Reinami
Reinami
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3108453#Comment_3108453
Are you really surprised that in less than one month the Killer mains are already sharpening their pitchforks and preparing their torches again?
Im surprised there werent complains about Prove Thyself the very day 6.1 went live...
Because survivors were still figuring out the meta. Also i don't think they should nerf mettle of man, but that isn't the point of this thread. Saying "They took mettle of man" is what we call "whataboutism" and is not constructive and is a logical fallacy that makes anything you say regarding that unsound.
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@TheKissKing said:
getting a hit shouldnt last over 32 seconds. holding W only works against m1 low mobility killers (that admittedly need buffs), but those killers have ways to somewhat make up for it, like setup/stalk killers. even after a sprint burst gives 18m of free distance (hold W gives 12m in those 3 seconds) can be caught up by a noob standard 115% killer who doesnt know how to zone survivors within 3.91 and 2.61 seconds respectively. of course theres other factors (survs dont start running only when you breath in their face) but you should catch up to them within 10 seconds and there they are forced to start looping, where a successful mindgame will end them.
Also btw as for too many loops and pallets and too big map sizes thats just map issues not prove thyself. those are real issues that should be addressed
https://forum.deadbydaylight.com/en/discussion/comment/3108493#Comment_3108493
Your math is wrong about this. Let's say average killer terror radius of 32 meters. Lets say it takes you a few seconds to figure out where the killer is coming from. So now the killer is 24 meters away. You start running away. The killer moves at 4.6 m/s and the survivor runs at 4.0 m/s. That means every second the killer gains .6 meters. Lunge distance is 6 meters at the maximum range. So you need to get within 6 meters of the survivor. 24 - 6 = 18 meters. You need to cross 18 meters of distance. At gaining .6 meters per second. This takes 30 seconds to do, bloodlust does kick in at some point, but only shaves off a few seconds, so let's call it, 25 seconds. You land your hit. The post hit speed boost now lasts for 1.8 seconds, and the hit cooldown is 2.7 seconds. During that time the survivor moves 6.0 m/s for the speed boost. Holding w, they gain 14.4 meters of distance. To close the gap at absolute maximum range of 6 meters, you need to close the gap of 14.4 - 6 = 8.4 meters. Gaining .6 per second, this takes 14 seconds.
Just holding w takes up way more time then people realize.
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@TheKissKing said:
https://forum.deadbydaylight.com/en/discussion/comment/3108462#Comment_3108462
thats why you spread pressure and use slowdown perks. and 1 hook at 2 gens complete (and using your logic all other gens are at 0% cuz they slamming all together on a single gen) usually leads to a 2k in my experience (a fair result). Once you start getting hooks 1 survivor will be off getting a save and you chase the other, leaving 1 survivor to go gens instead of 3-4. From there you can start tunneling
People always say "spread the pressure" If the survivor literally holds w, the amount of time the killer spends getting the hit is twice as long as the time it takes the survivor to heal and then they are back on a gen.
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@TheKissKing said:
survs gen stacking at the start a the corner of the map is good for killer. if they spread out its harder to pressure all of them at once when they are in differnt corners of the map. PT is best used for hotly contested gens (middle gens and last/2nd last gen) as well as bp gain. If you see 4 survs together its a bonus for some killers as well
So, you get there. Start chasing one, maybe land a hit or 2 on the others. And they all slam a different gen while you chase the other one. Even if the other one just holds w and doesn't use pallets, you are still gonna take 35-40 seconds to down them, pick them up and walk them to a hook. After which prove thyself and 3 other survivors have just finished another gen and are probably already working on the 3rd.
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@GiveMeTheBox said:
They took Mettle of Man, and now you want this?
You are acting like they are related. I disagree pretty much with every change they announced in the last announcement.
Explain to me what a killer is supposed to do when they literally cannot cross the map fast enough to stop the first gen from being done?
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@Slan said:
I am sure that everyone has noticed that se have no left-handed killers. Most of them use their right hand when wielding their weapons (except Dredge, who has a fleshy thing instead of his left hand, so it would not be fair to count It as right-handed) and some just use both their left or right hand, like Oni when swinging, or Deathslinger. Now, everyone is hyped about Vecna from Stranger Things comming. But Vecna's claw is on his left hand, while his right hand is a common hand. The thing is that left-handed killers should be a thing, as not everyone is right-handed and having all killers using their right hand feels repetitive.
Would be better to just make it an option for any killer. It doesn't even have to actually change in the game, it could just be a first person only thing.
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/3107285#Comment_3107285
This is a common line around here.
"You can't balance around high level swf!"
"High level nurses can't keep getting away with it!"
What's funny is i don't disagree with the statement. What needs to be done first and foremost is to close the gap between solo queue and SWF, and then start balancing the game around that. We can fix SWF without hurting solo, just like we can buff solo without buffing SWF. And i don't even mean through like mechanics like "gens take longer in a SWF" But through actual in-game mechanics.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/3107535#Comment_3107535
How often do you want to repeat yourself? And how often do you want to ignore my words?
How often are you going to ignore what i am saying? All you said was "you are wrong" provide me evidence that i am wrong. If you believe we should balance for the 99%, then we should balance for all of them.
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@GuyFawx said:
I need work at healing better and feel as tho out of all the badges altruism is the one I lack the most in. Currently my build is the following: (Autodidact - Bite the bullet - Botany knowledge - Empathetic connection) and a medkit with speed addons or charge ones. So is there a better build for healing thats not a boon?I just dont feel they are fast enough anymore and have been trying something different to help my team thx in advance.
I think as others said, you generally won't get much from healing and more from unhooks. The build i run right now is
- Dead Hard
- Boon: Circle of Healing
- Prove Thyself
- Kindred
I play exclusively solo queue, so Kindred is a must. Generally i look at it like this:
- Always take an exhaustion Perk
- Always take kindred
- Always take a way for me to heal myself
- Always have something that helps me deal with tunneling.
This build takes care of that.
Dead hard is a replacement for OTR that allows me to still continue playing the game, and doing gens if i want. I find with practice timing it is pretty reliable. It's also an exhaustion perk
Kindred is required for solo queue
Circle of healing i think is the best solo queue way to heal yourself, because you put it down and it communicates out to your whole team: "Hey come over here for healing" and it allows you to coordinate/plan without being on coms.
Prove Thyself is just an extra for helping the team and getting gens done, it is also probably be best gen perk there is.
For altruism though, what i often find happening with this build, is that i go for a save, heal the person up (often in circle of healing so extra healing speed) then the 2 of us jump on a nearby gen, while someone else gets chased and when they go down i start breaking off to go for the next save. If the killer camps or tunnels me, i have dead hard and kindred to help. If the killer camps or tunnels someone else, i have kindred for that, and i can lay down a boon, go take a hit for a teammate to get a save, then run to the boon to heal myself.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/3107285#Comment_3107285
Balancing around the 99% is fine as long as devs understand the underlying issues of their statistics. But they dont. And you make the same mistake just talking around numbers.
Again, so you are saying the following statements:
- High level SWF players are fine, we can't balance around them because it'll hurt the 99%
- As such we need to buff nurse and twins, and nerf pig, myers, trapper, plague, because not doing so hurts the 99%.
If you agree to one of those statements you must agree to both. Because both would imply balance around the 99%. If you don't agree, fine, if you want to try and say 1 is good but the other isn't, then anything you say becomes invalid because it is filled with an obvious bias for one side.
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@Beatricks said:
Up until this patch I tried really hard to see things that way. But I just can't anymore. Killers are so insanely unreasonable that I can't put up with it anymore.
SoloQ needs a little loving, because it's miserable.
~No, every survivor is a toxic 4man SWF with 4 toolboxes who BM at every opportunity and now cry because we don't have dead hard.
Maybe at least Nurse's addons can be looked at?
~Nope, we are whiny survivor mains who are salty that without DH we can't bully killers.
Literally nothing gets through to their heads. Literally zero empathy. I'm done being nice.
- Yes solo queue does need some love
- Doesn't matter SWF is a serious problem, not every nurse is an omegablink starstruck nurse with 1k hours either
- Nurse can get looked at when SWF get looked at.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/3106904#Comment_3106904
You actually do understand how to analyze data the same way devs do: unreasonable.
I'm simply pointing out the absurdity of the argument that we can't balance the game at high levels because "We need to balance around the 99%" If we balance around the 99% one way, we need to do it all ways. Otherwise you are just biased.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3106791#Comment_3106791
I am not always running MoM but i loved to use some builds around it. Now perk is useless. Because if i wanna keep effect, i have to be useless. Terrible change.
Legion can keep everyone injured very easily if they have right add-ons. It did not fix problem with Legion at all.
So give power to Plague or deal with 110 seconds generators. This does not look healthy to me and Thana is still busted on her. And ofcourse Thana is only one perk, they will bring 3 more perks for slowdown and they will stack ofcourse.
Both killers still can make game +20 minutes, this patch did not fix issue with them.
I mean, the fact that survivors can deny her power entirely is a pretty terrible design.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3106963#Comment_3106963
Sounds like we need to nerf tunnelling, huh?
Tunneling isn't as much of a problem as camping is, which i'd argue needs to be looked at more. But the solution to one could be the solution to both.
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@Garboface said:
I play both sides and have close to 6000 hours. I kept track of my last 50 games rolling solo survivor. I escaped 2 out of 50. Not a euphoric feeling but I was tunneled much less and actually enjoyed the games. I am of the opinion that this being a horror game (it just is), that escape should be a rare event. It also made me ease up on the sweat when playing as killer. I am merciful when I can tell survivors are struggling or they don't often escape. I love the new patch but i am deathly afraid of what is going to happen to nurse.
I play both sides, and this was true for a few days. Now i am escaping probably 50% of my games or more when my team doesn't DC or intentionally give up.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/3106704#Comment_3106704
Youre just assuming something changed. With no evidence. And youre doing exactly what the Devs did: looking at numbers with no reasoning, cause even your "proposals" make no sense.
Those numbers are officially released numbers provided by the devs and include averages across all ranks. We must assume something changed, either the dev's mindset on what is balanced, or that kill rates went down, otherwise why would they do a buff to killers as a whole only 6 months later?
The data doesn't tell you exactly HOW you should do something, but it does point you in the right direction on stuff. If you see that a killer has a 100% win rate, wouldn't you say that killer probably needs to be nerfed in some way? Maybe you don't exactly know how, but you definitely know to look at that killer.
So my point still stands, if we want to balance around the "99%" then these are the things we must do. You can't have it both ways. If you only want to "balance around the 99%" when it benefits one side, then you show a clear bias.
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@rydiafan said:
It's not 12%. It's 2% per survivor and a bonus 12% if all four are injured.
1 injured = 2%
2 injured = 4%
3 injured = 6%
4 injured = 20%
I agree with you it's a weird change, but wanted to at least show the accurate math.
It probably went too far, now it's useless on anyone that isn't plague or legion. They should probably do:
3.5% per survivor + a bonus of 6% when all injured.
1 injured = 3.5%
2 injured = 7%
3 injured = 10.5%
4 injured = 20%
Basically, the point of thana is not to actually slowdown the game directly, but to force survivors to heal before they do gens, otherwise it is slower. It needs to be such that, healing is more efficient then not doing the gen. At 6%, only 1 survivor needs to heal and you only get a grand total of 5.4 seconds needed on a gen.
Either that, or rework it to only give the injured survivor a bigger downside but allow them to heal themselves or be healed at increased speeds to encourage them to heal instead of work gens.
I think the main problem though is, people see "22% gen repair penalty on 90 seconds is sooo much!!!) But really it's not. On 90 second gens, you are looking at 19.8 more seconds. The reality is, you rarely are all 4 injured. The problem is that people never heal against legion or plague, which is a big problem with their design basically. You should want to heal, and not healing and basically denying 2 killers half the point of their power is terrible design.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/3106483#Comment_3106483
Who cares for less than 1% of the gameplay? This isnt a competitive game. Breaking the game for 99% just some people want to 4k in high MMR? Surely not.
Ok, so let's balance the game around the 99% of the players. Let's look at the most recently released data then:
So, this data is from 2021-2022. We can likely assume that the kill rates either dropped below 50% pretty significantly, causing the devs to decide to buff killers as a whole, or that they shifted their idea of balance and are aiming for like a 60% kill rate or something else. Either way, if we look at this chart and want to balance for the "average player" looks like we need to:
Buff the nurse
Buff the twins.
Nerf plague
Nerf pig
Nerf trapper
Nerf myers.
Do you agree with all of those?
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/338305/i-think-this-patch-shows-a-lot-about-survivors
Low killrates? Over 50% is more than enough. Some killers were even higher. If you think survivors were busted, there is no help, cause there was no evidence. The game is acutally the most unbalanced way since years, buffing one side to the top while trashing the other has nothing to do with balance anymore. stop being unreasonable.
It was and probably still is heavily survivor sided when playing against a decent SWF team or at the highest levels of play.
The last time they released data it showed most hovering around 50% but that was averaged out at all ranks. Perhaps they took a look at high level play and saw the massive disparity there. Or the numbers dropped significantly at some point.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/3105489#Comment_3105489
I rarely complain about Nurse. Your point?
My point is, you can't balance around the average player, otherwise things would be even worse than they are. Take a look at the most recent statistics they released:
Now again, these statistics are a bit old, and likely outdated, but they come from 2021-22 and i believe are the most recent official data we have. I think given that since then they have buffed legion since this data for example, you could probably argue that anything below legion needs a buff and anything above needs a nerf.
So are you saying that, due to the fact that nurse is BY FAR the worst kill rate killer in the game, that we should buff her? Conversely, it looks like pig is pretty far up there. Seems like we need to nerf the pig right? Or better yet, even myers. His kill rate is only .67% less than the pig. Myers is definitely super OP and needs a nerf right? Or maybe trapper?
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@JaviiMii said:
https://forum.deadbydaylight.com/en/discussion/comment/3105495#Comment_3105495
Thats from one year prior (Feb 2021) and reflects an approach that was ultimately not implemented into the game. I started playing after SBMM was introduced so it's all just history for me anyway but afaik there were many months of testing before they settled on the current version. But you did have the right idea to check yt for the stream recording. I found the one the article was referencing (Oct. 2021): https://www.youtube.com/watch?v=wIocxDbQ-9g It's what Andrew says from 22:50 on.
"There is a common misconception that by looking only at kills and escapes to adjust your MMR it's [SBMM is] 'ignoring' skill in the game. This isn't the truth. This is false. Kills and escapes are proxies for skill in that skilled play inherently leads to kills or escapes."
It follows the infamous Hockey example and the even more infamous sentence "Skilled play leads to wins. If they don't * insert shrug emoji * were they really skilled plays? Right? If your skilled play doesn't get you the win, was it really a skilled play to begin with?"
It goes on for a minute or two where he really makes it absolutely clear that counting anything other than kills and escapes leads to "really weird math" that doesn't work.
In it, they state they were looking at taking team results into account as well. Additionally, nowhere in there do they actually state that the system ONLY looks at kills and escapes, he is simply stating that the system tries to predict a win or loss which is based on kills and escapes. Not necessarily that doing well in other areas doesn't contribute to having a win.
You are trying to look at things that are correlated and prove causation, which is not the case.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3105495#Comment_3105495
Im sorry but it is only based on escapes through the gates indeed. You are confusing it with pipping.
Did you literally not watch the video where they talk about the MMR system? its literally a 20 second clip Let me transcribe it for you since apparently that is too much for you:
Not_Queen: We are saying it's NOT based solely on kills and escapes, you wanna repeat that?
Patrick: It is not. I will repeat that super clear, it is NOT just kills and escapes, it is not, it is not. We tried it, it was bad. That didn't even go out live to you guys. We knew right away it was bad, so we didn't do that.
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@kjolnir said:
I'm P5 on Spirit. ######### is this BS?
https://us.v-cdn.net/6030815/uploads/KAYCAGKNL752/2022-07-31-285-29.png
They are likely cheating. It generally takes about 1.5 million bloodpoints to do a single prestige. Even if they started at 10, in order to get 34 more levels they'd have to spend 51 million bloodpoints to do so. Extremely unlikely at this point.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3104506#Comment_3104506
If someone has the source for that, please feel free to share with this guy. I'm too lazy to search for it.
I ended up finding a source thanks to someone here. But it appears that you are incorrect. There is more to it then kills and escapes: https://www.youtube.com/watch?v=civV99mXFXo&t=1540s And they clearly state that it is more than just kills and escapes, that they tried it, and it turned out to be bad, so it isn't the version that we even got when they put it live. So at this point i think my original point still stands.
If you get potato teammates, just play the best you can, and your MMR will increase to where it should be. Instead, people whine on the forums and suicide on hook instead of playing resulting in them continuing to stay in low MMR because they aren't trying to get out.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/3105078#Comment_3105078
Take a step back mate and lower your fists, no one was talking down to you.
You asked about BHVR quoting that only escapes/kills effect mmr.
Well it’s in the patch notes when they made the mmr changes. Also multiple threads had mods stepping in to say that rank has nothing to do with match making these days.
You’ll probably see correlations between higher rank and better play from team mates because rank is just time spent online basically. But correlation doesn’t mean causation. You’ll get plenty of garbage players at high ranks too.
But pipping and what rank you are plays no part in it as far as BHVR has stated. Which is what was asked.
Just for fun though let’s imagine you are a moron, purely hypothetical, then no amount of posts would change that. You’d just have a collection of moronic posts so post history data isn’t really that relevant to the point. Quantity doesn’t always equate to quality is what I’m getting at.
The patch notes simply talk about the MMR system existing, they don't go into detail about how it works. My response was clearly about how we don't have any evidence that it only looks around kills and escapes. So at this point it is clear that it is NOT just about kills and escapes: https://www.youtube.com/watch?v=civV99mXFXo&t=25m10s
Which is what my point is, that you don't have to escape to increase your MMR and stop getting potato teammates. They even double down on this by stating unequivocally that there is more to it than kills and escapes: https://www.youtube.com/watch?v=civV99mXFXo&t=1540s
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/3105090#Comment_3105090
How many times do you guys see god swf groups? Not very often. We can't balance the game around them.
How many times do you see a god nurse? not very often. we can't balance the game around them.
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@DredgeyEdgey said:
Above
I haven't thought about the numbers too much yet, but i would probably:
- Increase her movement speed to 4.0 m/s (same as a survivor)
- Decrease the range of her blinks by about half.
- Remove the cooldown/charges or the fatigue. Preference here on the cooldown/charges as the fatigue gives survivors a change to play around it and hide.
- Give her a secondary ability on a decent cooldown, say 60 seconds. That lets her teleport extremely far away across the map (like all the way across the map), but can't hit any survivors out of it. After she does this blink she get's a longer fatigue or her power goes on cooldown for a bit like 5 seconds (if you remove fatigue). Charging it should work like the addon that shows the blink range, where a cursor appears and you can basically set it anywhere you want to blink to.
- When she downs a survivor the cooldown on her secondary ability is reduced/given back.
- Rework her range and extra blink addons (could add new effects around the new secondary ability)
- I'd also consider making the thing that shows the range of the blink be basekit to help newer players out when playing her, but it depends, as a nurse main i don't really use it so i don't know if it would be distracting to people who are already familiar with her power.
This nerfs her chasing power a bit while keeping her ability to have map pressure strong without needing range addons. In chases she gets more frequent but shorter range blinks, outside of chase she can get around her slow movement speed and still defend gens.
Ideally if they want to keep the teleport, you want nurses blinks to be weaker, but have them happen more often. This creates more opportunities for the survivor to outplay the nurse and keeps her power a bit in check.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/3104807#Comment_3104807
I've said may times that this update hurt solo players the most.
Right, but the reality is a god SWF group is still gonna get 5 gens done in 4 minutes and be teabagging at the exit gates in no time. The point is and always has been that they need to fix solo queue to deal with the gap between solo and SWF and buff killers to make SWF more bearable for a killer to play against.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/3104506#Comment_3104506
That was the mmr rework. Ranks don’t count for matchmaking anymore.
Rather you have a hidden number that goes up or down based on kills/escapes.
I personally think this is too narrow a metric to use, but it’s what we’ve got.
If you back through the patch notes I’m sure you’ll find the update information.
Around about patch 4.5.0 if I’m not mistaken.
I know about the MMR rework, i'm not a moron, you can't see your MMR and we have no idea how this system works. Take a look at my post count, hours, and stats before you talk down to me.
The person here was claiming that only escapes and kills count and nothing else. I'm simply stating that in my experience that is not the case, because i played dozens of games after a few months break and only escaped literally 1 or 2 games (and both of those were through the hatch) and had potato teammates almost every game, but still personally played well, pipping nearly every match. Now i suddenly have very competent teammates with hundreds or thousands of hours and have been escaping nearly 50% of the time in solo queue the past few days.
The only possible explanation for this, is that i played well, my MMR increased (despite not escaping) and now i'm getting good teammates.
Anyone who says "it is only based on kills/escapes" isn't citing any sources for which BHVR actually explained that this is how it works. The only information we have right now, is that the "hatch doesn't count" which doesn't mean that it only counts escapes, it just means the hatch doesn't count.
The problem is that everyone always sees escaping as "you won" but the reality is, you can win without escaping if you play well in very other area.
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@IronKnight55 said:
Idk. I'm not having fun even if I'm escaping, especially if the killer throws on a bunch of gen slowdown perks. Gens need to go back to 80 seconds, tunneling/camping needs to be looked at and maybe a few changes to some of the recently changed perks on both sides (DS, SC, Overcharge, etc). I'll be happy if they at least do those things. Longer gen times are killing it for me... it's just sooo boring.
Most of the good gen slowdown perks were nerfed, and the other ones are still less than optimal. Against a good SWF team, gens still fly. The only thing they really need to do now is buff solo queue survivors SPECIFICALLY SOLO QUEUE in a way that does not buff SWF.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3104506#Comment_3104506
If someone has the source for that, please feel free to share with this guy. I'm too lazy to search for it.
Classic, throw out a claim with no evidence, then when someone asks for the evidence you say "i'm too lazy"
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3104506#Comment_3104506
https://forum.deadbydaylight.com/en/discussion/320388/does-escaping-via-hatch-still-not-increase-mmr
There is a reply from Mandy in this thread saying hatch does not affect MMR
That doesn't mean anything. Let's say it works off a point system, and in order to increase MMR you need 3 points. An escape is a point, Good altruism is a point, good objective play is a point, and good chase/evading killer is a point. Saying "Hatch doesn't effect MMR" does not imply that only escaping does, it simply means hatch does not have an effect.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3104497#Comment_3104497
Yes. MMR as survivor only goes up if you escape through the gates. Hatch doesnt count for MMR.
Killers only get more MMR for kills.
Show where BHVR has announced this or shared this information.
And i mean BHVR, not some guy who "hacked the game files"
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3104487#Comment_3104487
It is true, just ask anyone who plays the game.
Has BHVR verified this in any place?
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3104413#Comment_3104413
To increase your MMR you do have to escape through the gate.
That can't be true unless BHVR has verified that. It isn't in my experience. I took a very long break and came back with the last patch. And i was getting matched with terrible survivors self caring (with the new one) while the killer has sloppy almost every game. I continued to play well, rarely escaped any matches, (probably 1 or 2 out of 20+ games, i escaped and all of those were through the hatch) and made sure that i did what i could to pip every game.
And as of last night, i am now getting matched with extremely competent teammates who are body blocking at appropriate times, are running good perks, and are generally helping their team and now am escaping probably more often than not. Just today i played 7 games and i escaped in 4 of them, with 3 of them having 3 or more escapes, 1 we only go 2 out. The other 3 i died early due to some mistakes in one of them, and in the other 2 i died during endgame while trying to save a teammate and we still ended up getting at least 1 out.
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@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3104402#Comment_3104402
Maybe increasing the depip penalty could work ?
Losing two pips is not much more than a slap on the wrist when you can't actually derank, and rank rewards are so precious when you don't feel like grinding an extra ten hours.
Maybe losing one whole rank when DCing would disincentive people from DCing, especially as ranks go up and need more pips.
Pips don't matter to most people, especially since you can't downrank anymore. It needs to be something people care about.
Why not punish them harshly by banning them? DotA lets you leave 1 game every 2 weeks, after that you start getting punished. Give everyone a certain number of leaves. Say, 3 a week, or one a day, and if they go over that, they get banned/put in low priority queue or some other extremely harsh punishment to disinsentivize them from doing it. Granted, DotA let's you rejoin a game if you DC and that is unlikely be something BHVR let's people do anytime soon as they once said it would be hard to do, but that's why we have to be more generous than 1 every 2 weeks.
If you are worried about DCing or having network or hardware issues, then you shouldn't be leaving games
to lose your 3 free leaves. If you are out of them, you probably shouldn't be playing anyway until you resolve your network issues. -
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3104362#Comment_3104362
Then how do you "get good" in solo q with this awful matchmaking?
By realizing that in order to increase your MMR you don't have to escape. Just do good in the other 3 areas of the game and you still "win" IMO a pip is a win so even if i don't escape if i pip, that means i did well for my team regardless of what the rest of my team did.
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@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3104384#Comment_3104384
I was being purposefully disingenuous with that argument, since I do not agree with toxic behaviours being justifiable through lore.
Fair enough, either way, its a problem that needs to be dealt with. They really should treat it as any other multiplayer game does, where people get banned or low priority queue or various other punishments for DCing or "feeding"/hook suicide constantly.
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@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3104322#Comment_3104322
I don't think it amounts to working with the killer.
Also, one could argue that lore-wise, survivors giving up is justifiable, since I've seen a post going around that tunneling is okay since according to the lore survivors can and should be driven to desperation and anguish from killer behaviours. In that vein, killing yourself on hook is a pretty integral part of the game.
Before the update, except when playing Legion, I didn't see people DCing often, so I don't think it's a problem that is as prevalent usually. To be fair, even since the update, when I play survivor (on low mmr), very few people actually willingly throw games. They're just new and flail around with good intentions but no skill yet.
From a lot of posts from survivor mains, I gather that most survivors don't necessarily want to win (or even to win easily), they want the game to feel fair and have a chance to be fun. Unmotivated DCs (just doesn't like the killer) pale in comparison to DCs as reactions to harmful behaviours.
Let's adress those first, maybe?
If that were true, then the game would reward the killer for "making" the survivor suicide on hook. But as it stands it doesn't, it actively punishes the killer because they lose out a 1/4 of the bloodpoints they would have gotten from them between chases, hits, hooks and, depending on the killer, deviousness points as well.
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@MikaelaWantsYourBoon said:
Yeah, BHVR. Please don't listen this man/woman.
I'd uninstall game after these changes. Because my game crashed, now i have to wait 20 minutes for new game. No, thanks. This pal has no idea about game.
Other games ban you for days at a time if you DC too much, regardless of the reason. If you are having network issues, you should deal with them before playing another game. If you are having hardware issues, you should deal with them before playing another game. If the game itself is having issues or bugs that is causing crashes, then BHVR has ways to disable skins/characters that cause this, and/or temporarily remove the penalty until issues are resolved.
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/3104247#Comment_3104247
They'd go up to the killer and get them to hook them
But this would still take a large amount of time for the killer. Additionally the griefing harm is much less because you only lose 1 of your personal hook states rather than all of them for your team. I'd argue that for someone to do that, even if they immediately beelined for the killer. They still waste at least 20 seconds of the killer's time getting themselves on the hook.
Once it becomes clear that is what they are doing, then the survivors can play around it. Additionally, it isn't any different than what happens now.
Lastly, the best solution to that? It should be a bannable offense to grief your team, or DC early. Other competitive games like DotA or LoL, or CS:GO all BAN you for DCing from too many games, or for "intentionally feeding" as they call it. And i don't mean a meaningless DC timer, i mean they actively ban you.
DotA puts you in "low priority queue" which puts you in games against other people in "low priority queue" and makes your queues much longer (taking upwards of 20 minutes instead of 2 or 3) and forces you to WIN a certain number of games to get out. This all happens if you leave more than 1 game in a 2 WEEK period.
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@TeabaggingGhostface said:
Then survivors would screw over the entire team if they wanted out
That wouldn't be possible without the kobe mechanic.
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@Chocolate_Cosmos said:
Cheaters sucks in any game, but you can't remove DC penalty.
You know what happend when it was off for a while? Yep, players DC left and right for free. Now it is at least bit limited, since it stacks if they do it a lot in row.
Better to have people DC and ruin a quick game then to be held hostage for literally hours, or forced to take an ever increasing DC penalty because you have already done it 3 times that day from hackers holding the game hostage.
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@Volcz said:
https://forum.deadbydaylight.com/en/discussion/338209/being-able-to-see-teammates-perks-in-lobby
I see upsides and downsides to it. Ofc the upsides overwhelm the negatives. But I know if I ever saw someone loaded up w/ No Mither, I'd just straight up dodge. Which would be unfair to the person running it, because maybe they're going for adept or who knows.
I know people would judge others and lobby switch depending on what people brought. Kind of why the survivor/killer ranks have been hidden. People started using that as a metric.
If a perk is so bad that the very act of another survivor picking it causing everyone else to not play with them, then that perk needs to be buffed/changed/reworked.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3102554#Comment_3102554
Well i mean, its a good thing that she got nerfed than since she is still the strongest killer in game.
And by your definition the add ons are a problem since you know, the problem is 'chase to gen speed ratio' and by making chases easier and making chases come sooner by traveling further with each blink you demolish that ratio.
By your definition they are a big problem.
The range addons increase the range only slightly, additionally it takes longer to charge them. The addons aren't as good as people think for the chase. The point is that it lets her traverse the map better, which plenty of other killers can do better than she can even with the addons.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3102527#Comment_3102527
You understand that her add ons just tilts that way further right?
The addons aren't the cause of the problem though. Nurse has been nerfed pretty much every single time since her inception. I don't know if she has ever received a buff.
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@maximo99ac said:
otz is right nurse should be like oni and gain his power
One of the few times i disagree with him. As a nurse main, the addons are not what make her strong. It's the fact that her power is able to tilt the gen speed to chase ratio in her favor.
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@Teslaboi said:
M-rated game btw...
Where swamp monsters go for the throat and rip out your guts, or deranged nurse slowly strangles you, or Giant Ogre man rips your tongue out....
lol
I just wanted to play video games.
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@Sweet_Potato said:
https://forum.deadbydaylight.com/en/discussion/comment/3101235#Comment_3101235
TrueTalent wasnt playing Wraith, if you look carefully.
https://us.v-cdn.net/6030815/uploads/Z82BLCQVAPL4/20220612143907-1.jpg
He was playing Dredge with good addons (Nightfall from the beginning of the match), which gave him a down very quickly. So it's definetely not the weakest killer. But he decided to tunnel and camp and this didn't work out cuz even with just 2 people in voice call in that specific game my friends and me were able to do gens and to unhook. Even though he got a grab on the hook, but also got a flashy save at the same time and lost everything.
But yea... a brown medkit and two flashlights are OP survivor equipment as well I guess...
However this is not his typical game. If you watch his streams then you should notice than besides his typical crying about how hard killer life is (one of my friends in this match is also a killer main btw and 4 ks most of the time) he wins 9 out of 10 his matches (even before the update).
Not saying you did this or accusing you. But unless it was from tru3's stream or you have his actual steam ID, there isn't any proof that is actually him.
Secondly, even if it is him, it doesn't really matter. A single game is not enough data to say anything. Everyone has games where they play badly. Where it matters is consistency. Watch the matches tru3 played against team oracle, here is the first one:
https://www.youtube.com/watch?v=q3J-WImbQIsAgain, this is a bit old, but the point still shows how powerful a good SWF group is. Notice how they even play, in the first 15 seconds of that match, they "waste" the shack pallet. They just throw the pallets down, they don't try to play clever or be fun. They slam generators, and predrop every pallet for a reason.
The best part of these game is that these SWF handicapped themselves by not having duplicate perks or items, and i believe no green or red items/addons as well. So each survivor had different perks and different items.
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@Sweet_Potato said:
https://forum.deadbydaylight.com/en/discussion/comment/3101122#Comment_3101122
So you are just telling me, that actual numbers are really fine and there was no need to buff killers, since even worst of them reached 50% kill rate.
Since January Nurse also got buffed. Thanks to range add ons which increased her teleport speed, so actual numbers for spring should be already higher.
Well given that this is the last released public data, and that the devs stated that they think kill rates were too low. It is probably safe to assume they aren't shooting for a 50% kill rate. Either that or the rates dipped at some point, but we just don't have the data.
The point stands though that we can't balance around the 90%, if we do, then nurse needs a buff and pig needs a nerf. The data doesn't lie.
Also, you still are ignoring my offering i proposed. Let's add that in the game. It'll be balanced because it'll be rare.
