Munqaxus
Munqaxus
About
- Username
- Munqaxus
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2683766#Comment_2683766
I'm pushing 50.
I started gaming on arcade machines and playing chess on ancient green and black monitors.
https://forum.deadbydaylight.com/en/discussion/comment/2683834#Comment_2683834
You're strawmanning.
In the context of what we are discussing, there is no difference between yelling a slur at someone and deliberately belching in their face (following your own example).
In both cases, you are acting in a deliberately nasty manner to make someone else unhappy for your own personal enjoyment.
That is the long and short of it.
https://forum.deadbydaylight.com/en/discussion/comment/2683863#Comment_2683863
The core issue is that toxicity propagates outwards.
Someone BMs me in games 1 and 2, so I go into games 3 through 10 out to hurt people. Which gives them a miserable experience, leading them to be BM - and on it goes, ad infinitum.
Tit for tat is one of the most powerful human responses.
https://forum.deadbydaylight.com/en/discussion/comment/2683943#Comment_2683943
Honestly, I'm inclined not to believe you - because your conduct on the forums (ranging from being disingenuously contrarian to deliberate, Sluzzy-esque flamebaiting minus the self parody) does indicate either a tendency towards extracting enjoyment from annoying people or a blistering lack of self awareness. Not trying to be mean, just saying what I've observed. There is a reason why a lot of people lose their temper with you, Iron.
That said...this is true of a lot of people who engage in toxic behavior. They aren't even really aware of it anymore - which is why a warning system can be so effective at letting them know 'hey, you are spoiling things for a lot of people - knock it off'.
And see - that's the thing. It's not a matter of being 'offended' (lets not bring that culture war crap into this) - it's a matter of sportsmanship. Having a decent, sportsmanlike community or at least building your game towards encouraging this is what determines whether you end up as League of Legends or Smite.
But I'm always amazed at how much effort people will spend shifting the blame...rather than just mannering up.
I've actually suggested something closer to the Overwatch 'endorsement' system, where you'd be able to give good, non-toxic opponent some sort of reward.
https://forum.deadbydaylight.com/en/discussion/comment/2683996#Comment_2683996
You're...either totally missing or deliberately trying to twist what Sherbert was trying to say.
Let me see if I can paraphrase here:
Just because something happens in an online game and is almost possible to completely prevent does not mean that you shouldn't bother trying - because both hacking and toxicity make your game a lot less enjoyable for a ton of people.
I'm 49, didn't figure there were many people even close to my age playing this game. lol. I've been seeing t-bagging since BF2 and Halo.
Anyway, I really think this game with be better off giving Survivors and Killers taunts, somewhat similar to League of Legends. If there are more ways to BM, then BMing has less meaning.
-
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2680704#Comment_2680704
I've been playing games since before the term 'gamer'.
It...wasn't always like this.
This new 'I get to act like a gigantic smelly butt and if you are annoyed by that it's a you problem' is a pretty new phenomenon.
https://forum.deadbydaylight.com/en/discussion/comment/2680844#Comment_2680844
Well...nothing means anything unless we let it. All language is contextual.
We derive meaning through common consensus.
Shaking hands after a match is commonly agreed on being a sign of mutual respect for the other team and the effort they made, even if they lost.
Refusing to shake hands/yelling an insult at the other team is similarly a sign of disrespect, and a nullification of said effort.
It says a lot about modern culture that the latter is not only considered acceptable because it happens in a videogame - but is somehow taken up as a cause worth defending.
https://forum.deadbydaylight.com/en/discussion/comment/2683643#Comment_2683643
It doesn't even need to be a punishment.
Honestly, just a warning is effective 4/5 times.
After a certain point, you get the community you create - and deserve.
https://forum.deadbydaylight.com/en/discussion/comment/2683612#Comment_2683612
That said...ugh.
There's a difference between telling a dark/edgy joke and being a jerk.
One of these things is intended to be funny for both parties, and one is designed to be fun at the expense of the other party.
As always, context is king.
https://forum.deadbydaylight.com/en/discussion/comment/2683641#Comment_2683641
See above.
Shaking hands or flipping someone a middle finger after a hard-fought match don't have any intrinsically positive or negative meaning, we assign these things meaning which is why they become common practice.
However, because of this commonly assigned meaning ('teabagging' is basically the gaming equivalent of spitting in someone's face after a match) - we do these activities to communicate a meaning to the other side.
'Teabagging' in this case is basically saying 'lol I wun u suck uninstall' to the other side.
How old are you. I don't think you've been playing games since before the term "gamer".
-
@Johann84 said:
This game is survivor sided, the only fun side to play is survivor. Where you can do mistakes and get away with it. Killers do 1 mistake and its game over. With the introduction of boon totems its almost impossible to win as killer. Hit validation is an insult where u get the hit but it does not even register. Even low rank survivors have an easy time to win. GG Behavior you have ######### up your game
Ortzdarva says different and he probably has some of the highest amount of time playing the game and knows all the kiilers inside and out. If anyone would have an accurate opinion of the state of the game, it would be Ortzdarva.
-
@MandyTalk Tell your Developers that a Victor Christmas Sweater and a Victor Christmas Hat is needed. Victor has not gotten any love! Do the Developers not have hearts???
-
@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/297634/as-a-killer-the-game-feels-bad-if-you-dont-4k
I'd actually say the opposite. As killer if I play really good and get hooks but don't get 4 kills, I still get good amount of BP, it feels great, but as Survivor even playing a good match then escaping doesn't feel rewarding, you get so little BP as survivor.
Not to mention as killer I can just bring BBQ and play really casually and lose and get even more BP
This is me also. As a Killer, if I get a good amount of Bloodpoints, then I don't care if everyone escapes. Because survivor bloodpoints are so low, I only feel like it's a win if I escape.
-
@WarzMyth said:
nemesis is op, very amazing killer, from one of the best games. why is he so unpopular.
Does anyone want to talk about how fraking ugly Nemesis looks. He looks like someone put a cinder block under a long leather coat. People don't play him because he's ugly.
-
@BowlofTofu said:
https://forum.deadbydaylight.com/en/discussion/comment/2677735#Comment_2677735
How about make it so that if more then one person has DS, they get penalized for it? Like, for each person having it the Skill Check window gets smaller and smaller until it's a very difficult skill check.
Or in general make perks weaker if more then two people have it? 3 people with self care? Slow down their healing by a bunch.
3 people have boon perks? Only one boon can be active on the map at a time, not up to 4. Let's be honest, four boons in the right spot can theoretically erase all scratch marks in the map.
Something to encourage each person has different perks and rolls. Not just the same damn survivor, but with a different flesh suit.
DS and UB are only problems in you tunnel.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2682978#Comment_2682978
I disagree.
A 2K at 4 hooks with NOED is different then a 2K with 10 hooks.
Yet, according to those Kill Rates, those matches are the exact same.
When you included the average, then the 2k with 4 hooks NOED game, is balanced out with all the other games.
Also, since NOED is in the game, then NOED has to be counted. People may consider it a lower skill perk, but if you don't include it, then the game isn't balanced to what is currently in the game. Plus, there are several perk combos that work with NOED.
I play both sides. When I played survivor, I wanted the Developers to remove the hatch because the hatch was artificially inflating escape rates. And I knew that with it's removal, survivors would be buffed (Which they were).
From a Killer-player prospective, I'm the same with face-camping and proxy-tunneling. Those 2 tactics are artificially raising Killer kill rates and those 2 skills are extremely low-skill-ceiling.
However, since they are in the game, they must be counted for kills and escapes.
-
@DeliciousFood said:
https://forum.deadbydaylight.com/en/discussion/comment/2682960#Comment_2682960
Survivors resort to [Insert generic complained about strategy/perk choice] because of killers. Sounds like everyone is massively petty and desperate for a W in this game.
So, if Killers never face-camped/tunneled off hook, would you ever see Decisive Strike played? No you wouldn't.
Those 3 perks are used because they are pretty much the only counter to slugging, face-camping and tunneling off hook.
So yes, Survivors resort to DS, BT and UB because of Killer tactics.
The only substance to your argument is an ad hominem attack.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2682968#Comment_2682968
And I'm pretty sure we've had discussions on why those Kill Rates are completely unusable in any serious argument.
I agree with you: perks, add-ons, survivor-comp, maps, etc all contribute to the chances of each side winning. I also agree that this game will never be perfectly balanced. I do think we can both agree that average kills vs escapes (over a long period of time) can give us a clue as to how balanced the game currently is and is possibly the only way to get any idea on balance.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2682949#Comment_2682949
Because one of those checks out math-wise. If Survivors play well, the match is theirs to lose. That doesn't mean Killers don't have a shot, but it does mean they rely on Survivor mistakes in order to win.
Killer is for sure OP at lower MMR though. No doubt about it.
It doesn't though. Up further in this discussion is the kill-rates posted by BHVR itself. And if you look at it, it shows the Killers as having a little above 50% kill rate on average, slightly leaning toward the Killer side.
I don't doubt that high level SWF play can beat high level Killer play, but that's the exact same as discounting what Otz is saying, because he is a professional.
-
@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2682866#Comment_2682866
Yeah case closed buddy if you don't see how it's just unnecessary to do something we all know you do to harras when the other side is probably frustrated enough cause the had a bad game no body can help you
@lordfart is right, you are being ridiculous. Someone crouching in front of you in a video game does not compare to murder, #########, assault, being a Nazi, armed robbery, yelling as your cashier because they put pickles on your hamburger or even putting the toilet paper on the wrong way.
You need to loosen up some or you're going to die from a heart attack from someone crouching in front of you in a video game.
-
@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2682937#Comment_2682937
DS was not an anti-tunnel perk from the start, though. It only got changed in 2019.
Wouldn't that imply that tunneling was an unbeatable strategy from 2016 to early 2019?
It was always an anti-tunnel perk. It just did more than prevent tunneling. Also, you are talking about a time where maps were much larger, there were infinites, etc, etc. It was practically a different game.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2682926#Comment_2682926
Nah.
It's more when people try to use him as an example that the game isn't balanced.
That's like setting a comp team loose in pubs and saying "look look, every Survivor needs nerfed."
Otz isn't a comp player, but he is good. He plays everyday and it is his job. He is not the norm.
I guarantee I can find several examples of where a Killer-player posted some streamer video suggested survivors are OP and almost everyone agrees with them. Yet you have the exact opposite happen and almost everyone on the forum disagrees.
Heck, I've seen it where someone will post a single screenshot of one match and almost everyone on the forum will agree survivors are OP.
-
@KajdanKi said:
Why not use meta?
I get slugged everytime when there is one more survivor left.
Facecamp occurs in 75% of the matches.
What do you expect people to use?
- Unbreakable - Killers want to be able to slug you without you being able to counter it.
- Borrowed Time - Killers want to facecamp you without being able to counter it.
- Decisive Strike - Killers want to tunnel you without you being able to counter it.
I wish Killers realized that survivors aren't using a meta perks because they want to, they are using meta-perks to counter uncounterable tactics killers use. You literally can't do anything about slugging unless you bring a perk. You can't do anything about face-camping without a perk. You can't do anything about tunneling without a perk.
Survivors are using these perks because they have to. Otherwise they'll be sitting on a hook looking at Leatherface revving his chainsaw.
-
@Marigoria said:
It's funny how everyone is always praising Otz on here but as soon as he says killer isn't impossible suddenly his opinion doesn't matter anymore lol.
^This.
These forums are such a killer-sided echo-chamber that it's not even funny sometimes.
-
@ShadowNurseZFX said:
just got called a no skill killer cuz i tunneled.
Did you tunnel or did you proxy-tunnel. I would consider you a no-skill killer if you proxy-tunneled survivors right off hook. However, if you weren't sitting within chase range of a hooked survivor so you can down them again and happened to go to a gen and saw a survivor you hooked before, then I wouldn't call you a no-skill killer.
-
@Oscarnator said:
I wonder how sad someone's life has to be to get so upset at a crouch animation in a party game.
^This
-
@RainehDaze said:
As for the actual assessment, I'd say that's 11 wins for killers, 12 draws, and 13 wins for Survivors (I refute the notion that having extra hook states counts as a win unless you were using it like goal difference with tied points; you still didn't finish the person). Of those killer wins, half a dozen were Blight, 3 were Nurse, and 1 each of Huntress/Spirit.
This supports the thing people are actually complaining about: the game is horrifically survivor sided against the majority of the roster, and only a tiny number of killers can consistently pull off wins in these scenarios because of mobility or outright ranged pressure. But there's 26 killers in the game. And it's not balanced at the high end if you exclude 80% of the roster from being playable at all, because all the highly skilled and high-MMR players picking those are not having an even time.
I don't think we should draw the tautological reasoning from this of "the game is balanced because the things that aren't played at the top end aren't played at the top end". It'd be like having an RTS where entire factions aren't played competitively because they're not viable, but saying the game is balanced because the factions that are viable are still being played. You're just ignoring the things that aren't balanced at all once you do that.
You are forgetting that these are pro SWFs going against Killers. If you took away the pro-SWFs, the game would be horribly Killer sided.
Yes, pro-SWF is imbalanced against most killers, however most survivor players are Solo, 2-SWFs, 3-SWFs and a whole-lotta-non-pro-SWFs.
-
@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2675675#Comment_2675675
So a 4k every game is what you must consider balanced then because a 2 for 2 literally is the most balanced thing in this game, it's not a win for the killer but it's not a win for the survivors either
I do think that Killers on these forums believe that 4k is a win and 3k is a loss and 2k and less means the games inbalanced.
-
@throwaway79465468797 said:
1 tournament that strictly used 3 killers does not make a good argument for balance...
It's actually a pretty good statistical analysis of the tournament and does show a leaning toward the game being balanced at high levels of play when using top tier killers.
-
@UMCorian said:
IMHO: This is the biggest problem with playing Killer at most levels of DBD - if you don't 3 or 4K, the game feels like you lost.
Take Survivor, you can still objectively have a fun, rewarding experience even if the killer 3Ks. Hell, sometimes even dying to insure the killer only 3Ks is still a fun, rewarding experience.
Imagine how bad this game would feel like as a Survivor, if even if you escaped, you felt like it was a loss unless everyone also escaped?
Yet, playing killer, failing to kill 2... and watching the survivors teabag you in the gate until you eventually escort them on their way feels like a loss.
Whether this is a community created perception image or something the game somehow cultivates, I think everything would get better if they found a way to fix this... because right now the Devs balance the game around 2 kills, 2 escape. Because of that, they're always going to seem to be against killers... because the very nature of their game design is to balance the killer around having a game that's perceived (by the community) to be a loss.
The game needs to feel better for a killer who only gets 2 kills... if this is how the Devs want to balance it.
First off, survivors don't have fun getting slaughtered.
Second, if you want 4ks every game, then the developers should create survivor bots that will run up to you and let you put them on hooks.
Or maybe the developers should remove the survivors legs and arms so survivors need to wiggle on the ground to escape from Killers. Then you can have tons of fun hooking survivors.
-
@Faen said:
https://forum.deadbydaylight.com/en/discussion/comment/2568588#Comment_2568588
You are not right. Dead Hard is the strongest fatigue skill. It not only disrupts killer timings without requiring any skill from you. Because it is activated by pressing a button and does not require a condition. Other skills don't allow themselves that much. Everyone needs conditions. Wounding is not a condition, you will still suffer in pursuit.
Let's not forget that no killer can resist him. If the survivor does it right. Neither the Nurse, nor the Spirit, nor the Filth and others will do anything. It is not normal.
Dead Hard is a problem.
Overcome doesn't require a condition or a button then, so it's technically better.
-
@nicnc82 said:
https://forum.deadbydaylight.com/en/discussion/comment/2669343#Comment_2669343
Then I'm just going to stand there and do nothing or get the killers attention to try and kill me again. I won't be forced to stay in a game I don't want to be in.
Honestly, unhooking someone who is suiciding, only helps them suicide quicker. They just run to the killer and immediately get second stage or die.
And it wastes the time of the unhooker, the unhooker obviously knows the game is lost if he's wasting time trying to stop someone from suiciding, because if they think the game is winnable, then they would be working a gen instead of wasting time running halfway across the map to unhook someone who is suiciding.
It's just kind of all around stupid. What the game should have is a surrender vote if someone DCs in the first 30 seconds.
-
@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2669508#Comment_2669508
It’a doable though, my team has comeback on a VERY rare occasion after someone died at 0 gens done.
I think the point of the matter is this. Yes any game is winnable. However, most times, that type of game is a loss and extremely unfun to play. This is a video game, that most people play casually for fun. People don't want to waste the short amount of time they have to play this game and be miserable the entire time they are playing it. They would rather go to the next game, where the game is fair and fun.
If I have enough time after work to play 3 games, and someone disconnects at the beginning of one of those matches, let me go to the next game where I will have a fair match and not play a frustrating, unfun match that is almost guaranteed to be a loss.
-
@The_C12H15NO2 said:
"She's a killer who requires some intelligence to go against, not just running around pallets."
You're 100% right that the artist requires more gameplay than "throw pallet & tbag". I enjoy the new killer powers and learning how to play against them. it's always rough at first until i work it out. Sadly i expect a nerf sometime in the next few weeks b/c most survivors don't want to change up their playstyle. The devs will prob cave b/c their "data" will say she's too strong.
Counter play is the hold "w" and run to the corner of the map furthest away from the other survivors. Also run "Boil Over" so it's even more of a time waster for "The Artist" to take you to a hook.
-
Chucky is who I'm hoping for. Him and his twin Charlotte can have a power that allows them to switch places. Charlotte will carry him around in her torso.
-
@Beaburd said:
Finally got to crack open the game after the patch.
You know you were meant to main this killer when the you get the BEST perk in the game as your very first perk in the bloodweb.
https://us.v-cdn.net/6030815/uploads/NIJKS1LYMWAE/monstrous.jpg
Couldn't be happier.
Thank you, Carmina, my beloved.
You lucky dog!
-
@NAERUUU said:
Try to bring an robot.
you can do an original chapter or other licence killer like :
Bioshock’s Big daddies
animatronics
poppy playtime
Thats could be great, just imagine … the robot step sound with tinkerer perk ….
great !!!
No, Robots are Sci-Fi, not horror. What pure horror movie franchise has ever used robots successfully.
-
The nerfs really are @GoodBoyKaru!!!
-
@Mandy said:
Powers don't tend to have cosmetics...hence no fancy things on Billy's chainsaw :(
I don't know if that is entirely true though. When you play the twins, you play Victor and Charlotte, which are both Killers. The special power is being able to switch between the 2 Killers. Half the match, you are playing as Victor and the other half you are playing as Charlotte.
Victor definitely deserves some love and I'm all up for some Victor Christmas Sweaters.
-
@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2665905#Comment_2665905
Good survivors can dodge his chainsaws even without being near objects.
I have never seen anyone dodge his chainsaw without being near objects. Maybe if the person playing Bubba was brain-dead.
-
@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2665937#Comment_2665937
No such thing as 3 survivors at 30 seconds into the game that's impossible unless he kills himself on hook.
A pepega only has to hold the killer for 30 to 40 seconds he can drop all the pallets he wants and three generator will pop in first chase. Hold M1 to win.
What I'm saying is your get more value from a new survivor with self care than you would without the survivor having self care. That survivor will not do anything until he is healed. At least a self care survivor is going to attempt to do something after he heals.
When I teach people to play DBD, I tell them to get self care right off the bat and I tell them to not do gens until someone else is in a chase (I tell them to hide close to a gen). That way I can take chases and don't have to worry about a newbie being insta hooked after getting them off the hook. I tried teaching them without self care and it was a nightmare
I also tell them to run straight when they are about to be hit.
After I teach them the basics, I can teach the the intricacies later.
-
@vacaman said:
One simple rework would be to remove all keys except one of green/yellow rarity and make it open chests at double speed, consume it and give an item of purple rarity with strong addons attached, that way it's like a value item that's not op but but it's worth bringing to the match.
Honestly, I wish Maps and Keys both had 3 different rarities, I don't understand why there are only 2 map rarities and 2 key rarities (with a useless green key).
I like your idea for a quick way to make keys useful. I think the Keys should give another charge to chest, so you can open chests that have already been opened.
Another idea is just give match long...
- Red Keys - Get Bond
- Purple Keys - Get Aftercare
- Green Keys - See the OoO
Then change the addons to add other Killer and Survivor aura reading perks such as Kindred, Alert, etc. Basically the reverse of maps, that only allow you to see Killer objects, keys would let you see Survivor and Killer auras.
-
@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2665919#Comment_2665919
Nah I'd rather they put that time on pumping generators than heal up, do nothing then die in 10 seconds regardless.
You say that until you only have 3 survivors left at 30 seconds into the game.
If a survivor is self caring in the corner, then you better believe that same survivor would be hooked before he even does 1 second of gen repairs in he didn't self care. So basically you don't have any gen repair time and you don't have any chase time. (In fact, what would probably happen is the new player would wonder around the entire map, while hurt, looking for a survivor to heal him and instead run right into the killer)
A self care survivor will at least give you some chase time.
-
@Myla said:
Self care. I Don't think it's necessarily bad but randoms rely on it so much that they throw the game.
You should realize that if random's are using Self Care, then image them running around not healing and being 1 shot downed. You may not like randoms using Self Care, but since they're new and learning the game, Self Caring and having a 2 hit down is much better than having a 1 hit down teammate.
-
@PyramidHeadBigBooty said:
Sure you may say that it all depends on who's using Bubba, obviously, that goes for every killer. But I’ve noticed Bubba's chainsaw lasts more longer than Billy's. And I think that time for Bubba's chainsaw is too OP. With that much time swinging, you can literally hit all survivors near by at once ! I've had a match where Bubba literally pinned down 3 survivors at once. And of course, we were all dead. Also Bubba’s chainsaw is more difficult to avoid than Billy’s. I find this annoying and makes me roll my eyes whenever I see a match and Bubba is the killer. So Idk if it's just me, but I really feel like Bubba's chainsaw can use a de-buff. What do you guy’s think ?
I honestly don't think he should have charges. He's plenty powerful enough with 1 charge, considering the only way to do anything against him is if you are at a window.
-
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2657553#Comment_2657553
I have thought about breaking mechanic for boon and it has a lot of issues.
It's just impossible to balance around imo.
Just breaking after first would be fine for CoH, but it would just nerf any other boon to dust.
Breaking after third or whatever doesn't really change anything, because let's be honest, that is super rare to happen. There is just not a time for that.
What might help would be make your blessing take longer for each time your bless a totem, that would fix also changing location even if killer didn't snuff it. Maybe like 4s for each time?
Or just nerf self-healing a lot.
Other boon are not that strong by itself you need to invest quite a lot, so they are broken only for SWF. SWF, Map item, Map offering (Lery's / RPD) and 4x shadowstep is just hell for a killer.
We agree that healing can be broken, but we have different take about perk. Imo mechanic broken -> perk that provides it better = broken. So it's about both things, it's weird to say perk is fine, but mechanic is broken. It applies to both imo.
Thrill of the Hunt should be changed into a non-hex perk and left as is.
-
@RaSavage42 said:
That was due to Survivor Players complaining about Stridor
It was actually because of Spirit with Stridor being an issue.
-
@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2658294#Comment_2658294
I mean if you're trying to tell me someone who hides in a locker then escapes is equal to someone who loops the killer for 5 minutes, we just are fundamentally not going to agree. The MMR system views them as the same. Your idea is "well they'll eventually have issues because they just will" with no real evidence of it. The system only counts kills and escapes. Anything else you think happens during the match is irrelevant.
The MMR system counts the "average" of kills/escapes.
Yes a Claudette that escapes 1 while hiding in a locker will go up in MMR. But a Claudette that escapes 1 time and is killed 9 times while hiding in a locker, causes her MMR to plummet. (Which is going to happen, because she's not contributing anything to the game; and having 3 survivors almost always results in everyone dying).
You actually have a better point with a face-camping Bubba, because that's a very low skill tactic that allows Killers to advance way past their skill level in MMR.
-
@sluc16 said:
When I play survivor, and I did not survived the match but I did pip, I consider that a win for me.
Juat wondering if others think the same.
When a killer DCs after I've looped them for several gens. I call that a win.
-
@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2658261#Comment_2658261
Probably for it to actually be skill based which it isn't, since it doesn't reward skill, just escapes/kills regardless of how you got it. A face camping Bubba is equal to a God nurse if they both 4k, according to MMR. The Claudette who hides in a locker the entire game while everyone does the work then escapes is equal to a loop god who manages to escape. Skill isn't taken into account.
Skill is definitely taken into account, since everything you do as Killer or Survivor culminates in whether you make a kill or escape.
A Claudette that always hides in the grass will lose the game for her team more often than not, causing her to drop in MMR. A face camping Bubba is not going to get 4ks at higher MMR, compared to a Nurse.
If you are getting 2ks and 2es on average (Which means that every 0k you get, you also get a 4k), it shows that you are being placed against players that are your skill level. Otherwise you would be getting 4ks all the time, or 0ks all the time, which indicates the mm system is failing.
-
@lovemeplz said:
I say that because i finaly reach the mmr were i can 4k if i want as a walking nurse. This happen in 5 game in a row so im sure im in the perfect mmr.
Now the only thing im waiting is the crow lady so i can practise her against those survivor until i think im rdy to go against higher level of survivor.
Ps i say i can 4k if i eant to because when the survivor are on death hook i only slug them and let the other pick him up. So when i have 3 slug im going far from them and hope the last survivor pick them up because i dont want to raise that mmr.
You have more patience's that I would, I game of walking Nurse would do me in.
-
@lauraa said:
MMR has not changed anything for the better.
In the SBMM test, my opponents were tough and I worked hard for a 2k
As it is now, matches are either 0k or 4k it feels.
The algorithm is lazy and it blows, there is literally ZERO improvement over Rank matchmaking...and that system sucked too which is why I was so happy when I participated in the SBMM Testing.
I might be crazy but the SBMM we have now is just some garbage pulled out of a dumpster. Something changed dramatically in between the test and the launch of SBMM.
What do you want from a MMR?
-
@k0reant3a said:
https://forum.deadbydaylight.com/en/discussion/comment/2658051#Comment_2658051
you say that but there is so much a killer can do against high level swfs you think billy is gonna win a 4 man swf that are very efficient on gens… boons getting lite non stop even though you light them out ? A survivor can make multiple escapes and possibly can get out still killer does one mistake against a swf and that affects them constantly 🤷🏻♂️
A great Nurse player definitely has a chance against high level SWFs. Pro team SWFs, no. But when you are talking about that level of play, you are talking about players that can literally be counted on both hands.
You don't want this game balanced toward that level of play. I doubt there's even a single person that plays to that level on these boards.
But when you start dropping down past that level of play, there are definitely Nurse, Blight and Spirit players that can get 2ks/2es against high level SWFs. Trapper players won't be able to reach that level of play and if you reworked him to reach that level of play, then he wouldn't be Trapper anymore.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2657638#Comment_2657638
This guy really said they want to nerf Billy.
I think people seriously underestimate Billy.
However, that's not really the point, the point is that certain Killers would have no competition if you nerfed SWFs. You can't ask for a nerf to one side without asking for a nerf to the other side at this point. If you want a nerf to SWFs, you also would be asking for a nerf to killers such as Nurse, Blight and Spirit at the highest level of play. You have to remember SWFs also make up a majority of play in the mid to high levels of play also, so your talking about all the A-Tier killers getting a nerf.
The just of what I'm saying is, don't ask for nerfs to SWFs unless you are also willing to have S-Tier and A-Tier killers also getting nerfed.
-
@k0reant3a said:
I completely don’t mind solo q survivors or duos but when a 4 man swf are together the game becomes to hard to deal for a lot of killers is there anyway ye can look into this to help the killer out. I also play survivor so I’m not biased to one but I want to enjoy killer as much as I do survivor
You can't nerf high level SWFs without nerfing Nurse, Blight, Spirit and Billy
-
@BigChapAlien21 said:
Between today's earlier thread on Survivor queues getting longer, the below reddit thread and my own experience as Survivor as of late, it is clear that there is a greater lack of Killer players in the community, and most of the people who prefer to play Killer typically point to the same thing.
https://www.reddit.com/r/deadbydaylight/comments/qzk55b/where_did_the_killers_go/
The Killer role is just very, very stressful. Even now, when I've managed to give up on caring about winning or losing, I still get Killer Jitters, and some days I still stop myself from even booting up Dead by Daylight for Killer because of the risk of people actively trying to stress me out. Even when people aren't toxic, it's hard to feel like Killer is a rewarding experience nowadays. I, and I'm sure many others, often feel like Killer gets punished for having a good match with a 3k or 4k by having to play an obscenely strong team next game and get obliterated where 3 gens are done by the time you get the first Hook. The current MMR system only deciding based on kills or escapes doesn't work, and I'll be happy to offer some ideas for how to change it at a later time.
Going back and forth between having a good game and getting utterly wrecked isn't fun.
On top of the typical stress that comes with playing Killer, the game is rife with hackers. Many console players have turned crossplay off, and PC players have no option but to dodge. The hacking has gotten so subtle that it can sometimes be very difficult to tell whether or not a Survivor is cheating or legitimately good.
I remember reading from a BHVR dev once that it particularly stings when players say devs don't care. Personally, I think the devs do care, but the constant outpour of content every 3 months really hurts the devs ability to do QoL stuff and maybe help Killer be a more fun and less stressful experience. Otherwise, more and more people are going to take Cote's advice. Seems like they already are.
https://www.youtube.com/watch?v=tvRMd7aQ5v4
I hope that the devs are considering doing something to make Killer less stressful.
I'm insta-queuing as survivor and having to wait to play Killer.
-
@Ssajbambusa said:
@Dino7281 So literally everything a killer can bring can have hard counter, but one, niche thing of survivor kit can't?
Killer sided game, ladies and gentlemen...
Agreed.
I'd love some hard counters to Face-Camping and Proxy-Tunneling. Killers literally shrug off DS and wait 15 seconds for BT.
-
@OnryosTapeRentals said:
flop era
Edit: Fun fact! The Nurse has the lowest kill rate of all killers :)
Across all MMR brackets... You forgot to add that major part.
Of course a low MMR Nurse has a horrible kill rate. However, if you just counted high MMR, the Nurse would have the highest kill rate.
I do agree with the OP, the Nurse has so little counter play that it practically doesn't exist. I don't know if it's a probably at high MMR because of pro SWFs, but at mid-range MMR, she will go through survivors like a nuclear bomb.
The stats being shown above are a year old, if not a year and 1/2, so you can't use those with any accuracy.