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Munqaxus

Munqaxus

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  • @Dino7281 said:

    I would be fine with escape / kill MMR, IF it was based on team results, not individual.

    It's just dumb that I go on suicide mission to save a friend from face-camping and that results in MMR loss. It just promotes selfish playing.

    MMR for killers would be good, but for that you have to use proper MMR for survivors.

    I'm torn. I think Killer goals are fine.

    On the survivor side, I can definitely see the MMR being based on the teams over-all 2e/2k metric. However, I also can see the, did the survivor escape, being useful too. If you are dying first every game, then maybe you, as the survivor, are doing something wrong.

  • @Zacharry100 said:

    Most op perk... Change my mind. All the survivors run it.

    This is kind of a shouting into the wind post isn't it?

  • @UnknownKiller said:

    I wish we would actually forget the 2k 2e is balance and more likely the skill of the players and teamplay

    And how would you suggest they balance the game? They already tried to balance based on skill with the emblem system and it failed miserably.

    You have to balanced the game on what everyone perceives as a win and a loss. Killers see a win as getting 3 or 4 kills. Survivors see a win as getting 3 or 4 escapes. That's your primary objective in the game and everything you do is to achieve that objective. This distills down a survivors and killers skill to do a specific objective.

  • Self-Care is unlimited use, all the exhaustion perks are unlimited use, most survivor perks are unlimited use, why would boon totems be any different. Especially when you consider that a killer can snuff out a boon totem before you can even use it.

    Since healing takes 16 seconds with Circle of Healing, plus 14 seconds to setup the totem. You are talking about a 30 second heal compared to a 32 second heal from Self-Care. Not to mention trying to find a totem to bless and going to the area of the totems effect.

    Do you see why Circle of Healing is not really that big of a deal.

  • @Legionair said:

    I don't know everyones opinion on genspeeds but for me playing killer I always see 1-3 gens go off after my first chase and it feels like the speeds especially with toolboxes and prove thyself are a little OP so here is my idea for them. 4 checkpoints when you repair a generator, you may repair it normally up to a checkpoint at which point you have to go find a generator part hidden on the map that the entity reveals to you once you hit that checkpoint. the survivor would then have to leave the gen to go and get that part in order to progress and repair the gen to the 2nd checkpoint. you can have teamates go and find the parts to bring to the generator to save time and toolboxes and brand new parts could be consumed to replace the part and repair it without having to find a part for the generator. gens can regress normally but they cannot regress past a checkpoint you have repaired with a part. Please dont be sarcastic, this is supposed to promote healthy discussion so if you dont have positive or useful feedback pls stuff it.

    You can't fix genspeeds without also fixing proxy-tunneling/face-camping. Gen-speeds have to be fast to account for the ability of a Killer to take a survivor out of the game immediately using proxy-tunneling/face-camping.

    Those 2 issues are 1 side of the same coin. If you don't discuss a solution that addresses both sides, then there is no reason to even discuss it.

  • @Legionair said:

    Why do survivors get so upset over this? yes it isnt fun to have it happen to you but a lot of killers honestly have 0 choice. it may not be fun but killers dont have fun getting "outplayed" by the cumulative 16 copout perks the survivors have and the 2-3 gens done in 2 minutes into the game. Killers are just adapting to the state the survivors put the game pace into so idk why they would cry about it after? its a completely viable strat just like using noed, you are just trying to get yourself back into the power role and that is the most efficient way to do so with how the game is right now.

    This is what makes SBMMR so awesome. Killers, like you, that like to face-camp and proxy-tunnel get moved up in MMR with the SWFs that have 16 cop-out perks, while Killers that like having fun and avoid camping and tunneling get to play with survivors that run non-meta perks.

    The sweaty killers get the sweaty survivors and both don't get to have fun. It's a fantastic system.

  • @Gwinty said:

    So I had this match yesterday where I was playing Cenobite.

    I found a survivor pretty quickly and he ran straight to my box where I downed him and started the Chain Hunt. Then as soon as I put him on the hook he suicided, 3 escape attemts, no struggle skillchecks. He left his team with an ongiong Chain Hunt and on player less in an unwinable situation (5 generators up). Of course I reported that survivor.

    I do not want this "win" and I do not care about MMR. I want to play a good game, have fun chases and land some sick chains around loops, corners and behind walls and stack my BBQ full. Also I want the survivors to have a good experience or at least one not tainted by unsportman like behaivor like this.

    Now the question to all those who play survivor: What do you think? How should I as a Killer deal with this situation?

    As a survivor, I usually just run up to the killer and let them kill me if someone suicides on hook right at the beginning of the match just to get to the next match. If the killer wants to go easy on me, then I'll play.

    As a killer, I'll play around with the survivors but let them escape. I don't want my MMR as Killer being boosted because of DCs. Why would I want to actually try and play a game that's so lope-sided and screw up my MMR because of it.

  • @JohnWeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/2549226#Comment_2549226

    You are just a few liking it and spamming the forum to make it look good but it's terrible. The game was quite fun and became a try hard platform when there is no fun. Gen rushing on one side,tunneling on the other. It's terrible, there is no gameplay in fact. One survivor get chased the whole trial while 3 others are doing gens and only doing gens.

    Every forum post asking for an honest opinion on SBMMR on these forums show a majority of players liking it. And, that's on a forum that is very Killer-sided. Imagine how liked SBMMR is on the survivor side, which makes up 4/5s of the player base.

  • @Kurri said:

    Doesn't that defeat the purpose of it being Asymmetrical? I am sure most people go into Dead by Daylight because it looks fun, not because they want a sweaty competitive game where Survivors are on par and able to 1v1 Killer.

    So can we stop looking for Balance and just make the Killer the power role again. Where if the Killer does their job perfectly they always 4k, and it's the Survivors who need to stress out the most to win.

    Doesn't it defeat the purpose of having a competitive game if one side is way over-powered compared to another side. Who would want to play survivor is Killers are guaranteed 4ks? Every competitive game is balanced so both sides have an equal chance of winning.

    What you want to play is a game verses bots, not humans.

  • @Hannacia said:

    I for one will start tunneling after these boons comes. Theres no time for me to be running around big maps and looking for stupid boons and killing people while they heal themselfs super fast. I think boons should never be spammable. Also hex totems should not be relightable they should only be breakable. Otherwise give killers hexes that can be relighted too. Boons might not stack anymore but in inside maps where there is an upstairs and downstairs they are still very powerful.

    You already have MedKits that heal superfast, perks that heal superfast. Why do you think you'll need to play different because there's now a totem that also heals superfast?

    You are highly over-estimating the power of these boons. As a killer, you would be better off ignoring the Circle of Healing totem all together than wasting time to break it.

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/2551026#Comment_2551026

    It doesn't take into account anything you bring or do to make the escape/kill goal reachable. You did all gens or did no gens is the same thing. You brought a medkit or toolbox or nothing? Same thing. Did you bring a map offering to get sent to somewhere favourable? Well the system won't judge that. Nothing you do matters, just the end result.

    You know what matchmaking system didn't take those things into account? The Ranked MatchMaking system.

    If Hatch escapes don't count as a Win in MMR then why are the Hatch and key changes being worked on? Killer players already dismiss them as saying they are a tie and BHVR just confirmed that aswell. So if they don't count towards MMR then why are the Hatch and key changes being worked on? Because they do count. They count for the Emblem System therefore they count towards progression therefore they must count towards MMR and therefore they are making the Hatch & Key Changes cause Hatch Escapes do count and they're just trying to hide that like they are hidding MMR.

    Ask yourself how can it not count as an Escape for MMR? Why would they make it an exception? Isn't the hatch there to give survivors an escape? If so how can it no count... Makes no sense.

    Ask yourself why is there 20 Grades, same number as Ranks, if Grades don't matter for MatchMaking. Can't we have less Grades then? The Emblem system works the same no matter Ranks,Grades, Ranked MatchMaking, MMR, why? Why is progression exactly the same for both systems then? The Emblem system suffered no changes to reflect what is considered good or bad performance in a match, so you can have good Emblems and not up much in MMR but you'll go up in Grades. How can you get Iridescent Emblems and your MMR not change much because of who you faced? Ranks rewarded you for doing well against any and everyone. YOu got Iridescent Emblems? You rank up you face people in higher ranks. All The Rank MatchMaking needed was a stricter gap in matchmaking. Reduce the gap to 2 Ranks and then make ranking up harder in early stages so less skilled people don't get boosted early on and start screwing up the middle and high ranks. Also SWF does not belong in any sort of ranked/competitive system. Make SWF fuse with KYF and create a seperate playlist.

    Regarding people on Forum tT's easy to assume most would enjoy it. Most are low MMR which is normal, not everyone plays DbD for hours and has all the experience and drive to play the game. So for those people MMR is helpful it lowers the chances of them facing good killers players or survivors, unless an SWF includes a really low MMR player to manipulate the average MMR of the group. The worst that can happen is facing smurfs or reverse boosters.

    It does take into account everything you bring in to make escapes or kills. Medkits, Toolboxs and Maps contribute to escapes. Since Medkits, Toolboxes and Maps contribute to escapes, and escapes are counted in SBMMR, then those items are taken into account. You have to realize that the end result is caused by everything you bring in, offering you choose and killers you play.

    Escaping or making a Kill are all a result of what perks you choose, what you do during the match, items you brought in and maps. Everything flows into that one condition, kill or escape.

  • @CrazyMage said:

    Title

    Pinhead is definitely awful. He goes around, torturing people just because they solved his puzzle box.

  • Yes, that would be true. Top killers won't be able to compete against top survivors, SWFs. Everyone knows that. The developers said this wouldn't be balanced at the highest level of play. This was made for the other 95% of players that play this game.

  • @WexlerWendigo said:

    We need more perks that slow down the killer, as there are already some add ons for slowing survivors down. This would be a good way to make DS more interesting and punish killers, more than a short stub.

    Decisive Strike should have Lucky Break, Iron Will and Sprint Burst built in, so it's an actual anti-tunneling perk that stops tunneling instead of delaying it for 5 seconds.

  • @JohnWeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/2551049#Comment_2551049

    Well then you should change the way you evaluate how glad the community is.

    Every streamers don't like the SBMM, survivor and killer mains. Everytime a streamer has created a poll to know his/her viewers point of view, 80% don't like the SBMM.

    I'm a 50/50 player, as a survivor, it changed nothing, i still get the potatoes. The first week it was great, now it's back to normal, usual boosted playing high MMR.

    And as a killer, almost the totality of the trials are unwinnable if you want to play normally : chase, down, hook, go for another survivor. Gens are flying as never before, every survivors are using toolboxes with charges add-ons. In 1 minute, the 3 first gen are popping, you end up the 1st chase, the 4th gen pop or is almost done. It's unplayable.

    Go check the best streamers that play killers and check how fast the gen are going.

    All high MMR killers are forced to tunnel or else it's a loss, PERIOD. If you want 100% of your trial with the first survivor tunneled, glad for you, that's unhealthy and the desertion of the game is a great exemple of how fun DbD is atm.

    Are you seriously basing your opinion on how well a Streamer and his minions are rating MMR. You do know that Streamers make a living off of not having MMR.

    You are basically going to a Rush Limbaugh meeting and asking everyone there if they hate Nancy Pelosi.

  • @Clueless said:

    Is the -4 meter range that big of a deal? They seem very strong still to me.

    They'll be used but they won't replace Meta perks. They're slightly better than Self Care but worse than Decisive Strike and the rest of the Meta Perks.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2551037#Comment_2551037

    Actually, no.

    Solutions that are the first thing you think of, and looks sensible, and are easy to implement.

    Are often, terrible, ineffective solutions, once implemented, will drag on everyone.

    Forever.

    cough Old Mettle of Man cough

    cough Old Legion changes cough

    Simple solutions for complex problems doesn't mean the solution is the first thing you think of. Usually simple solutions are the hardest to come to because you are eliminating all of the excess complexity that is bogging down the system. Simple solutions are the best because the are the most efficient and fastest solution to a problem without waste.

    Think of programming. The first solution you come up with is usually extremely convoluted and wastes processing power. But if you go back to that program, you can simplify it and remove all of "junk" that is unnecessarily wasting time. I've had code that I've went back to and reduced the size of it by half. Simple and eloquent.

    Look at the emblem system, it was a bloated piece of crap with all types of variables. There was just no way it would work well with all the useless information going into to determine a fair matchmaking system. The developers went back and pared it down and judging by the community, most people are satisfied with it, as a whole.

  • @JohnWeak said:

    SBMM is garbage, the majority of the community agrees on it.

    SoloQ high MMR survivor already have it ez, now SWF are bringing OP items and full meta perks + communication. And BHVR does nothing, sleeping on their way too generous playerbase that buy way too much cosmetics

    Actually, the majority of the community agrees the SBMM is better than the old system. And you have to remember, this forums is highly Killer sided with lots of play hours and this community as a whole still likes SBMM better than the old emblem system.

  • @Shaped said:

    We all saw what was datamined but I really thought there was more to it.

    Not that I didn't thought escapes and kills were most important but what happened to "match time" etc?

    If it is only kills and escapes that is even more simple than emblems and ranks. :S

    I was fine with sbmm but if it is this simple it is not good at all considering we are talking about dbd here.

    The most simple solutions are the best solutions.

    Killers see kills as wins and Survivors see escapes as wins. Killers use all of their skills to make kills and Survivors use all of their skills to make escapes. The emblem system sucked because it tried to use way to many data points to do the exact same thing as this current system does.

    And this system works. Most people like the new system and feel it is more fair.

  • @lemonsway said:

    No.

    It's not measuring skill and it isn't even working if there even is any sort of "MMR". You're still getting mixed survs/killers just like ranked matchmaking.

    It's measuring the end result of several skills.

    I do think that the survivor side of matchmaking would be better as a 2 escape/2 kills but I see the good points of this MMR also.

    At the end of the Day, a Killer wins by making kills and a survivor wins by escape. You use all of your skills to achieve this goal, so it makes perfect sense to base it on kills vs escapes.

    And if you look at the forums, most people like the new matchmaking system.

  • @Impose said:

    https://forum.deadbydaylight.com/en/discussion/comment/2550911#Comment_2550911

    Most of us arguing against MMR are arguing against it because no one wanted it and it doesnt work. This is a casual game with casual balance that is made competitive by certain people. Myself included. You cannot introduce an MMR system into a game that has no inherent win or loss. You simply cannot by definition. ESPECIALLY given that it is asymmetrical and RNG. This is a CASUAL game, and there is no game in the history of gaming that introduced an MMR system onto a casual game that worked.

    You are only see one side of this. Sure, as a Killer, it was great getting bad survivors and being able to slaughter them. However, why your a survivor and you are getting slaughtered, because matchmaking put you against a red rank 1 streamer or you got a survivor far below your level in the match.

    There are 5 players in a game. Making only 1 of those players happy and 4 players extremely unhappy is not a very good way to run a business.

  • @Raccoon said:

    Totally not expecting to be in the majority, but I appreciate any and all replies :3

    Yes

    Where are the MMR details at?

  • @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/286145/the-i-looped-the-killer-so-long-he-facecamped-me-build

    Looping and running Dead Hard are two completely different things. You did nothing impressive by pressing a button to get to the next pallet/vault, or when you screwed up at a loop.

    And Killers don't do anything impressive by pressing a button either. They activate their ability and down someone, there's no skill in it.

  • @Impose said:

    Actually its neither. With the discovery that its LITERALLY just "did you survive? y/n" being the main determination of MMR, its neither fair nor balanced. Good survivors who enjoy the chase mechanic and want to interact with the killer are actively punished due to having lower survival rates than the "do one gen and hide" survivor. Will the skill level EVENTUALLY flex out? Maybe. But if someone wins 51% of their games surviving and doing one gen and hiding. We'd all say they are bad at the game and dont contribute, BHVR would say they won and their MMR goes up.

    Same goes for killers. The Myers who got 8 hooks and one kill after a long hard fought game, LOSES more MMR than the bubba who ran noed and camped the basement with 2 survivors in it and only got 3 hooks total. This will generally balance out better than the survivors will balance out, but still, its neither fair nor balanced.

    Actually, the MMR isn't based on where a survivor escapes or is killed, it is based on whether the entire survivor team is above or below the 2 kills mark. So a survivor that lead a killer on a chase for 5 gens and is killed, is rewarded because the other 3 survivors escaped.

  • @Demogorgeouse said:

    I went against three Ruin+Undying killers in a row, sweaty af too. But i understand why it was added, it puts you against people of your equal skill wall (or atleast close to it). But think of it this way, was it fair for low tier players to have no chance of winning? i just think that people are pretty selfish when it comes to SBMMR and only think about themselves.Its not perfect, but its good enough for what we have.

    https://us.v-cdn.net/6030815/uploads/DMAFHZS3VMA6/download-289-29.jpeg

    MMR making matches fair makes the matches more fun for all survivors but less fun for higher level killers. Lower and mid level killers, the MMR makes the game better for.

    Higher level killers, which are the majority of forum goers, hate the new MMR because it places them in fairer matches compared to the previous matchmaking system. The previous matchmaking system threw "skittle" players against killers, so you would randomly get easy games. Now every survivor is about equal and that sucks for higher level killers who were use to the easy games.

    Over all, the MMR is more fun and more fair for a larger portion of players than the previous matchmaking system. If you look at most posts, people are generally saying MMR is better, even here, on the heavily higher level Killer sided forums.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2550442#Comment_2550442

    Tuesday 19th October.

    But we do know 5 changes being made from PTB to live:

    -Blood Favour now activates on damage being dealt, not hits.

    -Blood Favour now works based on survivor position.

    -Boon totems have had their range reduced to 24m (from 28m).

    -Boon totems now take 24 seconds to bless a hex totem.

    -Boon totems do not stack if inside multiple radii.

    https://us.v-cdn.net/6030815/uploads/A3W7X8MX1CFX/20211008-134915.jpg

    Thanks for the info.

  • Did the patch get released? I figured it wouldn't be until Tues.

  • @Sakurra said:

    Are you kidding, right? You was toxic taking protection hits. Of course he will camp you at the end. No killer likes when someone try to take protection hits. Do your own business (totems, gens) while the killer is chasing someone else. Don't stay in his way. Blood warden is fine! It's the only perk that punish survivors waiting at gate just for teabagging. No nerf accepted.

    It's toxic for taking protection hits? LOL

  • They probably felt sorry for you and were giving you the kills.

  • @HealsBadMan said:

    You may not want to hear this, but you know how chains break at the weakest link? It's a popular Killer mindset, tunnel and get the weakling out first to hurt the entire team. Not saying you're weak, but the rest of your team might be really good.

    Except you did just say he was a weakling.

  • My god, I love the smell of confirmation bias in the morning!

  • @90bubbel said:

    https://forum.deadbydaylight.com/en/discussion/comment/2549046#Comment_2549046

    how about not putting in the ######### system instead?

    So many people are saying the system is good, you might be in the minority on this issue.

  • @SabunoHakia said:

    https://forum.deadbydaylight.com/en/discussion/285695/remove-mmr-go-back-to-old-rank-system

    Hexes are obsolete and based on high MMR game play you speak of you aren't if you run ruin which can easily be removed in mere seconds. The rest I can agree to but aren't required for high tier MMR gameplay. I get by with far less. Also 2 man escapes are gone as of next patch.. how much are you even paying attention to the devs statements?

    Once I know I will follow up other than that. I DON'T think your even paying attention to a big majority of info being given to others.

    Link to the 2 man escapes thing?

  • @greed23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2545632#Comment_2545632

    Unless you only solo queue as survivor, it has most definitely not been an improvement. At least the mixed bag of old ranks was just that: a mixed bag.

    2k doesnt feel like a win.

    2 escapes dont feel like a win.

    It's an improvement.

  • @R2k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2548505#Comment_2548505

    Oh, if u say so. Well i guess you 4 are only survivor players in entire game.

    It was literally a game I played. We had the perfect setup for a face-camping killer, we did exactly what you are suppose to against a face-camping killer and the killer still had time to get 2 kills.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2548495#Comment_2548495

    Yea but his add ons are giving him the mobility and his base kit isn't as fast as you're making it out , I would tone down windstorm and all seeing blood but nerfing one of the worst killers basekit ? He's already a m1 killer that has a huge slowdown to ring the bell just to be able to get the fast lunge they're nerfing , this change is gonna make it to where you never see this killer at high ranks

    I'm not necessarily talking about add-ons. Wraith is still faster with no add-ons but with add-ons, which are yellow, green and purple. There's so many add-ons that give you speed, that you are pretty much going to be running a movement add-on at all times without worrying about running out of them.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2547698#Comment_2547698

    Not really.

    Sprint Burst is kinda bad and most of the Survivors I play against seem to agree. Now, if people were to figure out how good Lithe is, that may be an issue.

    Sprint Burst is definitely not bad and is better than Dead Hard. Balanced Landing is actually much stronger than Lithe. Don't get me wrong, Dead Hard is good but for extending chases or stopping chases before they start, give me Sprint Burst or Balanced Landing anyday.

  • @R2k said:

    https://forum.deadbydaylight.com/en/discussion/285918/are-u-tired-of-24-7-camp-tunnel-games-player-satisfation-survey

    I don't see anything personal in killer behaviour. And if killer tunnels me or face camps i consider it's a win cause 3 other players most likely escape.

    No. I don't want another mode. But some killer buffs would be very interesting.

    You obviously don't play survivor if you think 3 survivors will escape a face-camping killer.

    I had a SWF with 3 survivors, 1 with "Prove Thyself" and 1 with a toolbox. The rando got downed and was taken to the basement. The 3 of us knew immediately when Bubba was doing and continually did gens. Using "Prove Thyself" and 1 Toolbox, with all 3 of us working the same gen and working gens continually, with the rando actually struggling the entire time, the Killer managed to not only face camping the Rando to death, he managed to get a second survivor on the hook and camped them to death.

    With pretty much an optimal setup to go against a tactic an 8 year old can pull off, 2 survivors still died. Now imagine if you didn't have a toolbox and Prove Thyself and weren't in an SWF that IMMEDIATELY started working gens. You're almost always going to lose 3 survivors if not 4.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2548245#Comment_2548245

    No that's not it because he only has good map mobility if you run windstorm add ons and even then it's not as fast as spirit, the problem is that people think they can outrun the lunge and get greedy with a pallet and they hand him a hit or a down but if you know when to drop pallets or when to hit a window on him he's wasting time by ringing the bell so much and he's not even hard to counter or predict in chase its a totally unnecessary nerf

    I think you are underestimating how much mobility adds to a killers "strength". There's only 6 killers out of 25 killers with a consistent map control and one of those is Wraith. Being able to go from one side of the map to the other in seconds cannot be understated.

  • @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2548197#Comment_2548197

    He's nowhere near as strong as those three though. Those three are able to counterloop tiles that Wraith cannot. I think he's decent enough for the low amount of skill he takes.

    I think any Killer that has high map mobility is automatically in the S-Tier, to be honest. But again, I'm making a guess on why I think the developers nerfed him.

  • @KingFrost said:

    Boon Totems will be nerfed.

    First kill switch will be some perk that's bugged.

    Nah, neither of the Boon Totems help survivors against the current Face-Camp/Proxy-Tunnel meta. Circle of Healing does the same thing as a medkit, so why would a survivor want to use this anymore than self-care is currently used.

    Shadow Step may be used some but probably not more than distortion.

    • Face Camping/Proxy-Tunneling: survivors have to have a Decisive Strike, Borrowed Time or Sprint Burst for tunneling
    • For Slugging: Unbreakable, Soul Guard (sometimes)
    • Faster Gens: Prove Thyself, Built to Last, Stake Out, etc
    • Extending Chases: Endurance Perks, Iron Will

    Ask you can see, the Meta perks are Meta for a reason. Survivors don't have slots for a boon totem that can be replaced by a medkit or another player.

    ---

    Plus, who in the heck is going to buy the Survivor if the her perks sucks. Which if the boons get nerfed, they will suck. This survivor doesn't come with a Killer, so the only reason to get her is her Perks. BHVR isn't going to screw it's bottom line by making a useless survivor that survivor players don't want.

  • @Konnor24 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2542811#Comment_2542811

    Because the game is already in favour of the coordinated 80%. 50/50 at low to mid ranks is fine but theres no consideration for higher ranks in which Killers get activly bullied by swf's and the dynamic shifts. It should be the killer being feared, not the 4 man troll squads.

    High MMR only affects less than 5% of players. This includes Nurses and SWFs. Both are broken beyond help.

    I think the only way to fix the game for those 5% of players is to totally change the game rules when they get that high.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2548152#Comment_2548152

    Was circle of healing adjusted since survivors were healing faster than the killer could hit them?

    I assume the developers are going to fix that. It was caused by overlapping circle of healing boons on small maps. It's something bug hunters found and did a video on.

  • @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2548173#Comment_2548173

    Wraith gets absolutely bodied in high MMR though. That's why you only see Nurse, Spirits, and Blights in high MMR, they're the only three killers that can compete in there.

    Well, when I say that. I bet the Developers are looking at how much skill is required to use a Killer compared to how "powerful" the killer is. Since Wraith is an extremely easy Killer to use, then maybe they decided he shouldn't be as "strong" as other high skill killers.

  • @baseballfan4877 said:

    That's it. Why are you nerfing his basekit. Why can't you just nerf his addons that were problematic and not touch his basekit? Such ridiculous balancing.

    My guess is Wraith was over-performing in SBMMR.

  • @EvilJoshy said:

    If survivors would stop begging for nerfs every single time something shakes up the meta. Maybe you wouldn't see pop and ruin all the time?

    An hour ago i saw a thread complaining hoarder is op on cenobite. I said would you rather go back to ruin+undying+tinkerer?

    Let me see, who was asking for nerfs to "Lucky Break" when it was at 90 seconds. Notice how it was nerfed to 45 seconds and never used. The buffed to 60 seconds and never used.

    Who is begging for nerfs to boon totems. (If Circle of Healing comes out like it current is, will see play about the same amount as Self Care and be about as useful as Self Care).

  • @Wedeguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2546688#Comment_2546688

    Yes, but in the old systems I could get 1 sweaty game and 1 chill game, that's how you mix fun with some challange and sweatiness. now it's all a copy paste of the previous game.

    It's easy to have the game setup like that. But you have to remember, that there 4/5s of the population that are getting slaughtered like that. That's not really fair to the majority of players to be hook ornaments so Killer players can have an easy 4k ever other game. And you have to remember, there were streamers getting 50 to 100 4ks in a row. Its less stressful for 1/5 of players but was a h3ll of a lot more stressful for 4/5s of the other players to always die over and over again. The kill rate was averaging about 75% before and is still 65% now.

  • @Konnor24 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2546400#Comment_2546400

    In principal this is how it should work. However im currently just messing around on killer (pinhead) playing for fun, and if anything, the games are getting harder. I

    Im even tracking the games, maps, hooks, survivors etc in a spreadsheet and for 44 games now, where someone didnt disconnect, ive managed one 4k. Im just getting 0-1K without tunnelling & without camping. Had about or 8 with a 3K and 4 with a 2k. 21 with a 1k and 10 with a 0K

    Im not trying to lower my MMR, i just got so bored of trying to sweat it out and play for fun now. Hitting chains very often and looking for the box more than i used to. Today in my 4 games, i got nothing but pure sweat swf groups. The lowest hours combined was 7K and thats with 1 who played on PS/XBOX.

    So even when you play for fun, MMR doesnt seem to be balancing things, least not for me. And quite frankly, its not fun, even when you're playing for fun, to have almost every game be a breaking pallet simulator because everyone throws pallets so early against Pinhead.

    Im not understanding MMR on this game. It doesnt work like it does on other games for me. For me its, either play full sweat, get annoyed by constantly being put on the Game, Thompsons house or Haddonfield, tunnel and camp and get walked all over, or play for fun, dont care about what happens, and still get walked all over to be salted and called names post game.

    I don't know if you can really trust your stats without including the DC games, because BHVR is definitely counting your DC games. I would be curious to see your numbers with the DCs added in.

  • @DbDCasual said:

    So, the biggest takeaway from these forums seems to be this general sentiment among people who "play both sides"..."Killer is stressful but the game is super balanced!" So my question is this...Is it such a sin for killer mains to actually want to have fun too? Why is there such a focus on survivor players "having fun" but killers are told to "get good", practice, learn how to do X or how to do Y, are told "Yeah, the killer role is stressful. If you don't like it quit."

    It's just such a weird mentality and I don't get it.

    Obviously killers are having fun or they wouldn't play killer.

  • @Labrac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2546400#Comment_2546400

    I don't know where you've seen that but it doesn't. I can play with meme builds the entire week and get stomped and still get matched with high MMR survivors that continue to stomp me. That's what actually happens with my Huntress, my main killer on which I run no slowdown perks. If you watch streamers that run non-meta builds they also rarely have balanced matches.

    MMR doesn't notice if you're playing "for fun" or not. If you're just decent with a killer/survivor you just keep getting paired with decent/good players, but these players are now trying to win at any cost.

    The only way to "balance the game around you" is to throw games on purpose, but if that's the case the system is a failure.

    If you play "just for fun" with your Huntress, how long before you get lowered in MMR to a point where you are getting 2 kills / 2 escapes on average?

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