Avatar

Reinami

Reinami

About

Username
Reinami
Joined
Visits
6,317
Last Active

Comments

  • @latinfla4 said:

    1)Maps dont need to be shortened

    2)gens dont need to be modded

    3) heck even a second objective isnt needed.

    2 hooks and a survivor is gone there is your sbmm balance. Add the third hook time to the two hooks. Moris are disabled...they are trash right now anyway.

    Fix camping and tunneling around that change.

    Nerfing SWF is not the answer, because solo queue still sucks for survivors. The answer is to buff solo queue survivors (by giving them more information and ways to communicate) then to buff killers or nerf survivors as a whole in terms of gen speed/chase time ratio. Ideally by reducing (yes reducing) the time it takes to repair a generator for less holding m1 and giving survivors some sort of secondary objective that is required to be done to progress the game, that leads to a net INCREASE in the amount of time they have to do things before they are able to escape.

  • @TGB said:

    https://forum.deadbydaylight.com/en/discussion/comment/2485962#Comment_2485962

    Well... yes.

    I've been pushing for changes for a while. But the fat bottom line is...

    It's "good business" for Survivors to get easy wins. That's 1 unhappy Killer, but 4 happy Survivors. It's just math. And there will always be people stumbling into the Killer role and staying for as long as their patience hasn't yet exhausted.

    It's scummy, but welcome to the new age of the video game industry.

    It won't be good for business much longer if SBMM stays. Because killers aren't going to want to play anymore.

  • @TGB said:

    The object of any game on Earth should be to win.

    And if trying to achieve the objective of victory isn't fun to you, then that game itself isn't fun to you.

    Stop insulting other people for trying to accomplish the intended objective which makes it a game in the first place.

    If you lose games and want to lash out, sure, go ahead. But understand that that's all it is.

    ----

    For the record, yes, DBD is major Survivor sided. Yes, there are strong Killer characters, and strong Killer players. But ultimately, Survivors should be winning any and every evenly-matched game.

    However, that does not mean you call them sweatlords, or whatever. They're just playing the game as it's intended.

    If they're BM'ing, that's another problem entirely. Call that out instead.

    If the game design is the issue (which it is), call that out instead.

    But ENOUGH with calling people sweaty, or tryhards, or whatever else. It's SO lame.

    Seems like we should probably fix that fact then, otherwise why would killer players even play?

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2485904#Comment_2485904

    I just love it, not the newsystem since I didn't play the last few weeks so i have no experience with it and can't say anything but all these people flaming their hearts out after 2/3 DAYS since this system was turned on.

    And that despite knowing that behaviour needs several WEEKS to react or even patch/balance everything.

    This generation of "gamers" really has no patience anymore.

    Behavior does not take weeks to do things. They take months, and for those we are lucky if they do a slight numbers tweak, or change 1 or 2 perks. The problems here are systemic, not something they will fix in weeks. Look at keys, they promised a rework for those a year ago at this point. Where is that at?

  • @PigMainBigBrain said:

    Equal skill would be great, if all the killers had equal combat ability. But they don't. So only the top 3 get played because the rest are all missing 1 thing or another thats vital to your ability to succeed.

    It's because it isn't about killers and their powers, it is a systemic problem. The gen speed to chase time ratio is heavily favored for survivors. If survivors don't loop and just hold shift + w it takes 47 seconds to down them for both hits. Factor in the time it took to find them, pick them up, walk to a hook, and hook them, you easily spent 65+ seconds. Gens are 80 seconds, now you just lost 3 gens. Yeah, now someone has to go for a save and you chase 1 and another goes for a hook. But the time you spent to get that hook is negated in the same amount of time by a single survivor of a team of 4.


    The problem is time efficiency when survivors play for gens is not good. The game is balanced around the idea that survivors should be scared of the big bad killer, and try and hide and be scared to do gens. They are supposed to look for totems and chests. The problem is the minute survivors stop roleplaying as a "survivor" the game falls apart.


    The only reason those top 3 killers do well is because nurse and spirit can cut that chase speed down to 20 seconds or less if they are really good, so the time is much more favorable. Blight is only good because he can cross the entire map in less than 10 seconds too, so he can be at all places. No other killer can really manage any of this because their powers are too weak to end chases that fast.

  • @timetotalkabout said:

    https://www.youtube.com/watch?v=ZxOxx6WmN8w

    Thanks BEhaviour for making this killer work as he should.

    activate your windows.

  • @Sadsnacks said:

    Does anyone else notice that in the morning and then after 6 pm is when the sweatiest players are all on?

    Like the only decent hours to play for casual fun are between 2-6 pm

    In the past it would work like this for me. Mornings, if i played killer, i would get SWF sweat squads every game, if i played survivor i'd get baby killers. In the evening, i would get megheads when i played killer, and camping/tunneling nurse mains as survivor. In general in my experience the sweaty survivors played in the morning, and the sweaty killers in the evening.

  • @th3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2485710#Comment_2485710

    You've been matched in the past by the rank system which as we know was never a true accurate measure of skill. Now your mmr is based off of the matches you had while being assessed on the rank system. It needs time to settle because you are now solely being matched off of skill and that rating you have is now being changed appropriately rather than being boosted from the previous system.

    That doesn't matter. The way elo works is you gain or lose rating based on the rating of the other players. Let's take this scenario. Let's imagine that in the background my elo is 2000 even (for simple maths). The system has been tracking that for a year now, even if it wasn't matching people based on that. So maybe i got one game where i played against some 800 rated players and destroyed them. But with a rating that different, i would have gained 1 elo (or maybe even a fraction or 0 depending on how it is made). if i lost that game, i would have lost like 50 rating. Now imagine i go against a good team that is also 2k rated and i win that game. I would gain around 10-20 rating (depending on k-value). This would put me at 2021 rating for those 2 games.


    Now that matchmaking is live, i should be getting matched with people who also have around a 2021 rating +- maybe 100 points or so depending on players. So i shouldn't be getting extremely inconsistent matches where 1 game is people with 10 hours and the next is people with 5k hours.

  • @CosmicParagon said:

    Even if you're at a stable MMR, there's hundreds, if not thousands of other players that are running meta perks and need to get up to their sweat-tier MMR ratings. Give the system time to settle and you'll stop getting sweatfests as long as you play chill

    It's not going to make a difference there is no "give it time to settle" it has supposedly been on in the background collecting data for a year now. It should already know where everyone is because everyone probably has 1000 plus games of data that it has tracked. MMR (or really elo, which MMR effectively is) is a system that doesn't require that many games to figure out your rating, this is why it works, usually it takes around 25 to get your rating where it should be.


    Read up on Elo for chess and how it works. Specifically the section on "k-value" which explains how it figures out your rating. https://en.wikipedia.org/wiki/Elo_rating_system#Most_accurate_K-factor Almost every online multiplayer game that uses, elo or MMR is using some derivative of elo just with their own special sauce.

    Basically though, k-value determines how fast your rating changes, the higher the value, the faster the change. It settles to "10" for a kvalue after just 30 games, because after 30 games, they are pretty confident at what your rating should be. Granted this is for chess, but the concept is still similar:


    K = 40, for a player new to the rating list until the completion of events with a total of 30 games and for all players until their 18th birthday, as long as their rating remains under 2300.

    K = 20, for players with a rating always under 2400.

    K = 10, for players with any published rating of at least 2400 and at least 30 games played in previous events. Thereafter it remains permanently at 10.


  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2485013#Comment_2485013

    its because your mmr is skyrocketing one match and crashing downwards in another match. As you said, facing strong teams only worked 1/50 games. Its more that solo matchmaking is pairing up strong solo players together more frequently and your losing to them in your 2nd game hence title of OP post.

    for me personally, I am a bit more used to going against those crazy teams and my typical result against these 4-5 minute gen teams is like 5-6 hooks with some amount of kills(1-2 kills) assuming the killer is high-average killer. it is very unlikely to beat strong teams as killer, but it can happen if the survivors messes up.

    Pinhead has poor 1vs1 and his 1vs4 slowdown is not too impressive. he shouldn't be facing high MMR. he has potential to be a good killer if they improve him drastically in next 3 months but he is not quite there, so you should be facing middle MMR while playing him.

    its not about MMR. It's about game balance. The game/system obviously knows i should be in high MMR, probably because i main nurse. The problem is, nurse is the only viable killer at that level. Period.

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/278894/pinhead-is-similar-to-pig

    Thank you, people keep comparing him to clown just because it is slowdown, but he does not play like clown at all. He has incredible slowdown and if you can get good at him, he is a solid high B tier, low to mid A tier.

    And yet you still won't post your damn video showing this magical way that you play him that is so different than everyone.

  • @latinfla4 said:

    More tunneling more gen regression more noed usage less lower tier characters being used its beautiful 🤣

    If the devs are going to force me to play top level survivors every game, i'm going to play like a top level killer. Watch a tournament sometime and watch what happens.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2484728#Comment_2484728

    I think it's going to stay this way...try another killer is the best advice I can give you🤔

    Like i said, i play them all, its all the same, even on pinhead who just came out.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2484998#Comment_2484998

    You're missing the point. If you play anything that's not valid at a high level, then your MMR will reduce, until you're at a level that it is valid.

    What you're describing, is the problem with the OLD matchmaking.

    Literally please just read what i wrote.

    My experience with SBMM when not playing my main, is as follows.

    1) I play a game, and i get 4 megheads who don't know what a pallet is, i 4k at 5 gens in less than 3 minutes.

    2) I play a second game, and i get a 4 man SWF sweat squad with full loadout of meta perks, Brand new parts, syringes, on coms and i get 2, maybe 3 hooks while i lose 3-4 gens during the first chase where they just shift + w and drop pallets (this is how high level is).

    Obviously i lose the second game terribly because i'm playing pinhead, or something. Then, my next game is like the 1st game again. Rinse and repeat. It's not giving me "balanced" matches, it's giving me a "50% winrate" at all costs, but not in a fun way for either side.


    Previously, i would get less of both of these style of games. Yeah, they existed, but the SWF sweat squads would show up maybe once out of every 50 or so games. And the 4 megheads would happen maybe once every 50 or so games (usually it spikes during a new rift level where everyone is focusing on doing challenges instead of playing the game). My matches were more balanced when i didn't play my main.


    This is also all occurring after playing around 50+ games at this point with SBMM, 50 games should be more than enough for it to figure out my "proper" MMR and not match me with games like this.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2484978#Comment_2484978

    If you specifically have to try not to win, then you should be at a higher skill level. Otherwise you're only winning because your opponents are potatoes and never stood a chance against you.

    If players at your own skill level aren't fun to play against, because you have to 'try' to win, then it means all of your previously 'fun' games were against low level survivors, who couldn't beat you by virtue of their low skill. This means you never won any of your games, the matchmaking won your games for you by giving you potatoes to slaughter.

    You are missing the point. The point is, if i play anything that is not nurse and a meta build, i get completely destroyed because this game's balance is terrible at a high level. Nurse is the only viable killer. I don't like having to play like that every single game, i want to play other killers, i want to have fun with goofy builds. If i do, i get completely stomped, then the next game i play is a complete stomp from me because i get potatoes. Then it repeats. I don't want either, i want fun, close matches with a back and forth, not a complete stomp one way or the other. At least before i would get matches that were actually closer in fairness when i didn't play top tier nurse/meta #########.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2484944#Comment_2484944

    Or you can keep playing those weaker killers until your MMR settles at a lower level.

    MMR won't get better if you don't play. It takes time for the system to adjust to your level of play.

    It's not about it getting better. It will never get better because once i drop low enough i have to try to not win. The reality is the game is no longer fun because there is no point. Why play and get better when the reality is only nurse is viable at high level. I'll enjoy facecamping bubba as a protest for now and once i get bored of that we will see.

  • @Seraphor said:

    Individual Killer MMR is a huge QoL improvement for killers. It means you can finally play those weaker killers at a higher level, because your MMR will trend down to a point where they're viable. No longer forced to play Wraith.

    Not when you play all killers and your MMR is high on all of them. Every game is taxing. I have given up at this point and am protesting SBMM by playing facecamping bubba every game until they either remove it, or actually balance the game.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2484657#Comment_2484657

    you seem to clearly be able to tell when you stomp the other team or when you get stomped. so yes, you can.

    but that is not what i would call "good matches" on either side. For all i know, all matchmaking does is just see if you won your last game, if you did, it matches you with people who are good, if you didn't it matches you against people who are bad. I have no way of seeing that if i can't actually see the MMR.

  • @brokedownpalace said:

    Always go for the box? If not, when's the best time to go for it or leave it alone? Once you get it, should you attempt to solve it immediately or bring it away from gens to try to bait? Or is that just wasting more time? Ignore the box? Sit and cry?

    Gimme your pro tips

    shift + w, do the box. His power literally is useless without the box.

  • @Sypherpathic said:

    https://forum.deadbydaylight.com/en/discussion/comment/2484788#Comment_2484788

    I hear what you're saying, and it makes sense. But the question becomes, why didn't those players leave previously?

    Were they getting matches where they were better than the other side and enjoying the mismatch? Doesn't this new method give BHVR a chance - I know, don't say it- a chance to maybe start tweaking things to make matches feel balanced at different levels and maybe even come up with a method for top 1% players?

    If top level players leave, but there's an influx of new players that is greater in number, is that a bad thing? Maybe top players should be playing something that is less RNG and less asymmetrical...

    Think of it this way. If they don't address the balance problems, what will happen? One of 4 things,

    1) Top level Survivors get bored and start deranking because they are tired of nurse every game

    2) Top level Killers start deranking because they are bored and tired of nurse every game

    3) Top level Survivors start quitting because they are bored

    4) Top level killers start quitting because they are bored.


    If 1 or 2 happen, the other side has to match with someone, so what will happen is, if top level survivors derank, they still go against top level killers, matchmaking just takes longer, and vice versa. Then rinse and repeat into one of the above.

    If 3 happens, who are the top level killers going to get matched with? Low level survivors who aren't ready for them. How fun do you think the game will be for them? For both sides

    If 4 happens, who are the top level survivors going to get matched with? Low level killers who aren't ready for them. How fun do you think the game will be for them? For both sides


    The point is, if they don't address the balance problems, it is going to trickle down and negatively affect everyone.

  • @IWFreak said:

    https://forum.deadbydaylight.com/en/discussion/comment/2484671#Comment_2484671

    I think that is more a problem with the maps than with the killers themselves. Since Nurse's power LITERALLY can ignore obstacles, the difference in viability between Nurse and other killers goes up with how strong the map is.

    I think if the loops were more mindgame-able, like Hawkins or the TL Walls on McMillan maps, the difference would not be as big.

    Maps are a problem, but watch a tournament sometime that doesn't have external rules, like not repair gens while injured, no items, or scoring systems to slow the game down. Watch one where the goal is, get kills, or escape and watch what the game turns into. You will see the game devolve into, killer takes noed, and 3 slowdown perks, and tries to tunnel and camp someone out of the game as fast as possible, while the survivors slam gens extremely fast. Maps are only part of the problem.


    Watch the tru3ta1ent games vs team oracle to see what happens at high level when a killer DOESN'T play like i mentioned above when they aren't nurse or spirit.


    This is how my games are now, every single game, and it is not fun anymore, my only hope is they stay true to their word and actually balance the game for the top players like they said in the announcement.

  • @Sypherpathic said:

    https://forum.deadbydaylight.com/en/discussion/comment/2484722#Comment_2484722

    So 'sweaty' means playing with every advantage. I'm not competitive but if I was... i would for sure try to play with every advantage. So sweaty really means... trying hard to win... which I would assume many people do.

    Yes and no. The problem is that they are forcing SBMM on a game that isn't actually balanced. One side has a clear advantage over the other at high level play. Personally, i come from fighting games, so i know exactly what a terrible matchup is like (Vanilla SF4 Zangief vs seth for example was a 2-8, maybe even a 1-9, meaning with 2 equally skilled players zangief would win 10-20% of the time).


    The difference there is, if i want to, i can play seth and have an equal playing field. This game, i can't be a killer who just says "i'll pick seth". It's like old school SF2, where akuma matchup was like a 0-10 for everyone. There is a reason akuma is banned in tournaments. The difference now is, they now force you to play against top level people if you are a top level player, but not by top level rules where they ban akuma.

    You now have to play against top level people, but you don't get a choice anymore, this devolves the game where now i have to play nurse every single game, i don't have a choice anymore. Because if i don't i will lose.


    If they don't actually fix the balance problems, it will lead to top level survivors getting bored of nurse every game, and top level killers (unless they are like me and have been nurse mains since near the beginning) will get bored as well and start quitting or deranking.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2484686#Comment_2484686

    Yeah it basically is stomp or get stomped from what I have played...moved on to a barely played hag.

    I get to use the trappers mindgames and just add a make your choice improvement.

    At this point, if they don't do some major balance changes in the midchapter, i'm either going to derank, or just quit.

  • @Sypherpathic said:

    This sounds to me like people complaining that they've been bested by a killer or team and to assuage their ego, they want to assign a seemingly negative label.

    Aren't 'sweaty' players just players that are applying themselves to play well at high levels?

    And isn't the phrase almost always used when the other side is just outplaying you?

    Enlighten me how using this phrasing does anything but reflect on the user of the phrase as being outplayed and feeling bitter...

    4 survivors playing on coms with all meta perks, full loadout of purple items, probably a key, brand new parts. Etc.

    At the highest level play as proven and known by literally every content creator, even Scott "Don't balance the game please" Jund, knows that this game favors survivors if they just work on gens. So when they use coms, which effectively gives them around 30+ perks for free each, and some other benefits that you can't get from perks and play without any regard for the killer's "fun" that is a sweat squad. They are able to communicate with each other in such a way that, the second they are able to, they are on a generator.


    On the killer side, it is generally regarded as someone who plays spirit with meta perks. Blight sometimes, Nurse (of which i main) usually gets a pass because she is hard to play.

  • @vacaman said:

    Have you seen only those 3 killers already? I consider myself a decent survivor and I haven't noticed a change in variety. Maybe it's too early? Or maybe my MMR is not as high as I think, but i can't know since MMR is private...

    As a survivor? No, but when i play survivor i also play meme builds almost exclusively (mettle of man, breakout etc.), unless i'm doing some specific rift challenge. I still manage to pip in almost every game though excluding the ones where i just get facecamped from the beginning. My guess is SBMM weights escapes more than pips, so i'm guessing my survivor MMR is lower.


    As a killer? If i'm not playing nurse or blight (i don't really play spirit) i'm lucky to get 3-4 hooks before all gens get done because it is SWF sweat squad after sweat squad. The weirdest thing is how the matchmaking is working for me.

    I get a game where i 4k extremely easily at 5 gens done, people who barely know how to even drop a pallet.

    The next game i get SWF sweat squads who act like this game is their job.

    The next game is megheads

    Rinse and repeat.

  • @ArchGunRunner said:

    Am i the only one who remembers that being said? Then they changed Mori's (for the better) and haven't touched or mention keys since.....

    👍️👍️👍️🍌

    While i think it is stupid that keys still aren't fixed, this is incorrect. They announced them at the same time, but clearly stated that the changes would not necessarily happen at the same time.

  • @Sypherpathic said:

    You're BHVR. You release a new killer to live environments.

    Imagine if that killer is very strong and you have to nerf the killer in the first few weeks.

    what would you imagine the player reaction would be?

    People would ######### and complain, many would demand a refund because they were sold on one thing and it changed, there would be hinted threads at legal action or lawsuits and other crap that won't go anywhere but is a pain in the ass to deal with from a PR perspective.

    OR...

    You release a killer slightly weak and ramp that killer up. No one can complain if a killer gets stronger. You're getting more than you paid for!

    So, expect any release to be weak to avoid all of that crap I listed above. Thanks, DbD community...


    Slightly


    Try again, they have not released a competitively viable killer in over a year at this point. Even after their "buffs"

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2483365#Comment_2483365

    you can't tell during/after a match f it was a good match?

    if you can't, not seeing a number isn't the issue here.

    No, i can't. My current experience so far has been.

    I play 1 game, i get 4 megheads that i have to actually try HARDER to NOT 4k them in 3 minutes than just playing normally.

    Next game i get 4 SWF sweat squad with 4 DH/4 BT/4 DS/4 UB running purple medkits with syringes and toolboxes with BNP. So naturally since i'm not playing my best killer/loadout, i don't do sop well.

    Rinse and repeat.


    I win 50% of my games but they aren't exactly "good" matches.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/278582/what-is-the-point-of-sbmm-if-we-cant-see-our-mmr-rank-and-cant-ever-compare-it-to-other-players

    because your mmr is irrelevant. as long as you are getting good matches, why would it matter?

    giving it a number will just make people go "look at this mess". and they will go "look at this mess" with ANY number showing, because people just want stuff to complain about.

    But we can't possibly know if we are getting good matches without it being exposed. How do i know that the sweaty SWF squad i went against is actually my mmr?

  • @Jarol said:

    How could you change to make it more decent and fun to play? Since the new MMR was activated, yesterday I won many games with it, but now they vary a lot.

    • Fix the RNG on chains so they don't spawn behind trees and stuff.
    • Make it so 4 chains spawn instead of 3.
    • Remove the environment breaking the chains
    • Remove pinhead breaking his own chains
    • Remove the cooldown on his power.
    • Allow him to maintain his movement speed while charging his power.
  • @geck said:

    Hey all! Genuine question as I’m still relatively new to the game. I noticed that the killers have basically no penalty when it comes to camping hooked survivors (besides maybe losing gens if camped at the beginning of the game). But also survivors get crows above their head if they’re stationary too long, too. I unfortunately don’t have the perks able to rescue myself so it usually leads to my death.

    I’m sure this has been asked many times before but I couldn’t find an answer myself so I thought I’d reach out to try and get one. Thanks in advance and happy surviving/slaying!

    They do, they lose emblems and also the game if survivors don't play altruisticly.

  • @TacitusKilgore said:

    https://forum.deadbydaylight.com/en/discussion/comment/2482284#Comment_2482284

    Normally i'd say thats tinfoil hat conspiracy talk. but CSGO doesn't show the MMR ranking and yet everybody enjoys it and says it works well. BHVR is absolutely NOT making an MMR that good, and it would be very unsurprising if the MMR was hidden because they aren't confident in how stable it is.

    CS:GO also has ranks that are meaningful. League of Legends behaves this way too.

  • @latinfla4 said:

    Sbmm doesn't work? Well tough it out anyways to bad for you right?

    Pinhead causing dcs? Trust the process it will be fixed right?

    Broken promises about an offline bot mode among others? Who cares we own the monopoly on this game right?

    Maps disables and new bugs affecting killers and survivors...don't worry buy our cosmetics right?

    I have been playing since 2018 and am tired of broken promises and buggy launches because bhvr doesn't want to take the time to improve the overall basic health of its spaghetti coding🤬.

    We deserve better as gamers...stop giving them money until they treat you the way a paying customer deserves to be treated.

    Rant over...back 4 blood and the new evil dead game cant come soon enough 🤑

    No

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2482321#Comment_2482321

    Did you not see the post I did right above it showing my hours lmao

    For reason it didn't notify me of that one. Either way. Show us a video and teach us how differently you play him.

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2482252#Comment_2482252

    And just in case it is also asked for since you need extra sources

    https://us.v-cdn.net/6030815/uploads/EL8G92T7DRYI/screenshot-20210907-220637-xbox.jpg

    I got adept on him as well, all on console still lmaoo

    Achievements are meaningless, i want to see your stats, your hours, your grade and some videos of your gameplay. You have now claimed multiple times that you "must be playing him differently than we are" so show us.


    https://dbd.onteh.net.au/playerstats/76561197966117171/

    https://steamcommunity.com/id/reinami

    dbd statsd.JPG


  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2482284#Comment_2482284

    By the gameplay you experience?

    What could the game possible tell you to 'prove' that it was working? Telling you your rank wouldn't work, because how would you know if the rank the system has calculated for you is accurate to your skill level?

    Why by correlating that rank against the skill of your opponents, which you can do anyway... "did that game feel balanced?" "did my opponents feels similar to my skill level?"

    Because if the game showed my rating in comparison to others, it would show me more clearly why i'm getting matched with SWF sweat squads every game. Rather than just assuming that maybe it's not working? Why hide it?

  • @Aven_Fallen said:

    They dont want to do that. They said that their team is big enough to do both - New Content and revisiting old Content/fixing problems.

    And they announced that this year will have 4 Chapters with 4 new Killers as well.

    They have 4 chapters with 4 new killers every year for the past what, 2-3 years now?

  • @Seraphor said:

    Because it's meant to be a hidden mechanic in the background. You shouldn't need to worry about what level of players you're being matched with, if it works as intended. It's meant to be hidden so players can't reverse engineer it and game the system and break it.

    Just imagine how much better this game would be if you weren't constantly consumed with matchmaking issues, if you didn't write off every loss as "oh I was obviously paired with better survivors". If the outcome of the match was actually determined by YOU, instead of being predetermined by faulty matchmaking putting you up against opponents who either don't stand a chance against you or whom you don't stand a chance against.

    So how do we ever know if it is actually working as intended? The devs can claim it is, but we have no way of verifying that for ourselves.

  • @BadMrFrosty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2482243#Comment_2482243

    Don't ask for proof, you might get called self-important. Just take their word for it. >.>

    My guess is they either are having a hard time and are just willfully ignorant of it. Or they are playing against megheads every game and their rank/stats will show it accordingly.

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2482161#Comment_2482161

    Once again it isn't gigabit intelligence, its knowing that the character doesn't play like clown or freddy like everyone is saying, and the character has a little more depth than just "i use at loop and it no do good, killer bad??" Go watch any good player that has a lot of hours play him and you'll see the strengths. Like I said in a comment a minute ago, maybe I've just been playing him different than you guys and you guys don't understand lmao but his power isn't even that hard to land (and I'm on console) and it isn't very hard to get pressure moving fast. His power just isn't a "press m2 at loop, win loop", it takes a little more thought which scares people i guess, but I mean the fact you think this game is super simple when characters like nurse and blight exist that require high skill is hilarious, there could never be another killer that takes skill

    Record some videos then. Show us how differently you are playing him. What is your steam name? Let us look up your stats.

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2482139#Comment_2482139

    Thats crazy because big streamers like Dowsey and Red who have thousands of hours are doing well with him and using his power very effectively, and I'm doing very well with him too. After reading all the posts and replies, maybe I'm just playing him different? I don't know how other people are but my playstyle has been matching with how these other high level people are playing him and I'm getting good slowdown from chain hunt, im getting good slowdown with the chains, and I'm getting consistent 4ks while my build is plaything, retribution, lethal and deadlock, and I'm going against survivors with a lot of experience like me

    Never heard of them, they aren't very big if you ask me.

  • @Lochnload_exe said:

    Pinhead has barely been out a day, and it seems like everyone wanted a killer that was super easy to pick up and play. Pinhead is a very hard killer to play, but he is in no way the worst killer, he isn't even near the bottom lmao. Maybe we have been spoiled with killers that have very little depth and skill needed like trickster and Nemesis. I'm already calling it. Pinhead is gonna get big buffs, and then there will be posts saying "me no like he is so strong and annoying now!!" How about we actually practice and try to be patient when they finally add a unique and skillful killer lmao the amount of posts or things I've seen where it is just "I played 1 round with the new killer that I haven't had practice with and obviously won't 4k with and I think he is weak pls buff bhvr" is sad

    He is terrible. It isn't about patience. If you have played this game for thousands of hours it is pretty obvious. His chains are not rewarding enough for how punishing it is to land them. Why bother playing him when i can play nurse and get much more out of my power. The problem is that the chains break so fast that even if you don't use terrain, and you just hold shift + w + m1, by the time pinhead:

    • Slows down to aim his power
    • Stops moving
    • Switches to hits power
    • Aims the chain
    • Fires the chain
    • Switches back
    • Starts moving forward

    The survivor has gained about as much distance on him as they lost from the chains themselves, making them completely pointless.


    Because you can use terrain to break out of them, they aren't good at loops either, because they break almost instantly and again, the survivor just gains distance on you in the chase. The RNG for the extra chains that spawn when they use terrain to break them is so terrible they miss most of the time. They are extremely slow, and they take a long time to spawn, by the time they spawn and fire, the survivor probably already rounded the corner.


    The only time he IS good, is when a chain hunt is happening, which is pretty hard to predict and is totally in the survivor's control unless you run specific addons.

    The only time he isn't worse than clown, is when he is running the purple addon that makes extra chains spawn when they use terrain. Because at least then the RNG usually spawns at least 1 chain that hits them so you can hit them.

  • @EntitySpawn said:

    I mean hitting them is satisfying, just a shame they arent more useful. If the remove the environment insta breaks and you breaking them then he would be really good (I'm console too)

    Hes pretty much only fine when you use that addon that spawns more chains when they break in the environment, but even those are too RNG. i think he just needs a small tweak:

    • make it so you can't break chains on the environment (rework that addon that does this to do something else)
    • Add 1 more chain to his base kit (so they get hit with 4 chains)
  • @UncleStabby said:

    So, its no secret that the 'Disconnected from Host' bug is everywhere. But I've noticed a pattern.

    When I do poorly with Pinhead, I can play a match out completely to its end, get to the screen as normal and move on.

    But when I do quite well as him, I disconnect. Three times now Ive had two sacrifices, one on hook, and one either injured or slugged, whoopdy-doo, and every time I got forcefully dced. Is this some sort of triggerable bug survivors are exploiting, am I unlucky, or is it just a bug that effects victorious Pinheads?

    Did you guys dc under similar circumstances or is it just me?

    @ad19970 said:

    I would guess the chances of getting disconnected grows with how long the match lasts.

    I think it has something to do with chain hunts. In my experience


    • if a chain hunt is happening and you pick up the box as pinhead, you DC.
    • If a chain hunt is happening and you down the last survivor (no more targets for chain hunt) you DC.
    • If a survivor holds the box hostage and gets a personal chain hunt, some interaction causes the DC.

    Everything has to do with chain hunt. My guess is that it has to do with how the chains are spawned. The chains spawn locations or something similar aren't correctly being sent to the server, and the server doesn't know what to do with it, so it just dies.

  • @IlliterateGenocide said:

    He's fun, his power is enjoyable and has strengths but also a good amount of counterplay. Balanced killer. Of course I'm not saying he is perfect he could use some tweaks. I just hope they don't make chains last longer. But buff other areas.

    In my experience, it feels pretty good if the survivor breaks a chain, and then another spawns and hits them before they fully break out. If he spawned 4 chains instead of 3, it might be enough. Either that or they need to make it so when another chain spawns after a survivor breaks it with terrain it aims better, because it misses half the time. Or just remove terrain breaking them completely.

  • @ad19970 said:

    With all the negativity that BHVR is getting, and to be fair, partially rightfully so, I could go on about the servers issues, sound bugs persisting and what not, I did want to give some positive feedback as well. Because I personally think they did an amazing job with Pinhead.

    His power is good and really fun to use. Chasing survivors with his chain ability is a lot of fun. And he is a fairly strong killer in my opinion, might not need any further buffs. Not to mention his animations are amazing.

    I just think BHVR did an exceptional job with Pinhead. Such a shame the game is having serious server issues with Pinhead right now.

    His power is bad without chain hunt happening. Think of it this way.


    While aiming his power, he moves slower.

    While in his power, he stops moving

    He can't immediately throw out a chain

    The power only slows the survivors by 2-3 seconds, even less if they break it on terrain.

    RNG can make it so the chains just spawn behind a tree or something so they instantly break.

    After he hits a chain, there is a small delay when switching back.


    By the time you, aim, switch, shoot the chain, switch back, the survivor has likely gained about the same distance they just "lost" while using the power. Worst of all, if you miss, they can basically cross the entire map at that point.

  • @Seraven said:

    https://forum.deadbydaylight.com/en/discussion/comment/2478615#Comment_2478615

    I feel like the fact that they can't comment is clarification enough. It's a licensing issue and they're not returning.

    Thanks for clarifying Mandy (wink, wink)

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/2479603#Comment_2479603

    So your game crashed when the survivor was sacrificed. That lines up with my current theory that the crash is related to events where you earn bloodpoints. I can't tell from your video, but do you remember if the blood hunt was active before downing the last survivor?

    It definitely has something to do with chain hunts in some way at the very least. Also if i pick up the box with the spacebar interaction (randomly ran across it as the killer) the game immediately crashed, haven't done it since. Every other time a chain hunt was happening or the survivor was trying to hold the box hostage (and did let themselves get a chain hunt)

  • @Triadequinaxor said:

    how do you have 3 devotions and no red rank?

    Rank reset likely. Before the chapter dropped i didn't play much. I just did the "saving bloodpoints" for each tome and didn't touch it for a couple of weeks. Easily could imagine someone taking longer.

1 … 86 87 88 89 90 … 127