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Nihlus

Nihlus

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Nihlus
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  • Most SWF groups are just four people playing the game. It's insanely rare to have an actuall coordinated group playing sweaty and trying to harass you. I can tell you that the main SWF group I play with is barely a step above solo queue. It's just four friends wanting to play together.

    The problem are those super sweaty teams. The solution is in the MMR system. If four people are playing together, inflate their MMR jump for a 4-man escape. Eventually they'll be playing exclusively against the super sweaty nurses and blights all day and will either start playing casual, or enjoy the challenge. If you don't want to face those squads, don't be super sweaty and you should only ever see them here and there as they soar past your rating.

    ((this solution is continguent on MMR actually funtioning properly.))

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3175720#Comment_3175720

    If you equate playing this game to working dead end job then you take it way too seriously.

    You always have a chance at game onset, but if you give up that easily of course you probably aren’t going to have fun.

    This doesn’t sound like a game problem but rather a player mindset problem.

    Incorrect. I equate Solo Queue to a pointless exercise in frustration. The only things that happen in solo queue are pain and disappointment.

  • @I_CAME said:

    I don't blame people who do this against nurse and legion running four slowdowns. Zzzzzzzzzz. You're better off getting out of those games as fast as possible. Had a game on RPD against a lethal pursuer god nurse that had a down in the first 20 seconds. Don't blame the guy who hook suicided at all. A great way to reduce hook suicides is to get rid of things that literally no one enjoys playing against.

    What? Treat the problem instead of the symptoms?! This is heresy on these forums, good sir!

  • @pseudechis said:

    It’s pretty fun solo too, you just gotta not be a sore loser about it.

    It's really not. You have to be a serious masochist to enjoy playing solo and being killed the overwhelming majority of games where you had no chance at the onset. Solo queue is an exercise in futility. It's like going to work at a job you hate. Except there's no pay and everyone is a D-bag.

  • @WesCravenFan said:

    Killers were not overbuffed. The changes were tiny. 10% to kicks, 10% knock to speed, and 10 seconds of gens. Those are not world shaking.

    What really happened was the mega crutching on things like Dead Hard and Iron Will and EGC uses of Decisive Strike happened, and now the Survivor community is buying Copium in bulk.

    Right, but if I increase your pay by 10%, your hours by 10%, your bonuses by 10%, and reduce your bill payments by 10% and taxes by 10%, you have a crapton more money in your pocket each year, don't you? It all adds up. Those dials should have been tweaked maybe one or two at a time, not all at once.

    What really happens was all of these things at once on top of the perks. Basically, survival now requires a killer to be absolute trash as he can sleep his way to a 4k in most games.

  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3172843#Comment_3172843

    Right, but what happens if the devs manage to balance the game? Will it still be a party game?

    The term eludes me, because I don't think a lack of balance is sufficient enough to make it a party game--it just means the game isn't balanced.

    Party games have heavy amounts of RNG, comeback mechanics, and/or social interaction. For example, Super Smash Bros is a party game with all the RNG item spawns, but competitive when played without. Mario Kart is a party game when racing against others because of the RNG item boxes, but competitive when doing time trials.

    If the game is balanced, skill will be too large a determining factor in the outcome of a trial to continue calling DBD a party game. Sure, it is sandboxy enough to play around, but the game is not inherently a 'party game.'

    Well, if we're going into hypotheticals about "if the game is ever balanced" then we can also ask "what if Nihlus became emperor of the world?" because that's about as likely to happen.

  • I really don't know how to explain this any further without being mean. There's an easy alternative. Just tab out until the post game menus come up.

  • You're dead. Alt tab and look at youtube for a few seconds if the death animation bothers you that badly. You're upset that you died, and want to leave. It's very easy to avoid watching the death animation. Just... don't look.

  • @BlazePyron2 said:

    honestly i think something drastic needs to be done to survivor mains and bully squads to fix the community of this game. Maybe something like every time you play a killer game, you get a token and you have to spend that token to start a swf game. Or like every 15 survivor games you have to play a killer match or something.

    people need to be forced to see the killer experience and how painful it is to play against bully squads, some of the nicest survivors i meet are the ones who also play killer an equal amount. Killer is extremely hard to play at high ranks and im tired of surivvor mains being absolute brats

    Fine, but only if Killer mains are forced to solo queue in games and achieve 4 escapes through the gates to go back to playing killer. As long as we're trying to make everyone learn empathy here...

  • The source is how bad the game is designed. Imbalance was the name of the game and always will be. Trying to play this game without copius amounts of alcohol is an exercise in frustration. Solo survivor is a masochism simulator. The game feels like digital self-harm more often than not. The only time it's fun is when you have 5 people playing custom. No more sweaty people. No more ridiculously imbalanced crap. Just messing around.

    This community makes League of Legends' feel like rainbows and sunshine. I can't wait for the bots to come out. I'll never touch anything but custom games again.

  • @kizuati said:

    So remember when BHVR said that the incentives are based on the amount of players in the role,region and your MMR bracket?

    https://us.v-cdn.net/6030815/uploads/THRA6AAA0A6J/image.png

    Matchmaking incentives are unique to you and dependent on your matchmaking ratings and region. Developer Update | June 2022

    So.. I just plain do not believe that this is the case and I'm calling on the devs to explain how this could happen. I'm a very low MMR survivor - I die a lot as I usually goof around and run meme builds and play primarily solo,a notoriously bad idea if you want to live. As killer,I should be in a decently high MMR bracket,I get lots of kills and all the survivors I face have lots and lots of hours and really high prestige levels are common.

    https://us.v-cdn.net/6030815/uploads/TRI712GKULIY/image.png

    Did everyone quit or something? How could solo queue be unfun? /s

    Despite the disparity in my MMR,I only ever see an incentive on one of the roles,which makes little sense,how is there never a deficit of low MMR survivors at the same time as high MMR killers or vice versa?

    That is highly unlikely.

    You know what's also weird? Every Killer you play has different MMR,but BHVR just applies it to the role,period. Either they're ignoring MMR or per-killer MMR is completely useless and abritrarily limited us to switch Killers in the lobby.

    https://us.v-cdn.net/6030815/uploads/5BJHYCIW4JD1/image.png

    I have a clear preference of some killers over others and have a much higher MMR bracket on some of them.

    https://us.v-cdn.net/6030815/uploads/8GN6ZZTZW5NF/image.png

    This particular lady faces the highest caliber survivors that there is.

    The TL;DR of this thread is that it looks like BHVR couldnt make a MMR based incentive system and instead based on it on the plain ratio of survivor : killers in a region.

    I would like a dev to comment on this,because this makes no sense. If MMR is truly taken into account,there should be incentives on both sides for people with vastly different ratings and different incentives per killer*.

    *If someone is going to tell me that they just average the MMR and go off that,how about we do that for Killer in general and just stop locking people out of switching characters?

    By the way - bring back the incentives being multiplicative.

    Hi. I am significantly better at Survivor than most of the people I SWF with. I was having +100% killer bonus earlier tonight. Nothing for Survivor. My wife using the exact same modem as I am, had a +100% survivor bonus. It absolutely does take your MMR into account.

    Now if you want to argue that the MMR system itself is broken, I doubt you'll get too many people to disagree with you, but the incentives definitely are based on your personal SBMMR.

  • You mean... survivors that play the same regardless of chapter had no problem beating a killer that only existed on the PTB until 40 minutes ago? Please, tell me more about this shocking and revelatory phenominon.

  • @kizuati said:

    https://us.v-cdn.net/6030815/uploads/5LPJ1YRZ2JUX/image.png

    I honestly didn't remember that RE1 cost that much but checking now it's the same. Yikes. Really high price,I dunno if I can afford this lol.

    Same as it is for the old Resident Evil chapter

  • @My_Aespa said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158430#Comment_3158430

    I think Demo has a better map pressure ability, my opinion though.

    Perhaps, but a built in hindered status that doesn't go away without going to pick up and use an item can't be discounted. Demo might be able to cross the map faster, but Wesker is stronger in loops.

  • @My_Aespa said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158223#Comment_3158223

    Demo is better because he can actually teleport. Wesker is Demo without the teleport so, it's kind of a downgrade tbh.

    Wesker can hit people on the other side of pallets/windows and can throw one survivor into another for 2 injuries.

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