Moundshroud
Moundshroud
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@katoptris said:
As a survivor I'm not good at looping. On this map I'm now able to go around as if I'm a pro.
That's because this Map is particularly good for the Hide & Seek types.
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@WheresTheGate said:
https://forum.deadbydaylight.com/en/discussion/comment/2273158#Comment_2273158
I can understand that. For killers all these indoor maps are great. Not so much so for survivors.
I disagree there too. I enjoy the map as a Survivor too. It is merely a matter of learning it. There is more than enough to juke Killers in there. Give it a few weeks. This map is a compromise between an indoor and outdoor map. It has qualities of both.
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I'm loving the new map. It is Disneyland for my Myers. I'm also enjoying Lethal Pursuit.
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@arcticgirl36 said:
When I play I try to avoid camping as much as possible. I even try to alternate which survivor I hook, get as many hooks as possible, and go away to check distant generators. But often times I see a survivor circling me like a vulture while I am carrying another survivor to the hook. They don't even give me a chance to leave the area. Should I follow them in and get them as they are unhooking the other survivor? What is the proper thing to do?
Also should I keep an eye on hooked survivors from a distance? Let them get unhooked. Then go back in to the hook when I am alerted they are unhooked. (Because there will likely be two survivors in that area)
I am just asking what the best approach is. I am interested in giving everyone a fair game and proper etiquette. When I play killer I like to think of myself as dungeon master or the host of the game I am playing. But I still want to win.
You kill them. Me, I like to time an intercept at the hook and get the grab, but you can intercept them as far from the hook as you like to try and abide by the silly Survivor's Rulebook for Killers. I see a Survivor, I kill a Survivor. I'm not going to stop and worry about the salt afterwards. The only things you have to do to be a good sport in DbD are:
- Don't cheat, either by lag spike or hack.
- Don't disconnect; if you start a game, finish it.
- Be humble in victory and gracious in defeat.
Other than that, everything is on the table. You do you. My advice is that if you see a target, you put it down.
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This sounds like a YOU problem. I haven't suffered any lag whatsoever.
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@FeryGEN said:
As far as I know, the keys work even without charges.
Yes, they will open the hatch without charges. They just can't be used for whatever other purpose was created via Add-on(s).
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This change didn't surprise me at all. I originally had suggested these times myself before the first Nerf. :)
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The change seems fine to me. Do I think it will fundamentally alter how things are played? No. It only really affects Keys and I suspect something else will fundamentally alter those in due course anyway.
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I'd want It if done right. She deserves proper treatment. That would mean an expansive, and I mean RE size, Sewer map/maze. The power would have to be shapeshifting, most likely into other Killers as the need arises. With the default form being the Clown. And perhaps the big triggered ability being the monstrous spider-like entity.
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I play Myers in the Red Ranks, so as the guy who plays Clown said, we are around. :)
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@TheMadCat said:
I don't understand the "being carried" by perks. To use Ruin, for instance, you have to push Survivors out of generators. So, you need to patrol, find someone, start a chase, etc. So, you have to play to make it works.
Let's take a Survivor perk too. To be carried by Dead Hard, you have to press your key at the right moment. (Using DH in a dead zone to earn one second isn't being carried, using DH to reach a pallet isn't being carried. Until now, I don't think the perk activates by itself when it sees you need it. You still have to think when to use it, etc. And I say "you", but it's a general statement here!)
If you were carried by Surge and Pop, you could just wait there in a corner and wait for the perks to do everything for you. But for them to work, you have to make efforts, which is not being carried in my book.
I think we should stop to think Survivors/Killers are "carried" by meta perks. We have perks, we are free to use none, to use the most effective, to use the most underrated, to create original combo, to use the cookie-cutter-build, etc.
There really isn't anything to "get" other than some people are bad sports and try to blame their losses on the game, other Players, literally anything other than themselves. They won't take responsibility for the loss or own their own mistakes. I guess their ego is just too fragile. Thus, other people are just Tunnelers, Campers, carried by Builds, my teammates were trash, and so on etc. It all amounts to the same lame excuse.
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I just hit the person that body blocks and then down them and rehook them. It was their choice to squander the protection to get away from the hook. I don't lose any sleep over it; I just resent the salt at the end as they are failing to take responsibility for their action and incorrectly identifying being Tunneled. They chose to stay and take the hit and make themselves the only viable target. That is on them and I don't want to hear the hypocritical lies they tell themselves by spewing them at me.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/2271460#Comment_2271460
Not saying that, I know that there are entitled players in both sides and I know that there are nice players on both sides, I just played against a very kind Pig who got harrassed by a ttv player at the endgame chat, I only said survivors in my post because I mostly play killer and survivor sometimes.
https://forum.deadbydaylight.com/en/discussion/comment/2271500#Comment_2271500
That is a hard to beat challenge, spooky myers on badham and getting a perfect score doesn't sound like an easy challenge to beat, great to see that couples play this game and challenge each other, couple goal right there.
It won't be and she is going to Lord it over me with glee until I do. :)
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@TheNerdyRockstar said:
So apparently the game is running on a "skill based matchmaking system now" but i get killed literally 9/10 games on first or second hook because teammates refuse to save me, if i ever do get saved i get immediately tunneled and since yall nerfed decisive strike into the ground my options are either "let them kill me before the timer runs out" or "dont use decisive strike because i need to heal or save someone else", basically i dont get a chance to play the game so the matchmaking system now thinks i suck and now im getting *SUCH BAD TEAMMATES IN LITERALLY EVERY SINGLE GAME*
seriously, i just played a game where i depipped because the killer focused everyone except for me because i was running him too well and my teammates wouldnt let me heal them so i got almost no points in evader or benevolence, and I died on my first hook cause by the time i got downed there was only one other person left and they were dead on hook and got downed within seconds of me getting hooked.
now pair that with the game claiming i dont have a connection and sending me to the click to start screen like 5 times tonight mid game and making me lose MORE pips, its honestly impossible for me to climb the ranks or even just play enough to show the matchmaking system "hey, im not actually bad at the game. i might not be amazing but im not bad"
like good lord if i didnt know any better id think yall were intentionally trying to make the game less and less balanced/playable with every update
The most recent test was only 48 hours long and ended quite some time ago. If you are doing poorly, it has nothing to do with MMR. Bad teammates are just that, but I have found (quite often in fact) that it is the person blaming their teammates for all the ills of the world that is often the weakest link. I don't know if that is true in your case, but it seems to be a maxim I can trust.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/2271446#Comment_2271446
Perfect score, no tunneling or camping and somehow she was bad? What how is that a thing? Sounds like she did amazing.
https://forum.deadbydaylight.com/en/discussion/comment/2271442#Comment_2271442
Maybe it was because how the match started, I played horrible, lost 2 gens before the first down, but that is when I just decided to be an m1 doc mostly and only use shocks when really needed.
I find it really annoying that "perks" carry but just like you said not skill in any way.
She did, and she was amazing. My gal and I have a friendly competition. I was impressed because while I take Spooky outside all the time, I've never played THAT nice and gotten that good a score. She is up on me currently and now I have to try and do it. :)
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@OldHunterLight said:
I'm not new to the game but I am indeed new to certain killers since I never used them, been playing this game since early 2018.
So I was playing doc, I rarely use him even after the rework since the chase music makes my head hurt, on him I actually use 2 slowdowns since I'm not too familiar with his power, I know what it does I just don't use him.
So a group, I'm assuming swf because of coordination which is rare on a solo queue.
At the end I get "carried by 2 perks" which are surge and pop.
But let's not forget that they had 4 dh, 4 bt and they were actually body blocking which I don't understand why but ok.
Survivors you guys/gals need to understand that you are also using meta perks, let people use what they want and stop complaining about those perks, if you want a fair match what about you take off those meta perks to see who was actually carried by perks?
End of the rant.
Yeah, hypocrites are rampant. I watched my gal play Myers yesterday. She made me proud and played it even better than I would have. She took Spooky Myers to Badham got a PERFECT score, 4K, didn't Tunnel (I would have), and gave three of them three hooks and one of them two. I was impressed with the monster I'd helped create. During the after game chatter one Survivor proceeded to crap on her and his/her fellow Survivors. According to this person:
- The other Survivors were just babies. *They were two Purple and a Red. The complainer was a Purple.
- My gal was just BAD, carried by NOED. *They never got the last Generator up and the EGC only started when she closed the hatch.
My gal looked at me and asked me what she had done wrong. I had to take ten minutes explaining she did everything RIGHT, like to the extreme. This one salty loser made her doubt herself. To say I was angry is an understatement. I hope I pull that person sometime; I'll show him what a bad Killer actually looks like. I digress. My point is you can't let these hypocritical losers get inside your head whether it is to annoy you or to make you doubt yourself. There is no Survivor's Rulebook for Killers. There are no rules against certain Builds, nor were you "carried" by two regression Perks. Next time you get salt like that you say, "Actually, I was carried by your poor play as Survivors. I wasn't going to say anything but 'good game' but since you brought it up, you might as well know."
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I don't have a problem with them doing it, the body blocking, but it annoys me that they then complain about being Tunneled after they CHOSE to take that hit and stick around so they became the only viable target after the person they body blocked for heads for the hills.
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2269936#Comment_2269936
https://forum.deadbydaylight.com/en/discussion/comment/2270261#Comment_2270261
I've been warned sternly for admitting to DC'ing, even though everyone does it. Might wanna not be so overt about it.
As for relieving stress... Same. I don't understand people who find challengeless pastimes fun or relaxing.
No, not everyone does it. That is simply wrong.
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@Northener1907 said:
RE chapter is finally coming. Who will buy first day? Are you gonna main new characters?
For me, yes. I wanna play as Nemesis, he was fun. I just hope he will not be weak in high ranks. Also Leon is my new toxic survivor.
Hope chapter will not come with new bugs.
I'll buy it first day, unlock the Perks I want for Myers. :)
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@Sypherpathic said:
https://forum.deadbydaylight.com/en/discussion/comment/2270394#Comment_2270394
This is also a great quote - I wonder how to make sure to design a game where there's contention for all five players would even be done, without someone feeling either stomped on or like they are the one doing the stomping, even with a great disparity of skill.
Well it is tricky in a 4v1 to be sure. :) But as a Survivor as long as I did my best and my team wins and they are still in contention even if I go out before the rest, that works for me too. There is no "I" in team.
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@Sypherpathic said:
What is fun?
What makes a match fun for you? Is it the reward of ranking up? Is it the 'journey'- the experience of playing the match? Is it successfully killing off four survivors without a single gen getting done? Is it getting all the gens done with no survivors killer? Mori killing survivors? Key escapes?
What makes the game fun for most of the players? What sort of 'interactive churn' makes the game more fun for ALL players in a match, the killer AND the survivors so that all 5 want to play the next match?
What are your thoughts on this question?
The challenge of it and pretty much nothing else. A victory is meaningless unless the outcome was in contention. If I know the outcome in the first minute or so, the match is already boring. I don't want a blowout. I want it to go down as close to the wire as possible.
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I relieve stress by playing games, the hardest, most challenging I can find.
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@Dwight_Fairfield said:
I've never been a DS user. The main reason being I genuinely do not get tunneled that often. I feel fortunate to be able to say that. Most nights when I play I might get tunneled once or twice out of 3-4 hours worth of games.
Ditto. Most people identify Tunneling incorrectly and take no responsibility for why they get caught again. The big thing since the change in BT is the unhooked person always body blocks for the person who just unhooked them. I find this kind of odd because savy Killers then can just hit that same unhooked person again, down them, and rehook. They get accused of "Tunneling" when it was the Survivor who CHOSE to be hit and stick around to be the only viable target. *The person they body blocked already being gone.
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@Deadman316 said:
https://forum.deadbydaylight.com/en/discussion/comment/2267917#Comment_2267917
Thanks for clarification. I saw the Silent Hill pack for sale on the PS Store and it was listed as $60 regular price. I didn't know it included the game. Even still, DBD is no more than $30 for PS4 usually, so was Silent Hill $30?Maybe the chapters are cheaper on Steam?
I've never paid more than 12 for any DLC, so I doubt this one will be higher.
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@DemonDaddy said:
https://forum.deadbydaylight.com/en/discussion/comment/2268204#Comment_2268204
https://forum.deadbydaylight.com/en/discussion/comment/2268205#Comment_2268205
Map offerings are fine and should have priority were my idea to take place. My concern is with base map rng and seeing the same one back to back. Play an offering and have it override the block, I just want to see more variety than farms and swamp.
You see more Coldwind and McMillian because there are more of them. :) As we add more maps things will continue to dilute.
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@DemonDaddy said:
Would be nice to have a system that prevents the same maps from reoccurring. With 5 players, just blocking the last 2 maps each one had played would leave us all with a wider variety.
Any thoughts on how we could get greater map rotation?
There is already an ability to block anyone from choosing a specific map. That is good enough. There are so many maps now, that the probability of getting the same one multiple times in a row without an offering is lottery odds. More to the point, there are four Survivors; no, you can't have something that allows them to disallow maps because between the group of them they could block a huge swath and cherry pick.
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@Sir_Child1234 said:
what is the best dlc in your opinion? and why do like it do you like the map the killer the survivor or map rework.
Halloween... always. :)
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Heh. I'll buy in if it is the normal price. If it is $60+ I can wait.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2267888#Comment_2267888
You can learn that the game is running extremely poorly on Console, and now, it also is having issues with PC as well.
I'd say that IS something worth complaining about.
Also, I asked him to make the video. If you have a problem with the "complaints" in the video, put that on me, not on him.
I already knew that though; we all knew that. I trusted YOUR word on it. :) I just can't watch him anymore. Too draining.
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@Pulsar said:
What are your thoughts on this video?
I think it's completely ridiculous that Scott has a 1080 Ti and is still having issues with performance.
How awful is the Optimization that such a powerful card has issues?
Honestly? Not much. I can't watch his videos anymore. He talks too fast and pretty much complains constantly. I can get the constant complaints here and not have to parse his emotions out. :) I don't go to Streamers to listen to them complain. I go to learn things. The odd commentary and critique here and there is great, but watching his videos is like hanging out with a psychic vampire, a real Debbie Downer. I get enough of that here.
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@GPdMK2 said:
Can we get a casual mode for this game? It doesn't seem to be a complicated thing to do. You can try to fix the matchmaking as much as you want, but at very least we should have a casual setting that allows us to play just some chill matches with random ranks at the same time. Every time that I start to get into the higher ranks, the game just becomes miserable. I play both roles, but I enjoy way more the killer one due to the gameplay variety that each killer give us. But every time that I start to get matches with better survivors as I progress through the ranks, I am forced to play with Nurse (with specific addons) if I want to get any winning consistency that relies on my own skill, and not on me playing well + survivors committing a handful of mistakes. Nurse is my favorite killer, but I like to have the option to play with others as well, without them coming with a disclaimer "you will suffer if you pick me".
Give me a casual mode where I can just pick a weak killer and still have fun with it. Not everyone wants to play survivor, or just play the killers that basically play their own game inside DBD.
We have a casual mode. It is called Custom Game. Gather your friends or people interested and go knock yourself out.
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I'm a Myers player and I don't even run it. It will come. Just be patient.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2267503#Comment_2267503
To be honest I would love a trap hex totem that when cleansed gives the killer some powerful abilities like increased movement or breaking speeds
That's another good one. :)
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@daLenster said:
I get if you a serial offender then there should be repercussions. But if your teammates are acting like dipshits, or the killer refuses to hook you, and overall the game is just a waste of time then I think you should be able to have at it without penalty.
YOU. You are the reason leaving the match prematurely is such a big deal. It is you and the thousands like you with no courtesy or respect for the other people playing the match.
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It would have to be the time I played against the "real" Emma Watson on Gideon. I was Myers. I did what Voldemort couldn't; I killed Ms. Granger. :)
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2267049#Comment_2267049
Where could they go with Hexes though? I wonder what ideas are left to explore.
I wonder if we’ll ever see an all hex killer again.
Actually, Hex Perks are one of the few areas of "design space" where they have lots of room. Standard Perks are causing them issues in that they are entirely bland and have little to no effect or break the game. Hexes, however, with a built in counter (and more being added) have barely been tapped. They are the game's secondary objective, and nothing prevents them from becoming a third or fourth as well. Consider:
- Right now Hex Totems are lit or not lit.
- Right now Hex Totems are cleansed at a pretty static rate except for Thrill of the Hunt and coming Counterforce.
- A lit Hex Totem is a specific color.
- There is only one Hex Totem that doesn't start lit.
- There is only one way to relight a Hex Totem (Undying).
- Right now Hex Totem placement is entirely randomized and done at map generation.
- Hex Totems, while better than in the past, still have a limited number of spawns.
- Hex Totems can be cleansed in any order whatsoever.
- Hex Totems are currently a Killer affair, although Survivor Totems are being hinted at.
- Hex Totems currently can be protected only by other Hex Totems.
Now all of these things above (and I have more but felt ten was more than enough to demonstrate) can be changed and expanded upon. I'm going to now list the design space they have. These will correspond roughly to things listed above.
- Hex Totems could be changed so some could be lit by Killer actions (Killer version of cleansing) later in the game rather than at the start. This would allow the Killer to choose which dull Totem he/she likes best, making a tactical choice based on the quality of defensive properties how well it is hidden. It prevents the Killer from starting on the wrong side of the map and the Totem being cleansed before it can even function.
- Hex Totems could come in varying strengths and sizes, taking more time (or less) to cleanse. Power of said variable Hexes could likewise be variable opening up huge amounts of design space. Consider Hexes so large an potent that it takes multiple Survivors to cleanse them, i.e. nothing happens unless two work at the same time. *This is just an example of many ways variable Hexes, i.e. time to cleanse them (and how) might work. There might be Hexes that cannot be cleansed without certain items, like say holy water. Nearly any add-on(s) or equipment could be added to eliminate the static nature of Totems and make them more complex.
- Hexes could burn with different color flames which may be indicative potency, type of effect, danger, etc. Again, the purpose of this could be used in many ways both as a help to Survivors or a deterrent to touching them. Hexes could have multiple effects, i.e. one that will be cleansed when it is destroyed and one that will affect the cleanser, i.e. there is a personal price to be paid in taking it out and the color tells the Survivor that. Do you see where I'm going with this? Consider Trapper's Add-on(s) which injure someone disarming a trap. A Totem burning Purple-Green, for example, might do the same.
- Additional Hexes, like NOED, could be created that are lit when certain things take place, i.e. during the EGC or whenever a Survivor is killed. Any number of Triggers could be setup from obscure ones like... the first time a Survivor willingly goes into the basement. My point is that triggered Totems is a whole new avenue of approach and staggers out the lit Totems for cleansing throughout the game.
- As stated before, Undying will protect a Hex Totem right now, but certainly other Perks (or even specific Killer Powers) could cause Totems to ignite on a dull totem somewhere. There is lots of room here for variation.
- What if Totem placement itself doesn't happen at the start for some lit or dull totems? They don't have to appear on the map at all, in the same way the hatch is hidden (off map) until the right time, the same could be true of certain types of Totems. It can't be found or cleansed (dull or lit) if it isn't there yet. This is a huge design space option.
- They have room to create more varied Totem spawns, and in fact, MORE dull Totems than just five.
- Consider also if Totems, as a secondary objective, had to be cleansed in a certain order, i.e. it won't let you cleanse one until the correct one before it is taken out. The puzzle must be solved and perhaps there is a color order, or a number of skulls involved in the little pile, and so on. The puzzle wouldn't be terrible to solve but would mean that just happening on a Totem doesn't mean it is gone.
- And once Survivor Totems exist, there will be Killer actions to cleanse/destroy those.
- What is future Killers (or revamped current ones) had it built into their Power to make it harder to cleanse their Totems. What about Hag, for example, what if the base time to cleanse her Totems started at 30 seconds? This isn't another Totem but rather part of her Power. What if certain Add-On(s) were created (or Gear) which increased the time or protected the Totems?
I really could go on for hours because Hex Totems have the most flexibility left in the game.
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Most likely the DEV are gearing up to increase the number of really nasty Hex Perks and is getting the counter Perk out there for you to learn beforehand, so you can't say you weren't prepared. :)
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There simply are more Console Players than PC.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/2264668#Comment_2264668
They are barely suited to balance the game more than the average forum user. No one asked for the Billy nerf, Breakable walls, Coup De Grace nerf, Gearhead nerf. I could go on. They have no idea what they are doing.
You could go on but it would be kind of silly. Just because nobody asked for it doesn't mean they didn't have a reason for doing it. Remember, they see things we do not. As someone who plays Myers, I completely understand why they nerfed Coup De Grace. I was abusing it myself. It suffices to say that they see things we don't, and often have reasons for doing things we do not understand.
I'm not exactly a cheerleader. I don't pretend they don't make mistakes, or at least things that "I" see as mistakes. I think Wraith overshot the mark and is far too tough now. I accept that the current Wraith is here to stay for a bit until their own, internal measurements tell them otherwise. There are lots of things I think they could (and should) do differently. That doesn't mean I'm right. I'm making educated guesses and basing things on the metrics I take personally. Obviously my number are incomplete. Do I think I have a good handle on things? Yeah, of course I do. That is ego. I might be right, but let's be honest, I don't have the full picture and no matter how self-aware I try to be, there is always bias. You have it, I have it, everyone has it.
The assumption that we have to ask for something to make it a valid change is silly. There are lots of things we don't ask for but are thrilled to get. Just as there are things we do ask for and soon regret. :)
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@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/comment/2264668#Comment_2264668
Yeah, I really trust their decision making. Gearhead and coup de grace would've been so OP if they weren't nerfed! Oh and thank heavens they nerfed Billy! (If it wasn't already obvious, I'm being sarcastic).
And balancing a chaos engine is always a work in progress. They proceed slowly, glacially it feels like at times, because they know the slightest change can have a huge series of unintended consequences. Do they make mistakes? Certainly. They do eventually fix them. Let's just say I trust their judgement more than the CRAZY I see here on the Forums (my own included). It is always easy to heckle from the cheap seats. It is very different when you are on stage. Sarcasm is easy, when we don't get to hold YOUR life and accomplishments under a microscope. They are a wildly successful video game in a groundbreaking format. They have survived years longer than predicted and still going strong. How many people can say that?
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2264663#Comment_2264663
Agreed, but personally I'd just like solos to always be able to be see who's being chased like with the obsession logo. I also think DBD is just too rng heavy to have an accurate ranking system at all.
This game is incredibly perk heavy at mid to high levels of play. 2 teams could get the same map, but one could get few pallets and massive dead zones whilst the other will get a god bus and a long wall jungle gym leading to shack window or a god window in a main building like Chapel.
I just don't see how it can work. And how will it work for killers. Will Clown be judged on the same level as a Nurse?
I agree with you; that is not an unreasonable suggestion. It is a good one, actually. There are lots of ways to increase the information and communication abilities of Solo Players. More animation gestures with clear, KNOW meanings are also a good idea. But let's tell the truth and shame the devil; no matter how much information we give them, it will NEVER match what Comms provides. That is just fact. So while I endorse giving Solo more information and ability to communicate ideas. I still think the Killer needs that 5th Perk slot unlocked when facing a 3+ SWF.
Not all SWF are equally good, but all SWF have a competitive edge and the POTENTIAL to dominate. Not all Killers with a 5th Perk Slot would be good, or any better than they are now, but they would have greater POTENTIAL to dominate. That is the best balancing agent I think is possible in a chaos engine. That is what DbD is in fact. It is chaos engine driven by thousands upon thousands of AI (the Players) all at once.
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In fairness, NOBODY really knows how to balance a game like DbD. It is a 4v1 with so many variables it would make a super computer overload. It is only possible because Players (rather than Bots) provide most of the processing power. :) And while the DEV don't really know how to balance this game yet either, they know MORE than most of us. They have been dealing with the issue since 2016 on a 24/7 basis and know all the information behind the curtains as well as what we seen that isn't. More to the point, for us the game is just a diversion, a luxury item. For them it is their bread and butter. It pays the bills. It puts food on the table. They are far more vested than you and I in making it work and getting the balance as roughly good as possible.
So again, NOBODY knows how to balance a chaos engine like DbD but the DEV are better suited to it than us.
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@gibblywibblywoo said:
I think it'll just drive more killers to either play the more boring, stronger killers or just stop playing entirely. There's already a drought of killer during peak times.
Honestly, I haven't seen anyone with more than a few thousand hours say they think this is a good idea. Most seem to think it'll kill the game and I'm inclined to agree.
Don't get me wrong I really prefer a fun, balanced match over too hard/easy ones. But a fair game is still one where the killer will most likely have to tryhard at whatever their skill level to come close to a win.
And facing most likely comms teams every game is going to get old very quickly for any decent killer.
I don't take issue with the notion about Comms, but that isn't indicative that having a proper skill-based matchmaking is a problem, so much as SWF w/Comms is near impossible to account for in the current setup. I think that is mixing apples and oranges. Comms will have to be addressed separately because it is a separate problem. My view is the Killer should get a 5th Perk slot unlocked when facing a SWF of 3+ to help roughly balance the advantage of SWF's 5th Perk (Comms). In this way, the Killer doesn't get a boost when fighting Solos, but does when fighting SWF. If the boost turns out to be equitable with testing, it will work fine with any skill-based matchmaking.
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/2264594#Comment_2264594
I don't want Potatoes to suffer at all, i've presented solutions to this in other posts, created by me and other people, Potatoes only have to suffer now because of how killer has to be at high level, you can't present every killer player with increasingly difficult matches because not all killer players want those matches or can afford to spend that much time in DbD.
The Solution to that is individual killer MMR right? But my prefered killer is Ghostface, i play him alot, i can manage myself with him so my MMR on him will be higher so everytime i wanna play my favourite killer i will have to deal with an increasing amount of stress just because i'm playing my favourite killer. How is this reasonable? It's not my fault if i don't like other killers, wich i do, i play Legion, Bubba and occasionally some Myers but i shouldn't be forced to play something i don't enjoy or don't know as much just because i don't wanna stress myself when playing Ghostface. I'd rather have an MMR based on my overall killer experience rather than individual killer, that would mean i don't get punished for playing my favourite killer.
I have no desire to be the best Ghostface or be as good as X,Y or Z guy, i just want to play the game and do as best as i can but i wanna feel that it is possible, i'd rather lose cause it was my bad than lose because i felt powerless. With MMR you don't feel it's possible, you either force yourself to do it or you lose wich is the same thing, forcing myself to be sweaty against increasingly harder opponents just because i was doing good before isn't fun, innevitably the challenge will be too much, the stress is too much. Am i a casual DbD player? Yes i am. Am i a Potato i don't think so. Collectively i have 300 hours, 240 on PS4/5 and the rets on PC, i know not much but different people gather knowledge differently so hours doesn't mean i don't understand the game any less than people with more hours, i understand the game wich is why i feel like i do, i play less because of this actually.
I wouldn't mind MMR if BHVR actually fixes the game and makes killer playable at high level without it having to be super sweaty. High level games can be fun without being sweaty when it's a matter of player skill but DbD has to much RNG that influences player skill. The core game design is flawed, take Maps for the best example, when Maps are broken what does BHVR? It adds Bloodlust, it adds breakable Walls, those don't fix the core design issue, it's just band aid fixxing. BHVR doesn't acknowledge their fails and fixes them, they circumvent the issues with another thing, same for Totems, are they gone too fast? Here's Undying. Then they nerf Undying because it was affecting Survivors. But where's the real fix to the real issue? Nowhere... This is why i play DbD less time than manny people but that doesn't mean i don't know DbD, BHVR and all the history of the game over 5 years.
Again, and I hate to sound this harsh, but your points are irrelevant. You should be happy MMR exists and hopefully (soon) will be fully implemented. It means that people who do not want hard fought challenging games will get routed to their appropriate level over time. If you don't want to "sweat" as you call it, then you will play less effectively than those who do. It means your MMR rating (however that is calculated) will adjust and you will end up playing people who either don't really make an effort anymore than you do, or are so bad at the game that it feels the same. Do you see my point?
A skill-based rating system means that all people find their level. If you want to half ass your way through the game, you will end up playing against other people who do the same, or are just bad. If you want to win consistently, then clearly YOU want to win. You want to put other people in a situation where they are having to SWEAT to beat you. So don't kid a kidder. Don't be a hypocrite. You don't get to have it both ways. Either you are playing more relaxed (which means your opponents also get more relaxed games) or you are playing to win.
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@Szakally said:
I am convinced that the introduction of SMMR will lead to a situation in which matches become even more unplayable. How? Suppose people who start derank are starting to be matched with red rank killers. Many people will say that it is very good, but you have to think about it. Would it not lead to a situation where the matches will be full of afk players or suiciders? The answer is rather simple: YES.
Now let's ask ourselves why people derank. There are many answers here. I will try to outline the most important ones.
One of the first is the easier games. Surprised here: Pikachu.jpg Not everyone is playing this game for skill. Lots of people want to play for fun. When I come back tired from work, I don't want to play sweaty tryhards, so derank to green ranks like many other players.
The next answer is the lack of variety among killers. Only the top 5 killers are played in the red ranks. Billy, Legion, Mayers will not meet here... I could still go on. If more players from red ranks play with different characters, I don't see a problem here.
The third answer is similar to the second one, but with the perks. Want to see every match with only 4 builds? Because by introducing SMMR it will end there. End of Meme Builds... The end of 95% perks...
So to sum up: Will the game get worse after the introduction of SMMR? Probably yes. Is it possible to do anything to prevent the situation that I am presenting? I think yes. How? Introducing an additional mode for players. Something like ranked matches from other games. But people who want to play in this mode will be rewarded with more BP or XP. Feel free to discuss whether SMMR is a good change ;D
I'd like to address a couple of things here. I'll number my responses to match your points, or what I believe are your points.
- Challenging games are not mutually exclusive from fun games. In fact, the nature of a game is to challenge you. If you can't have fun playing a challenging game, then you are in the wrong place. You should be having fun whether you win, lose, or draw. This is a PvP game which means by its nature there will be winners and losers. It isn't the outcome that matters, but the contest itself. If you can't handle that there is always World or Warcraft and countless other games like it that will NEVER stress you.
- A lack of variety of Killers at a certain level of play doesn't indicate a problem with the MMR, i.e. skill based matchmaking. It is indicative that certain Killers probably need toning down while others need a tune up. That is always an ongoing process. However, you are correct that in the meantime you will see certain Killers more often. However, to say you will ONLY run into that tiny minority of Killers is just wrong. I don't play any of them. Chances are you will run into me (or people like me) too. More to the point, that is how things are now with the current matchmaking system too, so you can't blame that on MMR.
- This point is pretty much the same as the second one, but targeted at Builds rather than Killers. My answer is the same, you will run into a lot more variety than you think you will. And if certain Perks are over the top while others are underwhelming, that too is an ongoing process where things change and adapt. This is really no different from how things are NOW, so linking this to MMR is kind of silly.
So to sum up, your points are irrelevant. And for the record, there already is an additional mode for Players to use. It is called Custom Game, but it could easily have been called Casual Game because you and those who play with you set the rules. Everything is unlocked for you, so you don't need a grind. You can play this mode 24/7 so have at it. However, you don't get to earn BP or XP when you aren't out there taking the same risks and putting in the same work as everyone else.
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@lemonsway said:
Hell no! The current matchmaking being "broken" is what makes killer playable, if there weren't any potatoes to play against Killers matches will be sweat sweat sweat sweat. With MMR every killer is gonna suffer. Low skill killers who win against low skill survivors will have high MMR, because at low skill level Killer role is stronger, and face high skill survivors at high MMR and lose matches without getting a single hook, because after what we now call rank 10 the game gets massively survivor sided. MMR is awful when the game is broken AF. MMR only helps good survivors that's it, it doesn't help killers, good or bad, or bad survivors. For MMR to be implemented the game has to be rethinked and redesigned from the ground up. The game is massively, hugely, unmeasurably broken. Maps need to be FIXED and not VISUALLY UPDATED, Breakable WALLS need to get thrown in the bin, Map size needs to be reduced, Map spawns need to be changed, Totem spawns need to be changed.
If keeping MMR means we FIX the game then sure but not only is BHVR imcapable of balancing or FIXing the game, they are also taking way too long to even do MMR to expose how broken the game is, if there's any more need to expose that, and they clearly have no desire to do so.
So by your logic, you want those Potatoes to suffer? :) How is going up against competent and challenging opponents a punishment. Isn't that why you are here? Playing a game where you know the outcome is a waste of time, and utterly pointless. I do agree that the real power shifts to the Survivors as they become better, but that is only fair. You dined well on Potatoes and it is only fitting that they get their chance to shine as they have learned the ropes. But is it impossible? No. Let me put this in context for you.
- I don't play Nurse.
- I don't play Spirit.
- I don't play the new, as of yet unrecognized God, Wraith.
- I don't play, well, any of the A or S Tier Killers.
- I play Myers.
- I play Spooky Myers in fact (also known as Jump Scare Myers).
- I take him outside of indoor maps regularly.
- I am a Rank-1 Killer with him.
- During the MMR Test, it is clear my Rating with him is high because I fought NOTHING but Red Rank BEASTS.
- I won more than I lost. I got a 3K+ in more matches than I lost or got a draw combined. This is using the typical rating of 3K+ equals a win, 2K equals a draw, and 0-1K equals a loss. I played a lot of games. They were hard fought and difficult. I loved every minute of it win, lose, or draw. Was I playing from behind the eight ball? Yes, mostly. Will this make me a better player (you too)? Almost certainly. In that 48 hours test I felt an improvement in my Killer Looping. I had to get better because I was consistently facing people who understood the nature of a Spooky Myers and how to counter him. My point being, this last point, is that you rise to the occasion, you adapt, and it is even more satisfying to do so.
MMR exists to give you opponents worthy of your station. It isn't a punishment; it is a reward. The game is recognizing that you are "ready for the show!" It means you are moving ever onward and upward. My own, personal goal is to one day get good enough to take on the Otz, Monto, Stalky Boi, and all the crazy 5K+ hour types and actually make a good showing for myself. That isn't going to happen on a steady practice diet of Potatoes and others who have impressive Rank but NOT sufficient skills. In short, I NEED to be playing against people who are better than me to get better. That is the nature of learning.
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@Venzhas said:
https://forum.deadbydaylight.com/en/discussion/comment/2263014#Comment_2263014
Sorry to disapoint you, but no. This is the event that create this interrogation to me.
To be honnest i doubt that someone answering back "GG EZ entitled survivor" knows himself what he is talking about
If you ask a rude question, you get a rude answer.
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@Venzhas said:
I just had an boring game with a Pig that tunneled, camps and slug me to death, with one gen done only. So that was'nt a question of "strategy" or pressure to me but whatever
Without salt or toxicity, i asked him post game why he needed to do that, the only answer i got is "GG ez Entitled survivor"
The guy was probably a sad teen in need of attention but it make me think about, at some points, what is your vision of an "entitled" survivor. And why we never talk about "entitled" killer ?
No shaming or conflict or whatever , just being curious, when did a player starts to be "entitled" ?
Well to be fair, your question was loaded. You weren't REALLY asking a question. You were trying to passive aggressively shame him/her.
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@KingFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2262483#Comment_2262483
A friend of mine is a newbie killer, never above Yellow Ranks. She only gets Red Rank Survivors, which has frustrated her greatly. Especially since she doesn't have any killers above level like 10. Which means playing with 3 perks, little to no slowdown, being new to the game, and going against Red Rank Survivors who know the game better than her.
Well, have her report that. :) That is what the MMR test is for.
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Because MMR doesn't use RANKS. It uses a different number. :) And clearly your Rank-15 doesn't tell your whole story. :)