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Ryuhi

Ryuhi

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Ryuhi
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  • I only ever do it if the killer had a really bad game, and they look like they're trying to use their power more than they should. At that point I figure they're just trying to get their daily, so I want to make sure they do before i go. Only other time I do it is if i'm trying to block for someone on their way out. Other than those? theeya~!

  • @Minecraft said:

    https://forum.deadbydaylight.com/en/discussion/comment/2673173#Comment_2673173

    the ones lying to themselves are those who say this game is competitive and has to be taken seriously.

    cheaters are the only ones being honest with themselves and got it all figured out

    I think that might be one of the worst takes on the issue I've ever seen. And I'm of similar mind that the competitive aspect of the game is a joke.

  • EAC doing its job like always

  • probably like 2 mil or so. Used it all trying to get killers outfitted because I don't have anything meta on almost any of them which makes them pretty miserable to play.

    Still not there. Probably never will be.

  • I mean if you routinely play with a 3 man swf, then you don't really have much right to complain about the randos you get teamed up with. the rest of us get 3 randos with zero comms.

  • @JawsIsTheNextKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758005#Comment_2758005

    It does seem backwards, but if you imagine you are the best survivor in the world with the highest MMR and a new killer is released. You wouldn't even get to play against the new killer if everyone's MMR on that killer was set low as all the new killers MMRs would be out of your range.

    why would that matter? again, I get matched with sweat squads with killers like clown, I have played him maybe 40 times in the last 3 years and gotten probably 20 kills total. The system is completely broken and they even admitted it prioritizes wait times over *actual skill based matchmaking* so that argument is moot.

  • @JawsIsTheNextKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2757973#Comment_2757973

    Newly purchased killers' MMR is always set a little bit under that of your highest rated killer. It is not enough unfortunately.

    So a killer who you have the least chances of having any decent perks or addons with, and will take a growing investment to "catch up" to the one you presumably have the strongest build for? thats kinda backwards.

  • @JawsIsTheNextKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2757954#Comment_2757954

    If I play as my worst killer (Huntress) I basically just get default Dwights and Claudettes. If I play my regular killers I get coordinated SWF bully squads. So at least for me, the MMR system is killer specific and seems to be working correctly.

    I get the latter on every single killer 90% of the time. Including a killer i literally just purchased. I only ever even play killer for dailies and challenges at this point anyway, and its been like that for over a year.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2757114#Comment_2757114

    But the mmr should only count for the current killer. Whats the point of raising the rating on other killers, when this also makes it impossible to learn the killers you have no experience with?

    Yeah, you thought it actually is killer specific like they said it would be? If it actually is, then the matchmaking is so broken it might as well not exist.

  • @ThatGuySerenity said:

    I never saw the old Balanced Landing, but in my MMR levels, I actually see Balanced Landing a fair bit...

    Challenges that involve "falling from a great height while in chase" pretty much force people to use it unless they're straight sandbagging.

  • "its not a bug, its a feature"

  • i get rollback on dead hard hits at ~30ms so I honestly have no idea.

  • I mean to be fair the midchapter is coming up, so she's due for her usual completely unnecessary and out of nowhere nerf.

  • @BenihimeWrath said:

    Well in fairness, when this MMR was announced the dev's straight up said that killer MMR would not be linked to each other. However when it was released it was QUICKLY revealed that the /devs straight up lied/ and not only is all the killer MMR interconnected, you can never ever reduce your MMR unless you do it for all killers simultaneously because your highest MMR killer drags all of your other killers up to it and never the other way around.

    Because of this I've literally stopped engaging with their MMR system by straight up never killing anyone.

    And I have to tell you, it literally means nothing because at a certain point the system just widens its search parameters so you get sweaty/baby teams no matter how high or low your MMR is.

    They somehow found a way to take a system that works in 99% of games its applied in, and instead make it worse than the old rank system they used to have. Which was already pretty bad.

    Literally the biggest thing SBMM had going for it was that I would have a chance of a decent match with a new and/or underequipped killer.

  • Does it happen when you're hugging a wall at a loop? Its possible to "snag" a lot of collision points in level geometry, and its been a much bigger problem lately than it was in the past. It seems to happen at corners the most often, the best example being the basement stairway.

  • @BenihimeWrath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2757469#Comment_2757469

    IIRC the devs aim for the average game to end by 10 minutes. So presumably 'early' means pre 5 minutes, and 'later' means post 5 minutes.

    So if 3 survivors in a SWF BNP 3 gens while one survivor loops the killer all within the first minute of the game, that doesn't stop "early game?" The game is literally half over by then.

    Likewise if a nurse manages to slug 3/4 survivors within the first 2 minutes of the game. at that point the only things that can change the outcome are either unbreakable, or at least 1 person getting a 4% (and not going back down instantly)

  • A lot of the old problems have been replaced with new ones, some old problems have never been touched after literal years, and some of the "fixes" have been extremely lazy half measures which made things worse. I would say compared to the "you will never hook anyone" sabo and infinite loop days the game has improved, but I feel like the more they kneecap killer playstyles, the more boring they force the meta to be.

    I went from someone who looked down on killers using NOED, proxy camping, slugging, and tunneling people out of the game to "if they don't against this caliber of survivor, they will lose"

    Boon totems in particular both incentivized killers to use NOED (since the totems won't be cleansed as often) and made it more necessary since 3 survivors basically get a free 5th perk slot self care. Those types of changes have rippling effects to game health that can invalidate or even outright overpower other changes.

  • He has good passive slowdown, synergizes well with slowdown builds, and his power screws over controller survivors at pallets. I'd put him in Low B though since a lot of his strength comes from lack of survivor coordination, so he's still not viable against coordinated SWFs (like most of the roster)

  • People who think the 1 second doesn't matter have clearly never gotten/denied escape from a hook solely by the hook vacuum animation.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/305762/how-does-dcing-count-into-sbmm

    https://forum.deadbydaylight.com/en/discussion/comment/2757384#Comment_2757384

    https://forum.deadbydaylight.com/en/discussion/comment/2757417#Comment_2757417

    From what the devs said a bit back:

    • An early DC is like a hatch escape. MMR doesn't change for anyone based on it.
    • A DC later is like a kill (for survivors) or an escape (if the killer DCs).

    The actual numbers that constitute 'later' are unknown.

    Considering matches can take <5 minutes at times, having a concrete indicator would certainly help.

    it should be something like "once one gen is done and/or 2 minutes have elapsed" or something.

  • I actually just had a match on Lery's last night that basically enforced my argument. We had a Wraith who was dominating people in chase, had great map pressure, knew when to break off and when to keep chases going, my teammates usually going down after only getting 1-2 windows or pallets. He even secured a 3 gen.

    He lost badly because we had two CoH boons in opposite corners of the map, away from the gens. He couldn't afford to go to the totems to put them out, and he couldn't afford to chase any of us away from where the gens were.

    He got a 1k because he facecamped after the gates opened. Meanwhile the 3 of us that survived had over 30k BP scores. It was a fun game, but the killer absolutely deserved the win and was kinda robbed.

  • joke premise, since my bottom floor MMR killers still get paired with sweat squads since they're vastly outnumbering high MMR killers and we can't have them have to wait for matches now, can we?

  • Most "tunnelling" and "camping" is caused by survivors getting into a chase with the killer, then leading them right back to the hook. Often trying to unhook right in front of the killer's face without even having the decency to use BT. Actual tunneling and camping does indeed happen (and less rarely, now that killer playstyles keep getting gutted) but the vast majority of times people complain about it, they're causing it themselves quite literally.

    Run Kindred so you can watch it happen in real time. Then simply be the change you want to see.

  • They allow survivors to make free map pressure with zero risk, especially concerning CoH. an SWF can even make a body blocking comp to continuously take hits for each other making it near impossible to even get downs. TBH their AoE effect on multi-floor maps is not even remotely ok.

  • @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2756062#Comment_2756062

    In particular this applies to the "territorial" killers like Trapper & Hag who set up a protected zone but then have to trudge halfway across the map to snuff a boon then trudge back...

    Honestly, any killer that doesn't have very good full map pressure, or an instadown. Even killers like Billy are affected by it now that he has overheat on his power. At least with Plague it feels like they wasted a perk slot.

  • @Advorsus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2756040#Comment_2756040

    I actually see quite a few people run those. Not as much as boring DH but it still gets run. I'm talking about perks that no one runs but they can still provide a lot of value that isn't initially seen.

    I'd still put windows in that category, since it shows you both when the killer is in a chase nearby (when you see breakable walls break or pallets drop) as well as which loops have been neutralized (said pallet and doorway observations.) Its a perk that was made to help new players learn tiles that ironically gives better players a LOT of information to route with on the fly.

    Empathy can give similar information as well, by being able to see when survivors get injured as well as their movement patterns to give an idea on the killer's approximate location at any given time.

  • Boons create free map pressure for survivors, especially CoH. If a boon is placed nowhere near any active gens, they have created a zone of map that is both fortified in their favor, AND has zero objective for you to pressure. They basically create the killer side equivalent of what a dead zone is to survivor. If the killer continues chasing them there or finds and puts out the boon, they have wasted map pressure that most of them desperately need.

    Technically you don't even need boons in place to create this scenario: If someone is on hook and other survivors are injured, you could get into a chase on purpose and lead the killer away from the hook long enough for both the save and healing. Boons let survivors create that lose/lose scenario for zero risk though, either they go to the boon and lose pressure on objectives, or they ignore the boon and lose injury pressure while everyone self cares for free without even needing the perk.

    Its crazy how much people underestimate map pressure, especially on the survivor side. Understanding it and being able to erode a killer's pressure feels like the strongest way to climb right now, and tools like CoH make it easier than ever.

  • I thought this topic was going to be about perks that are strong enough to be meta but aren't actually. Like Kindred. or Windows.

    Holy hell more solos need to run those perks and it shows.

  • Imagine if someone made a mod so killers could see in third person, or even just be able to dynamically adjust their FoV. It would become priority number 1 and extremely bannable, instead of being slowly addressed with non-comittal answers or measures over a few years.

  • The ADA is a workplace and employment law in the US. It has absolutely nothing to do with video games or design requirements by their creators, especially internationally. THAT SAID, its not only a good practice to attempt to accommodate disabilities among their userbase, but its also a smart move in general as it expands the possible market. Unfortunately as we saw with their copy and paste of simple filters, expecting proper tools is a bit of a waste.

  • @Moplington said:

    All of the newer maps and the reworked ones have terrible collision on everything. It's super noticable on certain killers.

    I'm pretty sure this is what the topic is about, the random snags on invisible collision when too close to certain walls/corners in loops. Stops all movement momentum dead in its tracks so it costs a LOT of distance.

  • Ive seen at least two instances of people having a forced false hit validation while not actually gaining distance or doing the dead hard animation.

    They just get hit, shout, and the killer does their blade wipe while they just keep running normally.

  • @GuyFawx said:

    Grind addiction is something they want tho its a psychological effect that makes us all hate it and love it at the same time. sure it sucks lvling new chars but in all honesty would you touch chars that didnt have that upward climb? alot of us most likely wouldnt sure it can be annoying its all about managing those expectations tho. i doubt new chars would be touched if they didnt have to grind their levels anymore

    Every time a new chapter drops, the grind increases exponentially though. Its not as bad as survivor, since you just need to get the new character to 40 for all teachables and then do a few blood webs on your main survivor to get said perks, but on killer the same needs to be done *as well as* doing a few hundred blood webs to get that new killer caught up and outfitted. Any lapse in doing so only makes the grind that much longer as soon as the next chapter drops after that, and so on. And this is all assuming you're not trying to catch up in the first place, on account of being a newer player or not playing as many hours.

    The longer it gets ignored, the more drastic it needs to be fixed. The rank reward changes are a start, but they also require an extremely large time investment in order to be able to get much out of.

  • I am bad at killer, and i still get matched up with red rank sweat squads on the rare occasions I actually play it (usually due to getting 20 killer dailies in a row and giving in.) Meanwhile I regularly do well as survivor, yet get paired with people who ragequit or sandbag constantly.

    The matchmaking is awful.

  • @ShameOnYou said:

    https://forum.deadbydaylight.com/en/discussion/comment/2702886#Comment_2702886

    not when ADA is in place. The UI Hud designer focused on just one disability, the colored blind players when all other disabilities were forgotten. Thia is an algorithm issue/

    Jokes on you, the colorblind options don't even help with the problems that colorblind players have :)

  • I already have a hard enough time hearing much of anything in this game, so I would often use it on killers I could get easily disoriented with, as an accessibility handicap to try to offset how badly the sound balance is designed, and how bugged the audio is in the game half the time. Having it be invalidated by a perk thats already meta and very good in its own right is a pretty bad look tbh.

  • @Mandy said:

    There'll be more information on this prior to it's release where I'm sure we will go into it in more detail.

    Cool, thanks!

  • The reason I asked were because of concerns I had regarding the color filtration system that can be employed with Nvidia cards, as it is a blanket color replacement method. There are actually more types of colorblindness than you might be aware, and sometimes those types of fixes will make an improvement in one situation, while making another worse; People with mild forms of achromatopsia, for example, tend to find that filters can make things even harder to see. Having seen the clip thats on twitter in regards to the announcement, I can see that the starting idea is going to be along those lines. I feel its a very welcome feature and I'm sure it will help a lot of people, I was just hoping it might be something a little bit more dynamic, and was hoping to voice that concern now while it is still something being worked on.

  • Honestly, this line was my biggest issue with the change to moris:

    'Playing "normally" against this team would have likely been a waste of a Mori because they knew what I was doing and pulled all sorts of body blocking shenanigans to prevent it.'

    The best milage I ever got out of using a mori was when people were so afraid of it, that they would try to do that stuff immediately after the first unhook. People would throw games HARD just trying to save their buddy, and so early in the game too. Making it require that person be two hooked takes that pressure and tension away considerably, as well as completely nullify any time that the killer would gain from even using the thing.

    I still say that they should be shifted so that Ivory Mori works like Ebony does now, and Ebony should be changed to be what Ivory used to be (one Mori per match, can be done after first hook.) That would make them considerably less predictable, while not being anywhere near as powerful as Ebony used to be.

  • @Ace_Ventura said:

    https://forum.deadbydaylight.com/en/discussion/comment/1790499#Comment_1790499

    Sometimes this is the case, yes.

    I find it humorous how all the white knights are like "hey, you know, there's a pandemic, give them a break" as if BHVR wasn't pulling nonsense like this before the pandemic.

    Its all about customer facing interaction. People wouldn't be anywhere near as riled up if there was less "This content is not ready for release" hidden within the patch notes, and more "hey everyone, we're sorry this content is in a miserable state, so we're going to delay it before charging you money or in game resources for it."

    The whole PR philosophy has been flawed for YEARS, and it leads to bugs that never get fixed, hoping that people will just live with them. Every time you buy a new chapter in this game, you are arguably buying more work (yet more characters to grind out bloodwebs for, with even more bloodwebs required due to adding 3 more tiers of 6 perks.) than actual enjoyment. When the killer doesn't even function properly and almost all of the introduced perks on both sides are bugged into obscurity, your purchase becomes rote loyalty, not an actual commercial transaction.

    This is why people have been begging for a health update in lieu of a content one. Making mistakes is human, and thats not people are angry with. People are angry with the continuous underperformance in regards to quality assurance and problem resolution this game has been facing for most of its life. If you keep adding more on before fixing whats already there, you either end up forgetting about it or burying it under more things that will only make it harder to fix. There needs to be more transparency, and there needs to be better planning on actually improving the things that ails the game. And I'm not even talking about balancing or anything, just, things actually working properly.

  • Going to be honest, with the state of this patch, I'm not even going to spend shards on it until its fixed.

  • Don't have any. The game just has sunk cost fallacy at this point with the absurd grind, but even that will only get me to do a few games each reset.

  • Being colorblind, and having an anxiety disorder.

    Reasons I do play killer: Every single daily ever is for killers since I made the mistake of unlocking them.

  • bond's distance is its situation, which you want diluted in a way that would make the other perks pointless.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1767595#Comment_1767595

    They’re not “always on” though. I like Bonds persistent nature.

    yeah man why bother having wallhacks be situational right?


  • @CustomerService said:

    https://forum.deadbydaylight.com/en/discussion/comment/1767602#Comment_1767602

    You people who spend all day on the forums crying about everything that affects “your side”.

    I have made threads and posts criticising things for both sides. That’s balance, when you play both and understand both perspectives.

    Have you seen the million pages crying and whining because they are testing a miserable mechanic? They’re doing a miserable test and look at the number of posts crying. I have never seen this level of entitlement when they nerfed exhaustion or have persistently nerfed maps on the map reworks. People swallow it up and try to adapt.

    I’m a rank 1 in player for both survivor and killer, meaning I invest a lot of time in both, but I have to admit and it’s sad, killers are by far the most entitled and sad-looking side at this point.

    boy, you certainly sound like the voice of reason and levelheadedness by comparison. Truly all but you are zealous fanatics.

  • @CustomerService said:

    https://forum.deadbydaylight.com/en/discussion/comment/1767589#Comment_1767589

    But that’s what you people want. It’s so ducking sad to read these forums and not find many reasonable grown up people. You want everything handed to you for free. You think Spirits with Stridors and moris are balanced. You want NOED and Bamboozle as base kits.

    It’s gotten ridiculous at this point. Unless it’s a sweaty tryhard SWF team, that needs a separate topic for balance issues, 99% of randoms are guaranteed 4K. Shut up and learn to play.

    "you people" who, exactly? You're projecting a lot for someone yelling about how others need to "Shut up and learn to play."

  • could always use 128m empathy, or global kindred...

  • @CustomerService said:

    https://forum.deadbydaylight.com/en/discussion/comment/1764678#Comment_1764678

    Yeah, let’s release perks that are instant guaranteed hits instead. Never improve or try to play well. Demand the game to carry you at all times.

    Jesus ######### Christ.

    nice strawman. If you're actually being serious, this perk was already bad, and they responded by nerfing it. Thats not the same as expecting it to be whatever god-tier effect you are projecting killers demand of it.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1767556#Comment_1767556

    Pretty much. It's like their basing it on a very very odd sense of balance. Because as it stands it's just so underwhelming, even more so now.

    Its one thing to not understand the difference between a perk or ability being a situational meme and something actually worth taking/using, but responses like this one which defy pretty consistent feedback is another level. This is why the games meta is so stale.

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