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Nebula

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  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653593#Comment_3653593

    While I have also noticed a fair amount of mismatches, I don't think it's fair to state unequivocally that it's because "the system is inherently flawed" and not because they're, y'know, mismatches.

    The up/down is the same as it is for basically any game that uses an MMR system, that's just how MMR works. The problem seems to be, based on what BHVR have said in the past, lobby dodging/backfill and loosening of the parameters for quick queue times.

    Not to say nothing could improve with the sorting, but a win/loss system is pretty normal.

    Pretty normal for symmetrical games, yes. But you can't have a natural MMR / Elo system in an assym, it just simply doesn't work, especially if you don't actually let it do it's job, that being predicting matches with a 50/50 chance of outcome.

    The system is inherently flawed by nature, it's simply true. The Elo system was created for chess, a symmetrical game with an actual clear cut win / loss / draw system, you can't just implement that into an asymmetrical game and expect it to actually work, especially when you're not shooting for a 50/50.

    Edit: Wanted to add on to Marc's post below, as he said, the current MMR system isn't skill-based which goes against the very nature and point of having an MMR system in the first place. If they're not actually going to make it skill-based, theres absolutely no point in having an MMR / Elo system.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653589#Comment_3653589

    I mean, yeah, that's why we have an MMR system.

    I'm just saying, if its current problems were improved, people might be surprised how often they still get "trash" teammates, from their perspective.

    I get that, but the current MMR system 100% does not match you with players that are similar in skill level. It simply doesn't work like it's supposed to because their definition for going up / down in MMR is not an actual representation of skill, the system is inherently flawed. There's almost always one or two survivors per lobby that have noticeably less skill / hours than the others, they get killed first and the game turns into a 3v1 rather quickly.

  • @jesterkind said:

    Being matched with teammates in the same skill range as you doesn't automatically mean they'll do what you want, to be fair.

    They could be focusing on challenges, adepts, they could be messing around for any reason, they could be drunk, they could be having a bad day...

    There's a lot of reasons why you might get frustrated with random teammates that have nothing to do with their skill level.

    That's no reason to at least not try to match people with similar skill levels.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/405717/what-do-survivors-have-to-look-forward-to

    No maps being changed for survivors.

    Nope, only in favour for killer, since years. And no sign of stopping.

    No meaningful perk buffs coming.

    Nope, nothing meaningful.

    No new mechanics that benefit survivors.

    Not gonna happen in DBD.

    No limited game-modes or events that are beneficial to survivors.

    Nope, only easy mode for killer like Lights out.

    No solo-queue changes.

    Not gonna happen in DBD.

    Seems like the only thing survivors can get excited about are skins these days.

    That is correct. Punish them by not buying.

    If I'm wrong please correct me.

    No, you are not wrong. Its insane to believe you are wrong.

    But being a survivor main is rough.

    It is i guess.

    How are we feeling about the role?

    I play both, but i feel like a god when i play killer, basically winning almost every game with little to no effort and when i play survivor (while being significantly better) it feels like getting ragdolled often times.

    In short: its going into the dumbster, slowly but surely.

    I feel the exact same way, I play both sides but have always played more survivor than killer and am 100% a better survivor than killer, but that doesn't matter at all. I stomp 80-90% of my games as Killer, literally often enough to the point I feel bad and just start giving hatch every game.

    On the other hand, I get absolutely stomped on survivor even though most of my games I feel like I'm holding good to great chases and doing everything I should be doing.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653432#Comment_3653432

    Thats true, but I believe the game should at least make an effort, ya know?

    There is a big difference between having a scary atmosphere and having nothing at all, even if you are an experienced player.

    But the meta and kill rates aren't the best way to make that happen. 2017 DBD was way scarier than current DBD, and I'm certain there is a very big difference in kill rates between the two.

    Totally get you, it's a very hard balance to find without compromising one side or the other.

  • @cluxdx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653412#Comment_3653412

    That is fair, but I think that's always going to be a problem for any team-based game/role. Randos just don't wanna play with the team sometimes, or maybe matchmaking just served you a stinker and there's too much skill variance in the lobby. As a frequent solo queue CS player, I definitely feel this. It's just kind of an impossible problem to fix.

    IMO a chat wheel is the most surefire thing, as there's no real advantage given to a SWF with that. A weaker base-kit Kindred might also be alright. Unfortunately though, there's never going to be anything BHVR can do about that one teammate that runs the killer around the hook until you inevitably get sac'd.

    Completely agree, I don't think this a problem that they can actually outright fix, but they can take steps towards making it less problematic. I like your suggestions as well, as it essentially only buffs solo queue instead of SWFs.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653388#Comment_3653388

    Keeping the horror theme alive is an extremely important thing, but it goes beyond kill rates.

    It also concerns atmosphere and aesthetics, things which are constantly neglected. Less Fog, Moonlight offerings being retired, Coldwind Farm, and many other examples.

    I believe the game should be able to provide a scary experience for the players, but changing the meta isn't going to make that happen.

    I totally get this, and love the aesthetic of the game, but to expect people to still treat it like a horror game or for it to provide scary experiences outside the occasional stealth killer jumpscare after playing for some time is just asinine to me. It's like watching a horror movie, they're scary the first time but after you know what's coming, it loses that edge.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653395#Comment_3653395

    It may be unnecessary but it's also immaterial, it isn't going to matter. Survivors already aren't getting just down to the wire on their head trap timers consistently, and the value from traps comes from the time they spend running between boxes, not from how short the timer is.

    They are threatening, but only as a threat, not as a reality. The threat pushes survivors to act, and when they act, the threat disappears. That's the point.

    The criticism that it's a nothing change that won't matter is an extremely different one to saying that they make head pops rarer.

    I guess my whole point is, if it's immaterial, then why do it at all? All this does is limit build diversity for her, for example, Tampered Timer is completely useless now as a purple add-on.

  • @cluxdx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653270#Comment_3653270

    But there's nothing you can do about that 60% figure, realistically. If killer gets a 50% kill rate that generally means they are underpowered because killer is supposed to win the 1v1. See my above reply about why kill rates are the way that they are.

    But frankly, I think if whether or not you "win" is the sole determining factor in whether or not you had fun that game, then maybe an asymmetrical game isn't your cup of tea to begin with. There will always be a power role to some extent, and the game will also never have a perfectly defined win condition. To some killers, a "win" is a 2k with 10 hooks. To others, nothing less than a 4k is victory. To some survivors, a "win" is them getting a solo escape. To others, their goal is getting the team out. Asking BHVR to balance around any particular percentage is going to be based on a subjective interpretation of what "victory" is.

    I don't think escaping is the end all be all for fun as a survivor at all, but I do think it ties into my earlier point about one of solo queue players biggest complaints about matches feeling "unwinnable". A lot of people feel that what they do and their skill has zero impact on how a typical match plays out in solo queue. At the end of the day, their statistics point towards the game being very balanced (and in a sense it's probably the most balanced the game has ever been), but I still strongly believe that people care more about the "feeling" of a game compared to it's perceived balance, and that's why there's so many complaints about solo queue being a terrible experience.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653374#Comment_3653374

    Genuinely, I have no idea. At a guess, I'd assume that they don't want you to be able to hard-focus down one person and harry them away from boxes without losing more gen time? Which would be fairly reasonable, I guess.

    Again, people keep saying it'll be "next to impossible to get a head pop" but that's the point. If survivors go search boxes, they won't get their head popped, but they're not on generators. That's the whole purpose of her power.

    I totally get that head pops should be rare, but they already are. At the very least they should be threatening, which they somewhat were with the 2.5 minute timer. The aura change to jigsaw boxes for Pig was already enough to ensure that they can't as effectively target a single player out, the 30 seconds of extra time are just unnecessary.

  • @xEa said:

    How out of touch do they have to be with their own product and community to think Huntress needs a buff? Its madness at this point, what are they thinking?

    Huntress is one of the most viable killer and insanly strong when played well. Its just the ultimate super fair GET GOOD killer. And those who are good, actually deliver.

    Extremely out of touch. In the statistics post they pointed out that the reason for the 60% kill rate is to keep the "horror" theme alive...

    Like hello? Who, after 20 hours of playing this game, thinks its still a horror game? No one even played Lights Out like a horror game... It's simply a PVP game and they have to accept that's what its become.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652904#Comment_3652904

    They're not supposed to kill survivors, that's the point. The threat of them is to stop survivors from repairing generators, and push them to go search boxes. When the survivors do go search boxes, they aren't going to be killed by the trap, that's almost guaranteed... but the traps have already done their job because those survivors gave up generator progress to prevent their death.

    Head pops should be very rare, that's the whole point of her power. That's why this change ultimately doesn't matter, the timer is almost irrelevant as long as it's pressure to not be on generators- and plus thirty seconds isn't going to make survivors more comfortable repairing while trapped when they already don't know how many boxes they have to search, that's nothing.

    If they aren't already killing people, then what's the point of increasing the timer 30 seconds even after hiding the aura from Pig? This change actually makes zero sense to me. And yes, the timer does matter as it is possible to push them off boxes (intentionally or not) and that extra 30 seconds is easily another box that you can check. All this change does is butcher Tampered Timer and make it next to impossible to get a head pop. But hey, they got to say the meme!

  • I've never understood why people enjoy playing against Myers other than the fact that it's Michael Myers. You either die to tombstone piece + Play with your food (why is this still in the game, I get Myers is not good but this is one of the most dated things in the game, just remove it and buff him to compensate), or get walked up on from 10 meters away, tier 3'd and immediately downed. He's one of the least enjoyable killers to play against for me, Myers games are just boring way more often than not.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653185#Comment_3653185

    60% kill rates are the standard that BHVR want to balance around. These will stay. It's solo queue specific issues that I want to focus on. If you would like to discuss BHVR's balancing philosophy, then feel free to open a new thread for that.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653197#Comment_3653197

    That is not true. Anything that makes survivors stronger overall would come with compensatory killer buffs. But that does not mean the solo experience cannot be improved.

    Solo queue issues are directly tied to their benchmark of a 60% kill rate though. Most solo queue complaints are either about tunneling, proxy camping, bad teammates, or unwinnable matches. Most players complain about solo queue "feeling" bad, and it does feel bad when you escape on average 3 maybe 4 times out of every 10 matches.

    I don't understand why we just have to accept that a 60-40 split is correct simply because bHVR says so. Hell, they're still talking about trying to make the game a "horror" game and because of that the killer should be the undisputed heavy hand. This games not a horror game past 40 hours of playtime (probably even less). It's a more and more competitive game where you can't just design the game for how you wanted it to be, you have to design it around how the game is actually played by the community. The game sucks from a "feel" perspective and that's never a healthy problem for a game to have.

    The 60% kill rate is one of the biggest issues with solo queue and the survivor role in general.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652472#Comment_3652472

    It was certainly a slog at times but honestly i'd take her over billy, wesker or hunteress.

    While its mostly a latency issue getting nailed with so many BS hits drives me crazy!.

    Having said that I'm all for some variety tomorrow 😂

    I can’t lie, these are probably my top three favorite killers to face 🤣

    Completely with you on the BS hits though, bad ping against these killers can be absolutely wild lol

  • @humanbeing1704 said:

    The ability to choose any aura colour

    there’s been a lot of them throughout the years and with boon Illumination it makes me wish I could have every aura blue

    Seconded, that blue aura is super calming and easy on the eyes

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651383#Comment_3651383

    When the hook bubble was added to the game there was no mention about it. It just showed up after a PTB one day. Many people believed for a long time it was a bug. Much later a dev or two clarified that the hook bubble is intentional but didn’t really give a solid reason why. I’m thinking it exists to lowkey counter kindred & give the killer some stealth.

    Yeah I want to say it was added at the same time they changed auras to be less opaque (probably two or three years ago?) I remember seeing a dev response to this as well but same as you I don’t remember them actually giving a legit reason as to adding it.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651374#Comment_3651374

    Gotcha. The edits make it more clear what you meant, that's more fair. I'd point out that your teammates messing up and playing into most killer's powers will screw you over, and there are a few that do it in ways that directly affect you in chase (Plague being a big example), it's only fair to acknowledge SM isn't unique in this regard.

    To the recalled drone: Yes, but she still is forced into just making you leave that loop instead of you running into a drone and being scanned. You're directly making her noticeably weaker by hacking drones and forcing her to replace them.

    To the builds: We are going to have to agree to disagree, I seriously don't think SM is more likely to run ultra-slowdown builds than other killers. It's very common.

    To your last point: Never said there's no rational reason to dislike her. In fact, I made sure to say the opposite! It's perfectly reasonable to dislike playing against her, we all have killers we don't like facing. There's no rational reason to be as intense about hating her as people have been, though. She isn't substantially worse than the average killer in any way now, beyond maybe her walk cycle. I don't much care for that either.

    There's no difference between disliking Skull Merchant and disliking, say, Artist, or Clown, or Legion, or any other perfectly fine killer with annoying elements.

    Incredibly fair points, but I’d like to point out that we’re all humans and often times can throw rationality out the window when an emotional response is stronger. It’s just basic human nature to have more visceral reactions to things that trigger stronger emotional responses.

  • I’d love for the hook bubbles to be removed. I honestly have zero idea why they’re even in the game and it takes away from the value of perks like kindred.

    And I’m sorry to hear about your migraine problems, most of my family deals with them and I know how destructive they can be to your everyday life, hope you find some relief. My mom has consistently dealt with these for 30 years now and has recently found that electric stim therapy around the base of her neck and above her eyebrows has done a pretty good job of subsiding them, as apparently it can reduce the production of a certain chemical that can induce migraines.

  • It’s PTSD from the past. I think part of it as well is that Skull Merchant typically attracts a certain kind of player that a lot of people dislike playing against.

  • @Xyvielia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650814#Comment_3650814

    Just trying sth here

    I use my phone to access the forums, and fwr some of my posts have vanished; When I go to the discussion that I posted in, they’re gone.

    Was wondering if it’s a forum glitch on my end, or if they really are disappearing?

    Asking, because I replied to you around 3pm’ish and that reply isn’t visible when I look at this discussion, just the original post that you replied to.

    https://us.v-cdn.net/6030815/uploads/MOUT348834B6/img-9533.jpeg

    https://us.v-cdn.net/6030815/uploads/V8TD2IGUCJ3I/img-9532.jpeg

    I can see you replied, and when I select the link to your reply, I get the reply in the second pic.

    Did the posts disappear for you too?

    This has been happening since the weird issues w the forums being inaccessible a few days ago.

    Yeah they’re gone on my end as well, the servers must be having trouble still

  • @Zenislev said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651145#Comment_3651145

    k.

    And I disagree for the reasons I stated. I know they're going to remove the ability to see them sooner rather than later, they've already signaled as much, but I think it's a godawful idea and it will never not be a godawful idea.

    Fair enough, but for the matchmaking system to actually work, lobby dodging can’t be as frequent as it is.

  • @Zenislev said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650776#Comment_3650776

    Because the game is asymetrical. There's 4 of them and they can all bring tools that can make or break the killer's ability to play the game, way more than anything the killer can bring to impact theirs. If the killer couldn't see survivor loadouts and they came in as a 4 (or well, we don't even need to go that far, 2 players is enough) man flashlight squad with a map offering to ensure that they can get flashlight saves, then that killer's game is beyond f-ed. They may as well just give up because they aren't getting any hooks. They need that info to be able to adjust their builds accordingly. The same goes if they're bringing 4 toolkits, although at that point it's a guessing game. Are they going to delete gens or are they a sabo squad? Who knows. Either way, the game's going to be miserable and so the killer needs to prepare accordingly.

    By that same token, I know people like to pretend that survivor levels don't equate to skill, but levels can give you a feel for how much time a survivor has invested into the game. Speaking from experience, p100 players are often much harder to deal with than others. It's not a perfect metric, but it's better than none at all.

    Survivors bring 4 people, 4 items with 2 addons a piece and 16 perks against 1 killer with 4 perks and 2 addons. The killer needs info, the survivors don't. They've got every numerical advantage under the sun. That's the nature of asymetrical games.

    I’m not against killer being able to see loadouts at all, I just don’t think showing prestiges is necessary.

  • @Beano744 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650776#Comment_3650776

    I didn't even make the post about that, the main reason was because there's many killers that treat high prestiges differently than lower prestiges. Getting tunneled out just because you're playing your favorite character is just BS.

    I agree with you, I was responding to someone else

  • IMO the StBfL nerf was necessary as it was not tuned after killer was given a flat 2 stacks. Not losing stacks when hitting the obsession with your power always was a head scratcher for me as it went against the very theme and literal name of the perk.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650502#Comment_3650502

    I don't dc vs legion, but a killer with a built in wall hack and speed hack just isn't fun to face.

    I can get that, but it's just 1 health state though. They just becomes a powerless M1 killer after that.

  • @Xyvielia said:

    When Orion was posting regularly on the forums

    …Yes, Sluzzy as well😄🫶🏽

    No one will ever be able to top Sluzzy's performances. A true master at his craft.

  • @Zenislev said:

    Can we please not though? It's much better if they're kept visible.

    Can you expand on why you feel this way? Survivors don't get to see anything on the killer side, why is it fair that killers can pick and choose which lobbies they play based off a literal infinite amount of more information than survivors receive?

  • Definitely the like 60+ page long post about improving old gen console experience that was never once addressed by a dev :)

  • You’re an absolutely fantastic artist, your posts always make me smile

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650671#Comment_3650671

    The actual answer is A LOT of people care about competitive DBD, which is why 99% of the killer tier lists are based off of 6,000+ hour competitive players.

    Tier lists are always based off skill ceilings, doesn’t mean people care about actual competitive dbd

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650329#Comment_3650329

    No, i'm just pointing out that the official stats should basically be ignored because they are useless. I will however continue to use them to point out the obvious logical fallacy they create for people who believe that the game should be balanced around average players when i point out how ridiculously OP survivors are at the highest level such that tournaments need to restrict their perk loadouts significantly more than killers (where they just remove ones like myers tomestone) due to how broken they can be.

    Then people say: "but we shouldn't balance around those players, only around average level players" To which i now get to point to these official stats and ask where my nurse buffs are, because official stats around the "Average level" players show that nurse is one of the worst killers in the game.

    This is an extremely contrived argument.

    ...official stats should basically be ignored because they are useless. I will however continue to use them to point out the obvious logical fallacy they create for people who believe that the game should be balanced around average players when i point out how ridiculously OP survivors are at the highest level such that tournaments..."

    Yes, survivors at the literal highest level of the game (literally like .1% of the games population) are better than killers at the highest level. What even is this argument? How many people that play this game actually care about competitive DbD? Hint, the answers very, very little. This games not designed to be played like how competitive players do and it rightfully shouldn't be, competitive games are an absolute bore to watch and look even worse to play.

    "To which i now get to point to these official stats and ask where my nurse buffs are, because official stats around the "Average level" players show that nurse is one of the worst killers in the game."

    Okay, lets do exactly that. What would their process be for buffing nurse's kill rate? Butchering her skill ceiling so the average player can pick her up and win with her. Is that what you'd want? Because that's how you bring killers with high skill ceilings up in kill rates.

  • @Rebecca1InTheChamber said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650006#Comment_3650006

    When holding shift+w and running forward is still one of the strongest things you can do as a survivor, the skill ceiling is shallow

    Sure but I think you'd agree that there's much more to being good at survivor than simply holding forward. I'd argue you have it backwards, the skill floor is low but the skill ceiling is rather high when you account for all the micro and macro management, intricacies of pathing, chaining tiles together effectively, knowing the counters to 30+ killers, etc.

    You know when playing killer who the good survivors and bad survivors are, and sometimes you find the great ones that literally feel almost impossible to catch. It takes thousands and thousands of hours to get to that point, that's not a low skill ceiling.

  • I wouldn't be surprised at all if they eventually get a deal with the Conjuring series and add the Nun

  • In all honesty, I have no idea why Legion is quoted as one of the least favorite killers to play against so often. He actually lets you play the game as survivor and have chases. Literally the only thing you have to know as survivor playing against them is to not group and bunch up, that’s it. He just becomes a normal M1 killer with a high chance of a first hit after that.

  • Brother it’s not that deep, they probably just wanted to farm points and make some use out of their time. The games not all serious, they were probably just having fun messing around together as well.

  • @TieBreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/405402/finally-a-second-game-mo-aaand-its-gone

    Don't worry. They said they are doing a new one every 2 to 3 releases, so you only have to wait another 6 to 9 months for another one.

    Did they for real say this? Please tell me it’s not true lol.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648343#Comment_3648343

    Then they just leave messages on your profile. Like seriously, i have a open steam profile and can see on the comments of my profile, when i made a pause playing DbD.

    This community has a serious anger problem. Treating a loss as a personal insult. Its one of the reasons i play less and less. I just wanna have fun playing a game i like. Not turn my profile to private, because i must fear the toxic comments that come after some matches.

    Yeah that’s super annoying and I’m sorry that happens to you. I’m on console, so turning off messages from people outside your friends list allows you to completely block out these types of messages. I wasn’t aware people could still comment on your steam profile even after this.

  • @WishIcouldmain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650417#Comment_3650417

    When you hear many people complain about SWFS they talk about them being that extreme sometimes.

    To add on to this, many people assume outright that SWFs are inherently better due to communication (which is an advantage, there’s no denying that) but communication does not magically make a player better in chase.

    What really makes a good team is not having a weak link in chase so that the killer cannot easily tunnel someone out. It could be 4 solos (but matchmaking rarely ever makes this the case).

    I play with my buddy quite often, but me talking to him doesn’t magically make him a better player other than the often situational awareness nudge (hey, you should go save you’re at 1 hook everyone else is 2, etc.)

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650169#Comment_3650169

    No? It's an arbitrary metric they decided for themselves. Doesn't make it a good one. Killers winning most of their games because they clicked the button worked in 2016 when the game was still a horror game. People don't approach it that way anymore. This is an increasingly competitive PVP game where one role just loses more because they queued for the wrong role, regardless of personal performance. It's about player agency at a certain point. They're still talking about an imposing killer and power role in these stats. It's hopeless. This is not a horror game after 300 hours, let alone thousands. I'm of the opinion that the target should be closer to 50/50

    Couldn’t have put it any better myself. What’s the point of having an MMR system if you don’t actually allow it to naturally work?

  • @Xernoton said:

    Seems I was right, that solo queue is not quite so bad after all.

    From their benchmark of a 60% kill rate, yes. From the standpoint of actual player experience, it sucks.

  • @KazRen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649998#Comment_3649998

    I mean Skull Merchant is people giving up and some not knowing how to play against her. I'm not saying she is fun to vs just stating that she clearly has a high killrate from other means then just the killer being good.

    It’s problematic either way though

  • @Rebecca1InTheChamber said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649905#Comment_3649905

    Hard disagree

    Things like learning to fly properly in Rocket League or knowing the frame data of every fighting game character so you know what moves beat theirs or which moves are safe/unsafe on block or memorizing attack patterns in a From Soft game, etc. All require more skill than running in a circle and pressing a button at the right time

    I’d actually hard disagree with this. It took me like 3 hours to beat Melania, the hardest boss in Elden Ring with the most intricate mechanics, it took me probably another 5-10 hours to flawless her.

    It takes an average dbd player hundreds and thousands of hours to even optimize pathing, let alone the many intricacies with chase.

  • @KazRen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649989#Comment_3649989

    I mean from memory, 50% killrates wasn't good. If 60% is too much then they should probably aim for 55%.

    I’m simply saying that you can’t have an unnatural MMR system that tries to force outcomes to hit a benchmark number instead of actually matching people close in skill and giving them a 50/50 shot of winning any given match. A little swing is fine, but 10% is forced and flawed for a system like this.

  • Doubling down on the 60% kill rate to keep the horror theme of the game is concerning when no one even plays this like a horror game in Lights Out mode.

    You can’t have an MMR system if it’s forced and not an even chance of winning every game.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649573#Comment_3649573

    So should competent players should suffer because certain players don’t care to learn?

    My brother in Christ, you literally made a thread yesterday about how killers in the worst state ever because you played one (one!) match with Xeno and lost, then continued to make false claims about Xenos power.

    Did you care to learn how to actually play Xeno or did you do exactly what you’ve been complaining about for days now?

  • @aerie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649558#Comment_3649558

    🤣 why didn't you start this off this way instead of going immediately to "reading comprehension is hard"?

    Because you immediately called me rude for trying to help you guys, I still don't understand how the dev response doesn't answer your questions after I explained multiple times why it did.

  • I'm just absolutely lost on how the dev response to "Why is Lights Out limited time" to the question of "why was the Lights Out tome only one week" doesn't answer the question. Can you please explain.

  • @WolfyWood said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649529#Comment_3649529

    I feel like I'm going insane reading the responses to your posts.

    How could linking someone official dev comment on the topic at hand over just speculating be misconstrued as rude?

    🤣🤣🤣🤣

    Dude I feel the exact same way, I'm actually shocked 🤣

  • @johntec said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649514#Comment_3649514

    Thats true, but the devs already stated they don't wanna implement an early game mechanic, so I don't know what else could be done

    There's definitely better solutions out there rather than increasing generator time again, not saying I know exactly what they are, but there's 100% been suggestions on the forums that would be good solutions to these problems.

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