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Neprašheart

Neprašheart

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  • I haven't played back in the day, but I have started playing in 2017, I think.. That's when the Fog was the best; It didn't make survivors too hard to spot, it was sitting on the ground and it did fit the atmosphere.

    Unfortunately, once again, consoles - Crossplay - Has managed to ruin the PC gaming. This has happened with numerous games, like Cyberpunk 2077 for example, which have had such a huge potential! But, they can't deliver what they've promised as it'd have made the game impossible to run on consoles, you know..

    I don't want hide'n'seek; I just want a bit of fog, not those clear visions where you can see the survivor within 60 meters, if possible, regardless of the map.. That's just no longer the horror atmosphere! Oh, well.. I guess, the young teenagers are up to blame here, as they were the ones who were demanding more of a chase and easily noticeable prey with the removal of hiding elements.



    You've created thread with a really very interesting topic that can be discussed so much! You do have my gratitude for this, because I do love reminding myself of the good old days a few times every single year..

  • I'll be using two numbers - First one will always point out to stuff when it comes to practice (how to run certain structures, how to counter X and Y, etcetera) and the second number will be for knowledge in general (the effects of perks, add-ons, informations about times required to complete an objective, where killers usually place traps as well as how do survivors react to my actions, etcetera).

    Survivor: 4 and 7;

    Killer: 7 and 9.

    That bein' mentioned, I have used to play as a killer.. And I am having a feeling, you can't really play to your full potential as a survivor, unless you can run literally every single player for, at least, a minute without using more than three pallets and without losing a single health state aswell. I can't forget the VOIP, which is nowadays seen as a kinda necessary tool to gain an unnecessary advantage; Most players don't realize that they don't like to face SWF premades with VOIP themselves, yet, they do use them. Hypocrites and certain individuals claiming that they don't give you any advantage do barely touch the killer and so they're quite clueless. Well, if they do play as a survivor so much, shouldn't they, at least, acknowledge and admit that it's literally cheating? Cheating that's allowed by the developers themselves.

  • Oh, well.. If they wanna lose their items to my Rin, it's up to them. Pretty much every single match is a casual or sweaty SWF premade with VOIP and three or more items, so it's almost like Franklin's Demise is a must.

    I'd kinda like to see the statistics for the most popular perks at the current moment, mostly for Franklin's Demise and Kindred.

  • I do like all the changes so far, but less pallets on those already small R.P.D. maps? Ughh, I don't like it at all! Good luck escaping against F. J. S. J. with add-ons to increase mending, Thanatophobia, Call of Brine, Overcharge, Surveillance, and possibly other perks alike.

    Seriously, the smaller R.P.D. maps were already killer sided, and now it's even more killer sided. I'd really welcome back the full R.P.D., as this one is just brutal.. You know, just pick Sally with Surge, Distressing, Thanatophobia, and Infectious Fright; The survivors will be lucky to get past four generators in cases of being able to land around ~80% of blinks successfully.


    I do have a feeling that this map will outrun the current Haddonfield's kill rate very fast and in a steady rate.

  • @Nun_So_Vile said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146080#Comment_3146080

    But it isn't news that it has the chance to be intentionally abused. There's always going to be players that try to do that, it's a given but it wouldn't be the majority. A well-implemented vote to surrender option that would at least make it difficult to abuse as it can while also enabling players an option to get out of their match and queue into a new one in a dignified manner. If a game is hopeless then people don't want to waste their time and would rather go onto the next one. that's one of the main reasons people D/C. With a surrender system either D/c and take a long penalty + the ire of your team or just mutually agree to walk away and queue up for the next game.

    You do agree, and I'm not surprised. I'd have probably stopped discussing this stuff with you if you'd have disagreed, as no sane person would've done that.

    ... Poor killers, who'll be getting matched against experienced SWF premades with VOIP.. And we could say Gbye to new killers if such a feature ever gets to exist.

  • @Nun_So_Vile said:

    One way the devs could meet us in the middle for this is adding a vote to surrender option for survivors and killers.

    Thing is, that's guaranteed to lead to intentional deranking, which'd screw over the current matchmaking even more. We can clearly see that it's one big mess, but there's definitely no need to make things even worse..


    What you're describing sounds like Solo Queue, but that's just the way it is. The higher your MMR goes, the more competitive players you're gonna encounter; Unfortunately, that means even more frequent suicides on the hook, disconnects, tunneling, and camping at the same time. If people would've learned how to play games for fun and don't sweat every little detail, we could be having a lot more fun, you know..

  • I'd definitely turn it off. The hate towards it isn't unreasonable at all.. It screws with the killers more than it helps them.

  • Tunneling ruins the match to the tunneled survivor; Even if it's effective, I ain't gonna do that, unless the challenge requires certain emblems or something..

    I don't care about how many survivors are sacrificed at all; Most players don't seem to share such a mindset, though.

  • @Norhc said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142967#Comment_3142967

    Twitch Rivals codes usually only last a few hours.

    Ouch.. R.I.P. ~200k of bloodpoints in my case, then..

  • PGTW got nerfed, so it's only to be expected to encounter Scourge Hook: Pain Resonance in over ~85% of your matches.

  • For how long is the code valid?

  • It's not bad, but unless you're doin' a challenge to blind or stun the killer, Blast Mine's just not worth it; Ever since PGTW got nerfed, literally everybody in mid-high MMR runs Scourge Hook: Pain Resonance, so Blast Mine's not gonna take the effect.

    If you're in SWF with VOIP, feel free to go without Kindred, but if that's not the case.. Do swap Blast Mine for Kindred; As has the Depip squad proven numerous times, coordination is what makes survivors so good, and that's simply never present in Solo Queue. The least you can do is to make it a bit better by bringing-in Kindred.

    I do kinda like your loadout, I've been using it before, but with Kindred over Blast Mine.

    Nowadays, I do use Boon: COH, Lightweight, Lithe / Prove Thyself / Iron Will, and Kindred pretty much 24/7.

    I'll probably swap the second and third perk with Rebecca's Better Than New and Hyperfocus, though..

  • I do never dodge; It'll take longer to play the game I do enjoy so much.

    Although I do have only P3 on most characters, I do doubt that there've been a lot of cases when a player has dodged the lobby just because of seeing a P3 over P9 character(s). That sounds really silly.

  • MacMillan; I can only blame myself for stepping into bear traps.

    Rin Yamaoka; Bias towards asians, the killer I do enjoy playing the most.

    Anna; Although hatchets' hitboxes are weird, they do reward proper timing. I can't complinent players, who do use crosshair on monitor and add-ons, though.. Those are literally being carried by them.

    Amanda Young; Jump scares, playing „the Game“ while playing the game, as well as infectious sounds whenever stunned.

    Billy Max Thompson Junior; Actually really scary chase music, very oppressive power forcing me to be constantly changing positions. He forces a change of pace instead of holding M1 for the entire match.


    I guess, that's all I can think about outta top of my head.

  • I do kinda feel you; I do usually hop in for five matches at max two times per a day in most cases (survivor during day, killer during evening).

    If I get hard tunneled or camped, I give up after the first match by playing or doin' something else.

    I do tend to give the last survivor hatch in most cases, but that's once in a blue moon; I don't camp or tunnel, I do play the game for fun with the mindset that I want others to have fun aswell. It's kind of silly, isn't it? I can't have fun, if others aren't having fun..


    It's OK to take a break, you're really not missing out anything.

  • If I haven't selected a specific Rift challenge or daily challenge, I do always let the last one to escape; I do try to close the Hatch, let them open the gate, and then make them crawl to the exit.

  • I'll buy the Chapter just to P3 Ada and Rebecca, so I'll have fully leveled their perks in bloodwebs for other survivors.

    When it comes to the killer, I'll, naturally, do the same even here.. But I don't really care about the killer here.

  • From what I do recall, every single killer got nerfed around two weeks - six weeks upon their releases. This has been a trend ever since the Shattered Bloodline Chapter got live. The Chapter got live on 18th September 2018, Rin got her treatment around two weeks afterwards.

    The issue here is, average players and newbies do complain (the overwhelming portion of the playerbase, the Solo Queue players) and threaten of leaving the game for good, unless they do X and Y to certain stuff. The Developers are having two options, while one is a guarantee that the playerbase won't decrease.. I mean, why'd you take the risk, if you know how much money is your game making right now? That's pretty much like shooting yourself in a foot.

    I think, Wesker will receive major nerfs regarding his oppression and tools regarding the gained distance and cooldown. I think, his power cooldown will get furthermore increased, the speed at which he dashes at the survivor with his power gets decreased, etcetera. In short, making it unreliable, as.. It kinda sucks in short distances, just like it sucks to throw and waste a hatchet when you can easily M1 a survivor with Anna. The stuff Wesker is good at will get nerfed and he'll become your average killer; At that point, you'll be better off by picking up a killer, who excells at certain stuff, but is bad elsewhere - Sally's bad at tracking survivors, but excells at quickly finishing chases, for example.


    As has been pointed out, however, it'll take around a month or two until he gets nerfed. If he gets nerfed right-away upon or before he gets released, the nerfs will be so minor that nobody will complain about them; The major nerf will, however, still be on the way..

    This is just a mere theory, of course, but the past clearly supports that he'll get nerfed, just like every single killer got a while after getting released. It's a never-ending cycle, or it seems to be that way for years.

  • That's why you do turn televisions off, get around ~25% of a generator done, and head to the previously marked television.

    The moment you turn off her televisions, insert tapes into the other ones, she can't teleport and therefore can't apply the condemned status, can she?

    @Brix said:

    https://forum.deadbydaylight.com/en/discussion/comment/3138192#Comment_3138192

    Literally Houses almost can be an infinite for M1 Killers on new Haddonfield. Got Bamboozle? Dont matter there are enough windows into the next house connected together to make it miserable as Killer. But i agree outside is mostly one huge Deadzone.

    Houses can be infinite? I guess, I don't understand the game even after two thousands hours on record, then..

    The way I see it, if you vault a window, the killer will either do the same and catch up to you before you can vault the same window again for the third time, or you get downed before getting near those houses in the first place.

  • I have used to care and behaved quite competitively a few years ago.. But ever since I've stopped doing so, I'm fiding myself having numerous times more fun than ever before.

    What I want to mention, though, is that I don't want victories to come without any effort; I do enjoy a reasonable challenge, but it has to be something I can do. When it comes to losing, I don't like to lose when I get outplayed because somebody has used a certain add-on or a perk; Great example is Rin's Dried Cherry Blossom, and certain add-ons alike, like Sally's range add-ons (luckily, they're gonna get nerfed).

    When it comes to winning, I do consider having more than six hooks a victory, because each survivor is worth three hook stages, regardless of the amount of sacrifices. So, if I hook them all once, but they just decide to kill themselves on the hook, I do see the match as a loss. When I play as a survivor, wasting enough of killer's time to help my team mates finish the generators and get out, I do see that as a victory, even though I've sacrificed myself for the team.


    It's not like I don't enjoy winning.. It's just that I feel like losing benefits people more than winning, as people do usually tend to analyze their gameplays or possible mistakes when they lose, but they don't question how and why have they won.. So, they do learn nothing and move on.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3135731#Comment_3135731

    I feel her power recovery shouldn’t be buffed but it should be reworked a bit. I’m not too much of a fan of how it works right now.

    She should be able to start phasing even if her power bar isn't fully charged. That'd be a base kit buff. If we're not gonna go this way, I'd decrease her recharge time by ~2 seconds, so it'd take ~13 seconds instead of the current ~15 seconds.

    Dried Cherry Blossom should be simply changed into its previous state, so it'd share the same effects as Juniper Bonsai, but with more impactful numbers - So, to reduce the passive phasing cooldown by ~2 - 3 seconds, and increase the passive phasing duration by ~75% - 100%.

    As for Mother-Daugher Ring, how about making it so it trumps all other add-ons? Meaning, you couldn't combine Mother-Daughter Ring with anything else.

  • Under usual circumstances, this woulda be considered as holding the game hostage; However, since you were puking on generators, the survivors woulda had to risk getting infected. It's not like you didn't have the option to search lockers aswell, but you didn't do that.

    I wouldn't see this as holding the game hostage, because you didn't go out of your way to search for them; You were focused on generators, not on your prey.

    You've raised a good point though; Those add-ons shall be nerfed a bit, because.. two minutes of infection; Seriously? Isn't that a bit too long?

  • Why wouldn't you bring Kindred, especially for Solo Queue?

  • You're not wrong.. There was actually some fog, offering stealth gameplay as a valid strategy. Unfortunately, the game has been changed into cat'n'mouse simulators, because people have found hiding to be boring, or what..

    I can see, how can a daily map turn and offer into a horror nightmare, but they'd have had to change the game's music while playing, and that didn't happen.

    So, instead of scary and more newbie friendly maps, we got so bright maps that you can spot a survivor from, like, over ~50 meters from afar.

    It sucks, but it doesn't look like they do plan to increase the amount of fog and make maps darker like back in the day..

  • Bamboozle; As has Brokenbones pointed out, it promotes boring gameplay with no counterplay, unless you're running perks like Dead Hard, Off The Record, or Sprint Burst, so you can vault the window when Bamboozle's timer runs out.. Otherwise, you're taking the hit and very likely even a hook, just because the killer has vaulted a window.

  • N. 1: Rin Yamaoka - Like I've explained or mentioned in previous threads alike, I do play with her because I've found myself symphatizing with her, sharing the same point of view. I've always been interested in Japan and its culture, I might add. On top of that, literally slashing survivors with a sword, including destroying pallets' animation, damaging generators' animation? Yes, please!

    N. 2: Anna - I do find throwing hatchets and getting hits from afar very satisfying. I have no traps to watch over, I can just roam freely without any interruption. She's also tall, allowing me to see through windows and see crouching survivors there. Her lore was kinda meh, though..

    N. 3: Kazan Yamaoka - Another killer with a sword, but this time kicking pallets and reminding me of my school days, as I've found Minotaurus especially interesting. The labyrinth and deadly beast, just awesome. Sure, it's just your M1 killer, but with a decent build (Coulrophobia, Thanatophobia, Distressing, and a perk of my choice), he becomes deadly and very fun to play.

    N. 4: Evan MacMillan - Placing bear traps, and then hearing them clap with a survivors' screams. Addictive. I've bought him the Krampus outfit, so it makes me feel like playing with a real beast once again. That's very satisfying and fits the horror atmosphere so well!.

    N. 5: Amanda Young - After watching the entire SAW franchise, I got kinda into it. The main reason why I found her fun to play, though, is because I can sneak up onto survivors in in-door maps and have a guaranteed hit. As a bonus, I do enjoy listening to her sounds whenever she gets stunned.. Yup, Enduring and Spirit Fury is pretty much a must in my case, as I do literally disrespect the pallets.

  • @dugman said:

    Don’t revert it completely, just remove the action speed penalty. I’m positive if they just take away the action speed penalty the perk will be fine.

    Yup, I'm on you with this one. If you're used to run Boon perks, you simply mustn't use Calm Spirit; Fourteen seconds to boon is quite a lot as it is..

  • I wouldn't have liked to encounter a tunneler myself, so I do try my bests to have as much fun as I can; If I tunnel or camp, I do start to feel bad for others, so that's a receipt to not have fun in my case.

    I'll let them unhook their friends, especially if I'm running Make Your Choice or Hex: Devour Hope, and even then.. I'll do that unless I feel extra pressured (less hooks in total than the amount of completed generators - Each survivor is worth three hooks, by the way).

    I don't care about how many survivors do escape, unless I'm doing a Rift challenge that demands to get a certain Emblem quality. I do play for fun, I really don't care. Don't assume that a lot of players will share the same point of view as I do.. In fact, most will tunnel or camp just to ensure at least one sacrifice per a match.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134786#Comment_3134786

    But that s why dbd is balanced around playing against swf.

    Thats why killer got a massive buff at patch 6.1.0 and surv only got nerfs and 5 sec bt

    Thats why you have longer gen and shorter chases.

    Thats why killers have new strong perks (like blowing a gen from the other side of the map because you hooked someone) while surv receive weak situational perks that barely work outside a combo

    Thats why 60-70% of the surv perk list are garbage.

    You are outraged about information getting leaked to other in swf in a game that clearly gives the killer more than enough advantage to balance this.

    It was a good attempt, but it's still not good enough.

    Average SWF premades with VOIP are still gonna escape with three survivors in most cases, even if the killer proceeds to hardcore tunneling and even camping.

    You have literally no clue, how much of an impact the provided informations that those SWF premades do receive from each other can have on the match.. Or you're just pretending and using sarcasm in cases when people do disagree with you.

    One silly information, like knowing how much one survivor is revived, where there's still one pallet, how much is one outta seven generators progressed, the way RNG has spawned windows and pallets.. All of those can change the direction and result of the entire match. One silly pallet can be a decisive factor between sacrificing two or just one, and that's a big difference.

  • @Salacia said:

    Voice software = cheat software, cheater > they must be banned.

    As much as I agree with you, it'd cause them to lose a bit over ~50% of their entire playerbase. The game woulda die outta that move.

    Voice chat is somewhat equivalent to wall hack based on the definition of cheating, which is unintended and unfair advantage over the other players. VOIP wasn't intended as has BHVR clearly stated in their very first Dev Diary videos on YouTube, but they've also stated that it was inevitable, because they'd have had to state that they woulda ban for third party programs since the 1st day, and that didn't happen.

  • What can I say.. I do enjoy playing the game.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133166#Comment_3133166

    so you literally have no clue whatsoever and are just making assumptions, gotcha.

    Pretty much; I have based my opinion on their designs, what I can see when I watch cutscenes of them.

  • I do doubt it actually does something, but I got used to rate the match. Most of them are rated at two or three points in my case.

    If I get tunneled or camped, I don't get to play, etcetera, I do rate it three or lower; However, when I get some chases, tunneled reasonably (when generators are flying), I don't mind.. But I do find myself to enjoy playing as a killer much more, if generators aren't flying, regardless of how many hooks I get.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129402#Comment_3129402

    Like, I do understand people wanting.. How's it called, Pennywise, or is it Chucky? But, come on. Can't you see, how annoying Vic and Charlotte are? They're one of the most annoying killers to play as and face, yet, you do wanna another clown like Pennywise? Yikes, I just don't get the way people do think sometimes.

    uhm. Are you actually confusing Chucky and Pennywise?

    Chucky could work fundamentally different to the Twins anyways. And Pennywise would have anything common with the Clown..

    yikes.

    Yes, I am.

    The first time I've heard about Chucky and Pennywise was in late 2020. I have taken a look at how do they look, and they don't really look like characters fitting the horror theme or atmosphere by me.

    I have also noticed that the overwhelming majority of people wanting Pennywise or Chucky do live in North America; As if those characters weren't popular in Europe whatsoever.

  • Because I have fallen for Rin after reading her lore. I've found myself symphatizing with her and finding almost the same point of view on certain stuff in life.

    I do also find her to be the most beautiful killer in the entire game with the best outfits in the entire game aswell.

    The last reason is because I've always been intersted in Japan and its culture.


    Those are basically the exact same reasons as to why I do play with her the most.

  • Legion because of the mentioned mending simulator.

    What I hate the most is when the Legion gets the free hit in Feral Frenzy, cancels the power ASAP once he or she runs as close to me as possible, and then finishes me off with M1; Like, what's the counterplay here? Vault a window, throw a pallet? Alright, this can work for a few seconds, but unless I have Lithe, Dead Hard, or such perks alike, I'm not going away and get hooked while the killer have had to put in zero effort to hook me.

    Although I do hate Plague aswell, I don't find her boring, just annoying.. Whereas Legion, that's another league..

  • @Kasamsky said:

    literally every nurse i see: double range + stastruck + floods of rage + make your choice

    bUt sHE iS So hARd to PLaY 🤡🤡🤡

    She's not that hard to play, but she's harder to master than the rest of the killers, I'd say.

    Unlike M1 killers, all you need is to build muscle memory to know how far you can blink, how long to hold blinks to teleport you where you want to, and that's it. When it comes to M1 klllers, you do have to know how to run each tile, how to hide red stain properly, how far can your lunge and dart attacks reach (each killer has same range by default, but the faster you are, the further you can reach).

    The hardest killer to play is Blight without a doubt; This one requires you to know which objects to bounce of off, which objects are „soft“ and „hard“ ones to allow you to bounce off of them, how far you can make it with each dash, including the sensitivity of attacks during lethal rushes.

    TL;DR: Once you get the basics down, Nurse is gonna be easy for you to play, but getting the muscle memory for perfect blinks is gonna take long time.. Probably even longer than mastering every single other killer. She has the highest skill ceiling, but she's not the most difficult killer to play with.

  • @Adjatha said:

    Pinhead: a killer with a secondary objective so simple that all it asks is for one single survivor to go to the large, highlighted box icon once every 90 seconds.

    "He ShOuLd Be NeRfeD fOr SoLo QuEuE"

    If you are having trouble against him, YOU go get the box.

    Alright, and what do you do if the killer uses Iridescent Lament Configuration add-on, burns the offering to a really big map, like Mother's Dwelling? Run around the entire map, hoping that you'll manage to find it by luck?

    His ultra rare add-ons are problematic, but that's all.. Really.

  • The perk should be nerfed, because it can be far too easily abused.

    If they rework it a bit - For example, that the hook timer is paused only for as long as the survivor is standing still within the range of the hook, it'd be OK.. But to run to the hook to stop it, then run back to the generator, have ~20 seconds of free time, repeat it once more.. That's just broken and too easily abused.

    MrHeadache has created a fine video explaining why it's OK as long as this issue gets fixed;

    https://www.youtube.com/watch?v=Xm7U5amnUMA

  • Pinhead is fine on its own, it's the add-on issue and a bit related power issue for me, just like with the Nurse.

    Pretty much every single Pinhead runs Engineer's Fang, Iridescent Lament Configuration, Impaling Wire, or Original Pain; Nobody runs other add-ons, as the rest is useless.

    When survivors can't see the aura of the cube, it becomes a slugging festival in most cases, or the survivors don't repair generators at all; They do all try to find and solve the cube. That's Solo Queue and add-on issue, like I've mentioned.

    The issue with his power is that the first chain can injure you; That shouldn't be a thing, they shall only hold you for a certain duration. They shall not injure you. Although that one chain is quite easy to dodge, it can't be helped in numerous situations, where the hitboxes of other objects do block your path, so you can't dodge it. Surprisingly, this happens pretty much everytime he shoots that chain onto me.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3131524#Comment_3131524

    Yes, I suggested this before

    https://us.v-cdn.net/6030815/uploads/EDS4TO01JCY1/image.png

    This was my ideas of rework all items, where items are nerfed, but free and have only Brown version. Pretty much items are survivors' powers that everyone always bring in one every match.

    Ehh.. That's not really a rework, is it?

    All I see is one added add-on to the list of all the add-ons that we already have in-game, and that's it.

  • They're probably just trying to get as many bloodpoints as possible before her add-ons get gutted.

  • Keys aren't worth taking into the match, unless you're doing the Rift challenges to „Deplete X Keys“.

    I've been suggesting a rework, so they'll allow you to instantly open a chest while certain add-ons would guarantee you what type of an item it will be, including its rarity, its add-ons, and the rarity of those add-ons.

    However, it seems like BHVR isn't interested in such a change.

  • Nurse, Spirit, Wraith, and Legion.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130589#Comment_3130589

    Her P3 is also amazing especially compared to more recent ones that have released

    Ehhh.. You mean P6. Prestiges were changed just a while ago.

  • @DragonMasterDarren said:

    I have found that pretending that MMR doesn't exist makes the experience a lot more fun

    That doesn't make sense; If you know it and pretend otherwise, you can't convince yourself. You may be able to convince somebody else, but not yourself.

    All I can read from your response, therefore, is that you don't care about your MMR whatsoever, and that's OK. That's the way to enjoy games without bein' constantly stressed ou whether you lose or gain MMR, which sounds quite silly to me.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130116#Comment_3130116

    It seems like it tries to average it, which doesn't really work given how DbD gameplay works. A survivor team is only as good as their worst player if the killer decides to capitalize on it. It may be balanced on a spreadsheet, but it's awful in practice. When a survivor is 100-200+ points worse than the killer, it's an unplayable match.

    My friends and I have done some experimentation with this. We all used to play on the same comp team and have 20k+ hrs between the 4 of us. If we play in a 4 stack, we get the most absurdly sweaty killers you'll ever run into. Not necessarily good, but almost always a Black Ward, hard tunneling, 4 slowdowns, etc.

    If we play with 3 of us and 1 rando, we'll get a relative baby killer who maybe gets 1k. We've recently had killers get 0 hooks if we play 3 stack+1 rando. The second we go 4 stack and force the matchmaker to give us a soft cap killer, we're back to Black Wards and 4 slowdowns.

    It really seems like the matchmaker tries to place a killer at the average MMR of the 4 survivors.

    Mmm, then I would've been pretty much on point.

    I mean, there are four survivors, so it sounds quite logical to me.

    However, that brings a question - How else would you design matchmaking? You do want players to keep playing, to keep them entertained.

  • @Thusly_Boned said:

    I've been using Haddie pretty much exclusively since she dropped, though I think a lot of people are waiting for more cosmetics. I think they're coming, though, as Haddie strikes me as a character they're gonna push.

    https://forum.deadbydaylight.com/en/discussion/comment/3130079#Comment_3130079

    This is also true, and one of the reasons BHVR should stop mainlining cosmetics primarily to the most used characters; I know it's easy money, but it just marginalizes the others more and more.

    That said, I think how they did Mikaela is the way they should hand most new characters, as she got a bunch of cosmetics pretty quickly following her launch, but think they should take it a step further and have a few outfits that drop on day 1 with new characters.

    I do completely agree with you, however.. It feels like they don't know what kind of outfits to push, you know?

    Like, sure; They've been quite busy with the collaboration with Attack on Titan collection, but this was the case even back then. If this isn't the lack of ideas or suggestions that they do consider worthy taking in mind and promoting into future outfits, it's the lack of people working on them. I may be off, but this is how it feels to me when I think about it..

  • This may not be how it is, but my assumption is that the current design of matchmaking puts four random players of not the same MMR (so, very likely of entirely different skill levels aswell), may calculate or may not calculate the average, and puts the killer with a few times higher MMR than each survivor has. I don't think, it'd count the MMR of all survivors in total and put a killer with that high MMR against them.

    However, I have no evidence or proof to support my assumption. It's all based on my own experiences (I do play Solo Queue 24/7).

  • I'd suggest to play for fun and stop thinking about MMR; Like, sure.. It's gonna catch you, regardless, but why'd you worry or stress yourself about this stuff? I mean, we do play games for fun, don't we?

    Either way, just play like you want to.. Nobody's gonna expect you to loop the killer for the entire match; As long as you're not cheating or hacking, you're good to go and welcome here.. But do make sure to never sabotage your team, though.

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