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Red_Beard

Red_Beard

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Red_Beard
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  • @Sinister0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1519404#Comment_1519404

    If that is the case. Is the system better or worse now? Because the forum is flooded with MMR complaints. Only positive is that MM has been a lot faster for me.

    Sure it needs time to settle for everyone but if the system allows for rank 1s to play vs rank 20s then its broken.

    I didn't see high ranks vs low ranks, on either side, as much before.

    It hasn’t even been a full week since it was implemented. Myself, I wont judge it to harshly until a few weeks to a month in.

    And then, if it doesn’t meet expectations, I’ll give some constructive feedback if I don’t see it already posted and wait for their tweaks to go into affect.

  • @Sinister0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1519382#Comment_1519382

    We wanted a solution to the long queue times. Not at the expense of screwing over new players and leaving us with skittle matchmaking - time played needs to be factored in.

    They will (hopefully) fix it - the issue is that they seem to have a pattern with these sort of things.

    Also, how do you know time played isn’t a factor? I haven’t seen anything that explains how it is calculated.

    I have seen mentioned people need to play a little while for things to hopefully start to get better. And that doesn’t mean you as an individual need only play 9 or 10 games and everything should be functioning better but a large part of the player base need to play.

  • @Sinister0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1519382#Comment_1519382

    We wanted a solution to the long queue times. Not at the expense of screwing over new players and leaving us with skittle matchmaking - time played needs to be factored in.

    They will (hopefully) fix it - the issue is that they seem to have a pattern with these sort of things.

    No, most the complaints with matchmaking were about high ranks getting matched against low ranks. Go back to the post before MMR went live. Most posters even felt the need to post a screen shot of the rank disparities they experienced.

  • @Sinister0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1519360#Comment_1519360

    Community: We want bug fixes, console optimization, QoL and game health updates.

    Dev: Lets stick in MMR that no one asked for instead.

    Lot’s of people asked for it. Half the posts on the forum are people complaining about matchmaking. This is their attempt to address those complaints. I’m sure they will make tweaks along the way to make it work better.

  • My 1200 hours of play time sure differs from what most in here claim they stay at the gate for.

    When I play survivor and I’m hooked for the first time after all gens are completed, I usually see all of the remaining survivors crouch in the gate area and wait for the killer to come chase them out. They usually have plenty of time to leave and split up to come save me, but don’t. They also don’t stay and give the killer an extra hit, they just run out as soon as the killer is in sight.

    When I play killer and I head to the gate to chase them out, they usually wait till I get a few steps away and then run out without letting me get a hit.

    Either way, I would rather they just leave than watch them stand there doing nothing while I hang on a hook or just to taunt me that I didn’t kill them.

  • Why do you consider it toxic? When I run into it, it seems more to me the OoO and clicky clicky are trying to get my attention for me to chase them because they feel confident in their ability to evade the killer long enough to let their teammates complete gens and put themselves in position to escape.

    Isn’t the point for both sides to try and “win”?

  • I don’t find not having a notification a big hindrance when I play killer. I already know when none of the survivors aren’t using DS when there is no obsession. If there is an obsession, I just assume the all have it and don’t pick them up if I feel it will hinder me to take the stun. You can usual tell though when it’s active with how they play. For some reason survivors seem to think they have to use it and will get downed intentionally or hop in a locker.

    As for BT, I don’t really find a few wasted swings to be that big of a game changer. If it’s not end game with a gate open, I just take the chance and smack them. If BT activates, I adjust. If not, hey they shouldn’t have made that unsafe save.

  • They may be doing it intentionally for WGLF stacks or, as in my case until a couple days ago, for protection hits for the Taking One For the Team achievement.

    My last one was against a locked and loaded Myers unfortunately. And after he downed me he proceeded to down the rest of the team off one tier 3. Needless to say, my teammates were not impressed. But I got my achievement :)

  • I think this would be a big nerf to solo survivors. I wouldn’t have any idea if the solo survivor is running the perk unless they stated pregame on PC. Thus, if a killer is camping, I’m much less likely to try a save.

    While the perk can be frustrating at end game for killer, I really think it is a fair perk that can create same fun and intense game experiences.

  • Maybe BHVR should just get rid of the end game chat. I've recently shut my chat off and I find I almost instantly cool off once the match is over if something happened in game the triggered me. I think it's because I don't see someone trying to troll me afterwards and rub salt in the wound.

    As a plus, I'm sure there are sweaty SWFs telling their friends how mad I must be because I didn't respond when I just didn't see their post and it makes me giggle.

  • I personally like how most of the killers play. I think where most of the them struggle is the chase. Some maps it is just impossible for certain killers to apply pressure fast enough to keep survivors off of the gens until you clear the field of pallets. But with some teams, they gens are finished by the time you clear enough pallets and sometimes the map RNG gives survivors too many jungle gym and vault options even with the pallets gone so they still can waste the time of the killer.

  • @TreemanXD That helps a lot. The only thing that still sucks is how narrow the text boxes are and how large the text is in the quotes making for very long posts.

  • @ClogWench said:

    https://forum.deadbydaylight.com/en/discussion/comment/470161#Comment_470161

    We were told they were looking into fixing mobile version like 2 mobile versions ago. And it's still terrible.

    @ClogWench The one they had forever before the switch a month or so ago worked great. I'm not sure why they changed.

  • @tt_ivi_99 I don't see a way to change it on my phone. I have an iPhone.

  • @GrootDude said:

    Do you also get the slow laggy typing on the forum and only on the forum?

    @Treeman No, I don't really experience any lag.

  • She is a full speed killer so she isn't any different than most M1 killers when chasing an injured person. I like to bring vile effectiveness addons, get up close before puking and use vile to get them into injured state. Why not just hit them you say? Because they don't get a speed boost when I use vile purge.

    If they don't purge it's like have NOED active all game.

  • @TheBeanI've got 1000 hours on this account and I only have 163 of 250. I guess I don't try enough unsafe hooks.

    For the huntress long shots, I just stood on a hill on an open map and just kept lobbing hail mary's. The survivors usually would get cocky and come out to the open and walk back and forth trying to dodge just to be cocky.

  • @TheBean i'll do your Deranged Pursuit achievement if you do my Taking One for the Team achievement ;).

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/456413#Comment_456413

    It's based on the total number of matches and the groups inside them, not the number of players. I could play in SWF group and then play solo, for example. It's not how one individual plays, it's how all of the matches were played overall.

    To keep it simple:

    • 6.22% of matches are four-man groups on PC.
    • 11.95% of matches are three-man groups on PC.
    • These two cannot co-exist in the same lobby, since that would be 7 survivors, so we can just add these two together (18.17% total)
    • 28.62% of matches include two-man groups on PC.
    • Two-man groups could potentially be playing with other two-man groups, so we can't just add that straight on. At the very minimum, if they all played together, we can count half the total (32.48% total).

    So in total, somewhere between 32.48% of all matches and 46.79% of all matches, depending on how the two-man groups and matched with other two-man groups, include some amount of Survive With Friends. 18.17% include a three or four-man group. 6.22% include a four-man group. You can't get the exact number for any group without getting the actual stats.

    @Peanits

    Even your "To keep it simple" doesn't seem simple. What people are trying to figure out is what percentage of lobbies are full solo vs how many have any form or SWF. Your 32.48%o 46.79% of all matches include some sort of SWF depending on how two man groups are matched doesn't make sense as if they consist of two solos and a two man or two two mans they still contain an SWF.

    So to make it simple, in the chart and let's just take the PC number, does the roughly 54% for solo mean the 54% of the lobbies only contained solo players?

    If so, then you can conclude that 46% of all lobbies contained an SWF of some form and the make up of two man lobbies is irrelevant.

    Also, I don't understand the point of putting stats out and then saying you cant draw any conclusions from them. What is the point? It feels like BHVR is afraid to put out any meaningful stats of any kind for players to create solid suggestions to help make the game feel more balanced.

  • @PNgamer

    From what I understand, they are changing the achievement to act just as it is read. You will need apply deep wounds to a survivor and just down them.

  • A secondary thought, ties would be handled like they are in other games. If there are 5 tied for 10th place, they would all have the number 10, but take up slots 10-14.

    If there were so many ties that it pushed too many into one side or a matchmaking bracket or another, then a combination of the three suggested rank point ideas could be used. For example, if there were a lot of killers tied at the 19 percentile and kills was the primary ranking mechanism, blood points could be considered next to separate those that were tied.

  • I didn't need to ask anyone to farm, but I did have to just worry about the achieve. Here is how I did it.

    When I bought the Darkness Among US dlc, I read a few forum posts and watched a few videos about how to complete this achievement.


  • @Red_Beard said:

    @Condorloco_26

    I do agree with you that a well coordinated SWF can wreck a killer, though I see few coordinated SWFs. A great killer can also wreck a coordinated SWF, watch Zubat, Fungoose, or Sverkeren for some examples.

    One of the biggest problems in balancing the game is how much more information an SWF group gets vs a solo group. So to me, the first step is lessening the gap between solo and SWF. There have been lots of ideas posted on the forums on how to do this. I'll list a few things I like that would help.

    1)Make bond and kindred base kit for survivors.

    2)Add a beacon survivors could drop for pointing out important finds, hex totems to be specific that you cant cleanse because the killer is on you. There is a map addon that allows you to do this so it is definitely possible.

    3)Add a totem counter that shows survivors how many are left. This would be if NOED stays in the game. I'll talk about that a little later.

    Once you close the solo to SWF gap, then you can better evaluate the true balance between killer and survivor and make adjustments as needed. There will definitely need to be some map tile changes. Here a just a few balance changes I feel need to be fixed now.

    Hitboxes need some work. I have had my share of "how did that hit" on both survivor and killer even in the open field. I don't agree with the hits through a dropped pallet. Especially with the enduring/spirit fury combo. If I hit them and have spirit fury available, I am back up immediately and they are down seconds later.

    Some of them through a window seem off. I see you responded earlier to a post stating this can happen in real life. I don't disagree that we should be able to hit if they are standing against the window on the opposite side, but sometimes I will get downed a full second after I vaulted and am away from the window. Some of this is lag and some of this is tweaks needed to the hitboxes. Also, my opinion would be to stay away from the real world arguments because this is a game.

    I would get rid of any instadown perk or addon in the game, NOED, Devour Hope, Make Your Choice, Insta hatchet and bottles, etc. On the flip side, I would also get rid of inta heals and adrenaline. If NOED stays, then the totem counter is needed for solos. It is easy to say, just cleanse the totems. Even if every solo survivor in the match had that in mind, we would all be running around the map for 3 minutes checking all of the totem spawn spots because we don't know if someone else cleansed it or not.

    There are many more things but this is getting to be a long post so the last thing I'll add is we as individuals need to think about how we play affects the other side. As survivor, it is not fun to be camped and tunneled because it doesn't let me play the game, and this happens in well over 50% of my matches. I get that people feel it is a strategy, but if we continue to only worry about if we have fun or not, people are going to continue to D/C and continue to leave the game. This is why a lot of killers experience long queue times when BHVR have it set up to match to rank. There are not enough survivors to killers. I'm sure you can admit, you don't like going against 3 survivors because one quit and I'm sure you don't like long queue times. They are quitting because the game is not fun for them. They are D/Cing if they are the first found because they know there is a high chance they will be camped and/or tunneled and their solo survivors will all be crouched behind a tree, not doing gens, or cleansing totems or anything that will punish the killer for their play strategy.

    @Maximus7

    Here was the post with some of the things I've seen suggested that I feel will help without buffing SWF because they can get it through comms. There are many more ideas out there.

    I to have played rank 1 on both sides for multiple seasons. I find the new rank system easier to level up on killer than survivor, mostly because I have to compete for rank points with three other survivors.

    Yep there are some bad survivors. They need to improve. I'm not saying you said you don't, but if a killer can't on average, kill 2 people in a match, you need to git gud. A 2 kill average would be balance.

    Yep I believe it is harder to do against an SWF than a solo because solo lacks information that SWF has. I definitely do not feel it is because SWF players have more skill because I have seen some great solos and some terrible SWF survivors.

  • @Maximus7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/391648#Comment_391648

    0-1k is a loss. 2k is a draw. 3k and 4k are wins.

    The only solo buff you can give that doesn't buff swf is giving survivors in-game vc with each other. That's it.

    Anything other than that will buff swf even more. Balance around swf and implement in-game vc.

    I agree with your loss assessment. Personally, I rarely get less than a 2k, even at rank 1. I doubt I go up against less SWFs than you, as I don't dodge lobbies unless the ping on multiple survivors is red.

    I don't want in game voice comms and I disagree with you that this is the only way to close the gap between SWF and solo. Also, if you are reading the posts between the the OP and now, you'll see I also stated once the gap is much less, there may need to be more tweaks to the survivor/killer balance.

  • @MhhBurgers said:

    https://forum.deadbydaylight.com/en/discussion/comment/391457#Comment_391457

    No amount of changes makes up for not using perks dude.

    So there you have it. The game could be in a such a state that it was impossible for any survivor to escape and you would still think more killer buffs are needed. You aren't concerned about balance, you just want to face stomp every match.

  • @Maximus7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/391602#Comment_391602

    The first and last buffs were implemented in 2.1, which was the best patch and when the most people were playing DBD. The DS nerf was all killers got this patch, and even then it's still ridiculously powerful in the endgame.

    https://forum.deadbydaylight.com/en/discussion/comment/391550#Comment_391550

    I've lost games as both survivor and killer where I know I just got outplayed because the person would actually be really smart and/or really good at looping. But most of my losses as killer lately have been me trying anything I possibly can to just slow the damn game down and failing because of map design and gen times. Solo queue only sucks because most survivors are terrible at the game, that's pretty much all there is to it. Keep buffing solo, and you'll buff swf to ridiculous levels. And NOTHING is more frustrating than being in a situation where your skill/actions don't affect the outcome. For most killers (unless the survivors are terrible and/or you use broken add-ons), that's where DBD is. That's a big problem, and much of why most killers have left.

    https://forum.deadbydaylight.com/en/discussion/comment/391592#Comment_391592

    This. If survivors can escape easily with zero perks against a decked-out killer, that's an issue. Period.

    What do you consider a loss?

    You can give buffs to solos in the form of information that SWF already has without adding much benefit to them.

  • @Maximus7 said:

    Wait, people actually find the game killer-sided? Do any of you who do play killer at all?

    @Maximus7

    I play both roles. In killer vs 4 solo, yes I find it easier for the killer. In killer vs 4 SWF, I give the advantage to SWF but the gap is much less than it used to be.

    There are two types of killers in this thread. Those that think the game is balanced when they can 4k most of the time. The other are those that feel the game is balanced at 2k.

    The thread started because the OP was frustrated with solo survivor. I don't agree with their specific points made, but I do agree solo survivor is a lot more frustrating than killer.

    I feel, many of the recent changes that have closed the balance gap between SWF and killer have widened the balance gap between 4 solo and killer.

    Some of us have been giving suggestions about how to make this game better for everyone, others just care about one side.

  • @MhhBurgers said:

    https://forum.deadbydaylight.com/en/discussion/comment/391361#Comment_391361

    Those toptier survivors also demolished a toptier killer while running no perks ROFL, your argument is out the window.

    The depip squad was a lot of changes ago.

  • @Wolf74

    I don't see how you can call reducing pallet numbers, proximity to each other and removal of the pallet vacuum QoL. And those changes absolutely reduced the chase time.

    If I have enduring and spirit fury and spirit fury is active, I can hit a full health survivor through a pallet, I'm stunned for 1 second and then have the second hit on them in 3 seconds. Chase time reduced. You say drop the pallet early? That means they went around that loop less times than they used to be able to. Chase time reduced.

    That's just one example.

    The games I get "gen rushed" are when I'm not focusing on survivors that are on gens. When I down and hook someone, I don't hard or soft camp, I go to the gen I either see a survivor on think they are on. When their team unhooks, I don't race back to the hook, I focus on spreading pressure to keep survivors off of the gens.

    That doesn't mean I never have a game that doesn't feel like it was over fast. But usually those games I made too many mistakes and sometimes, I just face survivors that are better than me.

  • @MhhBurgers said:

    https://forum.deadbydaylight.com/en/discussion/comment/391189#Comment_391189

    Killing randoms is something that literally everybody can do, SWF does not automatically mean they will play optimal. Survivors who play optimal cannot be beat unless you play billy/nurse and that's just a fact.

    btw it's funny that you mention scottjund because he got schooled by a SWF that is in his level. Zubat got schooled by Baefu's group when he played plague.

    You basically said "Hey guys, I just saw a great killer lost a game so survivors OP". You obviously have a mindset that if you as killer don't get a 4k against every team, the game is survivor sided. I don't disagree that it used to be, but recent changes have made this game much more balanced between killers and SWF. Yes, even 4 rando that all play great can still do well, but good for them. The majority do not. And I rarely run into a well enough coordinated SWF that I don't at least 2k on.

    You shouldn't just ignore that player base that plays solo survivor because they will just get frustrated and quit and then you are stuck with no one to kill.

  • @MhhBurgers said:

    https://forum.deadbydaylight.com/en/discussion/comment/391000#Comment_391000

    And with all the buffs it's still impossible to 4k for killers against decent survivors, wow. Buffs are worthless if the game is still broken.

    The game isn't meant to be balanced at 4 kills and 0 escapes. Also, players like Zubat, Fungoose, Sverkeren, even Scott Jund will prove you wrong about cant get a 4k against SWF. Is if tough to 4k against good players? Yes. Should it be? Yes.

  • @Condorloco_26

    I do agree with you that a well coordinated SWF can wreck a killer, though I see few coordinated SWFs. A great killer can also wreck a coordinated SWF, watch Zubat, Fungoose, or Sverkeren for some examples.

    One of the biggest problems in balancing the game is how much more information an SWF group gets vs a solo group. So to me, the first step is lessening the gap between solo and SWF. There have been lots of ideas posted on the forums on how to do this. I'll list a few things I like that would help.

    1)Make bond and kindred base kit for survivors.

    2)Add a beacon survivors could drop for pointing out important finds, hex totems to be specific that you cant cleanse because the killer is on you. There is a map addon that allows you to do this so it is definitely possible.

    3)Add a totem counter that shows survivors how many are left. This would be if NOED stays in the game. I'll talk about that a little later.

    Once you close the solo to SWF gap, then you can better evaluate the true balance between killer and survivor and make adjustments as needed. There will definitely need to be some map tile changes. Here a just a few balance changes I feel need to be fixed now.

    Hitboxes need some work. I have had my share of "how did that hit" on both survivor and killer even in the open field. I don't agree with the hits through a dropped pallet. Especially with the enduring/spirit fury combo. If I hit them and have spirit fury available, I am back up immediately and they are down seconds later.

    Some of them through a window seem off. I see you responded earlier to a post stating this can happen in real life. I don't disagree that we should be able to hit if they are standing against the window on the opposite side, but sometimes I will get downed a full second after I vaulted and am away from the window. Some of this is lag and some of this is tweaks needed to the hitboxes. Also, my opinion would be to stay away from the real world arguments because this is a game.

    I would get rid of any instadown perk or addon in the game, NOED, Devour Hope, Make Your Choice, Insta hatchet and bottles, etc. On the flip side, I would also get rid of inta heals and adrenaline. If NOED stays, then the totem counter is needed for solos. It is easy to say, just cleanse the totems. Even if every solo survivor in the match had that in mind, we would all be running around the map for 3 minutes checking all of the totem spawn spots because we don't know if someone else cleansed it or not.

    There are many more things but this is getting to be a long post so the last thing I'll add is we as individuals need to think about how we play affects the other side. As survivor, it is not fun to be camped and tunneled because it doesn't let me play the game, and this happens in well over 50% of my matches. I get that people feel it is a strategy, but if we continue to only worry about if we have fun or not, people are going to continue to D/C and continue to leave the game. This is why a lot of killers experience long queue times when BHVR have it set up to match to rank. There are not enough survivors to killers. I'm sure you can admit, you don't like going against 3 survivors because one quit and I'm sure you don't like long queue times. They are quitting because the game is not fun for them. They are D/Cing if they are the first found because they know there is a high chance they will be camped and/or tunneled and their solo survivors will all be crouched behind a tree, not doing gens, or cleansing totems or anything that will punish the killer for their play strategy.

    Edit: I just saw your above post. I play on PC and XBox. Killer queues on those platforms are longer for me so that is how I based my opinions. I will say that killer on a controller is harder than on PC. I'm not sure how to compensate for that, but might be what attracts so many to play survivor on Playstation.

  • @Ttwylerr @Condorloco_26 I play both roles. Been rank 1 on killer and survivor multiple times and for months in a row. I find killer easier than solo survivor. Just because you believe your opinion doesn't mean everyone else has an invalid opinion.

  • I think it comes down to perspective on what is fun. I used to get stressed playing killer because I thought for me to have fun was getting high ranked which meant I had to kill as many as I could. Once I decided rank wasn't important in having fun, I started to actually enjoy the game as killer.

    I am more focused on earning bloodpoints now and not securing kills. This also leads you to play in a way more enjoyable to survivors. I do not camp the hook (unless it's an insidious meme of course) even if the other three survivors are all around. I pick one, hit them and chase them even if it takes me away from the hook and the others get a save. I try my best not to tunnel though sometimes it is just bad luck that the only survivor you found is the one that was on the hook last.

    You will run into well coordinated solos and SWF teams from time to time, though I feel the balance changes over the last few months have made it better for killers. Enjoy the chase, meme with them if they teabag and move on to the next.

    For me I have much less fun as survivor now dealing with inexperienced teammates (i play solo) and camping and tunneling killers. Yes, camping and tunneling has always been a part of the game and I'm not saying you can't do it if you choose to, but it is definitely not enjoyable to play against, especially when you play with survivors that don't understand how to punish it and nerfs to survivors have made the tools less effective.

    Just my two cents.

  • @PyroDude You are welcome. Let me know how it goes. I'm curious if it works for others.

  • I play killer and solo survivor. Playing against a camping and/or tunneling killer is not fun in my opinion and it seems there are many that also feel the same way. People do not continue to play a game that is not fun so eventually people go play the other side or quit.

    If you like long queue times as a killer or want to see this game end, then by all means, continue to camp and tunnel and tell others that it is a strategy that others have no right to complain about.

  • While playing survivor, the chase is definitely the most fun part for me. I love to run the killer for as long as I can. Games where the gens get done in four minutes and the killer doesn't even see me are the most boring. I wish I got more bloodpoints though.

  • I play survivor and killer equally and I do feel I am more likely to let survivors go at the end when playing killer than I am to let the killer kill me. I think for me it comes down to bloodpoints. I have over 700 hours in the game, but I only have two characters at P3, I have all killers at level 50 but not all survivors and I don't have any characters with all of the perks.

    I get more points as the killer so letting one or two go doesn't hurt as much points wise as when I don't survive as a survivor because I am still grinding out the perks and prestige.

  • @Chaotic_Riddle Thanks. Were you able to give it a go?

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