Seraphor
Seraphor
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- Seraphor
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MYC discourages both camping and tunneling.
"Proxy camping" is a ridiculous accusation. The killer is going to go where survivors are, survivors are literally the killers objective.
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@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/2494290#Comment_2494290
Your opponents are supposed to be your tier all the time if SBMM is working correctly. Not good tier. Not bad tier. Your tier. And since you don't know what your tier is, you can't know anything about your opponent tier other than it matches yours.
Like I said, you will know if your opponents are playing well. You can tell.
If you can't, you're not in the top 25% yet.
More experienced you get, the more accurately you can gauge your opponents skill.
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@Bluebird said:
I've said it before and I'll say it as many times as I need to, I'd gladly go months without any new content or balance changes as long as they rebuild the game with brand new code that's stable enough to support the new content.
Are you willing to go years instead?
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@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/2494277#Comment_2494277
"Now, when you get better, so do your opponents. That's competitive." - that's correct. But without any measure, you have no idea if you are better.
A good player will know when their opponents are top tier...
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With MMR it's precisely as competitive as you want it to be.
With rank based matchmaking, everyone grinded to rank 1 ASAP, and then you had a massive pool of red/purple rank players to match with, with wildly differing results. How is anything about that 'competitive'?
Now, when you get better, so do your opponents. That's competitive.
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And yet people are also furious that this chapter only came with a killer. You can't please everyone.
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Isn't there a sale on now until November 17th?
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Could work as a daily ritual or a challenge. Instead of " use perk x" it's "don't use perks x y or z"
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From my experience, chains don't spawn when solving the box, but they do spawn the instant before you start solving it, and take a second or so before they hit you, so you can very easily be caught off guard.
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@CaenumPlays_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2491176#Comment_2491176
You didn’t even read. I lost intentionally to see if it affected the players I was put with and it seemingly didn’t ergo the MMR system isn’t working.
You "lost" according to your own personal win conditions.
You hooked everyone once, that's 1/3 of the killer objective and spread out among all survivors.
That could be enough to maintain your current MMR, similar to a safety pip.
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These DBD copies always seem to do the same thing. Overcomplicate things and make it possible to 'kill' the killer. They always seem unbalanced to me, and use massive maps that aren't designed around the gameplay. If they do take off, and people start to figure out the finer points of the system, it's going to end up wildly unbalanced.
I like the 80s twist though, it could use some tweaking and the animations are janky AF but at least it's style looks good.
Maybe with a better budget and some actual iconic 80s creatures it would be cool. It could potentially compete if it had: Chucky, Gremlins, Graboids, Firey's (Labyrinth) and other goofy 80s creatures.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2490165#Comment_2490165
Fair, maybe I should increase it to 35/30/25 seconds?
I just don't think permanently eliminating essential info for the killer is a viable perk. The killer shouldn't be forced to break a boon totem, it's simply an option if they happen to find it. A minor risk to the survivor that their perk could end up disabled.
This would essentially be a survivors version of NOED, except "just running out the exit" isn't something the killer can do in this case.
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That sounds ridiculously OP. It would only take one 40s chase to eliminate 4 gens from the killers view, and then the killer is pretty much forced to seek out the Boon totem.
The killer might not even notice at first, if it's just one or two, and that makes 2 gens that are completely safe to repair.
No Boon perk should force the killer to find the totem like this, even most Hex perks can be ignored if you really want to, even Ruin has no power if you just genrush. This is legitimately stronger than any Hex perk, and a boon perk should only be 1/4 of a Hex. (still four survivors)
Killers don't have time to seek out totems, they're a side-objective for survivors. So they need to be things that are reasonable for survivors to spend time finding a totem setting up.
Inner Strength is basically a boon perk, it requires cleansing a totem to power. So boon perks should be similar to that, just with a semi-permanent effect that the killer might disable, if they find the totem.
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People are already complaining that this chapter only came with a killer...
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I once saw a chest that was about 20 meters into the ground on Autohaven using Detectives Hunch once.
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Wait... where are those vaults?
The vaults at the bottom of the screen are the ones upstairs... the circles ones are... flying somewhere above the map.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2490089#Comment_2490089
That’s a great point of view. Sadly most people don’t see it that way, they pretty much announced that they will complain no matter what..
Read what he said again, it's the same thing, and he's literally been making threads complaining about it on a weekly basis.
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No they should require set up time for survivors, so automatically spawning is out of the window. I'm a little disappointed that they don't require you to first cleanse the totem (ensuring it takes over 14 seconds to set one up) but I hope they do take at least as long to bless.
They're not going to be as strong as Hex perks (there's still four survivors, four boon perks, so boon perks have to be no better than 1/4 a Hex perk)
So providing they get the balance right and it still serves as an additional objective for survivors to complete, then that's fine.
They shouldn't really be much different from Inner Strength. That gives you a free heal for the cost of cleansing a totem. So it's just perks that require you to 'cleanse/bless' a totem, for something a little more permanent than Inner Strength, but can be taken away by the killer.
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@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/2490012#Comment_2490012
Hasn't worked that way for me. The first night of release, the 8th, everything seemed fine. No stomp matches, all were close games. I was happy.
But on the 9th and 10th, I've played a total of 20-30 matches with Myers, who I also played on the 8th. Match after match, I can barely get 1 or 2 hooks before it's match over. And at no point in those two days did my MMR seem to drop or anything even remotely stabilize to being fair or balanced.
I'd also like to point out that I have never hit red ranks, never went on win streaks, never cared whatever the heck the meta perks were, and always just played whatever Killer or build struck me at the time on the Killer screen. Many times, I would just meme around and let some survivors escape. I've never taken this game seriously. I have symmetrical PvP games for serious play.
So, why after that first night where SBMM seemed to be working, have my next two night of 20-30 games suddenly been complete stomps against me where I can barely get hooks? And the MMR has not seemed to drop at all, on the same Killer?
Something isn't working right. It's good that some of you are having SBMM function has it should, but having it function as intended should not be a roll of the dice.
You also have to factor in the survivors MMR. Maybe their MMR is too low. Combined with yours being too high, makes for a double-whammy MMR skew. The data being used for MMR is data gathered under rank based matchmaking, which means players who are boosted, or smurfed, or simply (un)lucky in matchmaking in the past, would have inaccurate data. In which cases, the system needs time, and new data to adjust.
There's also the issue of a killer baseline MMR. Meaning that MMR is not entirely separate for individual killers. It might be that this baseline isn't calibrated correctly, and so BHVR will need to address that. If it's consistently skewed like this for you, that could be the issue. The baseline could be based on time played, or devotion level or something like that (who knows), which might explain why certain player groups, such as mid-level killers with a lot of time in the game, might have upwardly skewed MMR.
Maybe I lucked out, with an average killer skill level, and an 'average' total play time (I've been playing one year exactly now, which isn't much compared to a lot of people), means I have a more accurate killer baseline.
You mention it shouldn't be a 'roll of the dice', but that's exactly what the old matchmaking system was. Most games weren't a fair trial, it was either seal team teabag, or a sack of potatoes, and neither made for a satisfying game. This might still need tweaks, but at least it's not a complete crapshoot.
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@boogerboy123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2490012#Comment_2490012
no matter what killer i use i just get demolished. im not even that good!
If you think your MMR is too high, keep playing until it drops.
It's possible that the old matchmaking put you against lower skilled survivors more often, so you did really well against survivors who didn't stand a chance against you. This would have inflated your MMR, so when it was unshackled form your relatively low rank, you were suddenly put against what the system thinks is your equals. If the system got it wrong, then it needs new data to adjust.
As for me, I was in purple ranks before. That's decidedly 'average', but due to the rank system, it meant I could be paired up with red ranks very easily. So I was routinely being demolished by survivors under the old rank based system, when under MMR, I'm not at that level.
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Seems to be working a charm for me. So I'd say it's here to stay for the long haul.
People are really overreacting about MMR. It's just slightly more accurate matchmaking, mainly by removing the extreme outliers (getting absolutely demolished or demolishing potatoes). There's no negatives to that. It removes the matchmaking as a deciding factor in the outcome of a match (I lost because I went against higher skilled survivors, not because I played badly, etc.) and instead your own performance is a much bigger factor, as it should be.
Even the streamers who were fanatically against it in the past are saying it's not that bad.
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@Seraphor said:
Maybe because people don't have anything to say when they're content and stuff is working as they expect it to.
The forums are for complainers.
As for me, SBMM is working ok. Nothing too sweaty, nothing too easy, not yet at least.
As killer, I've had some tough games as Wraith, which is to be expected because I've been maining him recently and winning a lot of games. Meanwhile I went back to Plague who I haven't played for a while due to her not being viable at my past rank, and the games were markedly easier, while still being challenging.
Maybe I lucked out on the killers I chose to play, in that my predicted MMR was pretty close to where it should be. I've still got other killers to try yet.
Can confirm my Doctor MMR seems about right too, maybe slightly lower than I expected. I usually do quite well as him, but occasionally get demolished by PC and/or SWF players on Coldwind.
After about 5 games today, all were... comfortable. 2 4Ks, both very close and 3 3Ks, one of them was a hatch, all of them made me 'try' to win, but weren't ridiculously OP seal team teabag as usual.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/279323/sbmm-praise
Yeah, it’s funny that the people who were saying “If you don’t want MMR it’s just because you’re a sweaty and want to win every match by stomping babies!” now seem to want MMR gone because they can’t win matches, lol.
Do you have anything to suggest that it's the same people?
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Maybe because people don't have anything to say when they're content and stuff is working as they expect it to.
The forums are for complainers.
As for me, SBMM is working ok. Nothing too sweaty, nothing too easy, not yet at least.
As killer, I've had some tough games as Wraith, which is to be expected because I've been maining him recently and winning a lot of games. Meanwhile I went back to Plague who I haven't played for a while due to her not being viable at my past rank, and the games were markedly easier, while still being challenging.
Maybe I lucked out on the killers I chose to play, in that my predicted MMR was pretty close to where it should be. I've still got other killers to try yet.
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Self fulfilling prophecy. Give it time for people to stop panicking and they might stop bringing Keys and Strode Keys every single game.
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Maybe, stop worrying about MMR.
Who cares if that players MMR is raised because they escaped with a key? 1. It's a single match, it probably won't make much of a difference. 2. They're only shooting themselves in the foot is they do it intentionally, because MMR only serves matchmaking, leading to harder matches for that survivor.
MMR isn't a medal to brag about, or a goal to achieve, or something to get jealous about, it's literally just the matchmaking algorithm, working in the background, to try to match players with similarly skilled opponents.
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I suppose PT could get a conditional nerf, something like: Once four generators are completed, the increase to repair speed is reduced to 5% from 15% per survivor.
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I get that survivors like to spend 60 seconds in a chase, looping various structures, etc. And they often to this. But killers can't win if they devote this long to a chase, it means gens get done and they lose the game.
The reason why you like getting 60+ second chases is because it wins you the game.
So basically you're asking for anti-win killers.
"Please can I always win thank you bye"
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Agreed. Raising the cap to 12k per category at least, without actually increasing in game BP scores, probably wouldn't lead to a huge increase in BP for most people, but just remove that frustration of capping out on one category so easily.
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Yep, the Wendigo was rumoured to be an upcoming killer last year. Not likely to happen now though, Until Dawn isn't exactly a huge name and as time goes on it only sinks into obscurity. With 2 licenses per year there are better ones out there. But a home-grown Wendigo would make a nice original killer.
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Low mobility killers will always be inherently worse than high mobility killers. At the top level of play, it's all about effective map pressure, being in four places at once, and only the fast killers can do that well enough.
Low mobility killers can't just be buffed to be viable at that level without either completely reworking their power to give some form of speed boost or teleport, or by making them so OP they dominate at a lower level.
SBMM as a tool to sort killers into their respective skill levels really is the best solution to make all killers viable.
And if that means the top 1% of survivors mostly face Nurse, Blight, Spirit and Wraith... so be it. If you're striving to be the best survivor, don't you want the challenge? Or do you just want to bully a killer who can never stand a chance against you?
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It's random.
You may as well ask: remove one of the numbers of the dice I roll, but only make it the specific number I don't want at that given moment in time.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2484983#Comment_2484983
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 #########.
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.
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@Sypherpathic said:
https://forum.deadbydaylight.com/en/discussion/comment/2484905#Comment_2484905
If one side isn't playing casual, is it a casual game? This is just saying 'the other side is playing stronger than me and I don't want them to!'
This whole game is a casual game.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2484971#Comment_2484971
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.
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.
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You may as well throw in Thrill of the Hunt and Distressing as well then.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2484911#Comment_2484911
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.
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.
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@Morpheus_7_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2484879#Comment_2484879
yes i'm playing the ps5 version ... honestly you are right, the graphics are a little better ... but i've been waiting for the ps5 for so long that i was hoping for a lot more! I'll ask you a question: did it happen to you too that the trophies in the ps5 version were reset?
Of course, it's a different game, different set of trophies.
If you want, you can play the PS4 version on the PS5, and keep your trophies. As I said it might be slightly worse, but still better than playing on the PS4.
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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.
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It's relative to the player and not easy to define, but you can liken it to "playing as if you're in a tournament setting, even though it's a casual game".
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Are you definitely playing using the PS5 version and not the PS4 version on the PS5?
I've noticed a huge difference in graphics, at least between the PS5 version and actually playing on the PS4. (PS4 version on the PS5 might be somewhere inbetween) So much so that playing on the PS4 is no longer viable, I can't stand it, can't see anything in grass/corn, FPS stuttering all the time, etc.
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Picking up the box should give a notification to the killer, so they know where you are, forcing you to either solve it immediately, or run and hide.
Then after holding onto the box for say... 30 seconds, it should give the killer Killer Instinct.
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@OldHunterLight said:
I do it exactly how I play against hag, when someone is injured or when someone is being carried to a hook.
Idk if it's optimal.
That's optimal if you don't want to get chased yourself. But Clowning makes a good point about doing it when he's chasing an injured survivor, as it might prevent them getting downed.
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@Artick said:
https://forum.deadbydaylight.com/en/discussion/comment/2483782#Comment_2483782
I clearly stated "THE OLD MATCHMAKING", the ones which used ranks. Because of this, I assumed that their new matchmaking(MMR) will work the same way and just take the highest MMR.
To my knowledge, they never stated that MMR will be averaged for SWF.
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Grades don't affect matchmaking. At all.
What's more likely is in getting to grade 1 you acheived somewhat of a win steak, which increased your MMR.
Then as the day went on, player numbers decreased, and your higher MMR had fewer like matches to pull from, placing you against the next nearest matches, who also had higher MMR.
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@Artick said:
A while ago they changed the old matchmaking to take the highest rank instead of an average. I assume they do the same thing now, queue using the highest MMR.
What's "a while ago"? Becaused averaged MMR was confirmed only a month or so ago.
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We already have dailies snd challenges to incentivise playing both sides.
It would be nice to have a contextual bonus though. If there's a significant shortage of killers at a certain time, then killer gets a temporary bloodrush event for a couple hours, and vice versa.
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You all really need to stop worrying about the micro adjustments to MMR from individual games.
IF that Jill's MMR is increased enough to affect her matchmaking, then either she plays well and there's nothing wrong with it, or she fails and it trends back down.
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SWF MMR is averaged.
Using entirely hypothetical figures, if you have one survivor with an MMR of 1000 and one with 2000, they'll queue up with s combined MMR of 1500.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2482210#Comment_2482210
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.
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 play as if they were similar to my skill level?"