Mr_K
Mr_K
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- Mr_K
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Ranks are no longer relevant and have nothing to do with matchmaking.
Ranks are now called grades and only purpose is the end season rewards.
BHVR implemented Skill Based Match Making (SBMM). It uses a hidden score (MMR) to match you with other players. This MMR goes up/down based on Kills and Escapes.
Each killer has its own MMR and all survivors share the same. Killers you've not played take the average MMR of your other killers.
Right now, the average queue time is very high for survivors. This makes the match making system queue players with a wide MMR margin. That's why you can have one match with really good survivors and have really bad survivors the next.
Play the best you can. You may lose but over time you will get better.
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People would call them out on it.
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@PlaysByShady said:
https://forum.deadbydaylight.com/en/discussion/comment/2833077#Comment_2833077
Its bs to say you can't grey out the search for match if a specific killer is selected.
No-one said that can't be done. In fact, I literally said, "I agree, but that's not a kill-switch."
Seems like you're less interested in reading and understanding, and more interested in arguing a point from a position of relative ignorance on the matter. Good luck with that.
How is that not a kill switch? Perks and offerings can be killed switch but still show up in webs. Nurse could be killed switch and still have the ability to spend blood points. It all depends on the system they put in place.
Yes the current system doesn't support that. Doesn't mean a future system couldn't.
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@PlaysByShady said:
https://forum.deadbydaylight.com/en/discussion/comment/2832898#Comment_2832898
You could assume the most common reason to disable a killer being something to do within a match and not the menuing system to select that character.
No, you can't. I'd love to know where you got this idea from. Bugs can literally exist anywhere in a system.
You are making it seem we want every conceivable option kill switchable.
No, I'm saying (with 20+ years as a software developer) that the more specific you want the option to kill-switch something, the more effort has to go into building that.
Basically, you can build a single generic kill-switch that disables everything! You can't select Nurse, you can't play Nurse, you can't go to her selection screen, etc, etc, etc. Everything is controlled from a single value. Very difficult to get it wrong.
Or, as you would like, you want to be able to disable specific features, e.g. you can access her menu/profile screen, but you can't start a game. That would require building a list of all possible options, and allowing them to be toggled individually, whilst also maintaining them any time new updates come about.
That second option is more effort than it's worth, particularly when the target is to undo the kill-switch in its entirety.
I'm not making out that you want every conceivable option kill-switchable. I'm saying that to make any option kill-switchable (i.e. aside from everything) is more work.
Besides, menu bugs don't seem to reach the level of kill switch considering the Frankenstein of a character you can make right now with Cheryl.
Again, how would you know this? A bug could exist anywhere, and there's literally nothing stopping a bug being introduced that could crash the game every time you enter the menu for a particular character and destroys the files on disc that it'd require you to reinstall, etc. Unless you're a software dev, I daresay you have no basis to claim anything you're trying to claim. You might want to look up 'hubris'
No, its not difficult to disable the search for match button when killer == Nurse. Consider that switching killers in lobby is not possible prevents any circumventing.
I agree, but that's not a kill-switch. That's a specific software update, which is a separate thing altogether and requires users to download the update for it to take effect.
A kill-switch is a remote feature-flag system that determines whether a feature should be enabled or not, i.e. so it works without code updates because the flag is toggled at a remote server.
Its just an oversight on a new feature that was used for the first time. Improvements can always be made.
No, it's design.
What are your credentials btw?
Its bs to say you can't grey out the search for match if a specific killer is selected. A two tier kill switch is not outside the realm of possibilties. Yes, disabling a charater outright is the easiest method. I disagree that a method of just preventing a character from joining a lobby is as complicated as you put it.
Like I've said, this is a system they put in place quickly. It can be made better in time.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2832898#Comment_2832898
"Improvements can always be made.''
BHVR? Improvements?
You ask for far too much. They only know how to make something worse, in one way or another.
😮💨 true
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Until the next "Blight" releases.
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@PlaysByShady said:
https://forum.deadbydaylight.com/en/discussion/comment/2832385#Comment_2832385
Ah, the ignorant comment that sounds right, but only to those who don't have a clue.
The killswitch disables the character completely; it's not designed with any particular scenario in mind other than to disable the character or perk completely because of an unknown problem.
Problem with the blood-web... killswitch.
Problem with the animations or lobby... kill switch.
Problem elsewhere... killswitch.
To fine-tune the kill-switching so it only disables particular aspects (i.e. you can select nurse and go through the blood-web but just cannot hit 'Ready') would require more specific coding to achieve just that, and to what end? None. Because the goal is to fix the problem ASAP and restore full functionality, rather than investing time allowing half-way measures in the interim.
In short, kill switches disable a feature completely and indiscriminately. We know the reason for it on this occasion, but there may be another reason the next time.
You could assume the most common reason to disable a killer being something to do within a match and not the menuing system to select that character.
You are making it seem we want every conceivable option kill switchable. If there's a match breaking bug you prevent the character from being played. If there's a bug that crashes the game in the menu, you disable it completely.
Besides, menu bugs don't seem to reach the level of kill switch considering the Frankenstein of a character you can make right now with Cheryl.
No, its not difficult to disable the search for match button when killer == Nurse. Consider that switching killers in lobby is not possible prevents any circumventing.
Its just an oversight on a new feature that was used for the first time. Improvements can always be made.
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Hillbilly had a great life before the Entity destroyed it.
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Nurse? 🤔
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You 99 every gen and pop them all at once.
Odds are in your favor with this strat leaving the Pig with a big disadvantage. Had a Pig try this the other day. My trap came off at the first box. I go start 99ing gens as the other three search boxes. Everyone removed their traps by the time 2 gens were nearly done. I'd also suggest breaking bone as they typically run NOED.
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Never hook unless the other survivors are injured.
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@Marc_123 said:
Bubba is fine - can these threads stop?
The whole afk Pig campaign didn't work out so they moved onto Leatherbilly. Give it a week and they'll talk about another killer.
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Blindness OP
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@SuzuKR said:
How many more times do I have to post this explanation from Peanits of BHVR until people understand the hitboxes are perfectly fine?
https://us.v-cdn.net/6030815/uploads/N8NAGEGQXJX3/screenshot-20200930-232331.jpg
Forever
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toxic
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@GoodBoyKaru said:
I'm glad that it exists because that + the Deathgarden mask help to cover up her face.
Doesn't stop the mouth breathing though. ☹️
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Pure Love
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2829707#Comment_2829707
This was like a couple weeks after Pig's release tbf it was a while ago
Bhvr nerfing pig is to be expected.
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Its odd they nerf Pig? Since when?
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/2829601#Comment_2829601
I am saying it gets to a point where they not only will not get a single kill if they dont. They still wont get many hooks or much pressure or many bloodpoints. They will be getting stomped and their options are continue playing without using these tactics and getting stomped until their MMR is at a place where the survivors are at their level, or rely on these tactics have "okay" games but still notice that survivors are walking all over you in most of the areas of the game, still feels bad bro.
I am basically stating that if these tactics are used somewhat regularly by a killer they are going to be put into a situation where the game isnt fun because the people they are playing against will be so much better in most areas of the game.
Yeah, what I'm getting at, the killer is working against themselves by forcing a kill. Making it a nearly guarantee they will continue facing survivors that kick their ass.
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Quit necroing old threads! 😡
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That people consider the only "win" for the killer is 4k with gens undone.
And they are "forced" to camp and tunnel to maintain that mind set in order to continue facing the same or better teams.
(I'm not against the tactic, I just disagree with being forced to do so.)
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2829342#Comment_2829342
I have never heard something like this, do you have a source for this? I know that they were talking about making Moris (and probably Keys) a Basekit mechanic which you had to earn, but I have never heard any concrete idea.
@Topic:
I dont think they ever talked about a change to BP-Offerings. But they should really at least double the values, it is laughable to get 3k BPs max for a green Offering.
It was talked about in the 5th anniversary stream and the following Q&A and there's where my search ended. It's taking a lot of digging to find when they specifically gave the details and I don't have the time right now.
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Tentacle man has nothing on Bubba.
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Because afteryou left another killer got that lobby and also said nope. Then you pop in again because its the oldest lobby on the server.
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I typically see more blight Nemesis than P3 ones.
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Yes
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2829325#Comment_2829325
😂 lies! The nerfs was joined bit not this lol
Devs stated that mori's and keys would be removed from all character inventories. In its place a system that allowed survivors to earn keys by accentually bullying the killer. Once a survivor earned the key they became mori'able.
Long story short, the idea is dead with the current hatch changes.
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Basekit moris was coupled with basekit keys.
I'd rather not.
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!!!
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I don't see the relation.
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Picking at scabs. Maybe more like scars.
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Submit a bug report
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It almost reads as a typo and they really meant lullaby. But thats just me.
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Just watch them for 12s as they start to realize what they have done.
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Was anyone else expecting a basement Bubba scenario?
Just me
Ok 😕
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We're just casually throwing out the word exploit now?
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@anarchy753 said:
In my eyes, a character wouldn't be complete if they had every perk maxed but still had a thing on the bloodweb to say "you could still progress."
I don't get attached to anything on a character until they're P3.
Also with all the rumours of reworking prestige, I'd hate to have invested bloodpoints into a character beyond 50 only to find that's now wasted if I want whatever comes with the new P3.
I'd hate to have invested bloodpoints into a character beyond 50 only to find that's now wasted if I want whatever comes with the new P3.
I think that point is lost on those that think prestige should be more than cosmetic.
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There's a youtube video showing how to do this. It doesn't involve and form of external cheating just a lot of menuing in and out of the store page.
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@Real_RUBB3R said:
As far as I know, the way you set your framerate above 60 is by going to AppData>Local>DeadByDaylight>Saved>Config>WindowsNoEditor and open the file "GameUserSettings". Look for a line that says "FrameRateLimit" and it should be set to 0.000000. Just change the 0 before the decimal to whatever you want as your highest framerate. After this, look for a line that says "bUseVSync" and set it to False, it should be set to True. There's also "ResolutionSizeX/Y" but I don't know if you should tinker with that at all, the res of my monitor is 1920x1080 but my file has it set to 1792x952 for some reason. Something you should also probably do after making these changes is going into the properties of the file, and tick the "Read-only" box, that should prevent the game from automatically setting the cap back to 60 if you're having issues with that.
Note that the Devs cap this to 120fps.
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Fairly certian I've hit plenty of survivors while they try to unhook.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2826826#Comment_2826826
Wraith and Spirit just get a movementspeed boost after their power, it isnt therefore a "special attack" like a blight rush or nemesis tentacle hit.
Yes you can argue that the nurse blink counts as a "movementspeed" ability but like lets be real, would it hurt nurse to not use noed or starstruck? These perks both are pretty busted on nurse and shouldnt be able to work with her power, I mean look at legion, legion got exactly that nerf but nurse didnt why?
It would be more than insta down affected. Perks like Sloppy would be useless or any other status effect.
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Nurse: Her blink attack is the ONLY one ability in dbd that doesnt count as a special attack (which it should). "Its not really unknown but still interesting".
Wraith out of cloak lunge.
Spirit out of Haunting.
(I want to say Blight but I think its a special attack)
Also:
NURSE: After blinking, the Nurse used to have a special attack with different speed values and detection zones. This has been removed. The Nurse will now have a regular lunge after blinking.
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@Lx_malice said:
https://forum.deadbydaylight.com/en/discussion/comment/2826782#Comment_2826782
Ever patrolling on killer minding your own business when all of a sudden you walk past a pallet being camped by a sneaky survivor and they slam that ######### on your head wwe style? Scary stuff.
Yes
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Ever stood on a tower of questionable quality pallets? Scary stuff.
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@Gameboyman99 said:
Looping is entirely how the game was intended. If looping was reworked to no longer be a viable mechanic, survivors would basically be gauranteed to be downed the moment they are found. This would be horrible.
Looking at the original state of the game, no. The Devs placed windows and pallets everywhere like it was meant to be wasted. Players started looping after windows, jungle gyms, and pallet reworks. You could tell looping never cross the Devs minds when the made maps.
On topic though, looping is viable because of hitboxes, not due to changing directions.
I'm more surprised to see complaints about looping during the era of holding W.
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@Smuk said:
https://forum.deadbydaylight.com/en/discussion/comment/2825659#Comment_2825659
Had ps4 since day 1. Until release of ps5 I bought 3 controllers due to battery drain rather then mech issues.
Playing any other game will not require you to bash controller so much, because ding ding ding you’ve guessed it right!
Games have better QoL and settings such as deadzones.
Anybody that played the OG Mario Party would think otherwise.
Heavy use of controllers will wear them out.
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More than that needed.
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Play enough its going to happen with any game.
