Nickeh
Nickeh
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- Nickeh
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I mean match-ups are horrendous regardless of what system they're using, let's be honest.
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That and their complete bungling of... everything... these past few months shows the direction they're taking this game.
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Why did this hot fix suddenly bring back survivors getting stuck on objects in the environment?
Same answer to your question, the devs have no idea what they're doing anymore.
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How can there be an issue that's universally ruining everyone's games, survivor and killer, and ya'll still turn it into an argument.
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CleArLy tHe kiLlEr iS jUsT ReALlY RaNk 20 iN sKilL
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@TheOhioHutcH said:
Because the game is fun and amazingly awesomeness if you don't like it play something else 🤣🤣🤣🤣🤣🤣
Sold.
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@batax90 said:
The new mmr will push all kind of player away from the game its so easy right now that it is boring. When i play killer if i dont face a swf i have no challenge because i can have a rank 20 in the game so this basically make the game a 3v1.
Youre lucky man. As survivor I get mostly rank 20-15 teammates and 1 killer. As killer (which I barely play) I get all ranks 1-5.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1512143#Comment_1512143
You are either trolling or stupid like a rotten peace of bread.
https://forum.deadbydaylight.com/en/discussion/comment/1512181#Comment_1512181
That could be possible, but that might be the saddest rank system ever. I trade myself so often for the team so it would be nice to know to get any feedback. With the emblem system you knew at least what helps you to pip.
https://forum.deadbydaylight.com/en/discussion/comment/1512294#Comment_1512294
Well thats the thing. What is "better then the other teammates". It smells all little bit like they keep the Pip system but dont show rank anymore.
Again, assuming here... but I think it would be based on survival rate and points. Even if the best survivor only got 12k and all the others got 8k, that 12k would be considered as have done better than the other 3 so he'd probably "rank up". Now if everyone died, I'd imagine that would come into play too and possibly prevent that person from reaching the next skill level... possibly prevent the best player from moving but have the worst scoring players move down a tier.
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@hahadrillgobrrr said:
https://forum.deadbydaylight.com/en/discussion/comment/1510006#Comment_1510006
The MMR system should not allow ranks 12+ to be against R1 killer. That is just stupid.
The entire point of this system is to disregard rank.
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I'm pretty sure Bubba has been the preferred killer of campers since his release, but okay.
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@CronaWins said:
I see a lot of complaints about the new matchmaking, however i believe we cannot provide accurate feedback until true ranks are shown.
We don't know if the ranking system is working or broken if it remains hidden.
How can we see our own performance based off your new matchmaking, and how the system determines what it classifies as skill, that raises or lowers our rank?
Will ranks remain hidden or are you planing to show the true ranks at the end of the match?
From the news section of this very website:
- "Why are we keeping the skill rating hidden?
For every player who gets really excited at the prospect of seeing their skill rating, there is another player who dreads it. For now, to encourage everyone to play the game the best they can, we are keeping the skill rating hidden. We have plans to expose it somewhat in the future, but nothing to announce at this time.
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I'm the minority of minorities, but I like it. Both sides have been relying way too heavily on aura reading and not actually paying attention to their surroundings.
However, gen and hex auras should definitely revert to the old way.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1506001#Comment_1506001
Well this explains that it is an ELO System, which should be obvious by now, but it does not explain how they try to make an ELO System work in Dead by Daylight. Because it is not even clearly defined what "winning" is. And if they would define it in any way (lets say escaping) this would not tell a lot about how good someone is.
As far as I understand, ideally it pits people on a somewhat equal skill level together. If you do better than your teammates (based on score and/or survival rate) then you "rank up" , if not then you "rank down".
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I think it's fine as is. People know basement is a guaranteed item and killer can already build a strategy around that.
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@Pryzm said:
The only thing I don't like about this is server instability. I've seen it myself, and talked to many players in post chat about it. The server lag is real. Many missed skill checks, or grab freezes. I've had complete "pauses" and BOOM, gen blows up. I don't want people dying on the second stage like crazy because the server lags, or someone's connection goes. That is less BP for me as killer and it could impact scoring for rank.
I don't like it. You can perhaps have it work in a way that gets you extra points, but does not hasten your death. I just don't want people dying after 2 hooks constantly because of various forms of lag.
Sometimes the server stutters during current 2nd phase and causes a swift death on second hook, so that issue already exists but worse right now.
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DS has about as much power as that particular killer thinks it has.
There are people who will try to honestly argue that the 5 second stun is worse than slugging someone for 60 seconds (although it would never be 60 seconds, because it would have taken time to find, chase, and down that suvivor)... let those who fear the perk continue to make bad decisions based on that fear.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1472538#Comment_1472538
A lot of (read: basically all) threads about how there's no counterplay to X boild down to people being upset they have to change their MO depending on which killer they face.
-stares confusingly at post as spirit with stridor-
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Okay, let's add jumping to a game where most of it's game breaking glitches require floating in midair or landing on top of something you clearly are not supposed to be on top of.
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@Athanar90 said:
https://forum.deadbydaylight.com/en/discussion/comment/1472260#Comment_1472260
Would help if you'd made a point.
If you used sarcasm, that doesn't work.
My point is what I literally said my point was, I think it's funny people complain about not getting that extra information exactly in the way, shape, and form that they want it.
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@YaiPa said:
ghostface, somewhat giving him a real power rather than a bugged discount Myers, maybe fitting with his movies, despite how hard could it be. The fake phone power leak was kinda meh, but I honestly have not so much fantasy.
Thank you. When survivors and killers both collectively complain about it, you know it's an actual issue.
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@ZerLukas said:
DS and NOED would be better as basekit features.
been saying this for ages.
people complain about tunneling and gen times. This corrects both.
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@Dwight_Fairfield said:
There is too many variables for this to be good, IMO.
For example are they going to take into account offerings and add ons used? Would it be fair to say someone is skilled with a Trapper who won using an ebony mori than one who 4k'ed without it. Or a Huntress with iri heads and infantry belt over one with no add ons etc.
It seems like a very flawed system to me.
I would imagine it doesn't take into account offerings. If someone has 10 good matches because all they did was bring eboni moris, then they'll be faced with a harder match that 11th game when they don't bring one.
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The healthiest thing a person can do is just ignore someone as soon as they use "survivor main" or "killer main" like it's a slur.
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@Mytch said:
If some of you are familiar with the old Dota 2 format of a separate solo and party queue, do you guys think this would be a good change or a bad change for the game?
Lobby times would be worse off than they already are. The best route imho, and hopefully the one being worked on, is to bring solo que strength and information up to swf strength and information while buffing killer based on that.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1472366#Comment_1472366
If the game supports a resolution then it should be functional, end of story.
I can hardly see survivors or killers when playing on a 480p monitor at 1% resolution, please change.
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@SaFwAn_X3 said:
Bro i have same issue with some Specific survivors especially Steve And Ace And Jeff
They hides the damn key inside there pockets and Steve hid it inside his body and neck
Survivors stay stationary during their idle "animations", apparently.
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@ermsy said:
https://forum.deadbydaylight.com/en/discussion/comment/1472361#Comment_1472361
It's a small quality of life change which doesn't affect anyone negatively. But you still haven't answered my question, why is it an issue if it doesn't affect anyone?
I did answer you question. I wouldn't care if it was changed in any shape or form. I do find it pathetic, though, seeing as items can already be seen.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1472358#Comment_1472358
No, you asked for something else. If that's what you meant, then that's what you should've written.
I don't know the streams by heart, but the devs have stated, repeatedly, that killers are supposed to be able to see which items survivors are carrying so they can prepare.
https://forum.deadbydaylight.com/en/discussion/comment/1472356#Comment_1472356
People playing at certain resolutions can't see keys at all because they get reduced to a single pixel. So maybe all is fine and dandy for you, but this is a real issue.
So let's cry on a forum and act completely illogical because if I play the game 2 pixels by 1 pixel its hard to see, when they're otherwise completely visible. Okay.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1472354#Comment_1472354
Me neither, yet here we are. Someone pointed out the issue with lower resolutions as well, which making keys more visible would immediately solve.
https://forum.deadbydaylight.com/en/discussion/comment/1472352#Comment_1472352
If you don't want to address the argument, just say so.
For The third time, you're the only person who is saying they are designed to be blatantly visible. I already asked for the dev stream that agrees with your version of this.
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@ermsy said:
I don't understand why it is an issue to make keys more visible.
Because it's yet another super annoying nit picky thing that doesn't actually affect anyone yet people want to cry about it.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1472343#Comment_1472343
blatantly
/ˈbleɪt(ə)ntli/
adverb
adverb: blatantly
- in an open and unashamed manner.
- "yet another space show that blatantly disregarded scientific fact"
- in a completely obvious and unsubtle way.
- "it's blatantly her first kiss"
Any more questions before you address the argument?
Dude, what are you doing? For the third time... They are visible. The only thing that could make them more visible is to just say what the items are. I personally find that rediculous because God forbid you have to actually pay attention to the lobby screen.
I don't even understand what you're arguing at this point. Or why you're obsessing over the word "blatently" when you're literally the only person using it.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1472339#Comment_1472339
Can you address what I actually wrote?
Dude, the items are visible. The only thing that could make them more visible is just listing what they're bringing.
You're trying to get into some weird semantics debate when you're the one saying that they are meant to be "blatantly visible" (whatever that means).
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1472333#Comment_1472333
I said, and I quote, "blatantly visible". Emphasis on "blatantly". Please read what I wrote again and address it.
Can you please refer me to the developer stream where they say survivors need giant signs saying what item they're holding? I must have missed it.
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But they are visible. Keys are physically smaller items than toolboxes. Is this somehow now the devs favoring survivors because theyre not making them carry the freaking key to the city?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1472315#Comment_1472315
No, because killers are supposed to have the upper hand when it comes to information in the lobby. Again, this is by design (due to the asymmetrical nature of the game).
I hope you realize the point was how rediculous this post sounds. Obviously the game is asymetrical.
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@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1472311#Comment_1472311
Maybe go see what it looks like yourself ingame. Steve hides the key better than any survivor by a long shot, it's literally in his hip for 90% of his idle animation.
I play as Steve and against Steves. No, not 90% of the time. Sorry.
Even if it was (it's not)... pay attention then?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1472198#Comment_1472198
Offerings are not items. You can't see any offerings and that's by design. However, you are supposed to be able to see items.
You're not looking at it from both sides, you're creating a false equivalence.
You're right. Items are more like powers since they both use add ons. I guess survivors should see what power is being used.
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@DaKnight said:
https://us.v-cdn.net/6030815/uploads/VSJDDTGQEPCT/steve1-png.png
https://us.v-cdn.net/6030815/uploads/R4R8XBUPSA77/steve2-png.png
There is a reason the ultimate sweatlords play Steve or Blendette.
I like that it's a picture because a video would obviously show him moving his hands and thus moving the key.
Imagine being able to see every item a survivor brings in game and still finding something to complain about.
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@JacksonWise said:
There's been a lot of discussion of "boring" killers recently. Essentially, these are killers that are perceived as being too strong in a chase, leaving the survivor with little opportunity for counter-play. This further leads into a discussion of the 1v1 vs 4v1 issue: How do you balance 1 player having a fair chance of managing the actions of 4 other players while also making sure the interaction between the killer and 1 survivor in chase is fair? It seems like the killer either needs to have a means to traverse the map quickly, or be strong enough in chase to make up for it. If neither of these are true, the killer is deemed "unviable" because they simply cannot apply enough pressure before the survivors complete their objective. Without pressure, the survivors will simply do their objective and escape, leaving the killer feeling "gen-rushed".
My proposal: A portal system, specially crafted by the entity itself, that every killer can use to get around the map more quickly and efficiently. This would work similar to the portals in Doom Eternal's BATTLEMODE. In this mode, the portals are available to allow the Slayer to reposition on opposite sides of the map and apply pressure elsewhere.
This solves 2 of the 3 problems immediately. If all killers have a means to get around the map quicker, killer players should no longer feel "gen-rushed" as they now have adequate opportunities to apply pressure to the survivors. This helps balance the 4v1 scenario. It also means a lot of weaker killers won't feel as "unviable" anymore and a greater variety of killers can be played at a high rank/skill level instead of a player feeling like they have to play as the top 4 or 5 killers to perform well. This obviously benefits high rank/high skill survivors as well, who I'm sure are tired of going against the same killers over and over.
So how does this solve the "boring" killers problem too? Well, if speed is no longer an issue for killers, they no longer have to be strong enough in a chase to compensate. The developers can instead focus on fine-tuning killer powers, buffing those that are too weak and nerfing those that are too strong, to make sure they have equal opportunities for counter-play from both sides. This helps balance the 1v1 scenario.
TL;DR
Idea: A portal system mechanic that all killers can use to traverse the map quicker.
Movement speed outside of chase is no longer an issue; killers don't feel "gen-rushed". Helps with the 4v1 scenario.
More killers become viable; survivors see a greater variety of killers in their games, especially at high ranks.
Killer powers that are too strong or "boring" can be nerfed to be more fair and fun to go against. Helps with the 1v1 scenario.
Thoughts?
I want to know what drugs you're doing.
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Survivors and killer both have challenging roles and many of the people who main one continually underestimate the skills required for the other.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1467209#Comment_1467209
I would have to disagree with that. Escaping and wiggling/struggling on hook alone can net you near 6,000 points. +1,000 more if you escape as obsession. I will agree however that's it almost impossible to cap out the category, though.
Maybe they could add another event like when a survivor recovers from the downed state, with more points based on the longer the survivor was downed for. If someone managed to escape the killer's sight while being downed and manages to crawl to help after 2+ minutes, they should probably get rewarded for that (and I've seen some really smart Tenacity plays). Such an event is also the epitome of fighting for your survival as well when you come back from literally bleeding out to death on the ground.
Though as I said before, I don't think category caps should exist in the first place. They could remove the 8k category cap (for both roles) and just implement a 32k blood point cap in general. That would probably raise the average survivor BP after matches alone a little bit (possibly for both sides, really), without outright just making blood points easier to get, as survivors who save 5+ teammates or do 80% of the generators or get chased for 10 minutes, still get rewarded for it. Then survival BP in general would be less of an issue since it wouldn't matter much anyway.
This. It's crazy that there's a cap on categories when you have absolutely no control over whether your teammates are gonna endlessly rush towards the killer and you're gonna be stuck doing solely gens and unhooks.
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@Athanar90 said:
https://forum.deadbydaylight.com/en/discussion/comment/1465106#Comment_1465106
Killer is MEANT to get that info. It was designed that way intentionally, that all the info belongs to the killer, not survivors. Take away that info and you take away part of the power in a game that already favors survivors at the top levels.
Imagine missing the point after being explained that you missed the point.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1465118#Comment_1465118
yes it is. fine then we should see your add ons, the specific gear and know exactly what perks you are running. look, the game hides the killer to make it suspenseful and make the survivors plan according to that, and the killer all they see is a tool box, but they can't tell is it an alex's box or a commodious? what version of med kit is it? killers have to really look to see a key in hand and steve even hides the key really well 95% of the time. so stop whining, you're getting a benefit in this and all the killers want is that the game is maintained the way it is. I used "EQUALITY" as tongue in cheek humor. it's wrong to prevent someone from adapting to the situation and let others adapt and counter it. This will only drive people away!
This matchmaking helps killers. And quit whining? That's literally the point I'm making. Lol
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1462834#Comment_1462834
the reason the video was posted was NOT for the 4K equivalent, but to show what the last second switch looks like and now that currently you can still tell what killer is there and with the impending stated change that killers will no longer be able to switch once they click ready to start searching for a match this is broken to let survivors continue to do this!. I do not support anything that does not equally affect killer and survivor here. if killers are locked in before going into the lobby, how about this: lobbies are not formed till there are 4 survivors AND one killer, and then all 4 are immediately put into connecting to the match and blamo problem solved, doesn't matter if they know it's a doc anymore they can't do anything about it! YES! problem solved, and no more toxic switching you will either be ready when you click go or you will go in not ready and you have to play with what you have. I think that is fair to everyone, and it keeps the aspect of this new MMR system alive and even makes it more challenging.
Well for the sake of equality I guess survivors should be able to see the killer since he can see the survivors and their items. Yay equality.
P.s. the entire point of this game is assymetrical gameplay.
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@mostlyghostly said:
https://forum.deadbydaylight.com/en/discussion/comment/1462689#Comment_1462689
Of course you use the example of the 1 killer that is different to the rest. And yes, my skill level as wraith/trapper/ghostface/legion/freddy is all the same. You really don't think a rank 1 legion would absolutely destroy rank 20 survivors if he played as freddy? Nurse and maybe spirit are the only 2 examples where seperate MM works.
It was fair enough you went after the two killers I picked, but to then make a crazy point yourself by comparing rank 1 to rank 20 kind of nullified that.
Ranks don't matter too much, but let's pretend they do... would you be able to squash a rank 20 team with any killer? Yes. Would your rank 5 matches turn out the same if you're a freddy main and use him versus using deathslinger? No. It's silly to pretend otherwise.
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@Athanar90 said:
https://forum.deadbydaylight.com/en/discussion/comment/1462666#Comment_1462666
Part of playing killer is having more info than the survivors at the start of the match.
That's my point, killer already gets more information than survivor. I think it's funny people want the information the way they want it and when they want it or else it's unfair.
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@mydogmax19 said:
https://forum.deadbydaylight.com/en/discussion/comment/1457634#Comment_1457634
In perspective it is unfair, yes.
They've definitely been making adjustments with swf in mind... which leaves killer in a bad spot and solo in a horrendous spot.
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/1462333#Comment_1462333
This is exactly how it works on mobile, and it’s bliss!
Been playing a lot of mobile recently and I can't help but wonder why it seems so much better designed, myself.
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End game chat should just be removed, honestly.
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I'm just amazed at the amount of people so against increasing bloodpoint gains for someone at absolutely no detriment to their own gains.