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Rogue11

Rogue11

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Rogue11
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  • I'd be ok with this if he didn't essentially constantly get his power back for the rest of the match after applying the slightest amount of pressure.

  • I don't see how the devs plan on balancing the core game around killers like Clown and Ghostface, while adding killers with way stronger kits. Infinite on-demand teleport, 2 different anti-loop abilities, 115% move speed, and an "oh s***", Pinhead-style event that occurs multiple times with no way for survivors to prevent/delay it.

    Oh and let's make sure there are 4 lockers next to every gen just in case you were thinking of finding one spot where you wouldn't give an instant free hit to the killer.

    No I don't enjoy playing against him..

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2994190#Comment_2994190

    The problem there is killers can hold the game hostage, and they sometimes do.

    The hatch needs to return to make the game more fair.

    It does suck when you get a killer like Hag just squatting on 3 really close gens, but I consider that more of a problem with gens spawning too close together on some maps. Either way, I think hatch spawning at 1 gen would cause more problems than it would solve.

  • I'd be ok with old moris and hatch coming back. The "reworks" basically just killed both mechanics for the sake of competitive balance in an unbalanced rng mess of a game.

    A reasonable compromise would be having hatch spawn when the gens are done. So keys aren't permanently relegated to being the worst survivor item. And killer doesn't lose while holding a 3 gen.

  • Thanks, I was meaning to make a report for this.

  • @Deukalion said:

    in addition to the bugs shown here, the alphas on the Kates Mountaineer Boots skin. They have been broken for 6 months! And they don't look so good.

    https://us.v-cdn.net/6030815/uploads/ILLLUBVZKOWK/fuvracdwiaa9her.jpg

    Well that sucks. I'm down to like 5 of her outfits that aren't bugged now.

  • Once people start getting meta perks and figuring out how to use his power, he's going to be beyond stupid to play against. Another killer with oppressive mobility and oppressive chase. Oh and I get to stare at a black screen for half the match. Feels balanced...

  • I got tunneled several times today as Kate. Where do I pick up my victim card?

  • This just in, killer that makes things hard to see makes things hard to see.

    Weather at 10!

  • Pretty sure they said they were going to start delinking parts on a case by case basis. This was a year ago...

  • @mischiefmanaged said:

    Oh another one of these threads.

    A couple of months ago they turned off MMR for two days and used whatever grades people had acquired throughout the month. The matchmaking became so bad during those two days that Otz, a well known streamer who does kill streaks, immediately won 25 games in a row as Artist where he mostly didn't have to try. If you consider what this means, it means that he, not intentionally, bullied baby survivors for 25 games for a Youtube video.

    Again, he didn't do this intentionally. But, that was the result.

    Whenever MMR has been on, he has a very difficult time doing this. Based on just the experience of watching this, I think it shows that MMR does a much better job performing matchmaking than the rank-based system.

    So you can argue about what "should" or "should not" count but the results tell the story by themselves.

    If you believe that this is an OK state for a matchmaking system to produce, you and I have fundamentally different opinions about matchmaking. It seems the developers do not believe that the above is OK and have chosen to go with a system that, while not perfect, also does not produce the above.

    And, I feel this is also important, a higher MMR has no reward. You don't get "rewarded" for surviving or getting a 4k beyond that those actions get you more pips and bloodpoints.

    Grades don't work the same as the old emblem system. There's no deranking, and everyone resets back to the same starting point.

    They also did this test right before a grade reset, meaning everyone that plays survivor somewhat regularly was stacked up at iri grades. This lead to a system more akin to random matchmaking than the old rank system.

    A better test would have been to start few days to a week after a grade reset, where presumably, players would be the most spread out across the grades. Or just re-enable the emblem system to get a true test.

    The way this test was performed almost seems like it was set up to fail, so they could tell us "see how much better our mmr system is?".

  • Yea they should fix the bugs with Oni and Blights rushes. They both have very generous hitboxes and an intended turn rate cap. Anything that circumvents the turning cap should be fixed.

  • Emblem system was a better approximation of skill, still allowed variety, and didn't consistently group me with baby survivors that have no clue what they're doing. Scrap the garbage escape-based matching.

  • When the gens are done gates are open and all survivors are alive and healthy, a cutscene of the survivors tbagging and jumping through the hatch will play.

    Fits with the brilliantly thought out upcoming mori rework.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971327#Comment_2971327

    I wouldn’t call losing ~11% of Generator progress and ~30 seconds worth of Generator blockage "free pressure"

    What would you call it when it's happening to all 3 gens being worked on while also camping someone out of the match? It doesn't need to 100% entirely shut down progress. It just needs to effectively make gen progress much slower than the hooked survivor's timer. This is terrible game design.

    The counter to this build needs to be something other than "throw yourself at the hook every 45 seconds, giving the killer points and objective progress for doing nothing, and hope you do it perfectly every time so she doesn't end up with a slug under the hook or someone hitting 2nd stage".

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971240#Comment_2971240

    Have you every played against an Artist with DMS? You don't get on the Generator after she hooks a Survivor, you get on it after she already sent her birds.

    If you're going to complain about something, at least know how it even functions

    Of course I know how it works. Do you know how generators work? They don't progress while you're waiting for the killer to hook someone and then send birds. So now I should run away from the gen, wait for birds, then run back, then leave again in another 10 seconds when she throws more birds?

    And this accomplishes nothing more than my previous scenario. Killer gets free pressure without leaving the hook.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970982#Comment_2970982

    Yes, which is why you get off the Generator and only get on it after she sends birds

    Then you're giving her the same effect as DMS, not progressing the gen.

    So a teammate goes down, I get off the gen, then back on after hook. I get maybe 5 seconds of progress before she sends a bird. Maybe stay on another 5 seconds before I'm forced to leave. Now it's blocked for 35 seconds. Running to another gen (that may already be blocked as well) takes 15 seconds or so. Now my teammate is halfway to 2nd stage and I've done a grand total of 10 seconds of objective progress. While the killer has done nothing but camp and throw birds. And this is fine??

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970979#Comment_2970979

    Get off the Generator before she sends birds, and get back on it after she sent birds, and you now wasted 12 seconds of DMS and got 15% progress on a Generator

    She sends birds after hooking so either you don't do the gen while she camps, or the gen would block when you dodge the birds. Either way you can't make meaningful gen progress before someone is out of the match.

  • @Dead_Harder said:

    This only works against people that dont know what you are doing while it works on most maps, it doesnt work well on vertical maps like RPD or pallet town.

    PR, DMS, Deadlock, BBQ. Down and hook the first guy you see, look at the survivors auras with bbq and send 3 birds on those gens. Survivors will get off them and they will be locked for 45 seconds. Face camp the guy on hook during those 45 seconds and wait a few seconds more till they hit 2nd stage then make your way over to the closest active gen and start patrolling for a survivor to rinse and repeat. Alternatively you can also just hard tunnel the guy on hook that already hit 2nd stage.

    Its easy to counter honestly but works really well against usual pubs. Hell works really well against usual swfs as well.

    How is it exactly "easy to counter" when she can force you off gens while also camping the hook? DMS update was a terrible idea when Artist exists.

  • @RavenBirb said:

    https://forum.deadbydaylight.com/en/discussion/comment/2963872#Comment_2963872

    That's like almost the opposite direction of where i thought they'd take it..

    Could have made for some interesting new mechanic that would shift the stale gameplay of gen rush vs camp/tunnel. Always the laziest option with this company.

  • @Xyex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2961190#Comment_2961190

    Yes. As the very last Survivor in the game, everyone else already dead or out before I got downed. I've gotten adrenaline from them closing hatch first. I've gotten Power Struggle when they went through a pallet. I've simply wiggled off because they couldn't make the hook in time.

    I've also had it happen to me a ton as Killer where I'll get the down near an open gate, pick them up, and the closest hook is simply too far to reach. Survivor wiggles out and escapes.

    An automatic Mori is just bullshit. Hell, even making it optional is kind of bullshit, but it's at least less bullshit. There's nothing wrong with the current Mori system. They don't need to be wasting time fixing ######### that isn't broken when half their game doesn't work.

    For real, the current mori offering system is more interesting than this. Another half-assed "rework"...

  • Friend and I once brought Meat Plant offering with pre-buff Boil Over and Power Struggle. The rule was we were only allowed to drop pallets with Power Struggle c:

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2961079#Comment_2961079

    So chase them but don't down them, I still don't get the problem.

    You don't have to get it. Have your 4k cutscene and let the rest of us play how we want without taking options away. Everybody can be happy.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2961014#Comment_2961014

    Why even give the hatch in the first place? You seem to be arguing that you want to give someone a hatch but if you don’t down them before you do it then somehow it’s the equivalent of being afk which makes no sense.

    And no, there won’t be a riot is BP were removed from BBP. You’re still engaging in “hyperbole”.

    It's fun to have a final chase as killer. Especially when you plan on giving hatch anyways. The normal constant time pressure you're under as killer is off so you can go for weird mind games and stupid plays, memes, etc. Then have a wholesome hatch carry and ggs in the chat. Don't take that away for a forced cutscene that will be boring after a week.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2959021#Comment_2959021

    Actually, these 2 are not the same. The killer still has a chance (and end-game perks exist for that reason too). The last survivor (after being downed) no longer can do anything to save themself.

    DS, Unbreakable, Power Struggle, Flip Flop, Soul Guard, Adrenaline if the hatch is closed, crawling out an open gate or to hatch if the killer loses track of you or leaves you slugged to chase out teammates.

    All of these are common enough scenarios and a hell of a lot more interesting than a mandatory cutscene.

  • Hard to believe people are actually for this "feature". By the same logic, if all survivors are alive when the gens are done, the game should instantly end with a cutscene of the survivors jumping up and down celebrating. The killer already lost, so it's just entitlement for them to expect another chance at a kill. Or some such nonsense.

  • @DangerScouse said:

    People saying "because I want to carry someone or give them a hatch" is what is wrong with the player base.

    It's not "Kumbaya By Daylight" people!! You wanna give people nice escapes. Go play "Care Bear Simulator". Honestly!!

    I've never considered the player base especially toxic, but that has to be the first time I've heard of kindness or sportsmanship being "what is wrong with the player base" 😆

  • Isn't there some irony in calling it a "finisher" mori when even in MK, the player has the choice to perform it or not? Removing player agency is a bad idea. Let me end the match on my terms instead of a forced cutscene. That will get really boring and repetitive after a few days.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/324037/i-think-the-new-mori-change-is-really-bad-for-the-game-heres-why

    One thing to keep in mind tho, for every killer that carried a survivor to the hatch, there has been 5 killers waiting nearly 4 full minutes for the bleed out timer to reach the final 0.1% only to pick up a survivor, carry them to the hatch, hook them nearby and close the hatch.

    This is why we can't have nice things.

    I've been given hatch far more often than bled out on the ground. I don't think most killers are as toxic as you're implying.

  • Another stupid change that makes every match feel the same. Should be optional for killer, triggered the same way as current yellow mori. And this "feature" doesn't necessitate retiring green and red mori offerings. I don't see the point.

  • @Marigoria said:

    What if the last survivor is my last BBQ stack? trash update.

    BBQ is being nerfed too 🙄

  • Would be a good chance to bring back the tested feature of applying blood textures to survivors as they are injured throughout the match.

  • Simple change should be let the killer choose to initiate the mori the same way the current yellow mori works. This gives survivors a chance at crawling, using Unbreakable/Adrenaline/Soul Guard. It gives killers agency if they want to give the final survivor hatch, hook instead of mori, etc.

    I've had recent matches where I opened a gate and ran the killer away giving a slugged teammate time to crawl out. With this system, if I run out the 2nd gate the slugged teammate would just instantly be mori'd?

  • Oh great, can't wait for another tiny killer-sided indoor map to get dragged to every time someone wants an easy 4k

  • @CashelP14 said:

    These are too strong with the Artist. As long as she's in the game then these two perks must stay the same.

    Meanwhile we have artist face camping with Dead Man's Switch currently...

  • Isn't the game balanced around everyone having similar graphics settings? I would think being able to, for example, see a survivor/killer from across the map would be unfair if it were due to modifying game settings.

  • Nerf nurse and blight

    Balance perks/maps/gens around the A-B tier killers so the majority of the roster is viable

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2903882#Comment_2903882

    Hatch escapes do not increase MMR so moot point, but carry on.

    True, fair point. However, people that play like this will tend to die last or escape through hatch, both of which mitigate mmr decreasing. Over time, I would expect someone's mmr to increase by playing in this scummy, selfish manner.

  • After 30+ minutes, the claudette escaped. I was out of the room for a minute so I assume the killer finally just gave up. Guess she's just the more skilled player? I'm sure high mmr survivors will appreciate her as a teammate...

  • @SkeletalElite said:

    Neither party is holding the game hostage in this situation because poth parties have the ability to end the match. Claudette can repair gens or let him kill her. Nemesis can close the hatch.

    So this is a game design flaw? If neither side is at fault, it sounds like old hatch standoffs.

  • @Mr_K said:

    Question

    How does the Claud and Nemmy know where the hatch spawn?

    Claudette has Left Behind so she can see the aura of hatch on the first floor from the upper floor of the library. Nemmy must have just found it before she did and knows she has a key. She can hear his terror radius so won't go near it.

  • @lauraa said:

    Some may say Nemmy should just suck it up and let Claud escape, but hes under no obligation to.

    Claud could have done gens. Sure that's heatbag, but she can locker hop after she does one until he goes back to hatch or something.

    That's my opinion as well. Killer is doing his job by protecting the objective. Claudette isn't attempting to progress the match.

  • I have similar frustrations when running Any Means Necessary or Empathy, watching one teammate waste every pallet in the first 2 minutes.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889319#Comment_2889319

    What on earth are you talking about? Kills/Escapes have always been the win condition of the game, and it's not being pushed as the "sole measure of skill" even now. Is this because they said they use it as a proxy for skill? Because those two statements are not interchangeable, they're different in a manner that really does matter.

    As for playing for grade not being rewarding, wouldn't you agree that's far, far, far more of a balance issue than a matchmaking issue? SoloQ survivor is notoriously kind of unpleasant to play for reasons that have very little to do with matchmaking anyway.

    No they haven't. Kills were never coded as the win condition until mmr. You could 4k by playing basement Bubba and depip. What about the giant "entity displeased" text in the end game screen after a 4k says "kills/escapes are the only win condition"? This was a good thing, and encouraged more fun play by both sides.

    And no, it is a matchmaking issue. No amount of hud icons, chat ping systems, etc, will get the baby claudette to leave her self care corner, unhook you, and lead the killer on a decent chase.

    It's clear the devs know players are leaving due to mmr from the survey questions they just released. Goes to show maybe the Steam charts aren't wrong after all.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889293#Comment_2889293

    ...?

    I mean, sure, but that win condition was defined years before the MMR system was introduced. It predates the emblem system too, it's been the case literally since the game released.

    The emblem system also... still exists? If you have more fun playing to the emblem system, do that, nothing is making you try to get maximum kills?

    They may have stated that they try to balance the game around 2k but it was never pushed as the sole measure of skill.

    Playing for grade isn't rewarding unless playing in a swf. In solo queue you just get progressively worse teammates that reward your altruism and distractions by leaving you on hook.


    ...?

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889245#Comment_2889245

    Whether it was a mistake or not (it wasn't), that's not really what I'm asking- what makes it more inherently competitive than the emblem system? If anything, it's objectively less competitive because you're not given any information at all about how your performance affects anything.

    They defined a win condition in the least fun possible way for both sides. The emblem system rewarded spreading out hooks and not just rushing gens. It was a better approximation of skill and felt better in a match to die but help your team escape, or get 1 kill but 9 hooks.

    You can hide the scoreboard but everyone knows when they're getting their ass kicked.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889221#Comment_2889221

    Oh, don't get it twisted- the old emblem system was a complete failure. It had the same job as the current MMR system and it categorically, objectively didn't work; "rainbow ranks" was a common complaint because it failed to match properly, and even when it did, it was a common talking point that the iridescent rank had a gigantic gulf of skill inside it because the system did not work.

    And no, the SBMM system did not cause that. Players were already doing that, and the SBMM system made literally no difference outside of letting you see it more often because you're getting less wildly mismatched games. Not none, mind, the system's still not working properly, but less.

    The devs caused the clutter at red ranks by only resetting everyone back to rank 5. The emblem system could easily be tweaked to be a much better system than we have now. Escape based matchmaking was a mistake.

  • They should buff the underpowered boons and then add some limitation on their placement (tokens/cooldown/perma-snuff). Something other than infinite spam and mostly lackluster effects.

  • Artist seems fine to me. The only thing I get annoyed by is her throwing birds at gens with Dead Man's Switch while camping a hook...

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