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RainehDaze

RainehDaze

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  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762504#Comment_2762504

    You're completely missing the point of the critique. If being able to run the killer for 5 gens and then getting one hooked by being facecamped while the other three leave isn't skillful according to SBMM... you are also saying the survivors who managed to hold M1 for ~5 minutes and then run out the exit gate unopposed are clearly much more skilled.

    Its literally an ends justifying the means argument and a really bad one at that. Take the word skill out of the equation if you're not even going to attempt to adhere to it.

    It's a weird idea.

    Either the devs should, like... stop pretending it's supposed to reflect skill, or maybe start treating the way MMR is adjudicated like it's a team game? And not this bizarre "if one person dies they are clearly the worst and need an easier game" logic.

  • @Gwinty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762446#Comment_2762446

    Why do you think they are losing the whole time?

    If I can only archive a "high MMR" with a Killers by using NoeD, Ruin and other fun stuff. Maybe I am just not that good at playing Killer and those perks are what kept me in the "high MMR". Now without that stuff I go down and face survivors who are at my level without my training wheels.

    Sounds fair to me.

    If survivors use strong perks to go up the MMR-ladder then...where is the problem? They escape more often if they use the meta and face Killers who can deal with that. Would be pretty unfair to let the Dead Hard-gamer face off against a baby Hillbilly all the time just because he only gets away with Dead Hard...

    Because aside from a very, very small pool, everyone at the highest overall MMR bracket is going to be using meta stuff. That's why it's meta.

    Then you get a bracket of not-so-good players using meta stuff, and the good players using whatever. Until they decide they want to do meta for a while or something and whoops turns out they definitely shouldn't have been down here.

    Then bad players using meta and people who can't/aren't using it but are just plain average.

    And then everyone left.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762454#Comment_2762454

    I mean it does concider more then one factor.

    People like to throw the phrase "mmr only looks at kills and escapes" but that's not what they said. That's just what people chose to remember.

    They also mentioned that how long a match was and how many survivors have been killed before plays a role.

    For example a killer who camps and gets genrushed in 4 minutes getting 1 kill is going to lose a hell of a lot more mmr then a killer who got 9 hooks with 1 kill in a 15 minute game

    But why use game time as a bizarre proxy? You could just... use hooks directly. Everyone got out but it was an 8-hook game? Well, make small adjustments, if any. 2k 2 hooks? Well, neither team should probably budge a ton from their current MMR. And "who died first" is just a symptom of inexplicably making it a series of 1v1's rather than just treating Survivors as a team for the purposes of MMR adjustment.

    If everyone dies, someone has to die first, and it doesn't necessarily mean that that person did worst and the last person to die did best. And if three people get out but the one person didn't, it doesn't mean that the one person did anything wrong except be randomly targeted--and overall, they still won.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762439#Comment_2762439

    Why? The game -isn't- a vacuum. You can't just look at the output without also considering the range restriction and time it takes to bless a totem, plus the possible counterplay of snuffing the boon. Removing the heal speed boost entirely would make it borderline useless because it would take way, WAY too much time to get any value out of it. 46 seconds base, not counting the time taken to find the totem or move into range.

    And if you remove the self-care, it'd only work for swiffers.

    I agree with @Gwinty : CoH should just get a range reduction. Boons should have individualised ranges, with the smallest range perks overruling the longest range perks in case of boon stacking.

    No, no, I mean you can't have a perk that's already good in a total vacuum with all its downsides applied, and then gets even better once its interactions with everything else in the game are factored in.

    Which is where CoH stands: on its own it's good. Really good. And then it makes things that are themselves decent or good even better.

    The one-perk-equals-teamwide-self-reliance is why it's meta, but it's also a terrible meta shift for how much it shuts off and penalises. If you could nerf it so that it doesn't make every solo player able to reset as soon as the Killer has to look away, regardless of what anyone else is doing, but still good, that'd be great. But it's kind of deleterious to a lot of Killers' playstyles and game balance in general, so if it has to die to resolve that... eh.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762432#Comment_2762432

    While i do agree that it is a flaw in the system that someone can go for 9 hooks completly outclassing the survivors but just letting 3 go goes down in mmr and starts facing even weaker survivors, it is not that big of a problem.

    In the case of the camper who gets 2k-3k with single hooks if they drop in mmr you have a bracket in mmr where people's game is over when they lose a single chase.

    In the case of the 9 hooks but 1 kill player they might face survivors that they outclass but in order to keep that they need to play in the most fair way possible and give survivors every chance they can get.

    I think it's pretty clear which one is the lesser of the two evils

    I think it signals that your MMR needs to consider more than one factor when making adjustments.

    And probably work on a team basis for Survivors (rather than encouraging selfishness/punishing altruism).

  • @Gwinty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2761707#Comment_2761707

    The question is: Do you want a system where that Bubba faces less skilled survivors?

    The strange thing about MMR and it being based on kills and escapes is that it punishes certain playstyles. Camping Bubbas will go up the ladder especially if they use NoeD until they face more competent survivors who laugh at them and tbag at the exit gate because Bubby never got his down to camp somebody.

    The Nurse who hinders herself by going for hooks will only get such opponents when she can archive the same results even with her limitations. Should this Nurse go against the mythical SWF bully squad or should she get more chilled opponents?

    Same for survivors. Do you really want that urban evading, locker hiding weak-link of your team to go against even easier Killers who can not punish this? Or do you want that person to face the Bubba?

    For me MMR works out because of those scenarios pretty well. Sweaty players get more sweaty opponents, chill player and people who do not use meta perks go against more chilled or less skilled opponents.

    The fallacy is that they call it "skill based". It is not skill based at all. But it does not need to be to archive this result.

    https://forum.deadbydaylight.com/en/discussion/comment/2762432#Comment_2762432

    Honestly I do not see how they get "stomped". If 4k lobby after lobby your points will go up again and you will be stomping less and less. You will need to goof around a lot to drop your MMR to get to stomping grounds again...

    Now where is the problem?

    If I play, say, Ghostface without perks and derank until I hit the potato bottom of the survivor base who just started the game. Do I really stomp them when they escape as 3 people on 9 hooks? Or did they have a close match and escape while having fun facing a Killer with no regression and finally getting something done...

    That's basically what happens. Someone's going to drop until they have an easy time of it, then bob back up to the limits of the sweatfest, then get knocked back down.

    Good players that aren't using meta (and aren't absurdly good) are going to drop down until they're playing people they outmatch in every interaction, but could lose a game just because perks are that strong. It's still a case of one side being in a game they're actually losing the whole time.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2761719#Comment_2761719

    That would be a flat-out unusable perk. Imagine the worst aspects of self-care, but with a radius restriction -and- a 14+ second set-up time tacked on!

    CoH needs to offer -something-, folks. Maybe it can be argued it should go down to +50%, but most of these suggestions want to put this perk on the level of Red Herring, Off the Record, Mettle of Man and most other survivor perks.

    What it definitely needs is to not be good if you don't have a healing perk, good if someone's healing you, and super good if you have a medkit. You can't have a healing perk that's good in a vacuum and buffs other healing and not expect it to be a problem.

    One of those needs to give, and it should really be the part where one perk makes the whole team self-reliant.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2761642#Comment_2761642

    That it's not a punishment is the problem.

    If those players go down in mmr then you suddenly have a mmr bracket where it's full of those players who are going against newer players.

    Nobody would want to learn the game if that was the case.

    These cheese strats need to count as wins too so those players start facing opponents who can deal with it.

    For example in starcraft a zerg rush also isn't the epitome of skill but if you won with it you still went up in rank

    Problem is the other way round: people who play well, but don't get the specific limited win condition being checked for drop down in MMR.

    Which means new players get stomped by people who aren't just relying on a specific tactic that can be worked around (like spamming a move in a fighting game that has a tricky but consistent counter), but people who vastly outclass them in all regards, they just weren't playing for the "right" goal in higher brackets.


  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762134#Comment_2762134

    That is definitely the other problem- WAY too many people think that they're being told to play a certain way because they hear "MMR system" and they think of a ranked ladder.

    I think that's why we initially didn't know how it worked, I think BHVR kinda knew that people knowing how it worked would lead to them assuming they'd be rewarded for playing that way or punished for not playing that way, even though that's not how it works and it's just a matchmaking system. A bit naive to assume it would work out as a secret, but understandable.

    Bit of a sticky situation, really. You probably had a ton of people playing this sort of way anyway most of the time, but the iffy matchmaking (on all sides) would tend to give people breaks sooner or later. And when you say you're doing "skill-based" matchmaking, nobody wants to sell themselves short when it comes in and play bad.

    So, you've got a ton of people stuck in a situation where they're going to have a bad time either way, and then if you do too well with less serious builds you get lobbed upwards into the kill-escape-meta-is-all death cloud (when that doesn't happen by accident anyway).

    Either the balance needs to change faster, or MMR needs some more fiddliness bonked into it so at least it's vaguely in line with how people want to (or claim to want to, some people are unpleasable) play in the first place.

  • @jesterkind said:

    So, here's the problem, right? I'd kind of agree with you on boons, I think they aren't working fully as intended and should be tweaked a little (though obviously they shouldn't be made limited use, that'd be silly), but when it comes to MMR...

    Yeah, sure, a lot of people are saying that they're quitting. Maybe a lot of people are! And they're blaming MMR... but have you ever asked them to explain what they dislike about it?

    Because usually, in my experience, their answers have extremely little to do with the SBMM system. Usually it's stuff about how fast gens pop, or how strong certain survivor perks are, or the feeling that they have to play "sweaty" to get anywhere... and those things aren't MMR. Those things were a problem before MMR, even. The MMR system is just a convenient scapegoat for people's generalised frustrations.

    I generally believe them when they say that the MMR system itself is working well, and that the problem is that they let the matching get too lax to prioritise speed. I think a little more work should be put in regardless (and they've mentioned fixes for facecamping which is one of the most glaring issues rn), but the system clearly isn't actually broken, it just isn't working as well as it could be.

    That it's "working well" but is also selecting teams based on a subset of the gaming experience is probably the whole problem. You took a game where the most competitive end of the balance is really limited and tires people out fast and told all the reasonably good players "play like this all the time or eat a ton of losses in a row and hope you'll get easier games", which is a great way to lead to nobody having fun. And then, of course, the game's balancing cycle is way too slow to shift this balance.

    I'm pretty sure feeding on hope is meant to be the Entity, not the game itself.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2760850#Comment_2760850

    Just FYI the devs actually talked about this exact question in the dev chat today and their analogy was if you talk about hockey, for instance, you talk mainly about how many goals the teams score because that's the bottom line. You wouldn't say a hockey team "won the game" if they had more shots on goal than the other team but their shots missed. Similarly in DbD things like chase time and hooks help you get to the bottom line goal of escaping or killing, but they're not goals in themselves. Sure someone who has a lot of chase time probably did ok, but if they didn't escape did they actually win? Not to mention there's already a correlation between being good at chases and being good at gens and escaping, so counting escapes works "as a proxy" (as the dev put it) for those other factors.

    Of course the Canadians talked about hockey... 😂

    That aside, the problem is quite simple: they set the win conditions. You don't get to make analogies to professional sports when you're the ones deciding what a win is. You also don't get to make analogies to professional sports and ignore that most team-based sports, when you have identical scores, will fall back on some other way to sort teams rather than considering just a win/loss metric.

    And the problem is that their notion that kills/escapes work as proxies is false. If they want them to be proxies, then it shouldn't be the case that the most efficient way for either side to get their actual goal is to minimise the number of hooks/chases they get into. Either the entire game needs to be heavily restructured and hope that the correct behaviour is emergent, or at least for now you need some sort of two-factor step in MMR adjustments.

    That, and if you want to make analogies to games with total scores, start making MMR based on the overall match results and treat it as a 1v4, rather than making it into "we will give you a win for every goal you score as an individual".

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2760939#Comment_2760939

    If the Survivors choose to wait at the Exit Gate, what stops Killer from forcing them out except not wanting to give them the satisfaction?

    And why should it be on the Killer to debase themselves for the Survivors' amusement?

    You've got some seriously warped priorities if you think that it's wrong for people to complain about having two unpleasant choices because of players being jerks.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/306009/circle-of-healing-nerf-confirmed

    This doesn't really do much to change the problematic aspects of CoH (going through floors, boons being annoying to snuff etc.) but at least it's a start.

    Also - it's hilarious that people are now complaining that CoH is 'useless'. It's still a very, very strong perk, probably OP.

    It's hilarious, because the part that was nerfed is the least inherently problematic part of it.

  • Doesn't actually remove any of the things that are problematic, it just slightly reduces the actual end healing speed. Which... is something? But we're still stuck with the infinite use/goes through floors/stacks with other healing/removes any need for Survivors to work together/Self Care for everyone bonanza.

  • Doesn't actually fix the problems with it, but okay. Of all the times to lean on not going wild with the nerfbat?

  • @Laluzi said:

    Huh. On the one hand, I don't mind it as an anti-camping measure, but on the other hand, I don't like it as a free pass for survivors to stack even more meta perks. And it just makes 'bodyblock the killer from attacking the unhooker' that much more of an issue.

    Hey, if you can't even get to the unhooking survivor, no need to fix how easily grabs are cancelled! /s

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2760879#Comment_2760879

    No, on the Killer's end because they don't want to give the Survivors the satisfaction.

    Or the Survivors could just leave, because this is a scenario that only exists because they won't.

    It's [BAD WORD] ridiculous to shift the blame off the people responsible for this even being a choice.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2760858#Comment_2760858

    This goes back to what I was saying about this being an ego issue.

    On the Survivors' end, maybe. Because winning isn't enough if you can't rub it in.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2760277#Comment_2760277

    I don't buy it. What is the downside to ending it yourself?

    Morton's Fork. You're forced to wait, or you have to go over to the "hahah, screw you" exit party? Neither one is enjoyable or necessary.

    Like... this is the fundamental issue. The choice is waste your time or be taunted. The fault is on the people waiting at the exit gate when they've won, not the Killer for not indulging them.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2760338#Comment_2760338

    Actually it’s a bit inaccurate when people say it only revolves around escapes and kills. Escapes and kills determine whether MMR goes up or down, but how much it goes up or down depends on some other factors like relative player rating and the order players die (apparently the first death is weighted more than later deaths because once one person dies it increases the probability a later survivor will also die). It also possibly takes into account the length of the match for the amount things go up or down (I think, I seem to recall that being in a data pull 🤷‍♂️).

    And as far as the other factors, by and large escaping and killing are the most significant ones. Gens are just a tool to escape. Chases are just a tool to help allow the other survivors to finish the gens so ultimately you can potentially escape. So measuring escapes already indirectly incorporates those other factors.

    But this is one of the fundamental problems with the current MMR and the meta that follows on from it: it's entirely down to the end results. Now, you could say it's simpler to model it as a series of 1v1 competitions with simplistic win/loss conditions, but if you're not going to show it to players then you don't really need the simplistic ones.

    And this fosters a game environment that encourages minimal game playing. Hooks don't matter. Surviving chases doesn't matter. The ideal for a Killer is 4 hooks = 4 kills, and the ideal for a Survivor is to sit on a gen and never, ever see the Killer, rest of your team be damned so long as you get out. You could maybe substitute in one of the major factors feeding into the results in place of the actual result and have MMR encourage healthier dynamics.

  • @White_Owl said:

    I own 29 survivors, but I end up play always the same. The reason is that he's the only one on which I poured the tons of BPs required to unlock all the perks. If I want to play with someone else I just have to use the few random perks they got or going through that painful grind again (and I'm already doing it on my killers, so I think I'm already suffering enough). Which is a pity, because aside from the fact that I paid for some of them, I really like some and would love to play them more and have more variety.

    The point, though, is that I find this grind kinda acceptable for killers, since each one is unique and has their own set of addons, but on survivors all this grind feels pointless since they are literally skins.

    I wish there was an earnable way to share the bloodweb/inventory between survivors.

    It's ridiculous, yeah. Why even bother having separate unlocks when everyone's identical?

    Though I'd disagree it feels "acceptable" on Killers just because they're distinct--it intensifies the grind-based gatekeeping, if anything.

  • @Rullisi said:

    Suppose it was just frustration when you might seem suspicious to them at first. I'm not convinced by this though, I tried that addon once and I gotta say it's just incredibly useless. You'd be able to hear the moans and grass and footsteps to know where the player is anyway. You have to stand like right next to the complete stationary IW user to get an use out of it so any other addon just seems so much more viable to me.

    Given that the distance you can hear many Survivor noises and the distance of DCB heartbeat are about the same, and how the only noise they can't disable by just... not running is injury moans (which IW totally disables)... if you think it's useless, then that's really and entirely on you.

  • @Shaped said:

    Or remove everything except maps so people finally realise their importance.

    A game with no characters would be a mite tricky.

  • When I run it, that's when people stop having Iron Will. Schrodinger's matchmaking?

    But yes, it's a weird double standard, and they're everywhere. Got a killer that's all about audio cues but there's like four ways to not make noise, not counting bugs? Yes, I'm going to use the "please tell me when I'm on them" addon now and then.

  • @ActualPainedFrog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758854#Comment_2758854

    I'm surprised you don't think killers are saltier considering you have been on the forums for so long, maybe it wasn't this bad before but as far as I'm aware, killers have been constantly complaining for years.

    Killers don't have a team to complain to when things go wrong. So, naturally, they'll end up talking elsewhere.

    The notion that they must be complaining more in general because of forum posts is a flawed assumption. The flip side is saying that Survivors must be saltier, because they complain endgame chat more... but there's also four times as many Survivors there.

  • This seems like an attempt to make a third side.

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758612#Comment_2758612

    It isn't patting myself on the back, it is the fact that a lot of his kit is seen as RNG when in reality it follows a pretty set logic of rules. The best way to play pinhead is infinite chain hunt, where you keep interrupting the box or finding it fast. You can get insane early game value if you play him right. I will admit, the support chains that spawn from chains being broken are inconsistent, but only in the fact they are so slow in spawning and firing. Also, this is coming from a console player, being worse against pinhead is literally the players fault. It takes one second to just, rebind buttons and instantly he doesn't bully console anymore.

    He is actually a super fair and strong killer in my eyes, his strength isn't as good when the pinhead player is bad, but when the player is good he is much better. When the killer misplays, survivors can punish it, but if survivors make a mistake, he can punish it hard. It is pretty interactive gameplay.

    Having to rebind your control scheme to deal with one character is a fault on the developer, not the player. I can't really blame people who haven't gone out of their way to make a change for something that they probably have to do maybe... 1/50 games? It's not a good default is the thing.

    His kit has a logical set of rules, but intrinsic in those sets of rules is "randomly pick from available locations". Only the first chain he fires is predetermined and won't break on scenery (bonus points for coming from the portal normally putting it in your way) without moving. The box can't spawn near Pinhead and won't spawn near Survivors if it can help it, but it could be in several locations outside of that--and depending on the maps and players, even narrowing it down sucks.

    It doesn't help that a lot of the consistency in how his kit works actually benefits the Survivors. What breaks chains? Everything. Consistently everything. For every chain. How will the chain hunt fire? Volley of three, then a pause, so it's easy to dodge. Obviously, how the box is weighted to spawn nearer Survivors after the game start (honestly the biggest slap in the face IMO).

    He also feels super clunky, with the FOV changes and pauses and delays associated with his M2. The delay on actions after you come out of firing a chain, for instance. Or just panning to the portal in the first place, which introduces a delay on firing.

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/305770/why-do-you-think-pinhead-is-a-or-b-tier

    As a solid pinhead main and player since he came out, he is easily High B, low to mid A tier even as basekit. He is a very complex and hard to master killer. You have to combine deep game knowledge, and deep knowledge of the killer themself to play them to top level. This is a big reason most dont like pinhead, he is a hard killer and when you aren't taking effect of the whole kit, he can be punished hard. This is a big problem for a lot of the community imo, if something takes more skill, it draws less players. It is why the spirit nerfs made so many people mad, you can't stand still and win anymore? Game bad.

    Master Pinhead means you are a 115 killer with a good antiloop tool, but built in, passive map pressure and slowdown. If Pinhead ignores trying to get the box, you are only using half your kit and he lacks. If you only use the box, he is a m1 killer with some slowdown. His kit in combination goes so good together and makes both halves much stronger when you master them both. Learning box spawns and spawn logic, learning how to aim the chain for longshot interrupts, learning how to do proper chain placements on loops and tiles, etc. He is a high level killer that takes a lot of practice and time, I still learn new stuff for pinhead and I've been playing and improving my guide on him since his release.

    That's a lot of patting yourself on the back to claim that the most consistently inconsistent Killer is strong.

    He's got way too much RNG basekit to be that high. How the chains spawn, how the box spawns (yes, it's somewhat predictable, but it's still got a wide range), exactly when the chain hunt chains fire (and where people are if they fail to dodge), and the infinite pile of "relies on bad play from Survivors to have most of his power for long".

    Plus being the only Killer who gets a huge buff from the opponents playing on console as they start slow-vaulting things. <_>

  • So what're the odds that purple is bait? :p

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2756158#Comment_2756158

    Honestly that's valid, but from the way OP is taiing it makes it seem like they're on console and so they don't have access to endgame chat.

    In console games, I'd rather live in silence and the limited in-game communication we might have; it got me through Bloodborne (and some DS3 runs rather than the ones I did on PC). Unsolicited PM's tend to be unpleasant more often than not; the people going out of their way to contact you are generally really upset at something.

  • Well, I went from "good teams with full items and meta perks" when I was just playing for BBQ stacks, to "potato team with zero items and like one meta perk between the lot of them who leave someone to die on hook in basement for no reason" when I decided to use good addons and drop BBQ for something more impactful. I...

    -sigh-

  • I'd say he's not overall? Unless you're going to base his tier on how much his opponents fail to do the box.

    Which can get honestly ridiculous. "Your opponents know where the box is the instant that it spawns, but you need to know where all of them are to maybe narrow it down so you can stop being reactive about it. Also, it's going to instantly spawn again even if you get it right." Kind of mentally draining.

  • This would be a buff, because it would remove a chance to lose progress, and it's not fixing a bug, because this behaviour isn't aberrant. It's... not that complicated? The question is if it's a warranted buff or not.

    I'd think that if you leave a gen as a skillcheck is triggering, you either blow the skillcheck or have to stay and do it. Not hop off, do the skillcheck, and also leave. Doing the thing that requires being on the gen whilst also having the benefit of being off the gen and mobile isn't a great combination, there.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2756875#Comment_2756875

    I don’t understand how DCB helps people with hearing disabilities when you have to listen for killer instinct. Father’s Glasses was way better for them and is much more fair than DCB.

    I'd wager a very loud BADUMP BADUMP is also better for poor hearing than the rest of Spirit's kit.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2756604#Comment_2756604

    MMR decay would be bad for solo players, since for solos the higher MMR - the better teammates - the easier games. SoloQ players have to pay with sweat and blood for that sweet MMR increase (escaping in soloQ is a matter of chance, mostly depending on your teammates), hoping to get out of the low MMR pit, and with MMR decay they will be afraid of stopping playing the game.

    Of course, if they stop playing for six months, they'd probably be dragging down their team at their higher MMR, so the decay is still appropriate.

    Again, not saying that MMR doesn't need obvious improvements, I'm saying that MMR decaying does not incentivise people to quit, or reward them for quitting, or exist as a bad thing. That MMR was released without it is frankly baffling, as it's generally a pretty basic function.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2756106#Comment_2756106

    Yeah, except this is not "perfectly same MMR", since it equalizes escapes with skill.

    The fact there's no MMR decay is worse, though.

    That MMR implementations are based off win vs loss is normal; that this turns it into a series of 1v1s and leads to a game state most people don't enjoy as the most practical strategy for a win does not do it any favours.

    But all of those are irrelevant to the question posed. MMR decaying won't incentivise people to not play; wanting to play something else more will. Having MMR decay is normal and expected, not something people will try and game.

  • It's been like five months.

    Being based entirely on Kills vs Escapes is certainly not helping with how people would rather high-level play shakes out, but it's not been out for a year yet.

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752926#Comment_2752926

    True but again as the person stated if the only totem is a boon, the survivors “did bones” then they shouldn’t get punished. Maybe if it’s like haunted where it last for 60 seconds over a boon maybe that could be better but I’m not a big on punishing survivors when they did their secondary objective. That’s just my opinion though

    But if you did a boon, you did the bones for a different reason. You've still left the totem on the map. And by that logic, that's the risk of having booned it: something else might come along and overwrite your boon, same way as someone could boon a hex totem and replace that.

    If you don't want hexes to trigger, then destroy all the totems. We shouldn't have a balance where you can have your cake and eat it too for the cost of a few more seconds on a dull totem.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2756268#Comment_2756268

    I guess that is true. Maybe that Father’s Glasses can be a green add on, Kintsugi Teacup can stay iridescent, Katana Tsuba can move up to purple, and Wakizashi Saya can stay at purple. What do you think about this?

    Thanks for bringing this up btw.

    I think I'd rather move up the Uchiwa than the Katana Tsuba, but otherwise, sounds good.

    Well, I'd miss being able to have lazy games with MDR+DCB, though. 😄

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2756253#Comment_2756253

    Passive phasing actually does mess me up at times, but the problem is I know it wasn’t because of the killer player themselves, it was because of RNG. I would like for the user to know when passive phasing happens and for an add on to help control when it happens.

    As for DCB, I’m not a fan of it. It removes all counterplay from the survivor side and is kind of brain dead to use when you get used to it. Father’s Glasses isn’t nearly as powerful and unfair, considering the blood can be inconsistent. As for the people that have a hard time hearing, I understand that, which is why I want yo bring back Father’s Glasses. I suppose I could make it a lower rarity than iri, but honestly, I never thought it was a problem at iri, even when Spirit was pre-nerf.

    I keep forgetting passive phasing exists since there's no info for it on my end. Does make me wonder if it's helped at any point.

    I feel like making those sort of information-based addons too rare, when someone might need them to actually play the character at all, is unfairly penalising. Honestly, I'd probably drop them to like, Green, and boost the regain-power-on-stun to purple? Honestly, you could probably add some sort of Whispers-like one too (rather than buff Senko's tiny range)--rather than negating Iron Will, just add some sort of volume-limited breathing/whispering from Survivors. Still directional, not as obvious as DCB, doesn't require redoing the whole sound system again to negate IW, etc.

  • Eh, that doesn't make passive phasing any more engaging or... useful. You just make one add-on a dud and purple rarity, which is 100% blech. It's 100% "I sure hope that this mind games the other person" which relies on the player making an action based on a visual cue at that point in the first place. If passive phasing actually did something for the Killer, maybe being able to trigger it on demand would matter.

    Father's Glasses being UR is pretty overboard--remember, there are people with poor hearing who play Spirit, and removing the current DCB effect would make that more-or-less obligatory. Pink addon just to see blood pools is (and was) excessive.

  • @Kill_Yr_Idol83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2756159#Comment_2756159

    Is this bait? If you can't make sense around what I was saying in my post than that says more about you than it does me ✌

    You ask "won't decaying MMR make Killers quit", which would lead to suggesting Killers want lower MMR, which leads to my first post: they'll wind up exactly where they should have been (by MMR) when they come back. If people are quitting because MMR is decaying, you have a problem elsewhere, because they would rather not play for months.

    But MMR should decay, as someone who hasn't played for six months isn't going to be as good as the same person that has.

    In essence: no, it doesn't incentivise not playing, because the only thing that incentivises not playing is having something else more fun to do in the interim.

  • @Kill_Yr_Idol83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2756125#Comment_2756125

    Again, it seems like everyone's response is under the assumption that I'm speaking towards having easier matches or stomping on newbies. It's not news that SBMM is completely broken for killers and I'm wondering if I'm talking to survivor mains at this point.

    I've never played as a survivor, so that's a kind of funny assumption. Maybe the question you're trying to ask just makes no sense?

  • I don't want private messages from total strangers, it's not that complicated.

  • @IWFreak said:

    https://forum.deadbydaylight.com/en/discussion/comment/2756053#Comment_2756053

    As I have only recently got a PS4 myself, and don't have DBD for it, I don't know much about it.

    As I said, buying a monitor or TV with a different aspect ratio than 16:9 is still possible, even for console. But I don't know how consoles handle such situations. Do they force the aspect ratio to 16:9, even in-game? Maybe the TV itself has settings for it?

    I don't know, so I am not gonna go into that. But as far as I know, it is still a possibility...

    Pretty sure that consoles generally used to output a resolution and rescale for the display screen (or just output one resolution full stop and leave the screen to deal with it), that might have gotten better, but they've rarely been graceful at handling displays with incorrect aspect ratios even when a mix of SD and HD screens were commonplace.

    As for your definition of cheating: if, to get an advantage, you need to look up what setting to change outside the game itself, edit a configuration file, and change things to a completely nonstandard aspect ratio that doesn't match your hardware, purely for the in-game advantage this will give you... then it's an unfair advantage. It's not intended, your average random player won't know it exists or be able to tell what you're doing. It's also unfair because it's asymmetric in which side it's more advantageous for because of the camera styles.

  • If someone sent me a message for such a minor reason, I'd probably freak out a bit and be annoyed it wasn't something from a friend.

    But since I play on PC, endgame chat does it fine.

  • If they stop playing until their MMR lowers, they'll wind up back where they should be within a few games. You also have to ask "How bad has something gotten if people would rather not play the game than deal with matchmaking?"

    The idea that people who aren't playing the game for long periods should be assumed to have gotten a bit worse is a perfectly sane MMR implementation. It's normal to do it this way for one reason or another. What's baffling is worrying about how this will be exploited by people... not playing? What.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2754996#Comment_2754996

    I've gone back and forth on that. I mean, the potential is definitely there, but (and this may just be my old man brain thinking people are better than they are) I don't think more than 5-10% of the playerbase is that sodium-filled. I do think it likely that streamers would have a much tougher time however, which isn't great.

    Every time a game implements a similar sort of ban/avoid system, you find out just how many people will ban someone who's good at characters they don't like. Off the top of my head, Overwatch had something similar when it released, and all the good Widowmaker players found themselves basically excluded from games this way.

    Imagine what would happen here. Bearing in mind that it would also only take one person in the lobby having a ban to prevent a match.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2755467#Comment_2755467

    Yes, but they can code the game only to populate the players met until the end, as some games do. Also, this is limited to the same platform, so this tiny fact still doesn't provide the compelling justification for retaining names, as you suggest. I have yet to see any good reason why names must stay from any of these topics.

    Nobody's providing a compelling reason they shouldn't. "This one person might recognise my name and might be consecutively matched with me and might then do something based on said name" could also substitute literally any other identifying feature, so unless you're obsessively changing cosmetics and playstyle every game, it will still happen.

    Adding complexity to the reporting to placate paranoia is just excessive.

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