There is only one work around for DS and that is to wait until it expires. That hasn't changed with the proposed change to DS. The only thing that has altered is that you can't do certain things in the Killers face to taunt them. That's it. DS still does exactly what it was originally designed to do. It discourages the Killer from picking you up right after being unhooked.
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There are some clear balance issues, although I'm not sure fixing them is as easy as most people assume. If I had my druthers, there are certain Killers who would be weakened rather than trying to bring all the other Killers up to their level. SWF would be broken into its own Que where the Killer has an additional Perk slot opened up to try to offset the 5th Perk (Comms) when facing them. Finally, there needs to be an adjustment to Generators. I think the natural, regression of a kicked Generator or one not being worked needs to be a faster than it is now. I'm not talking about Ruin fast, but fast enough to make it worthwhile to kick Generators and to buy Killers time. I think that unfinished Generators that are not worked again for say thirty seconds start regressing at half the speed Level-1 Ruin provides.
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@Taiga said:
Since SBM has been activated I get face camped every single round, and keep depiping. Does anyone else experience this? :D
No baby; it's just you. :) Joking of course.
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@zdw01 said:
Do you all think facecamping should be bannable. I personally think so it ruins the purpose of saving survivors and also limits the amount of bloodpoints you get significantly. What do you all think
The Killer's JOB is to prevent you from saving Survivors. :)
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@GoodBoyKaru said:
So, MMR got turned off around 15 minutes ago, as per the 24 hour announcement. So I decide to stop trying to get adepts for people I never play and have a game of Speed Limiter Bubba to get back into the swing of things.
First game they bring a Midwich offering. "Please, don't have Object." I beg. But alas, the Entity didn't answer my prayers, for when I load in I spot not one, not two, not three, but four auras tbagging me from across the map.
"Oh boy this'll be a challenge." I think to myself. It's not until 30 seconds pass and they're already done 2 generators do I realise; this is practically unwinnable.
So we reach the end of the game with me having a grand total of around 3 hooks, because again Speed Limiter.
Prove Thyself/DS/UB/OOO. 4 times. Each with a Commodious, Wire Spool, and Socket Swivel.
How are your guys' first games going lol?
(yes i just want to rant because this was a relatively... let's say frustrating experience.)
That doesn't have anything to do with the MMR being off now, so much as it has to do with SWF and their regular abuse of the game. Even if MMR was on you could have pulled them.
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@Volfgang57 said:
https://forum.deadbydaylight.com/en/discussion/comment/2032560#Comment_2032560
https://forum.deadbydaylight.com/en/discussion/comment/2032709#Comment_2032709
And it's a good thing people don't know how it works. If they did they'd be able to manipulate it just like some people do with the pip system (ie purposely de-pipping to get easier games)
I would just play the game and not worry about ranks. Ranks hardly matter anyways
Actually, no. If it is an actual Skill-based system, it should be very hard to manipulate. People who want to reduce their own Pips still can without knowing how it works. People who want to Smurf still can, sadly. None of the garbage we face is mitigated by keeping it quiet. All it does is eliminate transparency and prevent us from saying, "hey DEV it isn't working" because we don't know how it works.
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As an additional suggestion, I think Rank (since it no longer matters for matchmaking) should ONLY be visible to the Player, i.e. so they know where they are in earning bonus BP. Hide it from the rest of us. It just aggravates those of us annoyed by the matchmaking. :)
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Nobody knows; they won't us how it works.
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@Mandy said:
Hey wonderful people of the fog, I'm creating this thread so you can put the feedback for MMR (for the matches you've experienced), in one place - that makes it easier for us to access the information.
As a reminder the test is for 24hrs and ends 2pm EDT on the 19th March - so go play some games, try to play as normally as possible and then come back and give us your feedback.
Please remember this is just a test at this stage.
Also, keep your feedback as constructive as possible - please!
Stay safe in the fog peeps.
Mandy
I've finished a pretty good number of games both as my control Killer, i.e. my main Myers, and tons of the others that I never have (or rarely) play. The results are not promising. You know I'm not down on the game so hopefully they will take this feedback to heart as not simply an angry over reaction. I tested and carefully thought this out:
- My main (control group for the experiment) had no difference in the matches I pulled whatsoever, EXCEPT that my Que times tripled. I still would either pull all Red Rank or (inconsistently) all the colors of the rainbow. Whenever I would get a rainbow I would have a slaughter so fast and unfair I was embarrassed to be a part of it. So in so far as my control group this test was a failure. I had the same inconsistent matching only with HORRIBLE que times.
- With regard to my other Killers, all of whom were Level-1 when I started playing to test, the results were just as insanely inconsistent. With Spirit I pulled nothing but Potatoes. With Oni I got mid-tier, I'd say if Rank still mattered around Greens (even though it LOOKED like a taste the rainbow situation). I slaughtered them all, but I could tell who was a Potato and who wasn't. It made no sense to me that Spirit would only get Potatoes while Oni would get somewhat experienced players. I was Level-1 with BOTH Killers. Do you see the problem. Whatever formula they are using does not work, or it doesn't work consistently if it is Killer based. And if you guys did do something Killer based, why would you put a more powerful Killer (Spirit) up against the weaker Survivors?
- One day is not enough to test anything but here are my thoughts. This MMR supposedly has had almost a year running in the background to gather data. It still doesn't appear to have enough data. It doesn't work in a consistent way. You might as well make the system entirely RANDOM and just slot the first in first out to have maximum speed in the ques. The consistency of matchmaking wouldn't be any worse or better. If the matchmaking is still going to be this rough, we might as well get speed.
I'm going to say, again, that this game has too many variables to ever have good matchmaking. Every time you guys attempt something this point gets reinforced. The only FAIR way to do it is to match OPPORTUNITY to be better, rather than actual Skill. In other words do it by Devotion levels or by Hours. Create windows that only let certain people through. Not all people with 2K hours are of equal Skill; that is not what I'm saying. What I am saying is that even the WORST player with 2K hours is going to so far beyond a Potato as to make a difference.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2031564#Comment_2031564
I am jealous, I have not had that experience what so ever.
Agreed. I'm also jealous as that has not been my experience either. My main, Myers, just pulls exactly the same "Taste The Rainbow" I've been pulling for two months. It is either a rainbow, or solid Red. It is extremely inconsistent. All the other Killers that trying out just get people who should NOT be in the ring with me. It is very disheartening. This test will be over within one day. Some people are saying, it will gather the data and catch up. What the hell can it do in a day that it didn't do in a year in the background? :)
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@Zozzy said:
You are matched with the survivors the same "skill" as you. this is how it should be. Why should you get to pummel noobs who will not enjoy the game just as you are not enjoying having to try.
Except that I am not having that experience; I am pummeling noobs as you so eloquently put it. The system keeps putting me up against people who have ZERO chance against me.
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@gendoss said:
It's the first day. The system will realize that you aren't winning and start matching you up with lower ranks.
No. That is insufficient. They have had almost a year of it running in the background gathering data. It either works or it doesn't. So far, it doesn't.
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I'm not sure about the pallet count anymore. When they first released it the pallets were like 25+ with so many safe and God pallets that it boggled the mind. However, I think they shadow nerfed it because the last 3-4 times I played it the pallets seemed pretty normal and spread out. I didn't count, but I certainly wasn't having to eat lumber ever few seconds.
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@Boss said:
It's weird now, like every Trial has 1 new Survivor, 1 MLG Survivor, and 2 inbetween.
Didn't have that before, it felt pretty consistent before.
I haven't finished playing enough matches to really have a strong opinion yet, but it is wildly inconsistent as to who I fight as Killer or Survivor. Pretty much this just feels WORSE than the last time they turned it on. Literally, first in is first out would be just as reliable a matchmaking method at this point and a LOT faster for the ques.
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@Johnny_Nutpunch1 said:
After the D/s nerf in which is nerfing survivors into oblivion, they need all the help they can get to do gens, a killer can watch someone get unhooked then walk away and then the survivor thinks they are in the clear and heal and then get downed, prove thyself is going to be very important for swfs or people in general since DS is getting nerfed, that means either people are going to slam gens as fast as they can or killers will have easy games because of the DS nerf
<laughs> Seriously? You created this account today just so you could complain again about DS? Don't you have a life? So much whine, can I offer you some cheese? How many of these accounts have you created now?
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@Mr_K said:
Now that its actually on, can you tell the difference?
Remember it before jumping on another conspiracy bandwagon.
So far it feels exactly the same as it has for the last two months, i.e. Taste the Rainbow.
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@Mandy said:
Hey wonderful people of the fog, I'm creating this thread so you can put the feedback for MMR (for the matches you've experienced), in one place - that makes it easier for us to access the information.
As a reminder the test is for 24hrs and ends 2pm EDT on the 19th March - so go play some games, try to play as normally as possible and then come back and give us your feedback.
Please remember this is just a test at this stage.
Also, keep your feedback as constructive as possible - please!
Stay safe in the fog peeps.
Mandy
Thank you for creating this thread. I'll confine myself to this one. I'm not going to give anymore feedback until I get a good 10-20 matches in today.
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Prove Thyself has always been a popular Perk, particularly with SWF who are preparing for maximum Generator push.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2030808#Comment_2030808
SWF should be the average of their combined MMR scores, we're also monitoring the performance of SWF groups relative to the predictions made by the system and we will adjust as needed to keep the matches as fair as possible.
That is a relief, because SWF don't need anymore EDGE than they have already. :)
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2030735#Comment_2030735
Depends on which killer you played.You should have basic killer knowledge that applies for every killer
Nope, not if this is supposed to be based on the skill of the Killer that you are playing. If you are right, that means they are still basing my opponents on the abilities of the Killer I'm BEST with, or the number of hours I have. The simple truth is I'm very good with patterns. I have a TON of Killers that are all Level-1 because I specialized in Myers. It won't take me long to play the different Killers and parse the formula, or close enough for government work. This is because I have a control group, i.e. the Killer I tend to win with most of the time, and a ton of Killers with no previous play.
In deference to the DEV I'm not going to blurt out what I discover (which I figure will take a week or so at least), but it is clear to me from the games already that it isn't based primarily on the Skill level with an individual Killer. It is taking something else into account in the formula. I already have a theory which doesn't violate the results I've had so far, so I'm going to keep testing.
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I'm also not sure how SWF can even be handled by a supposedly Skill-based system. I would HOPE they are not basing it on the lowest Survivor's Skill and thus allowing the same old problem of SWF pulling unprepared Killers. This used to happen all the time with THREE potent Survivors coming in with one Potato, or another potent Survivor who just made up an account to create a Potato Rank for their swindle. I would hope that they are basing it on the Skill of the HIGHEST Survivor to prevent this. Otherwise, SWF just got a whole lot more overpowered.
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I'm going to try to remain cautiously optimistic. I've only got one game under my belt with it since I KNEW it was on. I played a few as Myers before I noticed the post, but I can't judge by that. I normally pull all Red. The 1st game I played disturbed me because I played a Killer I have never used before and thus should have had the lowest possible rating. I still went up against mostly Purple and some Green. That tells me that it isn't basing it on my Skill level with the said Killer.
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Well I just had my 1st game with it, playing a Killer I had never played before and thus should have had the lowest rating possible. I still pulled mostly Green and Purple. I'm like, seriously? Survivors are just Skins. How am I on par with a Purple if I've never played the Killer at all?
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2030643#Comment_2030643
yes it's a test of the system right now
Will matches cause us to pip or lose pips for the next 24 hours?
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2030643#Comment_2030643
yes it's a test of the system right now
Understood. I'll try out a bunch of other Killers. Since I'm mostly a Myers specialist, I have tons of Killers that I don't know jack about. I'll let you guys know if the people I pull are ANY different from the ones I get as Myers. :)
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@fr0sty1223 said:
4 games in a row today I have run into a hard tunneling or face camping killer. This is getting real old real fast and something needs to be done about it. I love how people are complaining about keys but this is the exact reason I use keys: it’s the best way to escape a hard tunneling or face camping killer. Keys should not be changed until these two things are felt with was well. It’s time the devs do something about this #########
So what is "hard" tunneling as opposed to tunneling? Is there a soft tunneling, a mushy tunneling, or a velvet glove tunneling? :) There are lots of ways for SURVIVORS to deal with the tactics of tunneling and camping. Get to work.
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@Mandy said:
As of 2pm EDT Skill based matchmaking was introduced, so please disregard Ranks for the next 24hrs because they're not necessarily going to correlate to the MMR score.
When you say the next 24 hours, does that mean this is just a test run?
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@EvanRaven said:
where my demo players at? i've literally seen every killer except him at least once. as a huge stranger things fan i'm sad nobody plays him in my games.
Demo and Trapper are on my list to main if/when I ever get tired of Myers.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2028851#Comment_2028851
Of course nobody owes anybody an explanation but this is the forums where people discuss the game and share their feelings about it.
And my feelings about people who gripe or passive-aggressively complain about what other people bring in their builds are self-entitled Karens. There; I've shared my feelings. And no, I don't play Huntress.
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@aEONoHM said:
This thread is proof that this forum is killer-heavy. Whole lotta defending this add on from the same people that are crying about survivors holding w, using dead hard, existing, etc.
if you think this add on is balanced don’t whine about survivor perks. Hypocrites. Goddamn this game has gone down the drain and you entitled wankers are the reason.
I certainly didn't make any comment on whether or not I think it is balanced. I said the Killer bought it with earned BP and that is their business. If you have a beef you take it up with the DEV. No PLAYER, whether they are Killer or Survivor owes you an explanation for what they choose in their builds.
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@MeltingPenguins said:
Let's be honest, 'trickster' doesn't fit what he's doing or anything at all.
Can we rename him to 'Showman' last minute?
My vote would be for the Artiste or the Virtuoso, since I don't think he is much of a showman either.
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A bigger problem (far bigger) than camping or tunneling (which are both simply tactics) is people identifying these tactics incorrectly. :) I was just in a game with a TTV guy, and I guess the people in his/her entourage. At the end, I gave a GG and was told I get no GG because I'm a camper. I had to explain:
- I'm Spooky Myers on a LARGE, Survivor-friendly map. We were on Rancid Abattoir. This means I can't afford to camp and have any chance of winning.
- If 2+ of them hang around the hook in my clear aura reading range, I'm not going to leave; I'm going to go after them.
- If I'm in a chase with you, and you keep running around the hook, it is you that is preventing me from leaving.
Basically, camping means whatever any salty Survivor wants it to mean these days. It is really just a catchphrase they use to try and blame other people for their personal failures. For the record, I got a 3K on that game, and the ones that died perished in vastly different time frames of the game, and/or in different quadrants. The one that got away found the hatch. My 105% speed Myers clearly was not camping in any sense of the word.
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@gendoss said:
Is there really any reason that people use iri head other than the fact that they want to win in a video game so badly that they have to make the game as unfair as possible in their favor?
I had a Twitch streamer use the excuse of them warming up for practice as a Huntress main. Really? You want to practice by making the game as easy as possible? Iri head is the most ridiculous thing in this game.
I expect they use it because they earned the BP that bought it. They don't have to explain anything to us. The DEV will either nerf it or not, but the Players owe you nothing.
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No; just no. The only way to reduce (you will never eliminate) any kind of camping is to make it WORTH the Killer's while. Punishments won't work (we are talking about the Killer's objective here), nor will clunky mechanics that will have their own unintended consequences.
I've said it before and I'm sure I will say it again many times, the only way to encourage a Killer to leave the vicinity of the hook is to provide them with BP/Emblem advancement, i.e. for every second they are outside a certain range of the hooked Survivor they earn something like Survivor Bold.
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@fr0sty1223 said:
Then why not fix all 3 at once? Punish the killer for face camping and hard tunneling while also fixing gen speeds for survivors and boom problem solved and both sides get what they want. If you fix all 3 problems together then people won’t complain and both sides get hit so the devs won’t be playing favorites.
This your first time on the internet? :) It wouldn't matter if the DEV dressed as Santa and his elves, handing out HD Televisions and new computers for them to play on along with the changes you are suggesting; they would still complain. A couple of things:
- It isn't the DEV's job to punish camping/tunneling Killers; the Survivors are supposed to do that.
- It isn't the DEV's job to artificially slow down the Survivors; it is the Killer's job to create Gen-Pressure.
Those things are part of the game; one might go so far as to say they ARE the game. People simply need to accept that and focus on themselves, i.e. what can "I" do better to mitigate these problems. That is the only solution.