RainehDaze
RainehDaze
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- RainehDaze
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Lack of MMR nuance? IIRC, MMR ranges up to 1900, and the starting point for a killer with 0 experience is 1200. So everything just keeps bouncing off the hardcap.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2662361#Comment_2662361
Then what do you think the solution is to bodyblocking a survivor in the corner of the map for 3+ hours, out of curiosity?
That the game needs something to address that beyond being able to report somebody after the game. Which you can't do if you DC, which is obviously a problem.
The person who's not doing something wrong having to take a penalty to get out is a temporary fix at best.
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If the solution to anything is "you must DC or throw the game", then that's not a solution. Particularly when DC'ing comes with an escalating penalty.
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@Voodoo_Thirsty said:
https://forum.deadbydaylight.com/en/discussion/comment/2662293#Comment_2662293
Take it down a notch, princess.
First of all, Stridor's powers didn't make sense from the very beginning.
The groans come from SURVIVORS, not the killer. Now why would a killer's perk have more power than the very source of the sounds that are coming from? That's like a survivor's perk manipulating a killer-specific mechanic, i.e. Red stains, terror radius, etc.
If Sloppy Butcher increased bleeding from survivors and yet Self-Preservation activated, the bleeding will still stop regardless of Sloppy's existance or not. Same goes for scratch marks and etc.
If smth is made by the survivors first, it should be survivor-oriented. Same goes for killers.
None of that makes the slightest bit of sense. Game balance and perk effects shouldn't be oriented around "who makes the sounds"; the important thing is the end result.
Misapplication of realism to a video game is an even worse balance decision than arbitrarily concluding perks shouldn't be balanced around their interactions with other perks.
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@Voodoo_Thirsty said:
https://forum.deadbydaylight.com/en/discussion/comment/2662227#Comment_2662227
Killers have more powerful perks and passives for that very reason.
Regardless of who's playing which side, perks cancelling another's effects should not be the basis of any buffs/nerfs or any balancing in general.
Iron Will got a "change" and Stridor happened to have the short end of the stick. The values are no longer additive now that's all.
That change was literally just to nerf the effectiveness of Stridor. There was no practical reason for Iron Will and Off the Record to be changed to a multiplicative value from an additive one except to nerf Stridor indirectly. It didn't "happen" to have the short end of the stick, it was a deliberately targeted nerf. No other things interacted with Off the Record and Iron Will.
And a really dumb one if you think that perks cancelling others' effects shouldn't be the basis of buffs and nerfs. Because that's exactly what it did.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2662232#Comment_2662232
This would kill Boons. This is almost like "Make them one time use", which is one of the worst suggestions.
14 seconds for blessing a Dull Totem would turn into 22 after one snuffing. I did the Achievement to bless 20 Hex-Totems (and I will never use Boon-Perks again, because IMO they are not better than the Perks I used before), which is 24 seconds each. This was a painfully long time.
If it would be 22 after one snuffing, I dont think many players will bless a second time. Or even 30 seconds and onwards.
I dunno, people will obsessively keep booning in my experience even with TotH slowing it down.
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@Voodoo_Thirsty said:
What's wrong with perks countering one another?
Iron Maiden counters Inner Stre... oops, I mean Inner "Healing", Sloppy Butcher counters Botany Knowledge, Thanatophobia counters No Mither, etc.
You don't need to buff Stridor just because Iron Will counters it.
Also, Iron Will is NOT that strong. Some people use it cuz their characters are LOUD AF. If they all had Ace's or even Dwight's level of volume, nobody would run Iron Will.
1/4 of Killer perks should counter 1/16 of Survivor perks. It's a bigger opportunity cost for that team.
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I mean, the base characters, + being able to unlock non-licensed characters with levelling is a starting point. It's not like buying more (for faster perk access or just to play them immediately), and the licensed ones, and cosmetics isn't already a source of income.
The base game price is more of an obstacle than anything, and the free Halloween weekend is super limited.
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Got to say, those are some pretty pessimistic assessments about the number of potential new players vs number of hackers.
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@legacycolt said:
You probably want old stridor back too huh spirit main?
Wouldn't that be more logical?
One person takes the perk that makes them super quiet.
The other person takes the perk to hear audio better.
Since the super quiet perk is quieter than the hearing perk is amplifying, it should still be quieter, just not "utter dead silence".
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@Pizzasauce said:
My first match after my 48-hour ban as Pinhead, bring streamers, disconnected. 72-hour ban. I hate my life. Log on to friends account. Still not a single disconnect. I dont ######### get it.
Same machine, same network, same installation, only difference is the account???
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If you want more stealthy stalking action, Myers?
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I dunno, but I had someone DC on loading because, as far as I can tell, they used a white ward with no items.
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@LeonxJiwoon said:
if iron will need nerf spirit needs dust kicking nerf ^.^ Oh lets complain about bite the bullet , you know what can make iron will be garbage at times? bite the bullet, 0 hearing sounds of when people are healing via self care/medikit on themselves or others/ 1% regression with no back snap sounds if it fails and it works on 2 people!!!!!!!! oh let me run bite the bullet + iron will.
But Iron Will was buffed because of Spirit, now Spirit has been nerfed, and Iron Will has still been made to be completely noninteractive with Stridor etc.
It's a perk interaction that should exist again but doesn't.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2660177#Comment_2660177
I'm fine with killer MMR going off kills. Honestly, MMR works best the simpler it is and I think emblems would just cause a problem here. Killer emblems are...weird. I know that I wouldn't want my MMR going up after getting stomped just because I chased a lot.
Survivor - yes. That system needs to be a lot more nuanced. Maybe emblems would be a good way to go about this? Make MMR gains/losses some product of emblems+escape?
It's not like all the emblems need to have a 1:1 weighting.
As I said in a thread another day: they're already tracking everything that could make for a more comprehensive MMR system (and one that casts a much finer net than all accounts of the current MMR suggest). Just having a notion that "if all these symbols are gold/red, I did well and will probably have higher MMR going forward" is something.
And not the absolutely binary selfish survivor win/loss condition, or the killer's "Is this a win or what?" due to vagueness around how many kills count for MMR and if it's treated as a 1v4 or 4 1v1's
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2661299#Comment_2661299
Well, Thanksgiving, at is core, is about giving Thanks for all one has as an individual as well a community.
Sounds like you have observed some questionable situations.
Glad I do not have similar experiences
I'm not American, the true meaning of your turkey day is all a bizarre joke to me.
I just know that a lot of people seem to really abhor thanksgiving dinners. You know, the joke I was making.
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@Clevite said:
Not sure, but I think you missed the meaning of the Holiday.
From what I've gathered as an outside observer: being forced into contact with people you want nothing to do with, ostensibly with a lavish celebration that's often badly done, and being miserable?
I guess this BP weekend is right in the spirit of things then!
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Would be nice if there was some match longevity beyond "total collapse of survivors' ability to do gens after one hook".
It's a pretty lopsided experience if the outcome of a chase ending in a down can be, often enough, "Well I guess the game is basically over now" after the first chase.
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@tortrader said:
https://forum.deadbydaylight.com/en/discussion/296592/are-more-survivors-dcing-recently
Yes I noticed it happening during this weekend event, even though I add streamers or cakes. One it two ppl have been disconnecting on my matches as killer.
It looks like I'm being sent up against much newer players than I typically get.
I saw someone who played streamers DC.
That was super weird.
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My favourite is seeing people DC because right after being unhooked with plaything active, they went for the plaything totem without being healed.
Even if I don't want to tunnel, letting you get rid of the totem in my face isn't happening.
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This is feedback? Huh, thought I was just complaining. 🤣
@GeneralV said:
One of my last trials before leaving the game was on RPD:
https://us.v-cdn.net/6030815/uploads/H4M694NWW9RX/image.png
The guy that sent us there is probably the most cruel DBD player I've ever seen.
Honestly, it is not even the map's size that bothers me. Otherwise I would hate Mother's Dwelling, when in reality I love it.
I hate RPD because that map is a freaking maze.
I think the size of it is kind of deceptive more than anything. It's big, it has multiple floors, the way the rooms connect doesn't really make sense for a game where you need to quickly get from A to B and chase people--even where walls have been randomly demolished. It's too much of a map where you can go "I see/hear things" and then... wonder how exactly you get to wherever that is.
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I mean, Pinhead basically just needs to stop playing by the Entity's rules for a few seconds. More chains?
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What do you think the real issue is? If three people are downed and hooked at once, one of them can RNG off the hook and then everyone can unhook off that chance and get a hit of invulnerability and then get a freebie at the exit, and that's good design?
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@Poochkips said:
I ignore the door at all cost. Once the doors are open, it's extremely rare that i continue to even go near it if the survivors are nowhere to be found on the main map. Last thing I care to see are the survivors who love to waste everyones time at the door and wait till the last second just to teabag you because you didn't kill them. And sometimes it really doesn't matter how fair you play, for some reason some of them really just feel the need to do it. Then wonder why there are so many mean killers =w= ( I feel they should add a bloodwarden effect if the survivors sit in it for too long.) I've been playing killer for about 2000 hours now? (i played it for about a yearish on PS4 - then swapped to PC last year.) It's a lot of fun playing as killer. You just have to find your own win conditions. Me being a huntress main, I don't care if people escape. I just wanna land hatchet tosses. If I get kills on the way, cool o: That's what keeps me positive :D
I mean, I got two kills earlier because people were playing silly buggers around the exit gate and not just leaving. People get way too cocky sometimes when the exit is right there.
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@ShErMaDeRmA said:
https://forum.deadbydaylight.com/en/discussion/comment/2660553#Comment_2660553
I always just ended up learning it through normal games. When I get it on occasion I take any extra brain power I can into memorizing the layout, which after maybe I'd say 10 or so times I've played it I've got it probably 90% down. The only thing I have an issue with anymore is finding gens sometimes. It's not really doing homework if you're doing the work in the middle of class.
Except I'm not playing the game to learn the maps, I'm playing the game to enjoy the game. RCPD comes along and puts a stop to that, exactly when I don't want to be doing this #########.
If I could look around it whenever I liked, that would at least be something. But that's not an option.
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@ShErMaDeRmA said:
https://forum.deadbydaylight.com/en/discussion/comment/2660550#Comment_2660550
Shush. Do your algebra
I'm not doing algebra in the middle of a playground!
(Which is really the other problem; you need to have someone else on standby just to look around one of the maps? Seriously?)
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@ShErMaDeRmA said:
Hated it at first, but now that I've learned the map layout I love it. So many unexpected cut offs and mindgames as killer and good tiles as survivor. Its a maze of a map, you need only learn the maze and its not a maze anymore, just a weirdly shaped path
See "I want to play the game, not do homework".
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/296560/i-hate-this-map
Visually, it's amazing.
Otherwise, it's a nightmare. And I don't even get 4-outed much on it.
Just...the amount of times a game has collapsed at 4gens because someone died on hook because the survivors couldn't figure out how to get to them in time. Bloody hell.
Every time I've tried, everyone has escaped and at least once it's been "where the hell am I again".
I can't think of a single map design so innately antithetical to just enjoying the game. Even other bad maps don't punish you for not knowing them by basically barring you from playing on it.
"I hear something, where is that? oh, walls for days."
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2660440#Comment_2660440
And that should probably change. A more nuanced MMR system, done right - that I'd be up for.
I found that my rank as killer inflated really fast, which could be frustrating - a sentiment that a lot of other people on social media at the time seemed to share, hence a lot of deranking, which really made all the problems worse.
Again, there has to be a compromise position here. I just don't think the answer is going to be 'bring back ranks'.
I haven't specifically said bring back ranks, though; just that I don't think MMR is avoiding all of the problems with lopsided games, on top of having all of its own problems. And that it seems an unfair assumption to assume that everyone that doesn't like it must want to play Noobstomper 2021.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2660414#Comment_2660414
I think that it's a bit different for survivors, as losing MMR can feel like it's punishing you with worse teammates. I agree - it's tricky.
As I was saying in the other thread, there has to be some sort of compromise position here. I'd certainly quit the second ranks came back, but I don't want the high MMR types to leave in frustration either. I'm not sure how much of it is psychology, where 'fairer' games are less fun for folks, or if MMR is just really jank at some brackets/times - and I don't have the metrics.
All I can speak to is my own experience, and a bit of inference from the various streams and discussions I've seen.
See, ranks obviously have the elements of an MMR system, they just weren't particularly stringent about it. But it means that all the things that should ostensibly be factored into a deep, comprehensive rating system are already tracked and logged during a game. It's just... all been thrown out and replaced with a binary one.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2660394#Comment_2660394
I'd have to see those clips in context, because timeline is going to be key here. But sure, maybe do a montage and upload it somewhere.
https://forum.deadbydaylight.com/en/discussion/comment/2660398#Comment_2660398
No, just the guy who basically said 'I don't care about having fun, I just want to kill people'.
I'm sure that plenty of high MMR folks aren't deliberately trying to stomp (although boy were a lot of people smurfing back then...) - but again, those '100 win streak' videos do come at the expense of a lot of stomps.
It's just no fun to be constantly put up against people so much better than you that you not only do you not have a chance to win, but you can't even really learn anything.
Do you play survivor or killer mostly?
If killer...I'm honestly not sure what to say. Survivor - yes, I totally agree that the system needs to be improved for survivor. But there's no need to throw the baby out with the bathwater. Someone earlier came up with the idea of tying emblems into survivor MMR gains - and that seems like a pretty smart way to go about it.
I have absolutely zero interest in touching survivor; it's just the wrong sort of gameplay to me.
The current killer MMR side does not care about closeness. It does not care about methodology. It does not care about soft skills. If I have what is presumably an evenly-balanced game with appropriate MMR, but I get 8 hooks and 0 kills, my MMR goes down and I'm more likely to get a trivial one. If I have a horribly one-sided game where I don't do much of anything on a new killer, but one person slips up in EGC and everyone leaves them to die, my MMR goes down less. If multiple people throw in that scenario, my MMR goes up and I'm more likely to get a difficult game despite having just had a terrible one.
And you don't want two MMR systems prioritising totally different things. That's just asking for bizarre interactions where somehow both sides gain MMR, or both sides lose it.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2660378#Comment_2660378
Maybe that would be true for high MMR folks.
This made it an absolute nightmare for those of us who are still very much learning. The current system feels...better. So much better.
It's no fun to get matched against people with 30x your hours played and get stomped so hard that you barely learn anything besides 'how many teabags can one survivor get away with before they just leave'.
I feel like a lot of your posts on this topic boil down to "my anecdote vs your anecdote", and deciding that everyone whose opinion on it is different is high MMR looking for stomps.
But... the thing is, the experience you describe no longer getting is the one I keep seeing, so I'm not sure MMR has been the amazing panacea you're claiming.
And a simplistic MMR system that ignores most of your gameplay isn't going to promote a fun and exciting experience unless most of that gameplay is necessary to MMR. Which it isn't, so you're still going to unintentionally filter out every other scoring category in the game.
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Aww, thank you.
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I don't think you even need BBQ. It just shows the aura when you hook? At least I was running a few games without it.
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I guess I'm just finding constantly getting indoor maps particularly depressing experiences. Every open sightline seems palleted, and everything else means no bloodlust.
And my MMR seems particularly inclined to competent enough to hold W at the right time, not good enough to get greedy with looping and occasionally lose a hit that way.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2659480#Comment_2659480
What feels accurate?
Times of day definitely factor in. When I play a few games before work, I generally get longer queue times and a bit more variance - but the games still feel 'fair' for the most part.
When I play at peak time, aside from the occasional 'wut' matchup (which I suspect is due to someone dodging a lobby) it's both instant and pretty even.
The whole 20 hour newbie going against comically lopsided matches that don't teach anything.
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No, no, I think that still feels accurate, you're just beholden to time of day more than how matchmaking works.
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It doesn't seem like a lot of people are enjoying the accurate MMR experience anyway, at least someone would be happy then?
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@RenRen said:
What exactly are they nerfing?
Engineer's Fang--spawns one less chain when hooked
Iridescent Lament Configuration--revealed within 24m, not 16m.
Larry's Remains--reduced from 4s extra solve time to 2s extra time.
Liquified Gore--reduced from 2s extra solve time to 1s.
Chatterer's Tooth--increased from 12s undetectable to 25s.
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@dugman said:
On a tangent it’s unreasonable to balance a killer around literally no add-ons since it’s expected that they’ll have at least two brown or yellow add-ons every match. Running no add-ons at all is a bit like playing a shooter or RPG using no equipment, it should be obvious you’ll perform a little worse than expected that way. Likewise for expecting killers with no perks to do well.
That’s not to say you should expect killers to have to use specific rare or ultra rare add-ons to do well. Pinhead shouldn’t hypothetically only work well while using Engineers Fang for instance. But expecting them to at least use two add-ons of any color is in line with how the game is designed.
I mean, seeing as most of Pinhead's addons might as well not be, especially after this nerf...
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@Tr1nity said:
I know, there’s pallets everywhere it’s ridiculous.
The map or DBD in general?
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@TAG said:
Threads like this have sorta gotten me thinking where the sweet spot is supposed to be for a killer's ability to be looped. In terms of overall game balance, game length, fun for Killer, fun for Survivor. What is considered "just right?"
If it's a 1v4 game, ostensibly not at the point one really good survivor on a team can occupy a killer indefinitely and secure a win that way.
Of course, then the chase can be broken and the killer can try and do something else, but map design/balance should probably not lead to it being theoretically possible to prevent a killer from getting a theoretical 1/24th of their progress (a hit) whilst the map is cleared. Conversely, short of the survivors abandoning gens completely, it likely shouldn't be possible for a killer to stop all gen progress everywhere.
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@Chocolate_Cosmos said:
To be fair I am not really trying to play around his box so that might be the case as well why he feels worse then he maybe is. I just don't find it that fun to keep proxi camp area where I THINK (quess) is the box and then focus just on that Survivor.
The box spawns are designed to place it away from you. More than 40m from Pinhead, 16m from any Survivor. Result: unless you know where everyone is when it spawns, you're only going to find the box by accident, when someone picks it up, or if someone is for some strange reason running to an area of the map with no objectives.
Bonus points for being even harder to pressure the box on an indoor map where his power is already neutered in every conceivable way.
Pallet Dropping Simulator 2018The Game is super bad for that. -
Without addons? He's bad. His M2 rarely gives a reward in most situations except when playing against people who fail to break the chains. His active ability is like someone wanted to create an anti-looping power that was made of downsides: it's fiddly to aim, it has not one but two view changes. It has a cooldown on taking actions after you fire, and of course the cooldown on being summoned again. It gets broken by scenery. It gets broken by you. It doesn't actually deny vaulting or the like, only slow it. If you miss horribly, enjoy a scenic view of the map rather than moving.
His passive doesn't give time, by default, in most maps to ever pressure it. If you're more than 40m away when you pick up the box (and it always spawns 40m or more from him), 6s isn't enough time for Pinhead to get over to you except by teleporting--which puts a 2m delay on another chain hunt (45s+90s to passively activate) unless he gets the box a bit earlier. Teleporting is hilariously survivor favourable with good survivors, since it can be used to break other chases or dump him into a bad loop. Oh, and of course there's a CD on taking action after teleporting. If you're making Pinhead teleport? Just have walls < 10m away from you, he'll spawn without LOS (teleport places him 10-...14m away, I think?)
Nerfing his addons puts all the control over his 1v4 ability in the hands of survivors, and most of the addons that modify the possessed chains themselves are garbage. More casting range is useless except for harassing box solvers, but the portal can't be placed further away any faster. More chain range is not going to help since you always try to minimise the distance it's fired to limit the anim. More turning rate or reduced CD are non-entities in what happens; you're still hyper-responsive early in the firing arc and nearly unresponsive late.
If his passive is going to do nada, his M2 needs a big buff.
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Honestly, if the Franklin's/Hoarder combo was overperforming, it was just because of Hoarder giving information a little bit earlier.
If someone is hit whilst trying to solve the box, the odds that they were going to solve the box were very low to start with. What's he going to do, hit you then turn around and leave?
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I think it's random when you load in? Or at least semi-random. I've seen both.
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@dugman said:
I like playing killer much better than survivor
- I mainly play solo and killer is the solo-only role
- There’s a much wider variety of killer abilities and playstyles than survivors which helps keep things from becoming too stale
- Killers have a lot less downtime than survivors. A significant portion a survivor game is spent either doing a gen, being downed or being on a hook. Killers are in contrast always worst case able to proactively at least try and get into chases (aside from the very end of the game once you can’t prevent still standing survivors from escaping.)
- Thematically the killers are more interesting than the survivors which are mostly pretty generic. (Aside from maybe Ash)
I will never understand Ash being a survivor; guy is terribly suited for such a meek role.
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Because as stressful as doing nothing as killer can be, I would fundamentally find the role of survivor worse. It's all the parts of a multiplayer experience I don't like.
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You're really not doing a good job of explaining why this is bad. Except "it's not fun".
You know what also isn't fun? Zero chain hunts because of the aforementioned "not enough time to even consider pressuring it" part.
And "if Pinhead employs a strategy to keep his passive going and uses that as a way to down survivors" is an undesirable strategy, you honestly might as well remove the character. Because you've staked your position on Pinhead effectively utilising his passive being a bad thing. That the character whose asset is his 1v4 pressure leading into easier 1v1s and winning, should not be able to play around that and should focus on 1v1's instead.
Which is a frustrating combination with the regular "everything is so stale and same-y" threads.
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@Rougual said:
he mad me cri one tim :c
"No tears, please. It's a waste of good suffering."