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  • Why tier list is important for u? Play killer u have fun with. If y are tier list slave and only play meta then u shouldn't care about Plague and Trapper, stick to Nurse.

  • @Roadrunner said:

    I understand you. Most of my games are incredible hard and no fun at all. Dont get me wrong i dont want an easy 4k but it would be nice to meet survivors on my level. Sometimes i meet survivors that could literaly loop me for 5 gens and its just frustrating. I only play low tier killers and thats makes it even harder to win. I lose a lot of matches since the introduction of mmr

    Survivors of your level will beat u. U won't get 4K if 4 equal skill survivors will be against u. At best 2K. If u make decent mistakes all 4 escape.

  • Few comments ago u stated survivor is easy and u have no problems with it. What changed during those hours?

  • Lethal is overrated perk. It works only 9 sec and doesn't guarantee u anything.

    Corrupt gives you guaranteed 2 min 3 gen defence and forces survivors to move. It's enough to find and chase someone before 3 gen pop.

  • There's no need into killer switch. Make it so survivors are locked and can't change anything once timer hits 20sec while killer can.

  • @snowflake102 said:

    You would think that taking a long. Break would not get me frustrated with the game again. BUT it did 5 games in a roll with sweaty as hell players looping leading me on chases and body blocking.

    I just hate how this game became a sweaty competition now. I hardy face players of my level now.

    Game used to be fun and not frustrating as both survivor and killer cause it started out as a casual game.

    Now with mmr it's not fun at all. All it does now is give me frustration after frustration were I used to have fun:( Now I don't even have fun now.

    Now if I just play killer I just play for fun and I don't even care now if I lose. As in if I get the chance I just camp a survivor now sad huh. But ah well. Camping It is then

    Admit it u just get used to stomp noobs and think how good u are. And now when mmr revealed that killer actually needs to be good to win u want it back.

    If u want fun and chill, then bring meme builds and stop bothering about your results. If u keep thinking 4k=fun u will burn out. If you want win, then welcome to *sweat*. It's how every PvP game works.

  • Prestiging anything for *mb it will be worth doing but i don't know* reminds me old generation that gathered everything just in case WW3 starts. Don't spend your time and BP until u know how they actually rework it. It's not worth to gamble.

  • It's too fast unless you bring perks to slow it. On bigger maps survivor is almost invisible and usually escape cause killer struggles to find him and checking both gates take more than enough time to open gate. Unless they spawn nearby.

  • @kaeru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2563356#Comment_2563356

    I like this idea. MMR gate and result of the first game are very smart way to improve SBMM.

    But survivor goals is more complicated topic. "Play as you want" is kind of selling point of dbd. Play in team or be selfish is a choice you make in game. During the game is better to help your teammates when they are about to die. But in endgame chosing way is very frequent situation.

    You at the gates and your teammate is on hook. Your common goal forces you to risk an try to save your teammate even if you about to escape. When it's last guy on hook you just risk to save him for tie or lose. When 3 guys at the gates they most likely escape because there is no point to risk and hooked guy will also get his victory points.

    This idea seems legit and it probably should be tested. But for example how would you count result for survivor that got killed first? He is forced to stay in spectaton and wait their teammates win or tie or lose. It's fine for 4-man swf, but in solo queue you most likely just want to move on.

    In perfect world it will give u a choice - leave the game and it counts as defeat no matter the results or keep watching and pray for your teammates. But i have no idea if it is possible to code it.

  • I'm waiting for Legion buffs. Until then I don't care about MMR on killer side. It hits my mindset very hard that I'm against underperforming wall.

  • To fix MMR they need to take LoL experience and adjust it to Dbd.

    Create babies league for new players so every single new player is placed against another noob. And make a wall so not a single experienced player could derank into babies league. While babies by constantly winning can get out of babies league and when babies lose a game they don't lose their MMR to prevent abusing.

    In league, system tracks your results starting from your 1st game so if u are good player, even if u never played ranked game u won't find wood/bronze players no matter how hard u try. It will prevent players from stomping noobs. So every noob player should start with 100 mmr and babies league should be capped around 400-500 while all experienced players should be placed in mmr accordingly to 10 games promo results.

    Change survivor goals from single to teamwork so their win condition is based on their overall performance rather than simple escape. It's rly stupid when survivor lost a game because he died to give time to another guy. So if 3 survivors escape it's win for one side and defeat for another. Same goes for kills.

    And 2/2 should be tie for both sides.

  • @kandigoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2563229#Comment_2563229

    I guess where the issue lies is that you never know which one is gonna be chosen. If I'm a survivor solo q teamed up with a toxic person but I'm not doing anything then I could get punished for that. As a killer you can chase after the one but risk losing 3 kills and getting gen rushed. Its almost a losing battle

    Find a way u enjoy playing game and don't overthink about it. If u keep in mind every single possible situation u will loose fun part.

  • @kandigoth said:

    Toxicity is something I never appreciate but a question. Do you counterplay toxic to the toxic survivors or the whole team? Swf can all group up and be toxic but what if it's just one or two?

    U have three options when u meet someone toxic and depending on who u are u choose one from the following:

    1) Let it go. It's not worth wasting your time and energy on someone you don't like

    2) Put yourself on his level and start fight because only one of u can be more toxic and u need to prove him u are the chosen one. <3

    3) Make game boring as hell. Slug them all/him and punish toxic behavior. If survivor/killer want's to make this game boring don't be shy to accept the challenge.

  • image.png

    10 character short comment that doesn't require any explanation if Legion will be reworked in mentioned way.

  • @Rey_512 said:

    But BHVR says if you even have ONE killer with High MMR, that means you’re not allowed to have fun practicing with a brand new killer = you must be matched with the sweatiest of survivors.

    Literally few days ago i was watching SWF rank1 stream beating killers one after another and after 8 wins in a row they met killer with ~150h overall. Now I'm curious how actually MMR works and i don't think guy was so damn experienced to meet death squad.

  • @GrimoireWeiss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2562999#Comment_2562999

    The map is incredible boring for survivor as well. Basically any match someone goes into 2nd stage because the map is insanely hard to traverse.

    It's not even that good of a survivor map compared to Haddonfield and Badham. If the killer controls that main hall and some gens close to it.

    Well u can track gens by bulbs and once u get used to it it's not hard to find them. It's same as other indoor maps. As for saving... When i play it feels i lack team coordination and it's very hard when one of the teammates is tilting baby.

    I don't think map is boring, it's hard but not boring. It has it issues but most problems come from players overreacting.

  • @GrimoireWeiss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2562980#Comment_2562980

    Yup. Different from maps like Badham and Haddonfield, which can be changed because we only see specific parts of the map on the films, Midwich and RCPD are almost exact replicas from their games, so changing them must be insanely difficult.

    Maps are fine just close some broken windows and readjust pallet locations. Most complains come from killers who struggle to catch anyone cause pallets and windows exist.

  • @TF_Ryuu said:

    Can u report a player for camping only u multiple times in 6 different games? i literally face the same killer 6 times in 6 games and always i got facecamp from first hook. He leave other surv only for focus me and flame me without a reason in post game. I'm not a toxic surv, cause i'm main killer, but i don't understand why this player hate me too much for do it. Its a bit annoying play like that. I have 2275 hours on DbD. 1800 as killer and 475 as Surv

    U can take his stream video as evidence and report him.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2562875#Comment_2562875

    Right... because me wanting to keep an UNUSED item I paid for with points I earned is me being "entitled." Talk to me when you have something substantive and interesting to say about this.

    U paid for additional chances to win and yet u lost. When u buy lottery tickets u don't expect refund because u didn't used them or didn't win. Same logic is here. U pay for additional bonuses and it doesn't matter do u use them or not. They go away once game is over.

  • Be patient and keep playing game. Eventually u will hit both of them. Good luck!

  • @douggie123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2562811#Comment_2562811

    It's not the pallet that is the issue it's the fact that the sound for when they were injured came up but they weren't injured they were healthy

    It's made so players with garbage connection was able to outplay u. Somehow they managed to code it so player with high ms has advantage over players with good ms.

    If survivor hits pallet and u hit him, game cancels your hit result while sound still applies.

    They rly need to revert it back.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2562709#Comment_2562709

    Successful doesn't mean fun. Balancing around the highest level of play makes sense competitively, but it at comes at the expense of fun. Dead by Daylight wants to be fun, not competitive.

    It has bigger player base than DbD. Don't use your meaning of fun here, it doesn't fit. Or u rly think all sc2 player hate the game? Don't be silly.

  • @BrotherLove said:

    https://forum.deadbydaylight.com/en/discussion/comment/2562719#Comment_2562719

    No, because if that was the case all of my killers would be lower MMR, When they flipped the switch I think it was intended to be permanent. Honestly how many people can spend the time playing with the system. When my Demo was lowest MMR possible all my other killers were still getting op 4 man swfs.

    Where do u check your MMR?

  • @BrotherLove said:

    Nurse is Done at 52 Games, played 2 extra because 6 people died to End Game Collapse. Made 125,532 BPS or 2,414 Per Game. Next Im playing Spirit, I am playing the killers I dislike the most first.

    Can you explain again please in case i miss something why u do it?

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2560725#Comment_2560725

    I'll acknowledge your trolling so you can have validation for your efforts and will now go ahead and answer you.

    Imagine all levels of play being balanced toward 4 man SWF death-squads, which is high end play. The Killer would need to be buffed to an insane level. Solo players, 2 man SWFs, SWFs not using comms, 3 man SWFs and 4 man play-for-fun SWFs, basically the other 95% of survivor players would be getting constantly 4ked and never escape.

    If you want another example of a game that only balanced toward high-level play, look at Starcraft II. The Developers balanced that game to high-level play only. It made the game unplayable because of the required actions-per-minute just to play the game. All the casual gamers left that game in droves and it basically failed.

    As a developer, you have to balance for all levels of play, because all levels of players play different. Low level players do not play like mid level players. Mid level players don't play like high level players. High level players don't play like low level players.

    In fact, in Dead By Daylight, high level play is incredibly hard to balance for because it consists of Nurses and Spirits almost exclusively and SWF death-squads almost exclusively. You don't have that at other levels of play, it has to be balanced differently.

    Sc2 has 200K+ players on average playing ranked and much more playing custom maps. Also Sc2 is known as best balanced RTS game. So u failed here.

    Every single successful PvP game is balanced around strong players. Git gud is mandatory for this games. None is going to listen bronze noob whining about how he refuses to improve and asks for *easy* mode because using braincells is too hard for some people.


    Edit: I just checked and it has 320K ranked players during last season.

  • @Aven_Fallen said:

    Neither, because both ideas are bad.

    There are A LOT more casual SWFs than Depip-Squads. But we all know that Killers need something to blame for, so they blame SWF. I wonder which big streamer started this trend...

    Probably Swf one who revealed how easy it is when u have advantages over SoloQ.

    None would complain if there were no differences between Swf and SoloQ. And if u are from suicide/potatoes squad it doesn't change there are more than enough good players.

  • Good job! I leave a comment so this topic didn't sink in complaints see.

  • @Viamont said:

    https://forum.deadbydaylight.com/en/discussion/287072/remove-killers-hatch-priority

    Sure, ill give you the priority of the hatch but in exchange take away body blocking in any way, doesnt make ANY sense that punny little humans are able to block super human entities by just standing around in front of the hook, doesnt make any sense dont you tink?

    Also, the killer its the one meent to set up the pace for the game, so it actually makes sense it has more priority in many of the interactions of the game, but the truth is most survivors arent ready for that conversation because in the courent state, survivors are the ones dictating the pace of the game, its more of a simphtom of them loosing some control and not liking it at all

    Jokes aside it doesn't make sense even if killers wasn't super human creatures. Can't imagine those psychos who jump under chain saw or sword etc just to buy time.

  • It should be a joke. I have nothing against console players.

  • It will be strong in swf and average in SoloQ. So it all depends who are u against. And swf is already strong so it won't make huge difference.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2561487#Comment_2561487

    I mean, I didn't do those changes in mind to get him into A tier. I just want him to feel better to play as and better even against good survivors.

    And what would you charge if goal was make killers ~same power level so underperforming won't be issue anymore?

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2561471#Comment_2561471

    You think his power is not decent slowdown?

    It is 12 seconds mending for each hit in your power. That's not really bad, problem is you can't really use it on multiple survivors right now and my changes would help with that.

    In not sure if it is enough and needs some testing. While your changes are good I'm not sure they will make him anywhere near Huntress level and she is not best killer.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2561406#Comment_2561406

    "And i still don't see why Legion needs to run faster if he can't end chase once power is off."

    So you have better chance for chain hits. The thing he is supposed to be good at. Right now, if survivor will just hold W, you will not get him in time unless you stack duration addons.

    "Why not 2 sec fatigue? "

    I don't want it get too short, because then you can just use your power, run in front of survivor for free down.

    As I said, I would like his 1v1 to stay his weakness, if his Fatigue gets too short, then it will no longer be true.

    You could get it close to 2 seconds using both add-ons. I don't know how good it would be, but it might be better to rework both of them. So it doesn't get out of hand, but they would be useless after nerf, so rework for something different is better.

    It still feels like Legion lacks either 1x1 tool or decent slowdown. He should be rewarded for stabbing survivors. With your suggestion I see it as - Ok, I stabbed every single survivor, while i did it, first 2 already healed themselves so should I do it again or try down last survivor without any tools to help me cause I'm basic m1 killer and if he is good it's gg wp easy -_-.

  • @Dino7281 said:

    Yay, copy-paste time again, because my opinion didn't change, but feel free to try.

    Changes I would do:

    QoL changes:

    • The Legion may see the blood pools of injured Survivors during Feral Frenzy.
    • The Legion doesn't lose his power charges, when he m1.
    • Feral Frenzy begins to replenish at the start of the fatigue state.
    • The depletion of Feral Frenzy pauses while performing the break, damage and search interactions.

    Buffs:

    • Feral Frenzy’s movement speed is increased to 6 m/s after applying Deep Wound.
    • Feral Frenzy’s fatigue state is 3 seconds and a missed Feral Frenzy attack prompts a 4 second fatigue state.

    Do this and I am happy Legion main.

    Maybe some add-on rework would be nice too. His add-ons are not bad overall imo, but there are some that need to be changed:

    The Legion Pin - doesn't support play-style

    Stab Wounds Study - useless

    Frank's Mix Tape - useless

    Why not 2 sec fatigue? It's still worth allowing survivor to hit u with pallet cause it's 2 sec which is dumb.

    And i still don't see why Legion needs to run faster if he can't end chase once power is off.

    Only reason i see behind running faster is to annoy survivors since u still struggle to catch them after fatigue.

  • Kindred and BBQ basekit. And playing soloQ won't be so painful.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2561251#Comment_2561251

    Oh right, because it would not get abused by survivors at all.

    Hey guys, let's run killer around hook, so he doesn't get any BP, that will be fun. Sure...

    Trade hook? Oh wait it's impossible cause reasons....

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2561251#Comment_2561251

    Cause all the ways they tried to detect and punish facecamping in the past worked so well.

    Not to mention that you still don't solve the issue. If facecamping counts as zero then the bubba will stay in low mmr and keep facing survivors who fall for that stuff.

    Can you seriously not see that by doing that you're going to create a mmr level where it's nothing but facecamping bubba's.

    And good luck raising your mmr as a survivor by escaping through the exit gate while your team doesn't know how to deal with facecamping.

    Gaining mmr isn't winning. You can't even see it. It's just a way so you can face people who can deal with you.

    Whether thats cause your so skilled or you use a cheese strat is irrelevant

    I can bet u won't play game if u get nothing in reward. Forever stuck Ash4 with 0 BP won't encourage u to be face camper.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2561219#Comment_2561219

    Still doesn't take away that a facecamping bubba having to face better survivors that can deal with that cheese strat is way better then that facecamping bubba facing weaker and weaker survivors who will then be stuck in a mmr where it's infested with those kind of players.

    Code it so facecamping counts as zero. Zero MMR, zero BP, zero everything else. I can ensure u none is going to face camp if he gets nothing in reward.

    Currently players think they win* so they keep doing it. They get MMR, get some BP points and go next. If u cut it all to zero it will end.

  • 1) Game goals. It's most important part to understand what to expect from game. Is it casual, is it competitive is it something else... Based on game goals we can discuss balance and fun* things. Without it, it's all about complain to complain into complain about how bad is to complain.

    2) Noob unfriendly. Let's be honest, it's sucks to be new player. U literally have nothing.

    2.1) No perks

    2.2) No BP

    2.3) No Solo Custom mode to learn maps or practice

    2.4) No any other test mode. So if u want to try something new - buy it and pray u won't regret it.

    3) Report system sucks. It would be 100 times if we had information or any other response if player u reported was punished. Meanwhile it doesn't even feels like it works. Like watch Coconut. He reported dozens of cheaters and they still play the game.

  • Survivor is best killer. It's all in my hands to decide who is going to die.

  • @RenRen said:

    I'm pretty sure blight is next. Maybe pinhead with the franklin hoarder thing.

    It depends on what they do next and what is their goal. (I still don't understand devs main goal. Is Dbd going to be competitive or it's just a black hole sucking casual players money). I agree to nerf some killer addons or power if they nerf survivors in exchange. It's so dumb that killers get weaker and weaker while items/coms/perks like DH still exist.

    More experienced I get, more i think game currently is balanced around 1x1 rather than 4v1 or 2k/2escape which also is stupid.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2561203#Comment_2561203

    I don't think you understand his point.

    There is no reward of it other than getting better survivors.

    You don't see any number for ego boost, you don't get any rewards like BP / Charms etc for it.

    You don't want to lower MMR for camping, because camping strategy would work for them more and more. You would let them farm baby survivors and that's just bad. Killer is not going to be the one with bad experience, survivors will.

    It's way better to give him MMR, so he gets against better survivors that will gen rush the ######### out of him for it.

    Man, it's boring to play when u play against face camper. We trade one survivor and go away. Match lasts less than 5-6 min noone being chased except first survivor. Mb first 5/10/15/20 games but then it's *Oh, face camper....Time go leave*

    @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2561203#Comment_2561203

    Why do you think the game will be balanced around facecamping?

    Cause a player who facecamps eventually has to face players who can deal with it?

    Because it's worth doing at any MMR level. U always get 1-2K no matter how good everyone is. It's ok if u do it sometimes, but as main strat it's not healthy way to encourage players to play the game.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2561119#Comment_2561119

    And why is it bad that a facecamping Bubba goes up in mmr?

    If a facecamping killer goes down in mmr they'll keep facing survivors that don't know how to deal with it. You are just rewarding their behaviour at that point.

    After a while low mmr is just going to be infested by those kind of players and good luck getting out of low mmr as a survivor then.

    It's good that a facecamping bubba who gets more then 1 kill goes up in mmr and eventually starts facing survivors who know how to deal with facecamping.

    Then the person facecamping might think to adjust their playstyle. They never will if you just give them less experienced survivors against who facecamping works.

    Ya'll seriously need to stop thinking mmr is there to stroke peoples ego. It's not an indication of skill. It never was. It's just there so by avarage you'll win about as much as you'll lose. No matter how you play

    Because if game will be balanced around face camping and promotes such a play as most efficient strategy enjoy playing it alone.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2561152#Comment_2561152

    As I said before, that system is bad and force killers into babysitting survivors, which I just don't like. Survivors don't need to do it anymore. They can just escape after 5 minutes, so why should killer do it?

    It would fix my loop hole for lowering MMR on some killers tho, where I just play for dead hook everyone, show them I can kill them to assert some dominance and then let them leave.

    That's why I like separate MMR for killers. I can create killers with high MMR when I want hard games for training and I can have easy games when I just wanna chill and play with meme builds.

    Not a single game has MMR per character. It's not worth investing so much in so little. This is not gonna happen.

  • @LordSturm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2561119#Comment_2561119

    i could see this if it was hook STAGES, so if you get 8 hooks, everyone hooked twice, it's not the same as a game where you just afk, which it currently is

    I think this type of play should be more rewarding than camping or just escaping. Mb not everyone but players will run away if camping/face camping becomes meta. It gets boring very fast.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2561119#Comment_2561119

    Are you asking what's wrong with... the killer win condition not being in the killer's hands...?

    How it's not in your hands? U still need to chase and kill survivors, but u need to be good at it and do it more than once per trial.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2561113#Comment_2561113

    That's an absolutely terrible idea, the killer doesn't control how many hooks they get in a match. Survivors have to go for a save and not let their teammates die, and survivors equally have to not suicide themselves either out of spite or a failed attempt at making a Luck build work.

    And what's wrong with it? Want to climb Mmr- git gud. I mean actually good and not because u face camp survivors or afk untill your teammates open gates or bring keys.

    Current system sucks. It doesn't show how good are players, it's only shows they understand how to abuse it. Difference between 2 hook face camping Bubba and 10 hook Bubba currently is 0.

  • @Dino7281 said:

    You have explained killer MMR here:

    https://forum.deadbydaylight.com/en/discussion/comment/2550621#Comment_2550621

    I think survivor MMR should be affected by team results -> how many gens they did, how many escapes they had and game duration.

    Killer MMR is good, but it works only if survivor MMR is correct.

    Killer MMR should be based on hooks. It will solve majority of complaints. And Survivors MMR should be on badge results (pips).

    It will force killers to play more interesting way and survivors to be better.

  • @Kira4Evr said:

    Wait, people complain about Nurse now...? Oh come on, why? There's literally nothing wrong with her.

    I just have one thing to say to people who complain about Nurse... git gud T^T

    U can't buff perks because Nurse exist. What is Ok on Pig, Legion, Trapper etc is broken Op on Nurse.

    She needs to be reworked.

  • Not every map is indoor.

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