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  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2562275#Comment_2562275

    I mean - same with gen speeds but here we are. "three survivors worked on gens while I only chased (pressured) one of them?! gen speeds are insane". Its like they dont understand the game is based around survivors having to focus on unhooks, chases and doing gens all at the same time and you realistically will just lose 2 to 3 gens before you can snowball efficiently.

    Its the same conversations on this forum constantly. At first I thought it was just new players who werent around when these things have been rehashed but now it feels like we're just getting trolled...

    The issue is that the Kill Rate stats have been proven to be inaccurate.

    Gen speeds do go that fast when you're good. Even a 30 second chase at the beginning of the game can lose you 2 gens rather consistently and 3 on occasion.

  • @SleepyWillo said:

    I mean... kill rates dont seem to imply that gen speeds are much of an issue...

    The issues with Kill Rates have been explained ad nauseum.

  • @MrCalac123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2560950#Comment_2560950

    You know damn ######### well they aren't touching Survivors. I'm betting Blight will be butchered next.

    I can hope.

  • I hope so.

    Maybe then Survivors will see some basekit nerfs if Nurse is no longer a menace to society.

  • I won't ever spend money on this game again.

  • It's just how asymmetrical games work.

    One role has numbers the other has power.

  • He wanted Evil Incarnate.

  • The game barely runs as it is.

    I'd rather not imagine what that would do to most people's set-ups.

  • @R2k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2559501#Comment_2559501

    So when he wins without iri addon it doesn't count right? Pinhead problems reminds me Nemesis. Some players are monsters while another ask for buffs because they don't want to master killer.

    Nemesis's problems are actually kind of similar.

    His lack of consistent 4v1 pressure hurts him. His chase is good, not great but definitely good. The issue is that his zombies are totally useless sometimes and do not actually give him 4v1.

    Pinhead, likewise, suffers from a similar issue. His actual in-chase power (henceforth referred to as Chains because I'm lazy) is pitifully weak. You get a effect similar to Clown but requiring the skill of Deathslinger or Nurse. His power, at the moment, is his Chain Hunt. It doesn't help at all in chases, but it is devastating in the 4v1 aspect. Someone must find the box and solve it, else no gens will get done. If he gets his Box reliably and Chain Hunts are combo'd together, he is devastating. Without it though, he's only slightly better than Clown.

  • @R2k said:

    Let's be honest, u are weak player that needs hugs and attention.

    First of all, body blocking is legit strat and u get points for it so it's not bad behaviour or something.

    Secondary, if it takes u roughly 1.5m+ to find someone and u find them when gen pops, taping shouldn't be in your list of problems.

    I can't even imagine how u play to fail get a single kill during all night. Even meming killers can get kill here and there.

    And again, if u refuse to pick aura addons or gen protection and fail to track survivors there's plenty things u need to practice before running here and asking for changes.

    You can absolutely lose a 2+ gens in that amount of time.

    Happens frequently at what I assume are higher MMR games. Not saying that's OP's issue, but just an observation/correction.

  • You can turn off Crossplay in the Settings in the Main Menu, I don't notice any differencein queue times.

    And yes, you'll get higher FPS, fewer freezes and have a mechanical advantage on PC.

  • @botrax said:

    https://forum.deadbydaylight.com/en/discussion/comment/2559387#Comment_2559387

    The game barely run on console but you can play a game like dragon dogma with better graphic and better fps and that game is older so i think the issue at that point is not the console but the dev

    You aren't wrong.

  • @Mad_Sochi said:

    No. It's NOT looks fine. Like a botrax said - it's a PlayStation 3 level. Even lower. And i'm agree with that.

    I can understand that only if game is new and develop studio is just starting there way in game industry and don't have enough of money BUT....

    5 years of game and DLCs selling and still that s...t ?! Like in PS2 or PS3 ?... Will never believe in that !

    SHAME on greedy developers. And nothing more.

    The game barely runs on Consoles as it is.

  • I'm sure that would instantly brick everyone's systems.

  • Why nerf Hex: Thrill of the Hunt?

    maxresdefault (1).jpg


  • @ClumsyTrapper said:

    Over 5yrs and counting and this game is still as fun and exciting as it as been since beta

    Having said that I think floating head chain saw Myers was peek dbd just sayin.

    You called for "invisible chainsaw myers?"

    jqoea9asbsf61.jpg


  • @AkiTheKitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/2559204#Comment_2559204

    I saw they also nerfed everything when it comes to killer, including the visibility and FOV lol

    They nerfed Decisive Strike as well.

    Also, Keys are getting destroyed finally.

  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558983#Comment_2558983

    In a strange way I actually miss the bullshit stuff like old insta heals

    I miss how people acted with them.

    When someone got picked up from being slugged to healthy I thought "Oh great, another 60 second chase where I need to break 7 pallets." Now if someone get picked up from being slugged to injured I think "Oh great, another 30 second chase where two gens will pop."

  • Yeah, iirc it was october of 2018.

  • @GeneralV said:

    I've left DBD prior to SBMM introduction, so I didn't experience it myself.

    Judging from what I've read here, it is worse than red ranks sometimes were.

    And that is scary.

    It just makes those Red Rank games where you'd have to be super sweaty for a 1K more common.

    You'll still get baby Survivors or a baby Killer every other game.

    But don't worry, it's fair. The sweat to stomp ratio is 50% so it's balanced.

  • @zarr said:

    I have a hard time making sense of most of the complaints I see about MMR. Many display a fundamental misunderstanding of what purpose MMR serves, some just don't really make sense.

    "High MMR is unfun" - If you do not have fun trying to kill as many survivors as possible by any means possible or trying everything in your might to escape, then you should simply... not do those things. Nothing is preventing you from using off-meta loadouts, refraining from camping, tunnelling, slugging, genrushing, or doing anything else you consider unfun as either role. The only thing that I can see people bring up is preventing them from this is... their desire to win. And you can't have that without trying hard to kill or escape - if it would be possible to consistently win (i. e. climb to and remain at high MMR) without using the strongest loadouts and tactics to do so, the system would make no sense whatsoever and everyone would sooner or later end up at the highest rating, regardless of their skill, performance and "sweat" levels. That would be the most unfun thing, as you would have players with 100 hours who consider a victory being cleansing all totems in a round, match against players with 10000 hours who usually kill everyone before 2 gens are done. As was regularly the case in the ranking system.

    I think this issue is mostly due to people wanting to eat their kill or escape cake and have it too. They want to win, which to most players in this game actually absolutely does mean to kill survivors or escape as survivor. They want to do so without having to stress or needing to practice and improve too much. And they also want to do so against non-bad players so that they can feel even better about winning. But that is simply impossible in a PVP game, because if one player is having a comfortable and fun time and is winning, the other(s) cannot possibly simultaneously also be. The reality is that if you want to kill or escape by any means, you should be matched against likeminded players, and all players in those matches should be expected to have to try their very hardest and yet still come out having people escape or dying around half of the time. If you do not consider that gameplay fun, then simply stop trying to kill or escape by any means possible. You think playing in other ways is more fun? Then do so, and if that means you aren't averaging at least 2 kills or 50% escapes over your matches, you will fall to a rating where that is eventually feasible. But please don't expect it to be possible to consistently kill and survive at the highest rating while also playing for any type of fun that is not performing in ways to kill or survive as consistently as possible, otherwise you are asking for the game experience to be ruined for everyone and are misunderstanding what MMR is. It is precisely about sorting players into matches in which players are more on the same page about how to play the game. It is not a reward, it is not about making the highest rating level the best or most fun one that everyone should want to be at. Only those that care about winning and also enjoy what sort of gameplay that entails.

    "High MMR is unbalanced" - That is by definition impossible. You can only climb MMR if you consistently kill or escape, and only maintain high MMR if you consistently at least kill half of the survivors/escape half of the time. If you are high MMR, that necessarily means that you perform at least well enough to average 2 kills per match or a 50% survival rate. That the rating is capped is a problem in terms of actually matching people as closely as it could be, but it is not a problem in terms of creating an overall balanced playing experience where players consistently perform well enough. If you don't like how the game is played when both roles use and try everything to kill and escape, then again, you are free to simply not use those things and not play in those ways, and if that means you now cannot compete at the high MMR levels anymore and will sink to levels where you can, so what? There is no reward for your rating.

    Some aspects of this game are definitely still problematic from a balance perspective, but that is not something a matchmaking system could ever iron out. Would every 4-player SWF be paired against Nurses exclusively, and vice versa? Obviously a ridiculous thought. These are things that have to be addressed by game design.

    "MMR does not reflect skill" - There is nothing that will correlate closer with a player's prowess in this game than their kill and survival rates, certainly over large enough sample sizes. If you are good at chasing/being chased, pressuring objectives/controlling them, snowballing/recovering, quick decision-making, the mechanics of that all, etc., you are absolutely more likely to kill or survive more consistently as a result. All of those things ultimately and inadvertently contribute to one's ability to kill or survive, the connection is obvious. And while it could be argued that metrics such as hooks might more accurately reflect skill, ultimately MMR does not even have to be about skill, or more precisely, the "skillfulness" with which wins are achieved. The vast majority of people care about killing as killer and surviving as survivor in this game, and for very obvious reasons. Those are just the clearest win conditions. The MMR system is meant to measure performance in that respect and make matches that on average allow players an equal shot at both. And to that end, of course there are easier, less demanding (less "skillful") ways to achieve kills and escapes. But they are still the most effective ways to get to that end result, not having to exert a lot of effort to use them then only means being efficient. If a chess master won all of their games with simple yet effective play, nobody would argue they aren't justified to be gaining rating just because they aren't using very complex strategy. Winning is the prime objective, not winning in the most impressive ways.

    And I would even go further and say fun levels also correlate more closely with balanced kill and survival rates than anything players might think would more accurately determine "skill". Again, ultimately most players enjoy killing and surviving respectively, and so they will have better playing experiences with a matchmaker that selects for precisely those things. I suspect not few of the people complaining about MMR are if anything even more dependent on their win rates for enjoyment of this game than the average player, and the reason they say it should not select for kill/survival rates is not that they think those do not actually reflect success in this game, but because they want to keep winning most of their games like they could in the old matchmaking system that did not try to give players fair matches in terms of kill and survival chances.

    If you on the other hand personally actually do not care about surviving or killing and dislike the ways the game is played by people who do, you should be grateful for MMR. MMR selecting for things you do not care about means MMR will benefit you, if you truly do not care. You won't kill or survive consistently, your MMR won't increase, you won't have to play with and against players that do care a lot about killing or surviving and play in those ways. All is well. Obviously it's not quite that easy because in reality the matchmaker still has to make matches happen from actual available players and there's a lot of messiness with that, but in concept all those people that for some reason seem to take huge issue with the matchmaker selecting for kill and survival rates at least can rest assured that it will tend to give them matches with likeminded individuals that also do not think killing and surviving is all that important, certainly more consistently so than the ranking system ever did.

    I'm not saying MMR is perfect, and certainly there are problems with BHVR's implementation of it (for one thing, it seems to try to achieve a "balanced" kill/survival rate by sometimes flip-flopping between matchups that are grossly stacked toward one side and the other, and I also dislike the MMR cap as well as the fact that personal survival rates are used rather than team-based ones), but much of the criticism I see fails to see the point of MMR.

    As has been demonstrated repeatedly, it is very difficult to lose MMR. It's totally unreasonable to ask people to lose 30 games in a row on every Killer in order to have tolerable matches. Losing is fine, but people in this game have a nasty habit of rubbing salt in the wound.



    You have a very uninformed view of skill. MMR is one of the worst things ever implemented in DBD, and I sincerely hope it gets removed. Most players seem to dislike it. It highlights every flaw of DBD and pushes players into exploiting and abusing them.

  • @shalo said:

    Why all the animosity towards NFTs?

    They are super terrible for the environment and they strike me as a huge money laundering thing, after I did some more reading.

  • @MissKitty95 said:

    https://forum.deadbydaylight.com/en/discussion/286798/medkit-op-since-when

    They already nerfed healing a while ago I think people forget this I hope they don’t butcher the only item in the game that is somewhat helpful,

    It's been a longer than a while. I'd wager that most people weren't even playing when healing was nerfed almost exactly 3 years ago.

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558979#Comment_2558979

    I’ve never seen a single person complain about medkits (only styptic agent and needle) until Otz decided to say how overpowered they are.

    I am not as popular as Otz :(

  • I haven't noticed that, can you take a clip?

  • @kate_best_girl said:

    I have BEEN saying this community gives WAAAAAY too much power to streamers. The fact a streamer can say one thing and the entire community suddenly agrees and it gets changed is genuinely a scary thing. Everyone I’m begging you to just form your own opinions.

    I've been on about med-kits for over a year now.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558631#Comment_2558631

    Ok, I have to ask. Isn't Sept when Pinhead came out, so wasn't there a glut of new players at that time anyway? So you are basically showing DBD going back to the normal amount of players after it was hyped-up because of the new licensed killer release?

    It was already dropping then.

    The graph starts on July 12th.

  • @[Deleted User] said:

    https://youtu.be/vVUMf8kFy24

    Body is 1 character too short

    That still doesn't answer if BHVR is working with them or not.

    Not having stuff paywalled is good, but working with an NFT company is not exactly a good look.

  • Since forever.

    Now that Keys are being nerfed it isn't even a discussion of which item is strongest anymore.

  • Since forever.

    Now that Keys are being nerfed it isn't even a discussion of which item is strongest anymore.

  • @ShakeyGames said:

    I'm 99% sure The NFTs are a scam and BHVR has no involvement in it whatsoever. Why would you want them to make a statement about it if that is the case?

    Because it's generating a huge amount of bad PR and by not saying anything BHVR is almost acting like this ISN'T a scam.

  • @MrCalac123 said:

    High MMR isn't fun because DBD is not a balanced game.

    It's not even possible to reach the top MMR with certain Killers, that is how poorly balanced the game is.

    Correct but I'm interested in suggestions on how to fix it more than anything

  • Yeah, I've been hit offline and had two routers fried.

  • @R2k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558431#Comment_2558431

    I didn't say it isn't fun. But if i want to try catch your teammate then I will slug u and if u played killer u should understand why it's necessary because if i choose to hook u, u most likely give up and it's game over.

    But if u think only about yourself then there's nothing to talk about.

    I, unlike others, do not give up on first hook.

  • @R2k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2555439#Comment_2555439

    Guarantee me your teammates won't run away and I won't slug u. U can't? Then there's nothing to complain about and it has nothing to do with fun.

    Why play a game if it isn't fun?

    Notice how I didn't say to get rid of slugging.

  • @KnotEnthusiast said:

    Kill rates for most killers are well above the 50% threshold, so clearly the game isn't super survivor sided in all games. Learn to run tiles correctly and you can get all non-long walls out of the way in 20 seconds or less. DH for distance is annoying, but it's an exhaustion perk, it's supposed to be strong, just like sprint burst.

    In short, git gud.

    It's already been discussed why those Kill Rate stats are meaningless.

  • @Clowning said:

    I've asked a similar question in the past, and the answer is nothing. There's nothing that can be done. And even if there was something that could be done, we'd never actually get to see it, given how long it took to create the current system which is just a binary yes or no on escapes. 

    The core issue is that once you reach a certain skill level, it is no longer beneficial for either side to play in such a way that allows player skill to come into play, rather it is much more beneficial to ensure as little skill as possible is allowed to enter the equation. At some point, it is easier to secure kills by simply camping and at some point, looping and mind games are no longer a good tactic, because Survivors can just drop all the pallets with the knowledge that by the time Killer is done chewing through them, the exit gates will be open.

    I think a more refined version of the old system would work best, honestly. Maybe add more ranks, change some values, but Kills and Escapes are not a good, nor fun, ways to measure player skill. Though I've absolutely no hope left, not after what the Lead Game Developer has said about the current system. I'm genuinely still mad at that.

    Yeah. Not much hope when comments like that are being made about MMR, but it really isn't anything new.

    I remember when they first nerfed Ruin into it's current state, they said it was a "late-game perk."

    Still though, nothing will get done if we don't talk about and at least try to figure out a solution.

  • @Phasmamain said:

    We can’t really rectify the situation unless both sides agree to never ever play sweaty. Sweaty dbd has always been unfun and MMR has just made the issue worse

    Then shouldn't that show an issue with the design of the game if when people are skillful and trying the game becomes unfun?

  • @[Deleted User] said:

    What can be done to rectify this situation where both sides are having a miserable time at higher MMR?

    Stop playing.

    I'd rather make suggestions than tell people to stop playing, that's a cop out answer.

  • https://www.youtube.com/watch?v=K-1AC9w3Akk&ab_channel=PulsarGaming360 https://www.youtube.com/watch?v=4li4DXxeCSM&ab_channel=PulsarGaming360

    Just two to illustrate my point.

    The game froze like that during chases constantly and the game crashed constantly following the RE chapter.

    RPD was bugged for a long time and I think it was out of rotation longer than it's been in. It crashed Console's reliably. Now it just does it occasionally.

    We still haven't recovered. Want a link to the enormous (largest in Forum history) thread about Console issues?

  • I still want the Myers mask from Halloween II, you know the one....

    1981-halloween-cgp-se-blood-tears_1_9d18f3a28bcf130ebbcf349e2a40f3b0.jpg


  • Alright everyone, these are links to Clips from my most recent Twitch stream. If you want more context, you can look at the whole stream.

    https://clips.twitch.tv/OptimisticTenaciousBaguetteTheThing-inbgh3TTbA-RA4nt https://clips.twitch.tv/IncredulousCrackyQuailCorgiDerp-tUyYAszLbo_p3lRs https://clips.twitch.tv/SteamyBloodyLapwingRedCoat-bk9KAJc_TaSwEPag

    You can barely see the stutter from BBQ, probably because of the FPS but it was fairly noticeable on my end.

  • @DarKStaR350z said:

    https://forum.deadbydaylight.com/en/discussion/comment/2556472#Comment_2556472

    This is interesting actually; I can’t believe I never thought to look if the hook freezes are only when using BBQ, as I’ve definitely had some where it doesn’t freeze and might not have been running BBQ.

    If that’s the case then I wonder if unhook freezes are simply related to perks like BT/We’ll Make It etc that activate on unhook rather than the base mechanic of hook/unhook?

    @Nathan13 said:

    Started using BBQ yesterday, cause I haven't ran it in a hot minute. Each hook is a quick freeze. But I'm sure most of y'all probably knew that.

    @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2556568#Comment_2556568

    I think it is likely that it's perk related - it would also make sense if it is, even if it's not killer perk related but something like Kindred for example - that would fit with the issue re status effects, if the aura is causing this

    I can confirm that BBQ does cause stutters/freezing upon hooking the Survivor, it is not consistent though, it will not occur every time and it is relatively minor.

    I can also confirm that Borrowed Time does cause freezing upon a successful unhook. I'm not sure if it's consistent or not, I will test it further.

    I will hopefully have some clips to back it up soon.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2556568#Comment_2556568

    I think it is likely that it's perk related - it would also make sense if it is, even if it's not killer perk related but something like Kindred for example - that would fit with the issue re status effects, if the aura is causing this

    I'll try to test this stuff and record my findings.

  • @DwarvenTavern said:

    So I know it was the weekend so it makes sense that we wouldn't hear anything, but... has anyone heard any news about this? I didn't see them deny it and it's starting to make me anxious.

    No Mods or CM's have said anything on the Forums to my knowledge.

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