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Seraphor

Seraphor

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Seraphor
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  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2044661#Comment_2044661

    Balance very likely isn't the cause of the queue time disparity. Even in an asymetrical game with perfect balance there is absolutely nothing that suggests that the ratio of players queuing for each side should be such that both sides have fast queue times. These days I play a lot more survivor because I basically only play when I have friends who want to play with me, for example. That would still be the case regardless of game balance.

    Kill rates are 68% at red rank and 56% overall as of late 2020. Killers clearly aren't performing poorly to the point where the people who care about winning are switching sides en masse.

    Everyone I know who plays killer has the same story.

    90% of matches are against red rank teabaggers who they don't stand a chance against unless they play Spirit. Whatever the balancing issues are, it is not 'fun' to play killer at high ranks. You are just an attraction for them to shine their flashlights at and teabag at the exit gates, while you pretend you're enjoying the game.

    It it were fun, you'd get more killers, regardless of the amount of disparity between survivor and killer queues, it would be lessened.

    The SBM fixed this to some degree, at least for the mid-range players. I didn't go against purely red rank sweaties, and when I tried out a new killer I hadn't played before, I actually had a chance to try out their power effectively. With proper MM, you go against players of your skill level, and the game is miraculously fun again.

    But it falls apart at the highest skill level, because there's so much disparity. SWFs are insanely OP at the highest level against most killers, with only Nurse and Spirit posing any kind of threat.

  • Head On, no contest. There's nothing more satisfying than stunning a killer as they walk past your locker.

    For killer it's a little more difficult, but probably Devour Hope or Haunted Grounds. HG is great for it's "gotcha" effect, but DH feels like it takes some skill to pull off (with some luck that it doesn't get cleansed too soon) and that makes it more rewarding.

  • Well you should be questioning why you can see the Killers aura when gens get completed. Then stay as far away from them as possible when the gates are open.

  • @My_Aespa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2044446#Comment_2044446

    Well, since the killers don't need to pick you up when you get mori'd there is no chance for DS

    Hence why I suggested it only triggers when you've picked them up and put them back down...

  • Something as simple as "Exit gates are opened 20/35/50% quicker when in the killers Terror Radius if you are the last remaining survivor" would be enough frankly. Something that synergises with Sole Survivor, and competes with Hope.

  • I play on console and my average ping is around 30-40.

  • I don't blame people for rushing gens, that's their objective.

    I blame the game design, which makes lower skill brackets incredibly killer sided, while higher skill brackets (which should be more fun) are incredibly survivor sided (which makes it very unfun). This leads to less people playing killer at higher skill levels, which means those higher skilled survivors end up matched with lower skilled killers, which has a knock on effect and leads to barely anyone playing killer.

    A huge part of this is gen speeds. Experienced survivors know how to be efficient, which involves doing gens as fast as possible, which is impossible to counter as a killer without high mobility (Nurse, Blight, Spirit) because you can't be in seven places at once.

    As a mid-rank killer who inevitably goes up against top rank survivors who are 'efficient on gens', you can have 3 gens pop before you've even hit a survivor. Then have the next gen pop while you're hooking your first survivor, and then while you go off to pressure the remaining three gens, that survivor gets rescued. You now have 4 survivors doing three gens that you can't defend all at once, even with a good 3-gen set up, because you're banking on having eliminated at least one survivor by that point.

    You literally can't down survivors and defend the gens at the same time, because doing one makes the other impossible. Down a survivor? Last gen gets completed. Spend all your time kicking gens? No chance to down a survivor.

    This is all perceived as 'gen rushing'.

    How do you level the playing field between the top end of play and the more casual skill brackets?

  • That sounds way too strong.

    Maybe gain a 5% haste for the 4 seconds you can see their aura, but more than that seems a bit too strong.

  • Hmmm... could there be an imbalance between Killer and Survivor, and could this be an explanation as to why nobody plays Killer, making Survivor queues so incredibly long, and causing problems for effective matchmaking?

    No, it's all of the people who are wrong.

  • What if he refills fuel from generators? Built in gen pressure as he has even more reason to patrol them.

    The 'burning' would be like Trickster lacerations that don't drop off, and can be applied manually (like Plague/Trickster) or via igniting the ground that the survivors run through.

    Hmm... now I type it out it sounds quite similar to Trickster/Plague.

  • @Caleegi said:

    Yeah its #########, they are trying to fix it with the MMR system and even if they dont admit it its obvious they were playing with it before they officially said cause every week it felt different. Even if they deny this.

    when we had the official mmr come out for testing it wasnt better, my lobby still looked like a rainbow.

    They definitely weren't testing it before they said, or at the very least, hadn't tested out the individual killer MMR before.

    I occasionally try out new killers, which usually puts me against red ranks as usual, where I don't stand a chance. However while the SBM was being tested, trying out new killers put me against all newbies.

  • @My_Aespa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2043243#Comment_2043243

    I just don't think that a mori of any kind should be basekit, that's just my opinion... @ me if you want but once again, it's just my opinion

    Not even if you still get a chance to DS? At most you're losing 43 struggle bloodpoints. Then it's purely a matter of animations, and finishing the match a bit quicker.

  • So you don't automatically progress hook states at all? So the first two hooks pose no threat whatsoever? And other survivors can take as long as they want doing the other gens while you just 'hang out'?

    Nah. There's plenty of other ways they can discourage camping, more 'within 24 meters of the hook' perks, more gen pressure perks that require you to go to the gens, etc.

    At most, they could remove the display of the hook timer from the killers screen.

  • You're not meant to be able to wiggle free every time. It's only there to pressure killers into finding a hook straight away instead of taking you for a tour of the map and holding you hostage.

    That said, I've lost count of how many times I haven't been able to get to a hook in time as killer. Usually on The Game or Midwich, although I had one on Macmillan earlier where I was bodyblocked.

    Which is another point. Other survivors can body block the killer carrying you, and make it very easy for you to wiggle free.

  • It worked brilliantly for me.

    I'm typically a high-purple/low-green rank in both Survivor and Killer.

    Killer for me is usually sweaty red ranks, which is not a fun experience. I feel forced to play Spirit or Freddy, and still get my ass handed to me by teabagging dwights.

    With the SBM turned on, I faced survivors of a more-or-less equal skill level. Fights were less sweaty, but still somewhat challenging. In about 5 or 6 matches, I got one group who were seemingly inexperienced, but the other 4/5 were very evenly matched, lost a couple, won a couple.

    I then switched to a killer I hadn't played before, Bubba. 1st match was brown ranks, too easy to just M1 everyone. 2nd match was yellows, and I had to actually work to figure out how to play Bubba. 3rd match a mix of yellows and greens and that's pretty much where I stayed for a couple more matches.

    Survivor was also better. I usually play SWF with friends who are red-green ranks, and we most often get sweaty rank 1 killers. With SBM on, it was more of a mixed bag, and the games felt fun and more or less equal in skill. We didn't all escape every game but we didn't get slaughtered by Blights and Nurses either.

    All in all, it seemed to work perfectly.


    Most of the complaints against it seem to be from red ranks. Maybe that just goes to show that red ranks aren't balanced...

  • @Nathan13 said:

    I would've been cool if they made the timer pause when you go down.

    If they reduced the time, to say 20/25/30 seconds, then had it pause when downed, that would be a decent change and make it effective at anti-slugging too. It would also synergise less with Unbreakable. People run both of these to cover both bases, but now DS would essentially cover what Unbreakable does to an extent as well, reducing the effectiveness of it. You could still run both to get 2 second chances, but you could more afford to not run Unbreakable at all.

  • Idea for a new perk: Trading your 4% for no button mashing.

    You no longer have the ability to attempt to unhook yourself and you no longer have to manually Struggle when in the 2nd hook state. Both 1st and 2nd hook states give you frequent skill checks, you must make the skill checks to prevent immediately progressing to the next hook state. Successful Great skill checks pause entity progression for 4/5/6 seconds. When rescued from the hook, you and the survivor who rescued you make 50% less noise and leave 50% less blood trails for 8/10/12 seconds.

    (1st hook state gives you approximately 5-8 skill checks in total, 2nd gives you approximately 8-12 skill checks in total)

  • Breakable vaults = Pallets that can't stun

    Buildable windows = Pallets that can't stun

  • Killers already have two objectives:

    Kill survivors.

    Protect gens.

  • I'd even take a Yellow Mori as base kit if it only activated after dropping the survivor, which would mean giving them a chance to DS. With that out of the way, there's no reason for it NOT to be base kit. So basically...

    Base: You can Kill the last remaining survivor, if you have picked them up and dropped them.

    Cyprus Mori (new): You can Kill the last remaining survivor by your hand. (do not need to drop them so don't give them a chance to DS)

    Ivory Mori (new): You can Kill one survivor by your hand when on their final hook per trial. (does not count last remaining survivor, so up to 2 survivors can be Mori'd if used correctly)

    Ebony Mori (new): You can Kill three survivors by your hand when on their final hook per trial. (does not count last remaining survivor, so up to 4 survivors can be Mori'd if used correctly)

  • @DoomedMind said:

    Man why everyone is saying "doing bones" is the way to counter NOED, it's so wrong.

    If any survivor immediately cleanses a totem when he sees one, there will probably be at the end one or two totems that are extremely well hidden, making NOED powerful as hell.

    You want to be prepared to NOED ? Don't cleanse dull totems, and always remember where they are. If there is NOED, go to these dull totems you saw, you will probably find NOED.

    This 100%.

    Every dull totem you cleanse, you reduce a potential KNOWN spawn point for NOED, leaving only the UNKNOWN spawns left.

  • A nerf I'd be happy with is if the Exposed status hit as soon as the final gen was completed, instead of when the next person is hit.

    This would give you some warning and opportunity to find the Hex, instead of baiting a hit expecting to just lose one health state and instead losing both.

    People say "do bones" and "It's not too late" but if you're the first person hit it literally is too late and you're #########.

  • Lots of people seem to like this combo, but it doesn't sit right with me.

    If you're banking on Ruin getting cleansed early in the game, then Corrupt is a much better choice.

  • @Steel_Eyed said:

    God I hope not. Some of us were not allowed to play our favorite killers because the MMR rating was too high.

    Complete opposite scenario here.

    Normally I play Spirit/Freddy/Hag, normally against red ranks, and it's a sweat fest if I care about kills, otherwise I'm just the attraction for other players to teabag and shine their flashlights at.

    With SBM on, I faced players of equal skill rank with Spirit, matches were actually fun without being too easy, and when I tried a new killer I hadn't played before, I started with brown ranks, then yellow, and settled on green.

  • I'm not sure who the killer would be, but a LOST chapter would be very fitting for a variety of reasons.

  • Even with Small Game, I've had to search for ages for some totems.

    There's a spawn on Dead Dawg Saloon where it's tucked in behind a barrel and it's virtually impossible to find if you don't know exactly where it is. Small Game was useless for it, all I knew is that it was somewhere around that building, still took me a few minutes to find it.

    There's also the side rooms in the main building on the same map. Small Game doesn't discern between floors, and you never know how to get into those rooms. Some are through a window from outside, some inside, and one time I was looking for a totem in there, also with Small Game, and I worked out that it must have been inside a room that was COMPLETELY blocked off. Window was blocked up and the only entrance was a door with a breakable wall that the killer had not yet broken down. That was a completely broken spawn for many reasons, and I never found out if it was a Hex which would have been even worse, but at least if I could have seen the aura instead of "roughly in the area" it would have saved me about two minutes searching, losing time to the killer and potentially costing the game.

    If it was buffed to display aura's however, it would need to be nerfed in some other way. Maybe it can only trigger once every 60 seconds instead of every 15 seconds, and only displays the aura for 2/3/4 seconds. There's still a chance to miss it then, or not completely pinpoint it's location, but at least it's better than "somewhere in [this] direction"

  • People can already do this with the rank based MM...

  • "Why do people make decisions that I wouldn't have made?"

  • A couple of perks could do with some slight nerfs.

    The majority of lesser-used perks need to be buffed.


    DS: The nerf is ok, but it's still a bit of a lopsided perk. It's like a Hex, it's really powerful, so they've tried to give to a ton of downsides (maybe too many?) but that doesn't stop it being insanely powerful at the right time. I'd make it require a certain amount of wiggle progress. Not too much, just about 10-15%. This would mean if you're literally sitting under a hook you probably won't get it off, but in all other cases, you're actually wasting more of the killers time and making them question whether or not someone has DS at every moment they're carrying you.

    Meanwhile, buff Power Struggle: Remove the wiggle requirement entirely. It already has a drawback in that you have to be passing through a pallet. DS has no conditions at all.

    Unbreakable: There's no downside to this perk at all, and it allows you to do something you can't otherwise do. The other ones, No Mither and Soul Guard, have specific conditions or serious drawbacks, so why would you bother running them over Unbreakable? Perhaps after you've used Unbreakable, your recovery speed is REDUCED by 25/30/35% instead, either just in the dying state for the remainder of the match, or for all healing speeds for the next 120 seconds.

    Why run Babysitter over Borrowed Time? Nerf BT: Your movement speed is reduced by 5% and the killer can see your aura for 6/8/10 seconds after you unhook a survivor within their terror radius. This way the killer can more easily tell that you have BT and know to go for you instead.

    Buff Babysitter: Increase times from 4/6/8 seconds to 8/10/12 seconds. Add in 'sounds of pain are reduced by 50%' as well.


    In general, make more perks like WGLF and BBQ that give out bonus blood points. With some added variety.

    WGLF goes back to the 50% per token with a maximum of 200% BP bonus, but only for the Altruism category.

    Nerf Prove Thyself to 5-8% per survivor, but buff the Bloodpoints for the Objective category.

    Maybe Boil Over gets a Survival bonus every time you successfully struggle free of the killer.

    Deception: Gains a token every time a killer checks a locker you just tapped for bonus Bold points.


    BBQ gets the same treatment, 50% per token for a max of 200%, in the Sacrifice category.

    TotH get's buffed as well to cover the Hunting category.

    Blood Echo could get Brutality bonus for each unique survivor hooked.

    Hex: Blood Favour could get bonus Deviousness when a survivor tries to drop a pallet that's held in place.

  • Nurse and Blight (consle player here)

    Also to a lesser degree, Clown, Trapper, Bubba and Billy. I have played Bubba and Billy and I cannot stand the chainsaw mechanics. Trapper is boring and weak, just can't stand the Clown.

  • Unbreakable could do with a greater cost.

    Sure it only works once per game, but you're lucky if you'd get a chance to use it once a game, and when you do, it's insanely powerful, catches the killer off guard, undoes their objective.

    Something like "after recovering by yourself with Unbreakable, you suffer from the Broken status for 60 seconds" or something like that, could be fair. Or make it an exhaustion perk so you can't pop up and immediately Sprint Burst away or Dead Head out of a hit.

  • @Tillablerhino44 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2034752#Comment_2034752

    This is a killer based game to promote the next killer they never promote survivors so for the illusion that somehow this isn't killer based and doesn't pander to killers is insane I mean I complained about ebony mori when I used with iri huntress my thought was this is broken same thing I feel about chainsaws or dream projection with freedy at least they fixed his lunge or maybe I got better at jukin him not sure.

    What is this word vomit?

  • @Pirate said:

    https://forum.deadbydaylight.com/en/discussion/comment/2033552#Comment_2033552

    You have a very ignorant opinion, you want the game to adapt to your taste without adapting yourself.

    don't want to be in red ranks, because I don't want to play against red rank players.

    That means you dont want challanging games you want just games that makes fun for you. Every single person playing this game wants to have fun, unfortunatly there are toxic survivors whos fun is to make you not have fun. If every killer can choose noone would want to play against those extremly good survivors, but someone has to.

    I don't mind losing, I allowed myself to de-rank to green with no loss of sleep or pride

    If I understand correctly you are abusing the current ranking system be deranking on purpose to play in lower ranks where people are less skillful. Did you ever thought about people in lower ranks also dont want a smurfing killer as opponent? You are just focusing what is good for you and you dont think that those "fun" games are very frustrating for the people you are playing against.

    I notice you ignored the comment about the matchmaking test.

    I did not ignore anything you just did not say anything of value.

    By the by, it's not an irrational expectation to think the winning party shouldn't tell the losing party to kill themselves. Closing the chat isn't addressing the problem, it's actively enabling it, and I enjoy talking with the better people of this game far too much to let someone who is clearly in the wrong dictate what I do. That's quitter talk.

    I dont know who you think I am, but I am a killer main Rank 1 and I just play any swf team. I have seen more toxic comments, insults, death threats, cheating-accusations and harassment with friend invites and profil spam. What made you think that I think beeing toxic is ok? If you cant handle it just close the chat! The only reason you are not doing it is because of your pride. Just close it for a week and after 1 week think about reopening it or not. The answer will be shocking.

    You're assuming a hell of a lot here.

    It's incredibly easy to rank up as killer, without actually being that skilled with most of them if any of them. Spirit, Freddy and Hag for example. As a result, you are propelled into matches with red ranks, and people far, far above your skill level. Then you can't avoid them, and you become unable to play any other killer without getting "bullied" for it.

    I'm not a red rank killer, I can't contend with the elite commando SWFs, but I face them 90% of the time because I've just hit purple.

    Tell me; is de-ranking abusing the system, or is it fixing it?

  • I had the opposite experience.

    I mainly played Spirit, Freddy and Hag before, and got to rank 6, and which point I nearly always got rank 1 survivors and most of my matches were sweaty. This meant I could never play any other killers.

    With the trial SBM, I finally faced survivors of my skill level again and didn't have to sweat, not only that, but I tried out Bubba for the first time, was totally ######### with him and couldn't use his chainsaw at all, but it didn't matter because it put me against yellows and browns.

  • @MonsterInMyMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2033188#Comment_2033188

    1.) In order for a killer to win at the highest MMR there has to be a weak link you need a survivor out of the game when there is 0 weak link you will lose 100% yes.

    2.) No one said i need to win against people below my skill level but i realize people that know how to 3 gen split and 3 gens are done by the time i down one survivor predropping pallets then yes the games over.

    3.) Yes it has shown this game at the highest MMR is unwinnable and should be scrapped its not going to work no tweak in the world could fix this problem.

    This isn't a balancing issue this is if you are a good killer and face the top 10% of Survivors you are going to lose based on gen speeds perks and of course more factors like maps point is you are free to believe what you want too but no fix in history could balance around survivors splitting on gens good luck.

    Nothing can fix balancing issues while we patch up the holes with broken matchmaking and pretend there's no problem, sure.

    Gen speeds are a huge issue for coordinated SWFs. Add in early game gen slow down mechanics, new objectives, etc.

  • @MonsterInMyMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2033136#Comment_2033136

    No it doesn't period the system does not work and should not come into the game. If you ask me honestly the bloodpoint system was better then this atleast killers had a chance to have fun at the highest rank with this ######### im lucky if 3 gens don't get done off downing one survivor with how they pre throw pallets while people 3 split on gens it's not fun.

    Point is dbd isn't a fully competitive game and those who want it to be will be the same ones only playing survivor because they will realize killer isn't winnable at the highest MMR.

    So you're saying:

    1. At the highest skill level, survivors and especially SWFs have a huge advantage. That it's not possible to win as a killer at the highest level.
    2. You can only win as killer by beating players far below your skill level, and therefore the game is only bearable with the broken matchmaking we've had for the past x years.
    3. Actual SBM has shown this to be true, and therefore has turned the game into an unfair, unwinnable mess.

    But your conclusion is: "Scrap SBM!"

    Rather than "Actual SBM has highlighted balancing errors so that they can be addressed"?

  • The last 24hrs as killer have been AMAZING.

    I usually face the rank 1 sweat squad every time, so I'm forced to play Spirit or Freddy because they're the only killers I stand a chance with.

    I played a few Spirit games and I was against people of my skill level, so it was actually a bit too easy considering I was used to rank 1s. I was finally able to swap to a killer I have no experience with (Bubba) without getting 'bullied'.

  • Or just run Tenacity. You can clear half the map while they're looking for you at the spot they downed you.

  • @SloppyVoldemort said:

    https://forum.deadbydaylight.com/en/discussion/235624/do-not-put-this-matchmaking-into-the-game

    Well, I just got a game where high ranks were just trolling and doing nothing the whole game because they want to decrease their mmr level to get games where they can just steamroll the killer. So that's a new thing with MMR.

    That's a thing with the old rank-based MM too. De-pipping to drop ranks so you don't face red ranks.

    If this goes live, people will have an incentive to increase their rank for BP, which in turn should end up increasing their MMR.


    You can't judge how this SBMM is working based on ranks, because ranks are specifically what they're invalidating. You can be red rank and be #########, or you can be yellow and play perfectly. The idea behind the new MMR is that this skill is measured independently from rank, whether or not it works as advertised...


    The problem with rank based MM, is how inconsistent the ranks are. Currently it looks a bit like this:

    20-18 = have played less than 6 matches in total, brand new to the game. (about 20% of the playerbase)

    17-5 = can literally be anything from brand new, to moderately experienced, with a few experts as outliers. (about 40% of the playerbase)

    4-1 = can literally be anything from moderately experienced, to godlike expert looper, with a few hackers as outliers. (about 40% of the playerbase and the only people who play after 9pm)

  • Apparently its a 'visual bug'.

    Perhaps your actual progress was half-way between 'notches' and so the bar 'rounded up' to the black pip, when in fact it should have rounded down to the notch before it.

  • If the attack hits and the pallet drops at the same time, I don't see why they both shouldn't be able to count.

    Latency just widens the window in which both can be "at the same time", at some point, it becomes too wide to be 'fair' but there's not a discrete value you can give it.

  • A compromise would be to give you a notification if the killer in your lobby is someone you've blocked (without saying who it is), and likewise have an icon or something next to the names of survivors you've blocked. This would give you the option to dodge that lobby.

  • @BigTimeGamer said:

    Im gonna paste my reply from the other thread before the "Bringing in line" argument pops up here too:

    https://forum.deadbydaylight.com/en/discussion/145651/why-do-i-lose-my-add-ons

    CosmicParagonApr 21, 2020

    " To bring survivors in line with Killer addons "

    This doesn't work either as Killer earns VASTLY more BP.

    Think of it like this:

    As Huntress, lets say I run Infantry Belt and Begrimed Hatchets - 12k Loadout

    As Survivor, I run a Purple Flashlight, Green Battery, and Low Amp - 15k Loadout

    Now, as Huntress with BBQ, I can earn around 50-60k, a 38k Profit minimum

    As Survivor, average games net around 18-25k assuming no WGLF and I escape with my flashlight, thats still only a 9k profit on the low end, 3k if I die.

    The concept of "bringing in line with killers" doesn't work when you factor in logic

    Its just math folks

    I'd prefer if the BP cost of items and add-ons was just reduced for survivors in general.

    Any green, yellow or brown items and add-ons should just be 1000 BP cheaper to start with.

    Increase the cost of perks by 1000 each to make up for it.

  • In both cases for me (killer and survivor) I've faced opponents who were below the typical skill level I would usually face.

    For killer, this makes sense. I'm not a great killer, but I am decent with the few I play regularly, to the point where I reached rank 6 as a killer, which made it impossible for me to try out other killers without facing sweaty flashlight mobs.

    I played a few matches as the Spirit, and got a mix of purple, green and yellow survivors, who were clearly not potatoes, but I did find it relatively easy to down them all, probably because I'm used to sweating against rank 1s. Then I tried out Bubba, a killer I have barely any experience with, and got mainly brown ranks. That was fine, because I can't work his chainsaw for [BAD WORD] so I'm basically a M1 killer.

    Killers also seemed middle of the range. I pretty much always play as a SWF with the same three friends, who are a mix of red, purple and green ranks with me in the green. We usually get rank 1s who wipe the floor with us (I blame the red rank for it every time), but today it was more... balanced? Some green ranks, some yellows, and one brown.

    What I take away from this, is that the metrics used for the new SBM, have deemed me and my friends to be of a lower 'skill level' than our ranks suggest. Is this accurate? ...probably not entirely. While the matchmaking was 'better' for me/us, the matches were probably not so fair on the other side. While we didn't all escape all of the killer matches, I did pretty much wipe the floor with everyone as a killer.

  • @KayTwoAyy said:

    Played only 3 games of Killer. Queue times were 10 minutes a piece--which is about 9.5min more than I'm used to at this hour.

    Here are the results of my game, in order that I played.

    As you can see, survivors were lower rank, and played worse, with each game.

    Game 1: Gideon's | Game 2: Haddonfield | Game 3: Ormond

    https://us.v-cdn.net/6030815/uploads/WDRHIZ6B53XQ/capture-280-29-jpg.jpg

    https://us.v-cdn.net/6030815/uploads/LCS0YJ1FMYG0/capture-281-29-jpg.jpg

    https://us.v-cdn.net/6030815/uploads/MTN9DU8H3Z7Z/capture-282-29-jpg.jpg

    Edit: Reuploaded images without player names

    What I expect is happening in cases like this, is you're playing a killer you have less experience with relative to your other killers, but your skill as a killer is mostly transferable, and the MMR isn't recognising this.

    It's like how I'm in purple ranks via Spirit, Freddy and Hag, but when I tried out Bubba, I got all brown ranks, and despite me not being able to use his chainsaw at all, I still slaughtered everyone.

    I think what needs to happen is that your killer MMR has to have a lower limit, based on your highest MMR killer. Say your lowest killer MMR can't be any less than one third of your highest, or whatever value fits into their system since we have no info on the figures and values being used.

  • Oh great, is this going to be the "debate" for the next week?

  • In both cases for me (killer and survivor) I've faced opponents who were below the typical skill level I would usually face.

    For killer, this makes sense. I'm not a great killer, but I am decent with the few I play regularly, to the point where I reached rank 6 as a killer, which made it impossible for me to try out other killers without facing sweaty flashlight mobs.

    I played a few matches as the Spirit, and got a mix of purple, green and yellow survivors, who were clearly not potatoes, but I did find it relatively easy to down them all, probably because I'm used to sweating against rank 1s. Then I tried out Bubba, a killer I have barely any experience with, and got mainly brown ranks. That was fine, because I can't work his chainsaw for ######### so I'm basically a M1 killer.

    Killers also seemed middle of the range. I pretty much always play as a SWF with the same three friends, who are a mix of red, purple and green ranks with me in the green. We usually get rank 1s who wipe the floor with us (I blame the red rank for it every time), but today it was more... balanced? Some green ranks, some yellows, and one brown.

    What I take away from this, is that the metrics used for the new SBM, have deemed me and my friends to be of a lower 'skill level' than our ranks suggest. Is this accurate? ...probably not entirely. While the matchmaking was 'better' for me/us, the matches were probably not so fair on the other side. While we didn't all escape all of the killer matches, I did pretty much wipe the floor with everyone as a killer.

  • Generators cannot be repaired unless you are under the effect of the ‘Repairer’ buff.

    Methods to obtain the ‘Repairer’ buff:

    Find a Wrench: 8 Wrenches can spawn on a map, typically within 32 meters of a generator and not near to the killer spawn point, they appear on the ground with yellow auras when within 12 meters. Interacting with a Wrench takes 3 seconds and bestows you with the effect of ‘Repairer’ for the duration of the match and makes you blind to all other Wrenches while active. Killers are unable to perceive Wrenches at all.

    Equip a suitable Toolbox: Purple (Very Rare) Toolboxes automatically include a Wrench, carrying a purple Toolbox grants you the effect of ‘Repairer’ for as long as that Toolbox has a charge.

    Equip a Toolbox with a Broken Wrench or Rusty Wrench Add-on:

    Broken Wrench: (Uncommon) Grants you the effect of ‘Repairer’ for as long as your Toolbox has a charge. Slightly reduces repair speed. “Even a broken tool can be used for something.”

    Rusty Wrench: (Rare) Grants you the effect of ‘Repairer’ for as long as your Toolbox has a charge. Slightly increases repair speed. “It might not be clean but it’s better than nothing.”

    Use a map that has the ability to track Wrenches.

    Use a relevant perk:

    Metal Detector: For 20/25/30 seconds at the start of the match and after a generator is completed, you are able to see the aura of Generators and Wrenches from 18/24/32 meters away, even when under the effect of ‘Repairer’. You are able to see Bear Traps with a faint red aura within 5 meters. (generic or teachable?)

    Technical Experience: Grants you the effect of ‘Repairer’ as long as you have at least 1 token. This perk starts with 1/2/3 tokens. Consume a token whenever a generator is completed or you fail a skill check. Gain a token whenever you make a great skill check. Great skill checks increase progression by an additional 1% per token, up to a maximum of 2/3/4%. (new generic perk)

    Thrifty Mechanic: Breaking a Totem grants you the effect of ‘Repairer’ for 80/100/120 seconds and increases your repair speed by 4/6/8%. “Anything can be used as a tool if you use your imagination.” (new teachable perk)

    Technician (rework): Gains the effect of “Grants you the effect of ‘Repairer’.” On a failed repair skill check, gains the effect of “You lose the effect of ‘Repairer’ for 6/5/4 seconds.” and loses the effect of “An additional Regression penalty of 5/4/3 % is applied.”

    Killer counter perks:

    Covert Disarmament: Survivors who are unhooked at least 32/28/24 meters away lose the effect of ‘Repairer’ unless granted by an item or a perk. If ‘Repairer’ is granted by and item or perk, they are unable to interact with a generator for 20/25/30 seconds. Can only be applied once per game, per survivor.

    Disabling Shroud: Survivors within your terror radius are unable to perceive Wrenches on the map. Survivors within your terror radius under the ‘Repairer’ effect receive more skill checks with additional 5/10/15% penalty for failure.


    Benefits:

    1. Provides a new early-game objective that can take anything between 5 (if lucky spawn) and ~60 seconds before you’re able to start repairing generators, on a per-survivor basis, likely an average of about 30 seconds. This slows down the early game gen rush.
    2. Provides incentive to run toolboxes outside of gen rush and sabotage, and encourages healthier use of those toolboxes (you don’t want to deplete them instantly).
    3. Provides a new avenue for gen defence (killer perks) and diluting the survivors perk pool (Repairer effect perks).


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