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Seraphor

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  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/286114/here-is-how-survivors-can-punish-killers-with-sbmm

    There is no individual per killer mmr in all honesty. Killers also can't really lose mmr so no matter what happens eventually you're getting capped at 1900 and doomed to the boredom of high mmr till the season ends.

    1. Killers do have individual MMR. When MMR started and initial MMRs were set, existing players had their lowest killers "capped" at 200 below their highest killer. That's still a significant amount, equivalent to a having a rank 1 killer and a rank 5 killer.

    2. 1900 is a soft cap, you can go above 1900 but you will be matched with everyone at and above 1900, until they raise the soft cap.

    3. The season ends? What season?

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/2551113#Comment_2551113

    I did. But I cannot believe anyone would ask such a ridiculous question. You're asking why a matchmaking system that ignores every factor in the match other than escape or die is a good way to measure the skill level of a player.

    That is comically stupid. Nobody should even have to think twice on why that is bad.

    I even said it's not a skill based system. It's a results based system.

    To put it another way, it is a survivability based system. Are you good at surviving? If so, then it goes up.

    How is that not a fair way of determining how good at surviving you are?

  • @hiken said:

    https://forum.deadbydaylight.com/en/discussion/comment/2551074#Comment_2551074

    if u read my first comment wich seems you didnt, you would of notice that i said no.

    You never said if the Prove Thyself icon was lit up.

    You didn't give any indication that there were no other buffs active, only that no one else had Prove Thyself. I don't know if there were other effects in play that you didn't recognise as buffs.

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/2551105#Comment_2551105

    Did you seriously just ask me how the game judging skill simply based on whether you live or die is not fair?

    Did you seriously not read my post?

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/2550976#Comment_2550976

    That's not the point of whether you want to increase your MMR or not. The whole point of this MMR system is that it matches you with people on your skill level. But yesterday we were told the urban evading Claudette who did diddly squat all match and walks out the gate gets her MMR bumped up, while the one who did 4 gens, ran the killer for five minutes, did six hook saves, but died gets nothing but their MMR bumped down simply because they died. The game did nothing to acknowledge all they did during the match.

    That is supposed to be SKILL based match making? Its a joke.

    It's not strictly skilled based matching no, it is results based matchmaking.

    If you did everything right, looped the killer for 5 hours, rescued everyone, and then died on hook. The game thinks that you should be able to do all of that, AND escape, so it lowers your MMR so that in your subsequent games, you have a better chance of a escaping, while playing just as well as you did before.

    If Claudette hid in a corner, did nothing, and yet still escaped, the games thinks that she is probably doing something that is aiding her in escaping too well, so it raises her MMR, so that in her subsequent games, she has to work harder to escape.

    How is that not fair?

    Well if you're comparing the two players then of course it seems imbalanced. But for the individuals themselves, the outcome is fair to them.

  • @hiken said:

    as i said, i was doing gens by myself, no one around. the bar was yellow, and i was doing gens faster i felt it. it reminds me of wake up bug back in the day.

    Was the perk icon for Prove Thyself lit up?

    Was there any other buffs that could have increased your gen repair speed?

  • Good for you, a lot of other people do.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2551021#Comment_2551021

    Let me just tackle this one reeeeeal quick:

    Stop trying to raise your MMR, it's not a rank, it doesn't reward you with anything.

    NO ONE is trying to do that. What we want are fair, balanced, and most importantly, FUN matches.

    You think it's fun to get killed first? You think it's fun to do great in a game only for the game to give you lesser quality teammates and killers because you died saving your teammates in previous games?

    You think it's fun playing against meta perks as a Killer? You think it's fun trying to play killers you are not good at but pushed up into the sweatiest matches possible because your main killer has SIGNIFICANTLY higher MMR than the other killers you play?

    And then let me tackle this one:

    Stop comparing your MMR to other players, it's means nothing, because you don't play the way those players do, and your next game will be with different players doing different things.

    No one is trying to compare their MMR with other players. But we ARE comparing how the other players play in our games. And seeing a Claudette crouching on the other side of the map when the Killer is nowhere nearby when you obviously shouldn't be playing with someone like her or a Killer who can barely even ######### loop a pallet when you shouldn't be facing someone like them in the first place is a sign that the system is not working as much as you or the devs hoped it would.

    And the fact that this is a constant in this forum, ######### Reddit, ######### Twitter, ######### other social media platforms and content creators chiming in and now with ACTUAL GOOD REASONS instead of them not being able to make frag montages shows that for the MAJORITY of people, it's not working as intended.

    Even for casual players, I've watched my girlfriend who is new to the game constantly face killers who should not even be facing her at all. Killers with decked out meta perks with a hard intention to win. She is new.

    She should not be facing a Wraith who slugs her to death constantly.

    Now, let's move onto your other points.

    The first system ONLY used kills and escapes. It didn't work.

    This new system is based on kills and escapes, but it modulates it based on the order of kills, and the relative MMR ratings of your opponents who killed/were killed/escaped.

    Imagine this scenario, though actually, don't imagine it.

    Remember that one time where you, yes, YOU, carried a team because the old matchmaking tests paired you with low quality survivors.

    Yes, remember that time you got camped and killed first?

    According to this system, even if you did your best to evade the Killer, to keep them busy, to make sure your teammates do generators. If you got camped and you were the first to die, too-da-loo! According to the system you suck! And you will continue to get teammates you have to carry for as long as you never get an escape streak to get back to "where you should be" even though this system was advertised for people who want to play the game "however they want."

    This community doesn't know what is best for it. Like it or not kills/escapes, as a trend, is a useful measure of skill, in the context of matchmaking for fair games that have the best chances of resulting in a 2k. You don't consistently do either unless you're good at the game, relative to the level of your opponents.

    Everyone who is throwing their toys out of the pram over MMR just need to ignore it, play the games as if it wasn't there (which is why it's hidden) and you'll see it all works out.

    Oh no, I agree. The community usually doesn't know what's best for the game. It often knows jack and ######### about what's good and what's not for this game in terms of balance and changes.

    But the community is sure right about one thing. NO ONE WANTS TO PLAY GAMES WHERE THE DECKS ARE STACKED AGAINST OR IN FAVOUR OF YOU! No one wants to play games where it feels like nothing you did in those matches mattered. I will reiterate. We want to play games that are fair, balanced, and FUN

    It seems you forget the fun part. No one cares if a game is fair or balanced if you didn't have fun in it in the first place. Because who the ######### plays this game for it's balance? We play it for those fun moments that makes the game worth spending your time into.

    "But the community is sure right about one thing. NO ONE WANTS TO PLAY GAMES WHERE THE DECKS ARE STACKED AGAINST OR IN FAVOUR OF YOU! No one wants to play games where it feels like nothing you did in those matches mattered. I will reiterate. We want to play games that are fair, balanced, and FUN"

    Then we're agreed. The old rank based matchmaking was ######### and the new MMR is an improvement.


    Under the old system, 45% of the time you were matched with players far above your skill level and you never stood a chance. While 45% of the time you were matched with players far below your skill level and you wiped the floor with them. (although in my experience it was more 75%/25%)

    That means the outcomes of your games were never under your control, they were predetermined by the entirely random matchmaking.


    This new system, finally matches you with players who, relative your your MMR, are just as good at escaping/killing as you are. Matches are closer, and now the outcomes of the games are more down to how well you play, rather than whether or not you struck out on the matchmaking roulette.

  • @SOMENINJANAME said:

    Completely. I took a few months off and was surprised to see the new system. I didn't love the other one, but I was versing who I should be.

    I have the complete opposite experience.

  • @JohnWeak said:

    SBMM is garbage, the majority of the community agrees on it.

    SoloQ high MMR survivor already have it ez, now SWF are bringing OP items and full meta perks + communication. And BHVR does nothing, sleeping on their way too generous playerbase that buy way too much cosmetics

    Citation?

  • Was there someone else nearby you who wasn't working on the generator?

    If there is another player with 4m, then both of you will receive a 15% repair speed buff. So if You are repairing a generator and the other person in next to you cleansing a totem, you still get the buff.


    That or it was a rare bug, which probably won't happen to you again.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2551001#Comment_2551001

    YOU DON'T KNOW THAT!

    Listen, I used to think the MMR was working. But in recent weeks I have been forced into games with ######### teammates and sweaty killers. I didn't understand what was going on. But the moment Patrick opened his mouth in the QnA and told us how MMR worked, I felt betrayed.

    THIS WAS HOW THEY TOLD US IT WOULD WORK!

    https://us.v-cdn.net/6030815/uploads/KDJR3DPPYEOB/image.png

    I really want an MMR system in DBD, but this ain't it chief.

    I am not knocking you for your games being better under MMR, but this system is going to hurt a lot more than it helps. The community is giving BHVR a big red flashing ######### warning sign and they can either ignore it (because we're not "civil enough") or can acknowledge that there is a ######### issue with only taking kills and escapes into account for judging "Skill"

    A newbie Bill can escape every game, a Blendette can use her teammates to constantly escape out of the gate.

    But what about those people like me who want to be paired with good teammates but constantly plays playstyles that runs risk at lowering their MMR? I want to face killers and play with people who are on par with my skill level. But my experience the past couple of weeks has been ######### AWFUL.

    People need to stop being so disingenuous and calling that a lie. It's not.

    The first system ONLY used kills and escapes. It didn't work.

    This new system is based on kills and escapes, but it modulates it based on the order of kills, and the relative MMR ratings of your opponents who killed/were killed/escaped.


    This community doesn't know what is best for it. Like it or not kills/escapes, as a trend, is a useful measure of skill, in the context of matchmaking for fair games that have the best chances of resulting in a 2k. You don't consistently do either unless you're good at the game, relative to the level of your opponents.

    Everyone who is throwing their toys out of the pram over MMR just need to ignore it, play the games as if it wasn't there (which is why it's hidden) and you'll see it all works out.

    Stop comparing your MMR to other players, it's means nothing, because you don't play the way those players do, and your next game will be with different players doing different things.

    Stop trying to raise your MMR, it's not a rank, it doesn't reward you with anything.

  • Pips still exist, and they're still what gives you your rewards.

    SBMM is working better thank rank based matchmaking ever did.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2550990#Comment_2550990

    If we're going by ranks, I was consistently Rank 1.

    But ranks never mattered. The majority of players were in the Top 5 ranks in the game. Rank 1 though at the very least were based on the Emblem System. A system that (while not perfect) judged you based on your actions in the game.

    Something the new matchmaking system is REALLY lacking. It was more skillbased than the current skillbased matchmaking.

    Then why is the new system working better?

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2550981#Comment_2550981

    Let me rephrase it for you.

    If 50% of your matches are not fun, would you keep playing the game?

    No one is asking to escape every game. No one is asking to get a 4k every game.

    Everyone is asking for the same thing.

    We want the games to be fair AND fun. We don't want to sweat or feel the need to sweat. We don't want to stomp players nor get stomped. We want to play games where we can bring whatever perks we want and the game will pit us against players who also plays like we do.

    We don't want to run meta perks because the meta is stale and boring. We want to ######### around in games but we continuously get punished for it either by winning OR losing. If you're winning, you might get an opponent who will not give a ######### if you had fun or not. If you're losing, you might get teammates who continuously screws up the easiest skill checks and loops as well as get bored from constant stomp fests.

    80% of my matches were not fun under the old system.

    I was a rank 6 killer, which meant I was paired with rank 1 seal team teabag every damn game. Because the matchmaking just grabbed anyone within 6 ranks, and rank 1s can only look down.

    Now 80% of my games are fair (not too easy, not too hard). MMR is an all-round success.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2550976#Comment_2550976

    Because I want to match with players that are my skill level? Either it being my opponent or my teammates?

    Honestly that explains a lot why my teammates has been going downhill lately, because it's all based on ESCAPES!

    It restricts you to focus purely on escaping, it doesn't reward you for the SEVERAL OTHER things you could do in the game. You could be running an altruism build and get yourself killed but three people escape.

    But noooooo, you are punished for it because you died and the other three didn't.

    It's not SKILL BASED.

    I want to play with players I can have fun with, I don't want to stomp, and I don't want to be stomped. If my matches are potentially being put into a much more coordinated team I am not prepared for with my killer builds, then I will not want to play those games.

    How is it not skill based?

    Once again, it's not individual games you need to worry about, it's the pattern.

    If you are consistently escaping all of your games, tell me how that's not skill based? You are obviously better skilled than the level of players you're getting matched with.

    Survivors can get lucky and escape when playing badly, but that's not going to result in a consistent upwards trend in their MMR.

  • @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2550967#Comment_2550967

    It's not a reward, but it's also not a competent matchmaking strategy as things stand - with the Blendette example, it means the person depriving their team of assistance can indirectly tank the other survivor's MMR, and the killer can have their own MMR artificially inflated too easily.

    I had fairer games before MMR, with better placement for teammmates - I also lost more, but felt more rewarded. I'm expressing frustration not because my games got harder, but because they got easier to the detriment of my enjoyment in the game, and because I'm a game designer myself (though in a different field) who is appalled by the system that's been put in place.

    My response is; So?

    That's one game.

    MMR isn't based on one game, it's a pattern, it's track record over several games.

    Your MMR is only going to move if you are consistently dying or escaping more than the other. If you are consistently escaping more often than not, then you should be matched with killers who are better equipped to stop you escaping. Regardless of how you're escaping.

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/2550782#Comment_2550782

    That was annoying but more fair than the current system. You can repair multiple gens, run the killer for ages, do several hooks saves, die on first hook and still pip under the old system. It recognized your skilled contributions to a match. Under MMR you could do all that and get nothing towards your MMR just because you died.

    Again, why do you want to increase your MMR? It gives you nothing.

    All it does, it match you with players who are as good at escaping as you are.

    MMR is not something anyone needs to worry about now that it's completely disconnected from any other systems, except if you believe it's not working for you.

    It's not something you need to increase, unless you're specifically looking for a challenge. But from what I see people complain about MMR because they want easy games, not harder ones.

  • @ElusivePukka said:

    It's not perfect, but it's also provably not fair. To quote GoodBoyKKaru on summarizing survivor MMR:

    "Say that all survivors will incur a 400 point penalty for losing. Survivor one, who dies first, will incur the full 400 point penalty. Survivor two, dying next, will incur a lesser penalty- let's say 10% less, for a deduction of 360 points. Survivor 3, who died next, would then recieve 25% less, for a deduction of 300 points, and poor survivor 4 dying last would recieve a penalty of 50% less for minus 200 points. I hope this can help if it wasn't 100% clear. Once more these numbers are not official, and the adjustments will be proportional to how much the chances shift of if the survivors will/won't escape."

    Hiding in a corner and doing nothing for a match means your MMR is impacted less by a loss versus someone who did all 5 gens, gets 8 unhooks, and escapes a ten-minute chase but still dies before you in that same match.

    You all need to stop thinking of MMR as a reward, and stop caring about other players MMR.

    If some other player is playing cheap to win, like an immersed Claudette urban evasioning around the map, then that's not a player who wants high MMR. But they're gonna get high MMR until they hit killers who can deal with that.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2550660#Comment_2550660

    I hope you realize that perks aren’t meant to get use every single game. Deadlock has its uses and it does its job well. Just because it doesn’t counter specific things doesn’t make it a bad perk.

    This.

    Every perks has it's strengths and weaknesses.

    If you find you're not able to chase survivors off gens consistently enough to get value out of Ruin, Deadlock would be the next best thing.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2550636#Comment_2550636

    It blocks the gen with the most progress, so 9 times out of 10 it will block either a gen someone is working on, or the gen they really want to be working on.

    On the other hand people basically wet themselves over corrupt which just moves where survivors do gens while you chase the first person.

    Corrupt usually delays the first gen by about 30 seconds, which could be exactly what you need to get your first hook and get the pressure train running before you've lost 2 gens already.

    Survivors tend to spawn right on a gen and start working it immediately.

    That said, Ruin can do the same job better, if you can just find the gen they start first and chase them off it.

  • @Peanits said:

    It would depend on the ratings of the Survivors you've killed.

    • If you and the Survivors all have the exact same rating, your rating wouldn't change.
    • If the Survivors that you killed have a higher rating than you, you gain more rating.
    • If the Survivors that you killed have a lower rating than you, you gain less rating.
    • If the Survivors that escaped you have a higher rating than you, you lose less rating.
    • If the Survivors that escaped you have a lower rating than you, you lose more rating.
    • Hatch escapes are a null (it's as if that Survivor was never in that match, you nether gain nor lose rating from them)

    So when you kill 2/4 Survivors, your rating change is the sum of each 1v1 matchup. I'll use some made up numbers as an example here:

    • Kill "better" Survivor: +20
    • Kill "equal" Survivor: +10
    • "Equal" Survivor escapes: -10
    • "Better" Survivor escapes: -5

    So in this case, 20 + 10 - 10 - 5 would leave you net positive with a +5 gain.

    This is a simplified version, of course. The difference in ratings is also important (e.g. Killing a way better Survivor rewards way more, while Killing a slightly better Survivor rewards only slightly more.) It's not a single fixed bonus.

    (Again, please don't read too much into those exact numbers, they're not at all accurate, this is just an insanely simplified version for the sake of explaining how it works.)

    Hopefully that clears it up a little.

    Wouldn't that example be a net positive +15?

    Because it's +30 and -15

    Just making sure it's a typo and I'm not missing something.

  • Cosmetics aren't the Rift prize, at least not the main one. They're the bonus, the incentive to spend your auric cells, the marketting ploy.

    All it is, is a promotional item. "Buy a subscription and get $50 worth of goodies for just $10!"

    The prize is the final charm. That's what nobody else can obtain any other way.

  • This isn't a nerf to Ruin though, this is just a buff to base regression.

    Currently base regression is 100% and Ruin is 200%.

    This siggestion would just be base getting buffed to 150% and Ruin staying exactly where it is at 200%.

    Obviously the relative percentage would be less but the charges per second would stay the same.

    I don't disagree with it, but it's not a Ruin nerf. So everyone having a tantrum about you daring to touch their precious Ruin is looking a bit silly...

  • All of these things can vary by map, killer, team mates. In the end we'd end up with a complicated system that probably isn't any more accurate.

    Ultimately, if you're consistently escaping/killing more than avarage, then you're doing something (whether it's playing better, or using cheap tactics, doesn't really matter) that your opponents can't compete with. Thus, you get matched with higher MMR opponents who can compete.

    Using kills and escapes as the metric makes sense, the nuance is in grading a kill or an escape, and how much that kill or escape should influence your MMR.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2550203#Comment_2550203

    It wouldn't be an issue if they hadn't taken 2 years to implement this system. Or if it took into account what had been done over the course of the game.

    But it took 2 years. For this. For a system that only measures kills and escapes when the devs themselves literally said that that was a garbage system.

    That it took 2 years... yeah I agree.

    But that last part is disingenuous.

    The original system that they say failed only took into account kills and escapes. This new system revolves around kills and escapes, but the amount at which your MMR increases/decreases is more complicated and based on things like how long it takes to die/escape/kill, and in what order.

    It IS more complicated and nuanced than just dying or escaping, and that fine tuning is likely what makes this system work while the first one failed.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2550183#Comment_2550183

    "Something must be working"?

    After all of this you want to rely on faith that "something must be working"?

    I prefer to go more by results than feelings.

    You can feel bad about this system as much as you want, but it's working.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2550189#Comment_2550189

    At least it didn't give the boost to the person doing literally nothing all game :)

    You need to stop treating MMR as a rank or bragging rights. Losing MMR isn't "being penalised", it's literally just a way to match you with other players.

    If you're doing something that is consistently getting you escapes, then you're doing something your opponents can't compete with. Therefore you should be matched with opponents who can.

  • That's only one game.

    Of course there are outliers, but the main factor is the pattern.

    If you are consistently getting more kills/escapes, then you're obviously doing something right. Regardless of whether or mot it's due to skill, or cheap tactics like camping, you're playing at a level that is objectively above your opponents. Therefore the system should react by matching you with higher 'level' opponents to compensate, opponents who can stand up to your skill/cheap tactics.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2549399#Comment_2549399

    Hell I'm genuinely convinced Point based Pipping was better

    Except, in practice, it wasn't.

  • @vacaman said:

    Ironically the old pip system worked better

    Except it didn't.

    I was stuck with a never ending bardage of sweaty seal team teabags as a killer under the old system.

    Now my games feel fair.

    So something must be working.

  • Yes.

    It's already immensely better than the old system.

    The game is too complex for a defined assessment of skill, there's multiple ways to play and a lot of RNG, but this really is the closest we're going to get.

    People have been begging for a definite win condition for years, well now we have it, kills/escapes.

    Ultimately, if you're consistently getting a lot of kills/escapes (regardless of how you're getting those kills/escapes) then you're playing above the level of your opponents, so the system should recognise that and increase your MMR.

  • @Mooks said:

    Yeah. I also thought this. They did say it wouldn’t be only escapes/kills but now..

    i defended their take on SBMM as well. My matches did get better or at least not worse. But.. having these contradicting statements and having such a basic system after such a long development time.. this feels underwhelming.

    Have to agree with this.

    The new system is still better than the old one, but jesus, did it have to take so long?

  • Considering the old rank based matchmaking, it was a realy low bar to improve upon. So I'm not really surprised that basing MMR off kills/escapes is still a better system.

    After all, if you're consistently getting kills/escapes, then you're obviously doing something right, and your opponents are obviously below your skill level.

  • At the very least you shouldn't be able to lose pips in Ash grades, just like it used to be with ranks.

    It's frustrating having to spend two weeks just trying to reach bronze.

  • @Kira4Evr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2547603#Comment_2547603

    Wdym? I don't blame anything on MMR, if anything I have more fun with the new MMR. When I said that I don't care about my MMR, I meant that I don't care if I escape or die, as long as I have fun. Maybe I was unclear with what I meant?

    I was agreeing with you and adding to it.

    Hence the "This." followed by a paragraph break.

  • @Kira4Evr said:

    Am I the only one that doesn't give a ######### about MMR, as long as I can have fun? Like, why should I use my brain when I can throw pebbles at the killer?

    And why should I try to get a 4k when I can stand still and miss my Huntress snipes :)

    This.

    If you just stop giving a crap what you or your opponents MMR may or may not be, and just play the game, as it was intended, then I guarantee you'll have a much better time.

    You won't always win every single game, accept it, instead of blaming it on MMR that you can't see and have no evidence that's the reason behind it.

  • @Heartbound said:

    Oh no not my MMR.

    I am a bit tilted since I'm trying to do the stun/blind a killer 4 times in one match. High MMR killers don't make setting those things up easy, let alone 4 times in one match.

    Make sure you're using Blast Mine. You get a stun and a blind in one go

  • Maybe one proc per gen, so Ruin doesn't hive any additional mileage. Maximum 5 times per game. But still at 70%.

  • Alien.

    Not Xenomorph, but the classic Grey. "The Grey" in fact. Long slender limbs, cold jet black eyes, and telekinetic powers for grab/hook animations.

    Power would be a beam of light from the sky that holds survivors in place for a few seconds, but that might be a tad too similar to Pinheads style of slowdown.

    Perks would involve obfuscation and mind games using status effects.


    The Mechanic.

    Covered in leathers, with a welders mask. Main weapon is a wrench, with a makeshift flamethrower made from a blow torch with a spray can for the power.

    Power would be a short ranged Flamethrower attack. A sustained burst of fire applies the deep would status, which decreases at 200% while within the flame. So kinda like a cross between Legion and Bubba. Getting clipped by the flame would be like getting hit by Legion, but getting trapped in the spray would rapidly progress your deep wound until it hits 0 and you go down.

    Perks involving gen regression and trapping gens, like a reverse blast mine.

  • You get to reroll once a day, that's more than enough.

    30k BP isn't that much.

  • How about no?

    MMR has been nothing but an improvement.

  • @ReviloDBD said:

    https://forum.deadbydaylight.com/en/discussion/285325/to-the-stretched-res-users-out-there

    How does stretched out res even work? Is it because of their monitors? I don’t think I get it - does the game look weird? I feel like it would just bother me

    It forces a resolution that adds nearly double the height of the screen vertically.

    It then squeezes this larger portrait screen into your landscape monitor so it 'looks' stretched out sideways, but the added visuals are at the top and bottom.

  • Cleansing counts as healing, so yes.

    Try a build that doesn't encourage cleansing. Faster infection add ons, no Thanatophobia or anything that penalises being injured. Maybe even stack Exposed effects, Star Struck and Make Your Choice together probably give the most "what's the point in healing?" outside of playing simply myers, ghostface or legion.

  • My games have been much more consistent and fair since MMR came out.

  • @dallasmedicbag said:

    can anyone confirm if the stretched res on a nurse's fatigue lets you see higher? i'd love to try that ;')

    It does and there's footage of it. I think it was Tru3 T4lent who tested it.

    This is a little more niche though, and I'd argue that vertical FoV increase for killer isn't much of an issue as the camera is stationary. (Not on an arc track like survivor)

    Horizontal stretching would aid killer more but I've never seen that done.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2543715#Comment_2543715

    What's fun about knowing if you win a couple of matches you will get stomped in the following matches after that?😅

    You don't....?

    MMR doesn't change that quick. I haven't had any issues with it. None of my games have felt unfair under SBMM.

    Literally just stop worrying about MMR, play each game as it comes, and your experience will be far better than stressing over whether or not your opponent was a higher or lower rank than you.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2544109#Comment_2544109

    I mean.. the next two chapter could theoretically be licensed (at least one of them)

    we had only one license and 3 originals last year so 3 licensed and one original (with Hellraiser/Hour of the Witch essentially split) they would still have 2 licensed/2 original on average ;)

    and we still have a new map confirmed for this year while originals seem to be still on hold because of the Realm Beyond updates.

    It's confirmed 2 licenses and 2 original chapters for this financial year.

  • If there's more Chucky stuff coming out in October then I'm afraid it's terrible timing.

    October is the midchapter with an original survivor, and the next two chapters are also both purely original content.

    The next opportunity for a license is the 6th anniversary.

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