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Munqaxus

Munqaxus

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Munqaxus
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  • The Scream needs to go. It's stupid sounding and breaks the immersion when playing him.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2057275#Comment_2057275

    5 people is a really small sample size, and only speaks to your own skill/team skill relative to the killers you are facing. The current mmr sucks, we all know it, so I'm not sure what your anecdotal evidence shows other than you die just over 1/2 of the time.

    At 250 matches, the sample size has a margin of error 95% plus or minus 5.96%. So the sample size is statistically significant. It's the same way polling works for voting, they don't sample all 328 million people, they poll several thousand and use statistics to determine for probability.

    So from that, killers are getting 4ks at 63.64% plus or minus 5.96%.

  • @Boss said:

    I remember escaping this one Trapper at 2 Generators left, and i repaired both using good ol' stealth.

    He was being paranoid about me going for the Hatch, so it gave me the chance to repair those 2. (Not like he was hanging around the Hatch the whole time, but he's right to be paranoid about it: I could've tried jumping in, i just never did.)

    And once i got those 2 Generators repaired, there were now 3 exits available to me.

    It's not over until it's over.

    I think the 3 and 3 rules holds true for most matches, but there will be outlier matches where it doesn't hold true but it's rare.

  • @D3spair said:

    https://forum.deadbydaylight.com/en/discussion/comment/2058924#Comment_2058924

    if you die no matter what to him, doesn't it make him a high tier killer then?

    Most Killers get an average of 70% 4ks per match. Spirits and Freddys are probably getting closer to 80% 4ks. Clowns are probably getting 60% 4ks. Bubba is probably getting 72% 4ks. So they all slaughter survivors, it's just Spirits and Freddys slaughter survivors harder.

  • @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2057303#Comment_2057303

    No. That's incorrect. The game needs to encourage players to get better at the game. Balancing around the skill, or lackthereof, of newer players is why killers are leaving the game, leaving survivor queues astronomical.

    I kind of wonder if Killers are leaving the game because the game is to easy. The game can get really boring as killer when it takes no effort to kill survivors (At least this is the way I feel when I have 2 survivors left and no gens done). I've stopped playing killer because it was so easy that I was feeling bad for the survivors. But on the otherside, you have the SWFs that makes the game stressful, there's really no happy in between for killers anymore.

  • @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2057275#Comment_2057275

    Killers are getting 4ks 60% of the time not because of camping or tunneling. Because the quality of survivor has plummeted over the last couple of years. Many of the OG survivors, or "first year" survivors, don't even play anymore. They were actually good. They knew how to loop so well the killer would actually leave them. Those kind of players are few and far between now. Most survivors would rather blame the killer than get better.

    If the quality of survivors has went down, then the game needs to be balanced for the changes to the DBD player base. I mean, what's the point of the game if Killers kill everyone? Might as well just put the Killer against bots at that point.

    However, I doubt the quality of survivors has went down and the quality of killers has remained the same. They would both go down equally.

  • @lagosta said:

    You ever took a dive into the toxic wasteland of League of Legends?

    I know. League of Legends actually has taunt emotes.

    I really think that DBD would be better off it the Devs sold taunt emotes in the shop. The more abilities to taunt, the less people care about it. To many players with thin skins.

  • @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2057238#Comment_2057238

    Survivors bringing toolboxes with prove thyself, dead hard to artificially extend chases through no skill of their own, instaheals etc. is miserable for killers; and fun is subjective. You can't complain about things on the killer side that are done for effiency (such as tunneling out a weak link) until the reasons they are done is addressed.

    https://forum.deadbydaylight.com/en/discussion/comment/2057237#Comment_2057237

    Yep. As I said, completely useless in practice.

    I don't see why it needs to be fixed. There are 5 different users, including me, that are keeping stats of their games and all 5 of us are matching up on stats. Killers are getting 4ks 60% of the time for me, others are seeing a closer to 70% 4ks. In a game that should be balanced more toward 2 kills/2 escapes, that's pretty horrendous stats. Between all 5 of us, we have over 250 games of stats recorded.

  • @PeteBloodyOnion said:

    "A coordinated SWF is the only possible way to somewhat slowdown killrushers"

    Have you considered the point of view of none red rank killers?

    I'm a rank 13 killer do you want to know who I face 99.99999999999999999999999% of the time?

    rank 1 to 4 SWF teams will all the best perks (DS, BT, Iron will,etc)

    Now here's my game goes as a Wraith with the yellow bone add on (distant bell) and 6 sec no terror radius

    Will arrive near a Gen with usual survivors long gone so, gen pops because the guy with Spine chill already mentioned I'm coming. Then I will surprise a survivor so I will get looped to death or body block by the master looper forcing me to chase him. will stop because he's bringing me to the god loop. Will down a survivor (usually the rank 4), Sabotaged hook and flashlight are waiting for me so I might manage to make the hook so after that already 2 gens left, rinse and repeat till all is gone, Might down one when all gens are down tks to No ed but hey totem usually gets clean in 20 sec and will end the game with 4 surv teabag me and exit

    Now, this is basically 95% of my games at night rarely do I get a random team or a rank 13 survivor team so yeah ether I waste 20 hours to get a rank 50, Freddy or you play 2 games then you quit remembering why you quit the night before.

    I will add that I now play during the day instead of the night (eastern time) and I face less godlike teams that make the game more enjoyable (and queue time for survivor is shorter too).

    I'm around your rank as killer and I slaughter survivors. Out of the last 10 games, I've only had 1 that wasn't a 4k, it was a 3k. I feel so bad for the survivors that I'll will carry the last one to the hatch (I do count that as a kill). I don't see how you are getting SWFs all the time when I'm not.

  • @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2055635#Comment_2055635

    Literally any reason. Maybe they just felt like it.

    Why do you feel so entitled to a good time? It's not the killers job to provide you with a good time. They have one objective. Kill the survivors. They don't have to justify the way they do it.

    It's the Developers job to provide you with a good time. If one side is abusing something, then the Devs need to step in and fix it. Camping (Unless it's end game), is miserable for survivors and isn't fun or useful for Killers.

    (See Decisive Strike nerf)

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2053973#Comment_2053973

    AHH sluzzy, how I have missed these posts.

    The game is balanced around solo queue, but there is some measures put into play so that swf isn't too powerful.

    They aren't constantly buffing killers (ahem ruin, undying, PGTW, spirit nerf, nurse nerf, Freddy nerf incoming, map reworks being heavily survivor sided for the most part, map rng with tiles tend to be stupid especially on certain maps and Mori's) there may be more than I can Remember

    The killer buffs- Freddy rework, wraith buff, clown rework (slight buff) small perks got a buff every so often but nothing major. Again maybe more than I remember, feel free to remind me of said buffs.

    Survivor nerfs- D's OoO, toolboxes, infinites aswell as MoM changes, exhaustion nerf and maybe a few more.

    Survivor buffs- I'm not aware of much since I don't tend to keep track of much. But there may be some. Ill take a look

    Trust me Ruin has been buffed, not nerfed. I'd much rather have the old Ruin back, than have to deal with the new Ruin.

  • @Red_Beard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2051347#Comment_2051347

    I'm not sure why that makes statistics invalid. You can definitely say there might not be enough data points with only 25 matches to conclude a normal distribution but the numbers such as kill rates and escape rates that BHVR has put out with 1,000s of data points are valid to the current state of the game whenever they put them out, unless there was some big mistake when they pulled their numbers.

    I would actually say that those statistics are pretty spot on. I've played between 60 to 70 games and I'm seeing the exact same numbers and it's not just against wraith, it's every killer. There have been 3 other forums posts by different posters and they are seeing the same numbers and they're ranging between 30 to 50 games. Between all of us, there's probably 250 games and they're all showing the same stats. That isn't a coincidence.

  • @Lord_Tony said:

    nurse and spirit are the only 2 killers capable of going against sweaty swf.

    either nerf swf or buff all other killers to be on par with nurse and spirit.

    The only survivors killers can't massacre are sweaty SWFs. If they nerf SWFs, then they definitely need to nerf Killers at that point.

  • These are exact same kill/escape stats I'm seeing. There have also been 3 other people on the forums that are seeing the exact same thing as you and I.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2048182#Comment_2048182

    Devs tried that years ago. Survivors abused it by running the killer around the hook. Thats why we don´t have this mechanic in the game.

    Still easy to solve. If the Killer is within 32 meters (or whatever) of the hook and another survivor isn't, then the hook time pauses. If a survivor is close, the hook timer continues. (End Game collapse, this is disabled)

  • I think that's a nice simple change that would make the perk a little more useable. There's really a lot of perks that need some buffs or changes to make them useful, like Poised. What a worthless perk.

  • @Crypticghoul said:

    I think that rehooking the same survivor, whether it be consecutively or within x amount of time, should just resume the hook timer where it left off as opposed to jumping to the next state. This would massively cut down the strength of tunneling, as it would be a very ineffective strategy and survivors won't feel like DS is necessary.

    As for camping, I don't really see it as a problem other than it's just really boring. It's already punished via the emblem system and the only real problem with it is that in solo queue the only way teammates can know the killer is camping is if you have Kindred.

    With camping, I think the Devs could pause the hook timer if the Killer is within 32 meters of the hook and another survivor isn't. If another survivor is within 32 meters, then the hook timer continues.

    However, I think there are many other options to fix issue. With those 2 changes, the Devs can get rid of Decisive Strike and Borrowed Time.

  • He should just start out with 2 traps.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2050111#Comment_2050111

    I'm not making strawman arguments. Please don't put me in a position of listing all the rhetorical fallacies and how they are used. I'm stating facts and sticking with facts. Let me itemize a few things for you so there is no lack of clarity.

    1. The DEV have said, many times in fact, that Camping and Tunneling both are legitimate, valid tactics.
    2. Camping and Tunneling both are niche tactics, i.e. sometimes they are the correct choice, and sometimes they are not. The Killer (not you) decides if/when to employ them.
    3. A mechanic is a coded function of the game, like an animation, a Perk, and so on. Choices are not mechanics.
    4. The Killer's job is NOT to make the game a fun experience for all Players, nor is it the job of the Survivors to make the experience of others an enjoyable. The Killer's job is to prevent Survivors from escaping and kill them. The Survivors job is to get out.
    5. Nobody can make the game fun FOR YOU. That is your responsibility alone. Until you accept that basic truth, you are going to be on the horns of a dilemma.
    6. Fun is what YOU make of it. If you aren't having fun here, you know where the door can be found.
    7. If you keep playing here, constantly complaining about other Players or the game itself, you are a hypocrite.

    I could go on itemizing but those are the most important. In case you don't do well with lists, let me put it another way. If you and a friend are playing Tennis, Pool, or whatever, it is your job to play to win. It is not your job to make sure your opponent has fun. The fun is in the game itself, i.e. the challenge. You either enjoy a particular game or you don't. When you were a kid and one of your parents or siblings taught you Chess (or Checkers) you didn't want them to LET you win. You wanted to earn it. If they dumbed it down and you noticed, or told you they let you win, it stole something from you. It was disrespect. Those are PvP games, and so is DbD.

    So let me emphasize again, that you need to focus on YOU and what YOU can do to get better and mitigate those things that are impinging on your fun. YOU need to step up or step out. Blaming your personal failures on other people is bad sportsmanship.

    Let me itemize as well.

    1. Strawman - I never said they weren't valid tactics. I said the tactics were not fun for a majority of players.
    2. I have no idea why this matters.
    3. Strawman - This isn't even part of the argument.
    4. Strawman - I never said that it was the Killers job to make the game fun for survivors. But it is the Devs job to make the game fun for it's player base.
    5. Ad Hominem
    6. Ad Hominem
    7. Ad Hominem

    Whole paragraph of Ad Hominem attacks.

    Here's my question again and maybe you can give us an adequate reason for you answer.

    ---

    Except for end game collapse (which almost everyone understands the point of this), what purpose does camping serve to make the game a better experience for all players? 

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049924#Comment_2049924

    Except this is also a false premise. Camping and Tunneling have been with the game since the start, 4+ years and running. The game hasn't been ruined yet, and continues on in a reliable way. Clearly lots of people are having fun despite those tactics being around. The evidence does not support your assertion. What I am suggesting is that everyone is playing the same game you are playing. Many of us (most in fact) manage to deal with those tactics. Nobody likes being tunneled or camped when the time comes, but like the Dude... we abide.

    There's a difference in the game being fun and mechanics in the game being an absolutely horrible experience for players. You keep making these strawmen arguments to attack a position that I doubt you even agree with.

    Except for end game collapse (which almost everyone understands the point of this), what purpose does camping serve to make the game a better experience for all players? And like I've said before, content creators have proven over and over again that it's not needed and in most cases a mistake for Killers. So why keep something in the game that no survivor player (4/5s of the player base) will ever say is enjoyable and I doubt any Killer can honestly say it's a fun experience.

    A better solution can replace these tactics and make the game a better experience for everyone.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049858#Comment_2049858

    Tactic. There is a difference between a tactic and a strategy. I hate seeing people conflate the meaning of these words. For example, when you take the high ground because of its defensive edge in war, that is a tactic, not a strategy. Tactics are in the moment applications of basic principles. Strategies are longer term plans with an end game in mind. Also, please do not engage in the silly "us versus them" dichotomy. Most people play both Killer and Survivor. We are all Players; roles are irrelevant to the discussion of balance or rules.

    I digress. Camping and Tunneling are tactics. There are many others, the lesser known Herding being one of the most potent in the game. It helps create a 3-Gen situation which is nearly impossible for Survivors to overcome. Most Killers who are Camping and/or Tunneling as part of a plan, rather than just a desperate desire to secure a kill, are working towards an "attrition" strategy. They are intending to take a 4v1 to a 3v1 as rapidly as possible because it reduces potential Generator progression by 25% immediately. It allows them greater leeway in patrols and maintaining pressure. This strategy isn't without risk, because the longer it takes to reduce the 4v1 to a 3v1 the less efficacy it provides. In short, the strategy can quickly turn into an utter loss.

    Arguing that it's a tactic, strategy or mechanic doesn't change the fact it is unfun and isn't needed as proven by Killer content creators. You can say using Decisive Strike aggressively is a tactic, strategy or mechanic, it doesn't change the fact it's not needed and is unfun for killers.

    And there are definitely ways to remove it or make it impractical. I can think of several and if I can think of a few just off the top of my head, I'm sure the developers can think of more.

    This is literally a crutch mechanic that ruins the game for a lot of players and can be fixed. The developers at the time, didn't know that this mechanic would develop in the game and be such a major problem for players. Now it is, so why not make some adjustments so these horrible "tactics, strategies or mechanics" is minimized or not longer a stain on the game.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2047356#Comment_2047356

    Middle tier in DBD is weak. Mid tier means you rely on significant amounts of mistakes from survivors to win. Relying on survivor mistakes is nothing that I would categorize as "strong". Your win condition relies on how well the survivors play.

    That's no true. Mid tier is overpowered in low and mid ranks and underpowered in tier 1 red ranks which makes up about 3.8% of the player base.

  • We can see the Killer bias on the forums, which is why the forums are no indication of what should be changed. Even though survivor makes up 4/5s of the player base and Killers only make up 1/5 it appears the Killers make up a lot more of the forum goers.

    image.png image.png


  • @OBX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2047257#Comment_2047257

    What percentage of games where it’s over in say 7-8 minutes is acceptable to you? 10%, 25%, 50%?

    your reply to OP didn’t really address anything he said. Instead, you framed it around asking how often it happens to him. It’s not just him as we have countless posts about that very topic. So we can easily chalk it up to “op just played bad” or that person “just didn’t pressure gens” I guess. Nah, that’s lazy.

    there is a fundamental issue with time in this game. It’s the reason so many matches wind up with 4K or 3-4 escape in under 10 minutes. There’s not a lot of middle ground for either side. The pacing of the game is simply too fast. Rush gens or 4slug are the options players have atm. Trying to do something else results in a rapid loss of momentum and a quick end to the match.

    I totally agree with this. I think when the shrinking of the maps and the speeding up of gens has caused a big issue with the speed of games. If gen speeds were slowed down and maps made larger, then there would be more room for errors on both sides and games would take longer. The margin of error on both sides is way to small, which leads to insta 4ks or Killers having to sweat by keeping pressure on gens. There is no down time for players to get themselves re-organized, it's just frenetic game play the entire time.

  • @Blueberry said:

    Weak, poor design implementation, survivors control your power.

    I love Plague thematically but she just has a slew of issues.

    As a Plague main, she is not weak and her design is probably one of the better designs in the game and she's just plain fun. She's no where near the strongest but she's definitely in the middle.

  • @HellDescent said:

    You probably had ruin there. Hex perks mark survivor spawns.

    Really? That's lame if it's true.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2045236#Comment_2045236

    I can't break 5 items around the map to take DS away before you can use it, so no. It isn't the same.

    You know, you are exactly right. There should be 5 randomly hidden survivor hexes that the Killer can work on and if he destroys all 5, DS is no longer available. I am more than happy for that change and I think every survivor would be happy with that change.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2043093#Comment_2043093

    Dh is used when you need the distance, so essentially on command.

    Lithe, etc have requirements to them that make them good in certain situations. Dead hard can literally be used at every loop that isn't a super unsafe pallet.

    Dead Hard has requirements to use it. You have to be injured, so it's totally useless against insta-downs. And it gives you 1 1/2 seconds instead of 3 seconds.

  • @[Deleted User] said:

    It's not the invincible part that people dislike, it's the gaining distance part

    Which makes no sense since all the other exhaustion perks give you more distance than Dead Hard.

  • @rglarson13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2033186#Comment_2033186

    A lot of people keep pointing to the 2k as the gold standard of fairness in a match, but logically it doesn't make much sense.

    Because it's an symmetrical have, at some point the match either is or will become unbalanced.

    It's either balanced for 4v1, meaning as soon as the killer gets a kill it tilts in his favor. Meaning once there's one kill there are likely to be more. This increases until there are no survivors left in the match.

    Or maybe the game is balanced for 3v1. When the match starts with 4 survivors the killer is at a disadvantage, and has an uphill battle to overcome that issue. If he can't get a lucky break somewhere then the game will end with 0k. If he can kill 2 survivors then it's now in his favor and that last one is easier to get.

    And the same story for if the game is balanced for 2v1.

    I don't think anyone could make any argument for why the game is balanced for 1v1.

    The point is that matches should be more likely to end with either a 0k or a 4k than anything in between.

    Sure, maybe while you're chasing someone the other survivor us doing a gen, but that's not really balance -- the idea there is that the game proceeds in a predictable, linear fashion, with the killer requiring, e.g., 90 seconds to find, down, and hook a single survivor, while finding and completing a gen takes each survivor 100 seconds.

    If that's the case (which really does seem to be how the devs view "BaLaNcE") then winning or losing a match hinges on RNG placement of generators at least as much as it does on a killer's ability to extend the time required to complete a gen of survivors who are outside of the chase or the survivors' ability to increase the killer's time between hooks.

    But if that's the case, then there's no "balance" and we shouldn't expect a 2k to indicate an even match, because the distance between gens and a specific killer characters's mobility have much more to do with that time than the skill of the killer player.

    Also, while the killer's ability to reduce time between hooks is limited, the survivors can fairly easily force the killer to spend extra time between hooks by quickly getting to multiple generators that are far apart, and maximize the overlap of time required for each gen completion, because while a killer can only hook one survivor at a time, survivors can complete up to 4 gens at once.

    You do understand what "Average" is? If one match is a 4k and the next is a 0k, then you have a 2k average.

  • @ReverseVelocity said:

    I mean, the games have certainly been sweaty (the game has decided I'm amazing at Leatherface for some reason, thanks I guess lol), but I've been having some fun. I've had to change my build up to be a lot more meta, as that's what the survivors do:

    https://us.v-cdn.net/6030815/uploads/NJYVBY8MRONS/image.png

    I personally don't mind sweaty games, I like the challenge sometimes, but most of my games while MMR was on consisted of really good survivors with meta perks. My only concern, really, is that high-ranked matches will have no room for anything but the meta. It's borderline impossible to win without it. You really do have to fight the meta with the meta. My first few matches had a weaker, but more fun build, and I got stomped.

    That's more of a discussion about the balance of the game in general, though, not SBMM.

    That's the way it is with every game. The top players are going to be using the best items.

    If you want to play the game like it was before MMR, then the Devs should just change the survivors into Bots so killers can get their 4ks.

  • @MonsterInMyMind said:

    I wouldn't say hard I would say unfun is the word to describe mine.

    I think Killers would be better off facing bots rather than humans.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2030501#Comment_2030501

    Lol..... if anything, these stats prove what skilled players say all the time: most survivors are absolutely terrible at the game.

    I know, is it amazing that all the great players are Killers and all the absolutely terrible players are survivors. I've never seen a game like this before, where all the terrible players play one side and all the awesome players play the other side and no average players exist! It's the weirdest phenomenon I have ever seen.

  • @lunasteam said:

    The problem i see is people purposely throwing multiple games in a row to play against noobs

    That eventually stops, but at the beginning, yeah, they're going to try that. Eventually it just doesn't become worth their while.

    And yes, there's going to be a lot of upset killers, who were use to the bad matchmaking letting them have a massive amount of 4ks.

  • @Botiz said:

    So my main killer is Blight, and usually I win a ton of games with him and have a ton of fun with him.

    Today? Nah, today has been absolutely horrendous. Almost every game i've felt completely helpeless, i'm lucky if I even get two kills and i've experienced so much toxicity from having to tunnel and camp to even feel like I can stand a chance. Map offerings, SWFs, constant meta crutch perks, I felt so helpless.

    This has been the most unenjoyable experience in the past 6 months of playing DBD and I will most likely quit if MMR does end up becoming introduced permanently.

    You should only get 2 kills on average. If you are getting slight less, it will adjust your MMR down. Because of how bad matchmaking has been, you are use to really bad teams because there's low level players mixed with mid levels and high levels. You're able to take someone out really quick because they're bad and then the match is easy because 3 players don't really stand a chance when you can get rid of someone at 5 gens.

    This is how the game should play. 2 kills, 2 escapes. Before the game was badly messed up and as a killer, you didn't see it but as survivors, no one was hardly ever escaping. Now it's more balanced for both sides.

  • @gatsby said:

    @Munqaxus The point of this experiment was to see how the MMR is doing while Ranks still have meaning. Since it hasn't been in effect long enough to influence them.

    I agree that the current rank system is flawed, but its the only way to compare the new MMR to the old system. And you'll notice that the low ranks DO tend to do worse based on this sample despite how arbitrary the rank system may be

    The best way is to use the 2 Kills, 2 Escapes. It's simple and it's what everyone strives for. The Emblem system has been a mistake from the beginning. Using it to judge a MMR is a big mistake.

  • Honestly, that looks leaps and bounds better than anything I've gotten in the last year. And that's with the MMR system still learning.

    You also have to realize that Rank is meaningless. You may have a Rank 1 survivor in your game that plays almost exclusively with a SWF rank 1 team but has been carried by his teammates.

    Or you could get a green solo survivor thats amazing but is getting screwed because of his other green teammates.

    Plus, lets face it, the Emblem system is arbitrary. It has no meaning on skill.

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/2030746#Comment_2030746

    I understand not wanting to be specific as people would abuse the system but you guys should know the trust level is extremely low and the tiniest smidgen of transparency would remove so much ire. We know the very first idea was based solely on kills, then whatever the first actual attempt was did not even slightly work, so its very difficult to blindly trust that not only will the system be functional, but it will actually account for who is better.

    The tiniest crumb of detail that would inspire so much confidence would be a simple question like "do add-ons affect the outcome?"

    How do you know it was solely based on kills?

    Honestly, I don't think the Devs gave the old MMR enough time for it to even out everything. Plus everyone on the forums and streamers were all bashing it from the get go. I would have much rather had the old MMR that none at all. I was definitely getting better matches than anything I've gotten in the last year.

    Ranking means absolutely nothing and that's why everyone, including streamers, were bashing it. It was a clown-fiesta and the Devs caved to it.

  • @ItzPixelYT said:

    It's really bad. I'm rank 1 and all i'm getting now is rank 13-20s running NOED.

    Seems like the Killer MMR just looks based off of Kills and nothing else. Rank 20 Ghostface literally DC'd because he couldn't win against 3 red ranks and a green.

    If you're making skillbased matchmaking you can't use NOED as a deciding factors. Killers will have got kills from it at lower ranks but it's obvious why they don't reach higher and that's because they can't do anything else.

    The emblems are still broken. Chases don't even get recognized sometimes.

    Just remove Ranks completely out of the game, it's a old dumb mechanic that only annoys people and makes people leave the game. I don't even want to grind from rank 20 -1 every month just for a little reward. I'll take the stressless play not worrying about a depip from escaping because you can't do enough in the game to earn enough points with the emblems being bugged on top of that.

    Then play a game where you feel like you do nothing and earn a double pip.

    Wish i could just focus on leveling my characters and not worry about a stupid pip system that has been bugged for almost a year...but hey RANK 1 lose 1 pip, Rank 2! Then back and forth none stop is such a fun thing to worry about.

    Rank is fun to see. It's like having a participation trophy. The real players will be sorted out by the MMR system that DBD has sorely needed.

  • @ItzPixelYT said:

    It's really bad. I'm rank 1 and all i'm getting now is rank 13-20s running NOED.

    Seems like the Killer MMR just looks based off of Kills and nothing else. Rank 20 Ghostface literally DC'd because he couldn't win against 3 red ranks and a green.

    If you're making skillbased matchmaking you can't use NOED as a deciding factors. Killers will have got kills from it at lower ranks but it's obvious why they don't reach higher and that's because they can't do anything else.

    The emblems are still broken. Chases don't even get recognized sometimes.

    Just remove Ranks completely out of the game, it's a old dumb mechanic that only annoys people and makes people leave the game. I don't even want to grind from rank 20 -1 every month just for a little reward. I'll take the stressless play not worrying about a depip from escaping because you can't do enough in the game to earn enough points with the emblems being bugged on top of that.

    Then play a game where you feel like you do nothing and earn a double pip.

    Wish i could just focus on leveling my characters and not worry about a stupid pip system that has been bugged for almost a year...but hey RANK 1 lose 1 pip, Rank 2! Then back and forth none stop is such a fun thing to worry about.

    I guarantee that NOED will be the next perk to be nerfed, unless the Trickster perks end up doing something funky. DS was basically the shield that was keeping NOED from getting nerfed. Now that DS is nerfed, there's nothing protecting NOED at this point.

  • @ItzPixelYT said:

    It's really bad. I'm rank 1 and all i'm getting now is rank 13-20s running NOED.

    Seems like the Killer MMR just looks based off of Kills and nothing else. Rank 20 Ghostface literally DC'd because he couldn't win against 3 red ranks and a green.

    If you're making skillbased matchmaking you can't use NOED as a deciding factors. Killers will have got kills from it at lower ranks but it's obvious why they don't reach higher and that's because they can't do anything else.

    The emblems are still broken. Chases don't even get recognized sometimes.

    Just remove Ranks completely out of the game, it's a old dumb mechanic that only annoys people and makes people leave the game. I don't even want to grind from rank 20 -1 every month just for a little reward. I'll take the stressless play not worrying about a depip from escaping because you can't do enough in the game to earn enough points with the emblems being bugged on top of that.

    Then play a game where you feel like you do nothing and earn a double pip.

    Wish i could just focus on leveling my characters and not worry about a stupid pip system that has been bugged for almost a year...but hey RANK 1 lose 1 pip, Rank 2! Then back and forth none stop is such a fun thing to worry about.

    The game SORELY needs an MMR. What you are talking about is already happening to everyone. The MMR is learning how you play, the more you play the more accurate it will be.

    THANK YOU DEVS FOR IMPLEMENTING A MMR!!!

  • @Mandy said:

    @bluedusef you should get survivors matched to your skill level as each killer has their own MMR score - obviously as you do have game knowledge you shouldn't get brand new survivors though.

    Are the Devs keeping it hush-hush on how the MMR system works? Is it based on 2 Kills, 2 Escapes?

  • @Axe said:

    MMR working as intended

    Kappa

    Trust me, that type of match is actually better than the matches I've gotten in solo queue. Any MMR will be better than none. Plus this MMR is learning, so you can't even go by this.

    However, I am curious as to why we don't have number of hooks on the end stats.

  • @Mandy said:

    https://us.v-cdn.net/6030815/uploads/2FKG82OS76O0/g3mw5ck-5b1-5d.png

    that's what it says for those who've not had chance to have a look yet.

    @MandyTalk

    THANK GOD the Devs finally got MMR up. I wish they had left the old MMR system up while they got this one working. It's been a nightmare for solo queue survivors.

  • @Weeznit said:

    I play killer less than I play survivor, but I still play it. I think the problem here is that both sides complain about each other. Like, can't we just be happy with the game and not have a temper tantrum any time the other side has an advantage? It's a video game, dangit! When did all the sweaty fortnite kids come here?

    If the stats were close, then it's not a big deal but when you only escape 1 out of every 20 games because there's a 20% escape rate, there's a problem.


    Because I know someone is going to say something about the math... 1 survivor escapes every 5 games. It takes 20 games for 4 survivors to escape. 1 of those escapes is you on average in 20 games, the other 3 escapes are the other survivors on average in 20 games.

  • @Profezia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2030481#Comment_2030481

    >Those stats don't include DC's. Throwed games contribute to the statistics but no other game is invulnerable to skewed data due to throws.The kill rates are a much larger sample size than that. It would be insulting if BHVR gave us data from a couple hundred games. Try hundreds of thousands of games mate.

    BHVR's stats don't consider disconnects or throws which occurs much more often. When I mentioned hundreds of games, I was obviously referring to certain individuals gathering data themselves.

    I said it before, I'll say it again, killrates in this game don't matter. You can stand afk and make 4k with Bloodwarden or you can earn 9 hooks and get 1k because survivors escaped w/a hatch. This game is so extremely volatile in every stage, that judging by final result is simply foolish.

    BHVR gave these stats because people asked them and nothing more. They themselves said not to trust given data because it might be and very likely is heavily flawed.

    The only thing that more or less reliably shows the balance is the amount of hooks or gens done and what time does it take for/against certain killers to earn that.

    >Yes so the killer begins a chase in a poor position. It's up to the killer to not commit. It's that simple. There is no instance where generators are in a position where the killer can't cut a survivor off. 

    • Three gens left, you have more or less good triangle (let's assume the distance between gens is from 20 to 32 meters)
    • You play one of those killers who can't counter W+shift
    • 3 survivors left
    • Each of them sits on one of generators and does Shift+W strat every time you head in their direction
    • Once you see it's a waste of too much time to do so and leave, they instantly return back to gens and the situation repeats. Basically they are always keeping ~20-26 meters between you and them so unless you decide to fully commit to chase, you have not a single chance to do any harm to them

    What is the killer supposed to do to win here? Or is he supposed to give up? If your answer is positive, then I hope that you agree that when survivor is dealing with cheesy killer strats he's too supposed to give up.

    > There is no instance where generators are in a position where the killer can't cut a survivor off.

    Literally any open map where gens are in the middle or killer is forced to cycle between these gens in such a way that he physically cannot cut a survivor off because there's always a lot of room for them to run.

    Or, another example, maps like Midwich with those long straight corridors and gens located on corners. Survivor spots you from far so you are either forced to find some very long "shortcuts" to get to them unseen (but not unheard) or you have to waste extra half of minute because this game's chase triggers ######### suck.

    >It's ludicrous to think every chase you initiate means you need to catch up 30 seconds before the chase begins.

    Who said EVERY? Stop creating strawman arguments, please.

    Everyone is going for escapes as survivor and kills as killer. 2 kills / 2 escapes should be where the balance should be made. Unless you want Killers to not make kills or survivors not make escapes. What would the point of the game even being for survivor if they never had a chance to escape. The game should be equally fun for Killers as Survivors.

    Maybe the rolls should be reversed. Killers should only make a kill in 20% of their games. I bet that would be absolutely acceptable.

  • This is the fourth person I've seen collecting data and it's pretty much showing the same thing. Survivors are way underpowered right now. If you count hatch escapes as kills (If gens are still left and they didn't use a key), I bet the escape rate is even lower. This is the exact same stats I'm seeing.

  • @Sand said:

    https://forum.deadbydaylight.com/en/discussion/comment/2025892#Comment_2025892

    You aren't very good at survivor are you? Load up a custom game right now with your friend as killer and the second he comes into view just run straight away from him, the first hit will take 50-60 seconds due to your exhaustion perk. The second hot comes at 80-90 seconds. If you didn't know this by now with the game being out for 5 years then you must be hard stuck in a bad rank.

    • 2/3rds of Killers have mobility abilities that would lower those chase times significantly, Wraith, Billy, Nurse, Huntress, Freddy, Clown, Spirit, Legion, Oni, Deathslinger, Blight, Twins and Trickster.
    • Maps are small
    • Maps have obstacles

    If you have proof of this, I would like to see it. But this sounds like you are lying.

  • @Profezia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2027330#Comment_2027330

    Survivors are allowed to complain, why aren't killers?

    Survivors that aren't in the 3.8% of Red Ranks, are getting 4Ked 2/3rds of the time. (I haven't seen any data on Red Rank survivors yet). There have been 3 different people, if not more, keeping track of matches and survivors don't stand a chance. There is no way that running in a straight line alone will do anything, you have Billy, Nurse, Oni, Blight, Freddy, Wraith, Huntress, Clown, Spirit, Deathslight and Twins that can all counter running in a straight line. That's more than half the killers. This argument is beyond stupid.

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