Munqaxus
Munqaxus
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@Purgatorian said:
https://forum.deadbydaylight.com/en/discussion/comment/2493549#Comment_2493549
I'm lucky if I'm getting a 30% win rate at the highest percentage. I am not in the top tier of killers but keep getting the much better survivors. Even with Ruin and pop gens are still flying. Not everyone can pressure 4 gens at once if they all split up. Chase one good looper and 3 gens pop.
There are far too many pallets and good loops the survivor can use. Why do you think you only see high mobility/phasing killers in top ranks? Not everyone wants to, or even likes, playing these all the time.
What do you consider a win rate? I assume you are not talking about 3 and 4 kills as being a win, because I've been keeping track of my matches and survivors are dying at a much higher rate with the new MMR system than previously. I'm getting an average of 1 escape every 3 kills, which is freaking insanely bad.
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@Purgatorian said:
https://forum.deadbydaylight.com/en/discussion/comment/2493517#Comment_2493517
Why do killers really have to waste perk slots to cover for bad design. Yes, survivors can run leader and such to speed up gens but even if they went in with no gen speed perks they still fly too fast unless you're a high end killer.
No, according to survivors they can bring any perk they like without question but if a killer takes ruin/undying they get slated for using 'crutch perks'.
Survivors also have to waste perk slots to cover for bad design. Survivors have to use Decisive Strike and Borrowed Time to prevent proxy-tunneling or face-camping. Also, as survivor, you are almost required to run an exhaustion perk so you can extend chases long enough for your teammates to do gens.
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@xEmoGirlxAlexisx said:
Its so frustrating and broken why is this even in the Game ?
The Game is 90% Survivor sided because Survivors in a SwF Group are broken and the Gen Speed is way to fast ( why can Survivor whit Gen Progression Perks can finish a Gen in like 10 seconds ? how are u supposed to stop the Gens if u are Not a fast Meta Killer like Nurse, Blight or Spirit or a Range Killer like Deathslinger, Huntress ? )
But the most annoying thing is the Body Blocking why can Survivor Body Block the Killer so he need to waste alot time whit a Hit and then the Survivors can easy escape. At End Game its very frustrating when the Exit Gates are open and 2 Survivors Body Block u so the damaged Survivor can easy escape and yeah u can hit the Survivor that Blocks you but then u also waste so much time so they can easy escape if they near on the Exit Gate u will always lose at this Situation
Im not some1 who plays for win i only Play Games for fun but this is just unfun and frustrating
The game is SWF sided, not survivor sided. Solo Survivor is actually worse than killer
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2493863#Comment_2493863
Difference with Wraith those is he still needs to deal with pallets, the moment that pallet is dropped he cant really do much other than break it, Spirit on the otherhand turns it into a 50/50
You are trading a 50/50 chance with Spirit to a permanent speed boost and permanent invisibility with Wraith. I personally think Wraith is as good as Spirit if not better.
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@GannTM said:
Pinhead, Pyramid Head, Freddy, and Myers might be the only ones to stand a chance.
Why are people saying Michael Myers. He can't even kill his sister let alone a god.
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Add...
- The Thing (From the movie The Thing)
- Tallman (From Phantasm)
And we have a good list.
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@Lochnload_exe said:
I am still a firm believer in the strength of Pinhead and slowly I am seeing more people see his strength and understand how good he can play, BUT I do still know his m2 can be inconsistent. Here is the thing though, a flat increase to remove the chains isn't needed in my opinion. When chains actually work, they slow down fairly well, but the environmental and your own destruction can be so punishing against you for no good reason. When Pinhead gets his stuff to work correctly, he can be extremely strong, making stuff take longer wouldn't help that. However, there needs to be a buff in that area. My suggestion is the changes that follow.
Right now, when chains are broken by either Pinhead, the environment, or other survivors, it will respond that one chain after about a second. This doesn't work at all. The passive chains already have a tough time spawning, and making them spawn not instantly means the survivor could break them, and dodge them. First, just remove the ability for pinhead to break his own chains. Then, the only suggestion I have for this is 1) For every one chain broken not by the survivor's hand (walls, teammates), 2 more passive chains will spawn instantly or 2) for each chain broken not by survivor's hand, 3 more chains will spawn with a delay in between them (about 1 second in between). With this change, environmental breaks are still a strategy survivors can use, but it is risky as they will start getting bombarded with chains for the next couple of seconds.
This is the change I think would really help him in his weak spot, and would even help his strengths even more where he is already strong.
The more I play against Pinhead and the more I play Pinhead, I'm pretty sure he's a solid B tier killer. I would like to see his gateway and chain distances be increased by about 1/5 of what they currently are now.
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I think Strider should be reverted if Spirit wasn't a problem.
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@JacksonWise said:
I'm honestly convinced Oni is the single strongest being so far under the Entity's control. The only reason he isn't top tier in game is due to gameplay mechanics and balance. The top 3: Nurse, Spirit, and Blight have powers that make it easier for them to get hits on survivors, but I believe Oni could easily beat any of them in a 1v1.
Pinhead is definitely the strongest being.
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@Zephinism said:
I see so many different killers.
Past few days I've seen
Plague, Pig, Pyramidhead, Blight, Spirit, Trapper, Oni, Legion, Myers, Huntress (a ton), Trickster, Clown, Bubba, Demo, Pinhead, Nemesis etc.
The only killers I havent seen for the past week are - Twins, Hag and Nurse.
I'm rank 3 Survivor atm.
Content Creators went on a propaganda binge and got everyone thinking they're only going to see Nurse, Spirit and Blight when in reality, probably less that 1% of survivors will ever get to that high of an MMR.
All the killers are viable against non-SWFs at high levels of play. All killers are viable against regular SWFs at high levels of play.
Most killers are not viable against SWFs that are in the top 1%. However, why should BHVR cater to that demographic and ruin the game for the rest of the 99% of players.
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Hillbilly, he would definitely chainsaw Oni in half before Oni got a chance to change into Ogre.
Leatherface would be Oni too.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/278916/i-am-happy-to-see-killers-adapting
I intentionally play against the meta, and I do my best to ensure a fun game for everyone. I'm guessing I'm not the only one to play like this.
I play casually and have had extremely fun matches as killer. I don't tunnel, camp, slug or NOED. I do run gen slowdown perks but with SBMMR, I think I don't really need to use them. People don't realize that the more they tunnel, camp, slug and NOED, the more they have to tunnel, camp, slug and NOED which is not fun for anyone. Play the game for fun, the more fun you have with the game. Play the game for sweat, the more sweaty the game becomes.
SBMMR punishes sweaty players and rewards people who play for fun.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2486682#Comment_2486682
We can agree to disagree then. There's a lot of times you can mins game for curves (shack, jungle jungles, LT walls) You can get curves around a lot of different loops if they mess up.
Sure DOUBLE engravings makes you overheat like crazy. But only running one and you're perfectly fine. I can count maybe 3-5 times I've actually over heated
As far as hitting saws. I don't have an issues. Even with janky survivor movements. I rarely miss a back rev especially
I play Billy also and think he's at least in the top 4. I'm iffy on Spirit position in the top 4 because I have a feeling she will have an indicator added to her for counter play purposes at some point. Right now I would say Nurse, Spirit, Billy/Blight. Not sure if Billy or Blight is better right now. Spirit would be under Billy/Blight if she does get an indicator.
Blight is easier to learn. Billy's one-hit-down is incredibly powerful since it also allows you to do it from across the map or right next to someone. He just requires a lot more skill, so he's more difficult for a lot of players.
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@HuntressIsMyMommy said:
Weren't there like 3 months of testing and collecting data to prevent this exact same thing? I feel like I should at least be able to feel the difference this collected data makes instead of still having to play 10s or even 100s of games to get a rating that's accurate
They collected data using the old match-making system which was seriously flawed. So we are running on very flawed data right now until it is filtered out with the new SBMMR data that started flowing in yesterday.
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@lordfart said:
https://forum.deadbydaylight.com/en/discussion/comment/2483184#Comment_2483184
I'm a Twins main there are a lot of ways to play them, it's just a lot of people utilize the scummiest ######### to make sure they roll survivors. A boring waste of fun if you ask me!
I like Twins also, but they are most efficient when used to tunnel, camp and slug. I hate all of those and don't really use those tactics but to be honest, water goes down the path of least resistance. I've found myself slugging survivors with them just because it's hard not to.
Also, we need a Victor Skin!!!
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@gatsby said:
Pinhead specializes in game delay, with some anti-loop potential. He is probably more similar to Pig than any other Killer (an upgraded Pig mind you). He forces Survivors off generators with his box and chain hunts. Finding the box yourself or downing someone with the box is even stronger and gives some tracking too.
Pair him with at least one Hex and the Survivors aren't gonna be gen rushing anytime soon they'll be pretty busy. I think some people are underrating Pinhead because his anti-loop is weaker than other Killers, but in my opinion his slowdown potential more than makes up for it. He's easily a mid-tier Killer that can start to approach high-tier if you can get consistently land his possessed chains and have the awareness of which loops they're most effective on (hint they're awesome at long wall jungle gyms).
I was thinking Pinhead was more similar to Trapper. However, after playing him, he really is unique to himself. I think he is probably a B tier.
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@Mr_K said:
Remember when Billy was part of this list? 😥
Billy is still part of that list. He's freaking amazing. The overheat mechanic hardly affects him.
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I think that once you buy a set, you can break it apart. Like Pinheads hook with the "Kiss" outfit, we all know that doesn't have to be linked to Gene Simmon's outfit.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2486566#Comment_2486566
Having you face baby survivors that have no clue. Is NOT a fix to the games balancing issues
How does it not fix the games balancing issues.
SWFs Death Squads will face Killers more suited to that level of play such as Nurse, Blights and Spirits. Killers like Trapper, who I love playing but know he's not Nurse level, are now also viable because he is pitted against survivors more suited to his abilities. (Yes, Trapper will be put against survivors less skilled than the survivors that can handle Nurse, but that doesn't make those survivors "baby" survivors. It probably will mean that Trapper will face medium-high survivors at his max level of play compared to Nurse who can go against high-level survivors).
If you buffed Trapper to the same level as Nurse, Trapper is going to loose a lot of what makes him Trapper.
For example, one thing you would need to change about Trapper is giving him a big movement boost, but that means making his traps mostly useless because now he can just go around M1ing survivors which would be much more efficient than trying to trap survivors.
If you are a player having issues with gen speeds, well now you will be put against survivors that aren't as good at doing gens as fast.
I'm not trying to dismiss what you are trying to say, but I am trying to understand why you don't think this fixes a massive amount of balancing issues without completely destroying the high tier killers with nerfs or destroying the low tier killers with buffs?
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2484653#Comment_2484653
So that is indeed your answer. Instead of fixing actual issues. Got it.
BHVR did fix the actual issues with SBMMR. Just because it's not the fix you want, doesn't mean it doesn't fix the issues.
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@thefallenloser said:
Devs sometimes just need the time to do things that better help the overall health of the game, as adding more new content on top of what's already broken or bad will just cause what's new to suffer more.
What they should do is split the DBD team into 2 teams. 1 team works on old content and the other team works on new content. It's something Paradox Entertainment is doing and I think it's an amazing idea.
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@Arbmos1998 said:
Can anyone honestly say they are having fun playing killer since SBMM hit? I swear that gen speed despite no changes has gotten worse, because there is 0 incentive to ranks now literally meaning absolutely nothing and the fact that you can't derank your rating I'm noticing that survivors are ending matches so quickly with top scorer getting less than 20k points.
If you are escaping and getting less than 20k this means in terms of actual gameplay you got less than 15k points worth because 5k alone is escaping.
For some reason killer queues have gotten longer again and when you wait 5+ mins for a match only for it to end in less time is becoming insanely boring.
I like to play all killers, all types of builds but for god knows what reason no matter what you do the games over before you end get opportunity to do anything. Even if you manage to get a couple of hooks by that point theres 1-2 gens left.
Even on the testing stages on SBMM high level killers were getting 3-4 hooks at best into noed. Is this really the direction people want this game to go into? I don't use noed but if it means I manage to get an extra 2 minutes worth of gameplay and a few extra hooks I see no issue in using it. If survivors want to rush gens and ignore everything else in the match then yes noed should punish them, there is plenty of counters to it but instead they choose to run 4 2nd chances.
There is honestly only one positive I can see coming out of SBMM and that is the devs finally realise that not every killer can compete past a certain point and I you really don't want to go against the same 3 every game I highly encourage we try to encourage the devs into balancing killer better to potentially make them viable.
I'm enjoying playing Killer. Been playing Pinhead since his release and I'm doing amazing with SBMMR. Usually when I pick up a new killer, I get slaughtered, now I'm getting survivors which seem a lot closer to what I would expect to get with a new killer.
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@ArchGunRunner said:
https://forum.deadbydaylight.com/en/discussion/comment/2484628#Comment_2484628
It's the principle and the annoyance of it from a player (my) perspective. Why exactly does that 1 in 100 get a free escape after you've hunted everyone else down. It's an anti-climax to a game.
Well, on the other side of the coin. Keys are something else you have to account for as Killer, so it forces you to adapt how you are playing. So it adds an element that you need to account for as Killer. If you see a key, will you bring in Franklins Demise. Will you make sure and take the survivor out that brought the key into the match. How do you adjust your game play to account for another avenue of escape.
I don't really think it's a free escape as it is an element of the game.
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@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2484653#Comment_2484653
It sucks for a low tier killer main not being able to rise above a certain level so yeah buffs are still necessary.
Gen speeds will always be a problem at any level until map sizes are fixed.
I do agree with your other points though🙂
The problem with buffing Killers so they are all Nurses is that they lose what makes them unique. I personally don't want Trapper to be as good as Nurse. Think of all the things you would have to change to make him as viable as Nurse. Trapper would completely loose his identity. Plus, you are never going to know what level you are playing a low-tier killer at. You will only know that you had a fun game or not.
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/2484618#Comment_2484618
He doesn't need to collect any data, the game does that, that is MMR's work. If he has already done 20 matches, which is absolutly possible, this isn't even a question, then the system already has a very solid base for him, how can it not?
Your right, he doesn't need to collect data, because I bet SBMMR is working for him fine.
However, if you are going to say SBMMR is bad, then show me the data. Show me 20 matches of data. Show me the number of kills each match and show me the number of escapes each match. Show me the survivors and killers scores.
Saying you have a 90% escape rate sounds really vague to me. Usually when you see statistics like that, it's 92.57%, not 90%. Also, it doesn't tell me how the other survivors did. It doesn't tell me player scores. It's to vague to be useful in discussing SBMMR.
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@Dennis_van_eijk said:
Can some of the devs tell me why there should be such a secrecy with the mmr score?
I'm pretty sure a dev won't comment but would be nice if they clear this up.
I mean, in every other game with a ranking system (mmr not the grades/ranks) they just openly show the mmr score to the player self.
Not towards other players, which tbh i care less about, but i would love to see what my own score is and what i gain or lose.
I think I'm not the only person who would love to see their own mmr score, or am i wrong about that?
It's because there's a whole lot of streamers that want to know how BHVR is using MMR to make calculations so they can prove MMR is bad.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2484613#Comment_2484613
So your answer to this is.."Well SBMM will make weak killers viable. By facing babies"
Instead of addressing actual issues. Like map layouts/loops/structures. Gen speeds ?
SBMMR actually addresses so many problems with the game that it's actually better than fixing layouts/loops/structures and Gen Speeds.
- Low Tier Killers - Now all viable.
- SWF Death Squads - Now go against high tier killers that can deal with them.
- Nurse, Spirit and Blight - Now those Killers face opponents that can play against them instead of being insta-slugged
- Gen Speeds - You have problems with Gen Speeds, now you won't because you are going against survivors that are you level.
- Having Problems with Survivors Looping you - Now you will go against survivors that loop at your level
Literally every complaint you have is now fixed and it's an amazing eloquent fix.
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@ArchGunRunner said:
Am i the only one who remembers that being said? Then they changed Mori's (for the better) and haven't touched or mention keys since.....
👍️👍️👍️🍌
Keys affect kill/survive rates of matches by about 2.5%. Thats about 1 extra escape every 100 escapes/kills. Why people worry about this is beyond me.
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/2484247#Comment_2484247
He said he has already played 20 games, how is 20 games not enough data on a single player?
Because he hasn't collected the data. He can't objectively make a decision on something he hasn't done yet.
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@latinfla4 said:
Eventually the sbmm data will force the developers to buff lower tier killers. What do you think? Without variety I am sure more people will get bored with the game.
I will use trapper as an example:
Have trapper be able to carry 2 traps at base.
Apply deep wounds to an injured survivor stepping in a trap (how are they not downed seriously)
Increase his setting speed time
Take the rng out of the trap equation...they cant get out the first 3 or 4 times by themselves but it shortens the time for the next attempts.Any more after that they are released automatically.
Three qol changes and you cant say those changes make him overpowered.
SBMMR will actually make low-tier killers, such as Trapper, viable. Instead of randomly going against SWF death-squads and getting decimated, Trapper will go against players that are in the Trappers range.
Less that 1% of survivors are going to be going against Spirit, Nurse and Blights all the time. You are talking about players that play 24/7 which is pretty much streamers or SWF Death Squads and shouldn't that be exactly who should be getting Nurse, Blights and Spirits. No one else can deal with those killers.
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@Dsalter said:
https://forum.deadbydaylight.com/en/discussion/comment/2484246#Comment_2484246
if its per killer basis then true, but if i recall theres some info somewhere (if anyone knows where it is please post it) where they specificed they were resetting the hidden skill level to fine tune the new mmr, this in itself is an adament idea but resetting it to ZERO is not
Most likely the OP plays killer a lot. When he plays a new killer, whatever score he's been getting previously translates over. So if the OP was continually getting 4ks on Nurse, then played Pinhead for the first time, then Pinhead gets part of the Nurses MMR to adjust for players that know how to play Killer but don't know how to specifically play a new killer.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2484203#Comment_2484203
True but the problem is that killer variety goes way down the more skilled you are.
Yes, but you have to think who really is at that level. It's the players that are playing all day every day; mainly streamers. That's about only 1% or less of the player population.
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@diedel43 said:
This new system for sure feels broken. I have less than 100 hours played in the game, and currently bronze III. Every single match I've played since the update the killer has been gold II or above, and our teams get wrecked. Haven't even remotely gotten close to surviving the trial, whereas prior to the update it was way more even playing field and could get out at least 50% of the time.
Grades don't mean anything.
Gather data. If you are getting an average of 2 kills/2 escapes then matchmaking is working or if everyones scores are really high, then matchmaking is probably working. BHVR hasn't told anyone how MMR is calculated, but those 2 seem the most likely.
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You probably need data. Take the next 10 games as survivor and get the average kills vs escapes. Also check the scores. If the escapes vs kills is around 2/2 then it's probably working or if the scores are all really high, then it's probably working. No one is sure how BHVR has MMR setup.
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@Shaped said:
What do you think?
Look, BHVR balanced the game so that 4 man SWFs are challenged and where Solo survivors aren't curb stomped. It also balanced the game where Nurse and Trapper both can exist.
I think they did a damn good job this time.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2484150#Comment_2484150
That's bad though?
That doesn't fix balance issues. It just shows how many killers are not viable in high skill play... most of them.
It actually allows all Killers to be viable without every killer having to be Nurse. There's no way to make Trapper as good as Nurse without turning Trapper into someone else entirely. You can buff him, but after a point, Trapper is no longer Trapper.
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@Exxodus21 said:
The cynical opinion is your MMR is intentionally hidden so no one can see how poorly it's working.
MMR is hidden because Killer player egos are to fragile to handle the fact they are "yellow" rank Killers instead of the "red" rank they achieved because of the previous "skittle" matchmaking system.
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@Dsalter said:
just had a game 1 of 5 in fact where they will take the box and hold it hostage the whole game because they know the other 2-3 people are doing gens, all they need to do is bones and chases to 100% turn off pinheads chain power.
well played, pinhead is a joke and it only took a day out of PTS to work out how to make him worse than clown
https://us.v-cdn.net/6030815/uploads/4J6X5T1I5NHR/bullshit.png
10/10 would waste my time again.
i bet resetting everyones "skill" bracket for this crap of an MMR was the move of a galactic brained party player.
this crap is so abusable now its borderline sickening
I've been playing Pinhead only and my games have been fine. In fact, my last two games, I have dual hooked all 4 survivors with them only completing 1 gen. At that point, I just played around with the survivors, learning how to manipulate the hook.
You probably played killer a lot and was getting "skittle" survivors, which was giving you easy 4ks. You have to let MMR adjust to all the new data it's getting from just being turned on.
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@gatsby said:
I think MMR is balancing for 2 escapes, which means if you’re getting 4ks as Killer the game will throw the kitchen sink at you to try to stop it.
Overall, I think the amount of Survivors that can play well enough in a team to escape is significantly higher than the amount of Killers that are capable of getting 4ks against even the sweatiest teams.
No Killer should be getting 4ks continually. That would be horrible matchmaking.
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@justalilbit123 said:
My killer games are still against 4 man sweatlords running full meta and powerful items/addons, which is nothing different.
My survivor matches are still me carrying the entire team, having to get all the saves because nobody is going for them, having to do all the gens because nobody is doing them, getting chased, almost certainly always being 1 hooked at the end, survivors going down in less than 20 second chase, running weird goofy builds and generally just wandering the map aimlessly or hiding at the mere sound of a terror radius. Meanwhile the killer is quite competent and running full meta builds/killer which makes me wonder why the Killer isn't a potato like my teammates are.
SBMMR has been working very well for me. I've been playing Pinhead, a killer I'm brand new at, and SBMMR is allowing me to learn him without getting decimated.
Most likely you have to let SBMMR gather more data till everything evens out. If you have been slaughtering Survivors before MMR, you have to remember that the current MMR system has to start getting the better data from the MMR system and let it adjust the flawed data from the previous MMR system out.
A lot of people I've seen complaining on the boards, have had good games. I think they just aren't use to slaughtering "skittle" survivors, where there's always a weak link.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2478592#Comment_2478592
how so? where did he win? The only way you could consider his argument to have "won" is ignoring people who have 1k+ hours.
Love seeing creative builds on Otz? Like seeing his 50 win streaks? They will be much, much rarer from now on unless he starts the streak the moment he picks up the killer.
Love watching some players get very creative with their gameplay? That will become much rarer from now on.
Love playing casually yourself? Depending on your skill and how often you play, that will become an issue. Either you get skilled enough where you start facing opponents that force you to run meta perks, or you play once a week or so, at which point SBMM is a godsend since you would no longer face god tier opponents if you have potato teammates.
Love seeing creative builds on Otz? Like seeing his 50 win streaks? They will be much, much rarer from now on unless he starts the streak the moment he picks up the killer.
Otz being able to decimate 200 players is the exact reason for SBMMR. That means the game is absurdly screwed on matchmaking. That shouldn't be possible on ANY game.
Love watching some players get very creative with their gameplay? That will become much rarer from now on.
No it won't. If people play sub-optimally, then they're not going to progress in ranks and will be able to play these creative builds. In fact, this will actually make it easier to play sub-optimally because you're not randomly getting an Otz every other game.
Love playing casually yourself? Depending on your skill and how often you play, that will become an issue. Either you get skilled enough where you start facing opponents that force you to run meta perks, or you play once a week or so, at which point SBMM is a godsend since you would no longer face god tier opponents if you have potato teammates.
You don't have to ever run meta perks. You can play however you want and the game will adjust for it. This system actually allows playing sub-optimally to be viable. Before you couldn't because you didn't know if you were getting a Level 20 Brown killer, or a sweet-lord Red Rank 1 killer, from one game to the next.
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@Jplanas98 said:
From what I understood, we're supposed to face against players of our skill level. So all day I've been playing as killers who I haven't played as in years, and pinhead. Knowing I would lose as them I figured my MMR would drop low enough so that I can at least have a chance of winning . Well I was completely wrong apparently because I'm on a losing streak, and despite that all of my matches have looked like this.
https://us.v-cdn.net/6030815/uploads/BUM3K8YCWDWP/20210908-112641.jpg
https://us.v-cdn.net/6030815/uploads/WQLPJLVVSZ61/20210908-130706.jpg
https://us.v-cdn.net/6030815/uploads/DKBDSH98M3YM/20210908-154643.jpg
Its literally just been high ranks (who are actually good), swf or both. Is the MMR based of how fast gens are done? Because I'm barely getting kills, I'm doing bad in chases but I keep gens from being done in under 5 minutes. And most of the time its only because I'm going against altruistic SWF who care more about circling an unhook than doing gens.
Honestly, just judging from your photos, it looks like everyone had lots of points, which indicates it wasn't a stomping on either side.
It looks like MMR is working fine.
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@JohnWeak said:
Well depends if 15 games are 4K and 15 are 0K then it doesn't work at all.
ATM, 6 games as a survivor, 4K in 5 of them and 0K in 1.
Everytime i can hold the killer around 1 min or even more. All others falling in 5 seconds. I'm grouped with 10 hours players.. this is terrible.
Actually, it's working exactly right if 15 games are 4k and 15 are 0k.
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@MarcoPoloYolo said:
https://forum.deadbydaylight.com/en/discussion/comment/2481843#Comment_2481843
You clearly didn't read what I said outside of the first sentence. SBMM is achieving the opposite of what it's supposed to.
Prove SBMMR is not working correctly.
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@Lochnload_exe said:
Pinhead has barely been out a day, and it seems like everyone wanted a killer that was super easy to pick up and play. Pinhead is a very hard killer to play, but he is in no way the worst killer, he isn't even near the bottom lmao. Maybe we have been spoiled with killers that have very little depth and skill needed like trickster and Nemesis. I'm already calling it. Pinhead is gonna get big buffs, and then there will be posts saying "me no like he is so strong and annoying now!!" How about we actually practice and try to be patient when they finally add a unique and skillful killer lmao the amount of posts or things I've seen where it is just "I played 1 round with the new killer that I haven't had practice with and obviously won't 4k with and I think he is weak pls buff bhvr" is sad
I think the Developers will not listen to all the crying on the forums and instead give it a couple weeks before balancing Pinhead. They did the same thing for the Trickster and the Tricksters in a pretty decent place now. Plus with SBMMR, they'll have much better data to work with.
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@MarcoPoloYolo said:
https://forum.deadbydaylight.com/en/discussion/comment/2481429#Comment_2481429
Then the system serves no purpose and the only positive aspect of the system is non-existent. The point of SBMM and the reason why it's included in casual games is to separate those who don't know what they're doing from those that do. Part of the point of SBMM in DBD (as noted by others) is to give easier matches with the killers you've never used until the user gets better. If you picked up a killer before, you'd face a random assortment of skill levels of survivors while learning a killer. If the baseline MMR is based off of the MMR of other killers, then this means that the game grantees that you will face survivors that you are not ready for until it calibrates, which means SBMM is not properly implemented in the game, period. It's the opposite problem. If it works how you and the OP says it does, you're effectively reverse boosting the survivors if you pick up a new killer.
If the system serves no purpose, then why are you complaining about it. Since it's not doing anything, then it's not any different than the previous matchmaking system.
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@latinfla4 said:
Sbmm doesn't work? Well tough it out anyways to bad for you right?
Pinhead causing dcs? Trust the process it will be fixed right?
Broken promises about an offline bot mode among others? Who cares we own the monopoly on this game right?
Maps disables and new bugs affecting killers and survivors...don't worry buy our cosmetics right?
I have been playing since 2018 and am tired of broken promises and buggy launches because bhvr doesn't want to take the time to improve the overall basic health of its spaghetti coding🤬.
We deserve better as gamers...stop giving them money until they treat you the way a paying customer deserves to be treated.
Rant over...back 4 blood and the new evil dead game cant come soon enough 🤑
BHVR has kept me coming back to DBD since it's creation in 2016. I would say I have a lot of faith in BHVR. They brought me Pinhead, Freddy, Leatherface, Michael Myers, Demogorgon and Vomit Lady.
Thank you BHVR, you are one of the greats!
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@raze_ said:
Hooks? Killing?Escaping?amount of gens done?getting chased for a long time?
is it a win when i run a killer for 3 gens and then get facecamped and carry my team pretty much?
is it a win or tie when i get 8hooks but 0 kills?
why is it such a big secret?
Because Content Creators.
You have a bunch of anti-SBMMR content creators just waiting for an opportunity to take any information BHVR gives out and use it against SBMMR. Look at the forums right now, it's a giant mess because content creators have been actively trying to sabotage SBMMR.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/2481656#Comment_2481656
Unless you have a legitimate source to prove otherwise, you’re wrong. They’ve been gathering data for this. Nobody is starting from scratch unless they’re brand new or haven’t played for months.
SBMMR has been using flawed data for the last month, because it's using the old emblem system, which does not work well. However, the old emblem system is better than no data at all. So the match making system is running off very flawed data but it now getting good data. You need the good data to filter out the not-so-good data.
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@DarkGGhost said:
Make Legion ability just to vault the pallets and windows faster, remove frenzy , give him/her 115% and make the ability last for 8 sec to 4 ?
What if, Captain America was caught by the entity instead of stopping Red Skull!
