Seraphor
Seraphor
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@Jplanas98 said:
https://forum.deadbydaylight.com/en/discussion/comment/2482250#Comment_2482250
I also didn't climb from Silver to gold. That's bronze. I started in bronze 2 and am in Silver 4.
My bad, the colour isn't very clear from your photos then.
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- We don't know how long it takes a survivor to bless a Boon totem: It could be more than 14 seconds, which means this is time survivors are not doing gens.
- We don't know how advantageous the perks effects will be. It could be very useful for that one survivor, but relatively inconsequential for the killer. So you could be able to ignore it if deactivating it is disadvantageous to you. (survivors put up with Ruin and just plow through gens without finding the totem, survivors don't bother finding and cleansing Huntress Lullaby, and survivors just rush out as fast as they can against NOED)
- We don't know how long it will take to 'snuff out' the totem, or how easy they will be to find. It could light up with an aura when you're close to it like Hex: Plaything.
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@WeenieDog said:
Ranks can't go down anymore, so they mean even less they did before.
Which is another good point. You appear to have climbed from Silver IV to Gold I, at least. That's 7 Grades, which would suggest you have 'won' at least 14 games (double pips) or up to 28 (single pips). In only 4 hours... that means you've won more than you've lost.
So either you should have a high MMR and face those higher 'rank' players because you are that good. Or you have a higher MMR because you have been winning a lot of games in a short space of time.
14-28 wins in four hours is no mean feat my friend. I'm sure none of these screenshots are from before SBMM was activated though...
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Why are you cutting off the match results? (kills/escapes)
By the looks of the scores, these were very close games.
You are obviously far more skilled than your 'rank' would suggest, which is the entire point of MMR, rank does not equal skill and therefore rank-based matchmaking was flawed. So I'd say it appears to be working as intended.
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Because it's meant to be a hidden mechanic in the background. You shouldn't need to worry about what level of players you're being matched with, if it works as intended. It's meant to be hidden so players can't reverse engineer it and game the system and break it.
Just imagine how much better this game would be if you weren't constantly consumed with matchmaking issues, if you didn't write off every loss as "oh I was obviously paired with better survivors". If the outcome of the match was actually determined by YOU, instead of being predetermined by faulty matchmaking putting you up against opponents who either don't stand a chance against you or whom you don't stand a chance against.
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You know what a good outcome of a match is. If you have any decent level of experience in this game you will know if you have a good or bad outcome, you don't need the system to tell you.
The whole point of SBMM is that it's something that works hidden in the background. You shouldn't have the think about it, at all, because you should always be going against players of a similar skill level to you. Which allows you to focus on your game, on what you're doing, on making good plays, avoiding mistakes, etc. instead of worrying about "is this killer a higher rank than me?" "oh I lost because I went against high rank survivors!" etc.
When matchmaking just works, and you're paired with players of a similar skill, then the outcome of the match is no longer determined by the matchmaking, it's determined by YOU.
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Yeah lets all cry about the falling sky before it even starts getting cloudy.
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They all have separate MMR.
Rank or Grade has nothing to do with how good you are.
Killers share Grade because survivors share Grade. Otherwise you'd have to keep track of 27 different Grades and how would BHVR sort out the monthly rewards then? 10k BP per killer at top Grade?
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"We came" is in the movies.
If the issue is the "I came" memes, then they could just rerecord them as "We came" again. It doesn't really matter if there's only one killer, you could say he's referring to himself and the Entity.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/2481656#Comment_2481656
Unless you have a legitimate source to prove otherwise, you’re wrong. They’ve been gathering data for this. Nobody is starting from scratch unless they’re brand new or haven’t played for months.
Except that the data gathered from before SBMM went live will be less accurate data, due to those matches being under the wildly inaccurate rank based matchmaking. The data gathered from now, will be under SBMM, so it'll be more accurate.
For example, you could be a low rank, or have smurfed, and be a much better killer that you 'should be' for rank... 10 lets say. So under rank based matchmaking you've been getting a ton of easy games because you keep getting paired with mid-rank survivors, when you're really a "rank 4" killer in terms of skill. This would set you up for an incredibly high MMR for SBMM.
Or maybe you just play at off-peak times, which means the old matchmaking just never worked for you, and you routinely went against low level survivors anyway.
Or maybe, like me, you always find yourself against red rank seal team teabag, even though you were a purple rank killer (in terms of skill and actual rank). Which means you lose more games than you win (but barely black pip so you don't de-rank). This would set you up with a lower MMR than you should have.
So in any of those scenario's, your MMR will not be where it 'should be' under SBMM.
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2481864#Comment_2481864
Not really, it means there are 15 trials where the survivors are pubstomped and 15 games where the killer can't do anything.
A working mmr would give 80% of 2K trials and the rest between 1K and 3k, 4K and 0K should be extremely rare.
The game is designed in a way that matches can snowball one way or the other, sometimes at the very last second.
Even a incredibly balanced matchmaking could result in games that could suddenly swing one way or the other and get a 4K/0K.
Which is why; A. it should take a lot of matches to change your MMR, and B. you will need to average a lot of matches to see if it's working.
The idea behind MMR is that result of a match should NOT be predetermined by the matchmaking, which is what was happening under the incredibly broken rank based matchmaking, where you could end up against potato survivors and guarantee a 4K, or seal team teabag and guarantee 1/0K.
If the matchmaking is accurate enough, the outcome of the match will be down to how well you play relative to where your skill level is (or where the game thinks your skill level is), what plays you make, what mistakes you make, etc. not simply because you ended up against someone who vastly outranks you in skill. When the outcome of a match is down to how well you play, then you could easily swing one way or the other based on... how well you play.
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- Why don't the colours make sense? Grey, Bronze, Silver, Gold, Red, same as emblems.
- Yes, they want to make it clear that Grades are not Ranks.
- Nothing to do with maps, it's because Ranks are now decoupled from matchmaking.
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Does he appear 'in front of you', or does he appear 8 meters away between you and where he came from?
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Well it's only 1 out of 4 games according to you, so you should be gaining 2 pips in total every 4 games. Therefore you will rank up.
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This is really no different to how Ranks worked before.
You could be rank 1 and still be worse than a rank 10 survivor, because you can be carried to rank 1 by SWF or sheer luck, and a highly skilled player could derank purposefully of through inactivity through rank resets.
A higher grade player will still be an indication that 'they have experience' in the game.
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The only villain I think would actually fit in DBD as a killer is the Weeping Angel, and even then, their power wouldn't work in DBD, because you'd completely eliminate chases, and they'd only be able to down survivors by catching them unaware. It'd be everything survivors complain about with both Nurse and Spirit rolled into one easily bulliable statue.
I would love something a bit similar though, a killer that gets faster by stalking, and then back down to 115% when visible, and 110% when the survivor is staring at them ala Ghost Face. Would be a decent way of adding in non-chase map pressure.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2480228#Comment_2480228
But is it? I interpreted Elliot facing Pinhead as two separate entities. To that end, there is an argument to be made that Chatterer is not necessarily the kid anymore. In the movies, there is only Elliot or Pinhead. Like when they became human again, it wasn't Pinhead remembering so much as Pinhead literally turned into Elliot. And it is implied they are two parts of the same whole, yet we get the mostly just Pinhead thereafter.
Not that it is super important. I just do not think you should shoot down the possibility. Hell if I know given the Hellraiser movies make Kingdom Hearts seem straight forward. Lol.
Even if you make the distinction that they're two seperate entities. Elliot Spencer exists, and Pinhead exists, they're two characters in Hellraiser, and their lore exists.
Likewise, The Chatterer and 'Jim' are both characters, and The Chatterer used to be Jim. So there's no reasonable way to suggest that 'Jim' is not part of the lore and therefore not (very minor) representation.
The parallel to Nurse is pretty watertight. If Sally Smithson is a character, and her past relationships are canon, which means The Nurse canonically isn't homosexual, even though The Nurse is just some kind of undead spirit hellbent on killing, then the reverse is true for The Chatterer.
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No need to remove Keys. Just remove the Hatch spawning conditions when there are still generators left to repair.
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"They're not human they're Cenobites."
They were all human before they were Cenobites, and in Hellraiser 2 they become human again (however briefly), while in Hellraiser 3 Elliot (AKA Pinhead) even helps you defeat... himself.
So whether or not a Cenobite is human, or can be human again, their human part existed or even still exists.
Again, it might not be good representation, but it's still there.
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@ryseterion said:
https://forum.deadbydaylight.com/en/discussion/comment/2479943#Comment_2479943
Yea but they have seperate teams for all of it. Theres a code team, an art team, an audio team, etc.
Map reworks require all of those things, so if just one is lagging behind...
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@jamally093 said:
I feel like they should disable the offering so that doesn't happen.
I agree, but that could mean making two different changes, and the more things BHVR change the more things go wrong.
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Er... The Entity?
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Four spawn on a map, that's one for each survivor.
The benefit from Scourge Hook is on that survivor being unhooked, so why would you sacrifice a survivor on a Scourge Hook? If they're on death hook, put them somewhere else.
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@meatisadelicacy said:
Arbitrary three month schedule and people will buy new DLC no matter how useless it is. Second time there's been an update only for killers ¯\_(ツ)_/¯ or is there another besides Ghostface too?
Bubba.
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The next Mid-Chapter will be a Paragraph that gives us a new survivor, so the chapter-chapter time period is giving us the same content. Especially if the mid-chapter comes with the next map rework.
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What do you mean the new killer has an 'attack' that 'injures' survivors? Can't you think of anything unique BHVR!?
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Yes lets all panic and cry about the falling sky before it's even started getting slightly cloudy...
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Console?
Go back into the console store and 'buy' the DLC again, it should be Free as you already own it.
Reload DBD.
Enjoy your Demo-boy.
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@PlayEvilDead said:
https://forum.deadbydaylight.com/en/discussion/comment/2478224#Comment_2478224
there is only one killer and four survivors, the killer has no time to spare especially against an even somewhat competent swf to go running around plucking flowers too.
I know that. My point is, we don't know that Boon perks will be strong enough that the killer will be forced to find the totem.
- Killer will most likely find the survivor near the boon totem, so they won't have to look far.
- Killer could easily stumble across the boon totem.
- Killer could put up with the perks effects, just like how survivors put up with Ruin and pound out gens anyway.
- Survivors have to spend time setting up their boon totem. However much time this is, it's time they're not doing gens.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2478129#Comment_2478129
https://forum.deadbydaylight.com/en/discussion/comment/2478133#Comment_2478133
the tutorial section of the menus has this to say about them
Ok sure.
How long does it take to 'bless' a totem?
What effect does it give the survivor?
Is that effect strong enough that the killer has to snuff it out, or could it be more beneficial to leave it up if it means not wasting time searching for the totem?
We don't know these things yet.
Also, this won't be very useful if the killer is running Undying. Killer will see the aura of any survivor attempting to bless a totem, and so even if they get it off, the killer will know where it is.
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We still don't know how they work yet or what the effects will be.
If it gets survivors wasting time setting them up, then it could just as easily favour the killer is certain scenarios.
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@KingFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2477747#Comment_2477747
The Twins chapter came with the PS5 version IIRC.
News to me, I don't have the Twins.
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@SMitchell8 said:
Didn't even get a survivor 🤣
Just like Ghost Face and Bubba. Instead we're getting a mid-chapter 'Paragraph' that has an original survivor instead. Which means in the same time period between Chapters, we still get a Killer and a Survivor.
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Er... RPD isn't disabled. I literally just had a match on it against Pinhead...
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@Saviorace said:
https://forum.deadbydaylight.com/en/discussion/comment/2478033#Comment_2478033
The invincibility frames are bs and don't prock like 60% of the time. I DC they fixed that then I might be open to listening to what you're opinion.
Dead Hard is supposed to be a 'dodge', a last second evasion technique to avoid a hit.
It is not supposed to be an on-demand Sprint Burst.
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@VikingWilson said:
https://forum.deadbydaylight.com/en/discussion/comment/2478038#Comment_2478038
They really ought to slow down and try three chapters a year instead of four, it's long been evident they bite off more than they can chew. Rushing does not make for quality products.
Again, money. They've set a precedent now. Doubt they could make do on only three paychecks a year instead of four.
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Ultimately they fix what they can and release what they have. They're not going to delay a chapter just because they found a few bugs at the last minute they didn't have time to fix. There's money to be made on the new DLC.
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@Saviorace said:
https://forum.deadbydaylight.com/en/discussion/comment/2471061#Comment_2471061
That'sliterally it's whole purpose
It's literally not, but it's the only use people get out of it when they don't know how to use it.
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Can confirm, I'd bought the Stranger Things DLC and was missing those characters. Redownloaded them and they're back exactly as I left them.
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@MonsterInMyMind said:
Grades and MMR are two different thing you're confused running it down mid to lower MMR is still very much a thing until behavior has proven otherwise.
You can't reduce your Grade by depipping.
Your MMR that determines who you get matched with will increase with 'wins' and decrease with 'losses'.
I'm not sure which one you're referring to but 'deranking' is most certainly not a thing any more because Ranks don't exist.
EDIT: You changed your post from 'deranking' to 'running it down mid to lower MMR'.
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@TacitusKilgore said:
Thats a bit of a shame, i was hoping i could start adjusting my SBMM for pinhead so he isn't too much of a pain to play.
MMR will take from your previous play data, it's not starting from 0. So your activity today will influence your MMR when it goes live tomorrow. So start adjusting.
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They literally fixed 32 different things, each of which could have taken anywhere between 1 and 50 hours to troubleshoot and solve.
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Dream Pallets where always trash anyway.
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I think the bug was that it still prevented them from escaping even after they got Victor off.
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@raze_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2477404#Comment_2477404
ok nvm i watched the video. fully. but it still makes no sense to me because the screen is not streched to the outside its more streched to the inside with blackbars?
That's just how it fits into his Twitch output resolution. It's not narrowing his screen at all, it's widening it vertically, and then shrinking the whole thing to fit.
The reason why this gets called "stretched" resolution, is because when this FoV is applied to a regular resolution output, instead of you seeing black bars on the side, the new vertically enhanced FoV is 'stretched' outwards to the sides. So it looks like it's 'stretched' horizontally, but you're getting greater vertical information.
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You still have a base-line killer MMR now, so you won't start with the lowest MMR the first time you play a killer, but it will still be your lowest killer MMR. So yeah the highest MMR survivors probably won't face any right away, but it shouldn't take long for the best killers who play him to catch up. I'd wager less than 10 games, for the killer, so give it a few hours if you really want to face him and think you have a very high survivor MMR.
Though chances are your MMR isn't as high as you think. The whole point of MMR is that ranks didn't reflect skill. Rank 1 consisted of a wide range of skills. Basically a rank 1 could be anywhere in the top 30-20% of the player base, despite there being 20 ranks (so it should be top 5% if all things were equal and accurate).
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In every case where it appears to you that you got a hit, but it gets 'rolled back', every single instance of that happening, the survivor will not see themselves getting hit. That's why it gets rolled back.
So on the survivors screen, they timed it right, got the stun, and got away, perfect timing.
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@Phasmamain said:
4 bbq stacks
4 BBQ stacks with a score of 25k or more.
Bonus if I pip, negated if I depip.
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Triangle isn't the default escape button though, nor is it the recovery button. It seems like you've changed your controller configuration and you've introduced a conflict by using triangle for multiple options.
EDIT: Nevermind, seems it happens with default R1 as well. Still it appears to be a rare bug.
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I would reduce the range to something like 16-20 meters. That way it's still used opportunisticly by survivors in a chase, and doesn't lead to survivors leading the killer on a 5 mile sprint just to get a head on off.