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Seraphor

Seraphor

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Seraphor
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  • It's not Skill Based MM, It's Kill Based MM, and that's fine, because it's impossible to account for various different playstyles. How do you compare Blendette's Sole Survivor plays against Neon Nea's flashlight skills? You can't.

    So yes, all that matters is going to be kills or escapes, but it the amount each kill or escape is weighted depends on other factors, then those factors matter as well.

    If you play well as a survivor, then you contribute to your teams ability to escape. Most of the time you will escape, but the times you don't, other survivors may escape for your efforts. Your losses will therefore be worth less than your wins, and you overall MMR will be higher.

    Remember, MMR is an averages game, not game-by-game.

  • Ones that can defend them.

    Trapper, Hag, Demogorgon, Dredge, Nurse, Blight.

  • I can't stand using Whispers. The actual whispering is too loud and I can't hear environmental cues that survivors are nearby, making it harder to locate hidden survivors.

  • Bit of a necro but instead of posting another topic...

    I've come up with another suggestion, emulating the Doctor's power.


    Greasy Electrode

    If used by The Doctor, decreases the cooldown of Static Blast by 8 seconds.

    If used by any other killer, you benefit from the following effect:

    After hooking a survivor, this add on activates and you gain the effect of Charged Electrode for 45 seconds.

    While under the effect of Charged Electrode, if you kick a gen it lets out a Static Blast, causing all survivors within 32 meters of the generator to scream and reveal their location for 4 seconds.

  • @Bot_Salvo88 said:

    This is on DBD mobile:

    https://us.v-cdn.net/6030815/uploads/XVT5CQR399XK/img-20221113-124343.jpg

    It's ignoring the actual problem 🤨

    No, that is the actual solution.

    Facecamping is a legit tactic. But it's supposed to cost the killer more. They're giving up all other pressure in order to secure one kill, the problem is this often isn't enough to cost them more kills, even if the camped survivor hangs on for the full 2 minutes.

    Doing gens is the correct counter, it just needs to pay off more. So like, survivors should get a repair speed bonus while the killer is facecamping, or something like that.

    I think survivors should get their own version of Bloodlust, let's call it.. Determination.

    When a killer is within 24m of a hooked survivor for 20 seconds, all other survivors get Determination Tier 1, which gives them +5% bonus to all action speeds, including repairs, healing, vaulting, and unhooking. This becomes Tier 2 for +10% after another 20s, and Tier 3 for +15% after a further 20s.

    (in order to prevent gaming the system, the timer doesn't reset when the killer goes further than 24m away, it only pauses, so if they're within 24m for 15s then go 30m away, then back in to 24m, they only have 5 more seconds before Determination tiers up)

    Not only would this make facecamping cost more in terms of gen repairs, but if you camp out an entire hook state, survivors will now be able to unhook 15% faster too, making it harder to secure the kill entirely if they team up for a hook save.

    This can't be abused by survivors by keeping the killer by the hook, because in order for a survivor to do that they need to not be working on a gen, and one less survivor working on repairs is more of a blow to repair progress than the +15% on the other survivors can make up for.

  • Whenever I play Ghostie I get revealed behind cover so who knows.

  • Any Hex perk, doesn't matter which, always gets cleansed.

    Soul Guard, never cursed when I need it.

  • @cburton311 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3251867#Comment_3251867

    If 1st person games make them sick, maybe this game isnt for them. I suspect people claim accessibility as a argument winner, but in this case who wouldnt take more FOV. Motion sick and others alike would all enjoy more field of view because it grants an advantage.

    You conveniently overlook the second part of my post which allows for a way to grant more FOV at a balancing cost elsewhere.

    Not every change requires a compensatory negative to balance it. Some things are changed because they need to be changed and any change in balance that comes with it is acceptable or intentional.

    Expanding the killers FoV would only make it easier to deal with 360s, and potentially prevent survivors 'hiding' on the killer's toes. Both of these things should happen anyway, without the need to compensate with survivor buffs.

    Much like how DH needed to be fixed the way it was to prevent it being abused to whiff killer powers, like dashing over traps, etc. This was not a "survivor nerf", it's not a point scoring exercise against one side or the other, just a QoL change that needed to happen.

    That said, a wider FoV does come with a negative aspect already. A wider blind angle, making flashlight saves easier.

  • @Okonar_ said:

    Just because you're waiting 3 minutes doesn't mean its not an even matchmaking, 3 minutes is not that long of a queue for killer atm. Weekends matchmaking is probably way more accurate than normal days, more people playing. I did get the ultimate sweatlords today as well, forgot saturdays are built diff

    3 minutes is the maximum queue.

    If it can't find you a good match within 3 minutes it gives up and expands the MMR range by several hundred points, which covers about half the player base and everyone at the top end.

  • @Ghouled_Mojo said:

    Seems like a few challenges aren’t exactly tracking right

    Yep, 'Sacrifice 3 survivors in the same game' actually requires all 4 as I just discovered.

    I thought it was just the Devout Emblem that didn't count the last survivor sacrificed if it also happened to end the game. Turns out even if the 4th is alive, the 3rd doesn't count as a sacrifice is they're the last one.

  • @Remedicist said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262687#Comment_3262687

    https://forum.deadbydaylight.com/en/discussion/comment/3262692#Comment_3262692

    I've completed gens that I started, but I presume it also doesn't count completely if another survivor hops on later due to the gen progressing even faster (especially with prove thyself). This challenge does not seem to take into account that cooperation is a thing.

    It should factor in cooperation, it just won't factor in if you let go and someone else progresses the gen before you get back on it.

  • Yes, if you're just 'finishing' gens, you're not progressing it much. It's adding up the total amount of time you spend repairing, which equates to 10 gens worth of repairs.

  • Demo might be fairly well balanced, but he doesn't have a very high skill ceiling. Meaning there's only so far a good killer can take him.

    His Shred is a fairly good chase power, but his portals are very limited and easily counterable.

    He's ultimately a worse Wesker at this point.

  • Garden of Joy, Eyrie of Crows, Ormond, Thompson House, Temple of Purgation, Ironworks of Misery, Crotus Prenn, are all basically the same map. They have a different skin, some different features, and a few alterations here and there. But they're all basically a multi story main building more or less in the middle, a ring of loopable tiles around the edge, and a deadzone right out the front of the main building, with a shack in the corner.

    If one map is so much worse than the others, it's only minor details that are making it worse. An odd window or pallet placement that's too weak or too strong, tiles slightly too close together, hitbox issues (twigs with 3 meter bubbles around them!), ground that's too light to hide traps on, etc.

    So:

    1. It wouldn't take much to balance the maps so that they're all equally fair.
    2. The imbalance is overblown, and most people overreact to the maps they get. No map is so imbalanced that one side doesn't have a chance. Some you just need to learn to play to their strengths and avoid their weaknesses. Just as you would avoid chasing the Meg who's following you clicking her flashlight, you avoid chasing survivors to the god pallet, etc.
  • @NerfDHalready said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262458#Comment_3262458

    "Does playing an offering benefit them? Yes"

    the whole point i'm trying to make is that they aren't healthy, just as tunnelling. it's not on players to make sure the other side is having fun, they may can will shall do whatever it takes to win and that's why balancing exists

    There's nothing unhealthy about it, other than your irrational aversion to playing on a map when you know someone else wanted it. There is no map offering that can take you to a map that you couldn't get to by random without it.

    If an offering wasn't played, but you still ended up on that map, would it bother you?

    If the answer is no, the problem is not the offering, the problem is you.

    If the answer is yes, the problem is not the offering, the problem is the map in general.


    Making map offerings hidden would have exactly the same effect as removing them entirely, because it's all just psychology, yet it wouldn't actually remove the freedom to choose a map, which is essential to some killer builds.


    For example; yesterday I played as Make Your Choice Dredge. I considered running Mary's Letter because I'd be unstoppable on Midwich, but instead I opted to run a BP offering. As it happened, I ended up on Midwich anyway. If anything, this was even more unbalanced, as I got the map I wanted without using my offering slot on it, so I still benefitted from the extra BP. I could have played a Mori instead and benefitted even more directly.

    Which scenario would have offended you more? If I had run Mary's Letter, or that I didn't but got that map anyway? Either way I wanted that map and benefitted from going there.

    What is it that makes ending up on Midwich by chance 'fair' but running Mary's Letter 'unfair'? In either case, the survivors have a bad time. Is it just the RNG? I mean, the survivors could have rolled different RNG by simply not matching with me in the first place.

    The fundamental issue with balance here, is not the existence of Mary's Letter, it's the fact that Midwich is such a small map with tons of lockers on every corner, that allow Dredge to have almost universal map coverage at any given time. You correct the balance issues with Midwich, and the fact that players can choose to go there, for whatever reason, is no longer an issue.


    Conversely, there are maps that simply can't be balanced to account for all roles, killers or playstyles, and so there will be maps which benefit one thing while hindering another. That's also fine, that adds to the games variety, because if every map was perfectly balanced for all roles, there would be no difference between playing on one map or another.

    If you removed map offerings, suddenly Mirror Myers has a 1/20 chance of being completely underpowered, but with map offerings, Mirror Myers is viable, yet requires the use of their offering slot to make it so. Which scenario is fairer and more 'balanced'? The freedom to play the build in a way that it's fair at an extra cost, or a build that only works 1/20th of the times you play it, despite the fact that it consumes an add on to do so?

  • The problem with tangible rewards past P9, is that it then becomes a goal to grind that far. There should be a limit to what a reasonable grind is, and 9 seems to be a decent spot to stop.

    Apparently the chances of getting rarer items and add ons does significantly increase the closer you get to 100. That seems like a good enough reward along with the badge to boast with in the lobby.

  • @NerfDHalready said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262225#Comment_3262225

    so you defend tunnelling camping all that unfun stuff as well because ultimately it doesn't matter? obviously it doesn't matter, it's a video game. but i want to have a fun time playing it and map offerings doesn't help with that at all since the offering side is clearly sending you to one that favors them heavily, and it's not fun :) it's not that i won't ever get bad maps wihout offerings, but with offerings i wlil 95% of the time and why would i want it?

    Everyone is trying to win and have fun.

    Does playing an offering benefit them? Yes

    Does running perks benefit them? Yes

    Does playing a killer they're good at benefit them? Yes

    Does coordinating as a team (maybe even with voice!) Benefit them? Yes

    Everyone does something to benefit them. Accept it and adapt.

    You could have easily ended up on that very same map by pure chance and they still would have benefitted from it. But then you wouldn't have a target to scream profanities at would you?

    You're all self-sabotaging your own enjoyment by caring what the other side are doing. They're just playing the same game you are.

  • It's not just matchmaking. Each game is made up of stacks and stacks of RNG elements. The map you play on, the tiles that spawn in that map, where the Hex spawns, where YOU spawn, what your teammates do, what killer you end up against, what perks your team mates/the killer are running, the connection quality of your teammates/killer, etc.

    It's all RNG upon RNG, and the chances of them lining up to create this perfect match up is astronomically low.

    Add to this the fact that the game format is set up in a way that promotes a snowball effect, and you're very likely to get a game that ends in either 0K or 4K.

  • Kinda hard to reply to this topic without affirming your position... but I generally don't camp or tunnel, I find it boring and do actually like to make the game enjoyable for the other players I encounter. But that doesn't mean I'm looking for validation, because I often support the exact opposite, the validity of 'unfun' tactics such as camping and tunnelling where necessary, and the right of the killer to play as s/he feels and to ignore the opinions of others, mainly because there is no consensus, and all players want the same thing, to win. I've been called a troll and a killer main™ many times for this.

    Ultimately we all want a little validation though, or we wouldn't be posting on a forum. If you're here, you either want answers, you want to vent, or you want likeminded individuals to agree with you.

  • @bm33 said:

    They should remove the negative pip and just have 0, +1, +2.

    It's not used for matchmaking so the negative pip is unnecessary.

    Devs said grades represent time played, I'm not putting in negative time.

    A 0 pip for "not doing enough" to pip does the trick just fine, no need to lose pips too. If I'm downed/camped out first I've already had an unfun match, the negative pip on top just makes me want to go play something else. If I get multiple negative pips in a row I turn off the game. Losing progress while playing doesn't encourage me to keep playing - it encourages me to shut off the game and go play something else.

    Many players have said they play sweatier builds just to avoid the negative pips, once they're Iri 1 they play more random and fun builds. If devs want more variety like they claim then removing negative pips would help because it would remove the worry of losing a pip due to not playing a meta/sweaty build.

    I agree with this, but I'd still like to keep negative pips for DCing.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262185#Comment_3262185

    Stop being so rigid and set in yours ways, and then having a tantrum when you're not able to play the exact way you want to. Adapt.

    Why are you being so passive aggressive? I'm not rigid or throwing a tantrum. I just suggested an idea and just gave you an explanation when you asked about map dependent killer's / add-ons. It wasn't a personal attack or anything, just trying to have a cool discussion. If it's a bad idea, that's fine, let's work towards a solution if possible. No big deal.

    Before we continue, is everything okay? Not being rude or sarcastic, just want to make sure you're good. I love discussing, but I don't want to continue if we can't do this in a civilized manner. I know we can have bad days and all.

    It was a general comment to all of the people who constantly overreact to and complain about map imbalance, not you specifically.

    To answer your last question; no. I've had this discussion too many times. To many people giving too much of a ######### about things that ultimately don't make much of a difference. The prevailing emotion on DBD is spite, people need to chill out and just play the damn game, and recognise that other players are just playing the game too.

  • @Lost_Boy said:

    Corrupt intervention deactivating on a down.

    It's almost always better to run lethal pursuer over the new version of corrupt now, particularly if you run another tracking perk.

    Sometimes you get some value out of corrupt, but generally you get a down in the first 30-45 secs with Lethal and you have you added benefit of knowing exactly where to go after the first down if you pay attention at the beginning of the match.

    That was absolutely a good change, because it now scales with the effectiveness of each killer. This means it's no longer overpowered on high mobility killers like Nurse, Blight and Wesker, who can head straight for the blocked gens to catch survivors off guard, securing an early down AND still having gens blocked off. Meanwhile killers who aren't so effective at map traversal, or require set up, can take the time to do so with the safety of having three gens closest to the survivors blocked off.

    Now we just need a similarly limiting factor to Lethal Pursuer, so that the same killers, Nurse, Blight and Wesker, aren't completely overpowered with it. But considering it only lasts for 9 seconds I'm not sure what that could be. Maybe it only shows auras while they're further than 40m away?

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/3261054#Comment_3261054

    Problem with that argument.

    If a killer is map dependent, then we should be focusing on what about their power makes them map dependent, not ignoring the problem by allowing said killer to play on favorable maps.

    In other words, the core problem has nothing to do with maps selection — Scratched mirror myers should be buffed to be more balanced on all maps, not just a select few.

    Scratched Mirror Myers depends on LoS blockers, and only indoor maps have enough of them to make the build work.

    There are no buffs you could make to Mirror Myers to make it viable on open maps that wouldn't completely change the build entirely. It is not simply a case of buffing the killer to 'make it viable', it's an entirely different playstyle, and it's one of the few things that brings a different flavour to the game. It's like you have Nurse who ignores loops, Mirror Myers who ignores walls, and then every other killer and build who basically plays around maps in the same way.

    Instead of coming from the position that every map needs to be exactly the same so that all killers play around maps exactly the same, how about we start from the position that we accept maps are different and we play them differently. Stop being so rigid and set in yours ways, and then having a tantrum when you're not able to play the exact way you want to. Adapt.

    Also, stop caring about the intentions of other players. If you wouldn't care about the map if you ended up on it randomly, then you shouldn't care about the map if someone played an offering for it either.

    But for those who do care about the map for any particular reason, being able to select a desired map should be a fundamental part of the game, and it already comes at a cost of using up your offering slot.

  • Ruin deactivating after a kill was a great change, the rehression nerf was unnecessary, should stay at 200%.

    Likewise, DS deactivating when the gates are powered is also great, but it didn't need the nerf to stun duration. It could also do with working twice in a game now, once for each unhook.

    Self Care was truly nerfed unnecessarily.

  • There are some maps that are like this. Dead Dawg for example. But Eyrie? There are two hooks on the upper levels, you should be able to reach one of them.

    Remember Boil Over also hides hook auras close to you. Scout out the hooks before you pick them up.

  • By nowhere to hook, do you mean there were no hooks in range, or no hooks at all?

    If the latter, you could have been Blinded by Residual Manifest?

  • I can't stand the idea of removing map offerings or turning them into a veto system. That's sucking all the fun out of the game, reducing options and playstyles. Everyone complains about the game getting too competitive, and then you go and suggest stuff like this. No map is so broken that you can't win on it as either role, most people just need to get over their gripes with maps and learn to play with whatever they get.

    That said, I do have suggestions:

    1. Killers should be able to use the map offerings we currently have. They have one offering against four so it should carry more weight, and they are the agent of the entity after all. Using their offering to supplement their build/playstyle is not unreasonable. This allows builds like Mirror Myers, and just Ghost Face in general, to remain viable. The really sweaty/annoying killers all play Nurse, Blight, Bubba and Wesker anyway, it doesn't matter what map they get they're not going to struggle.
    2. Survivors gain access to yellow map offerings, which increase the likelihood of going to a specific realm by 25% or 30%. There's four of them, if they really want to make sure they go there they can stack 3 or 4 of the same offering. This way if there is a significantly survivor sided map at any time in the games life, it's significantly more costly for a bully squad to send the killer there.
    3. All map offerings including sacrificial wards should be hidden, just like mori's and shrouds. So people don't know whether or not they ended up on a map through RNG or via an offering, and they can't complain. Just as you don't know if you go against a SWF.


  • If survivors want to force a situation where you literally can't hook them, they're forcing you to make them bleed out. That's the choice they're making.

  • Why would you want to get to 1600?

    MMR isn't a reward, it's not a trophy. It's merely a corrective mechanism to stop you winning too much.

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3261458#Comment_3261458

    I play 4 of those and still will never like those terrible maps...

    Oh I run Marys Letter when I want to absolutely dominate on Dredge. Never fails.

  • Play Dredge, Doctor, Ghostface, Myers or Nurse then.

    Gideon and Midwich will become your favourite maps.

    It's all swings and roundabouts.

  • @StibbityStabbity said:

    https://forum.deadbydaylight.com/en/discussion/comment/3261421#Comment_3261421

    While that would tell you a bit more accurately where the killer is, it still wouldn't create a clear difference between them being on the same level as you or not. I guess it depends on how one reads it, though. If they just want it to be a bit more accurate, your method would work. If they want the sound to, say, sound like it's behind a wall to specifically tell people the killer is on the level above/below them, your method would only work if they were running around in the TR to determine if the killer was on their level or not.

    Which would be an improvement, as the terror radius would more closely match the level of danger your in and the distance the killer is from you, while still allowing for the potential that the killer is right above you and able to drop down.

  • I'm not sure if any of this is current.

    But the starting MMR was 1100, and soft cap was 1600, although they did say they would change the soft cap as necessary, as you imply to maintain it as the top x%. (I've seen 5% and 7% mentioned)

    Now the amount MMR changes per kill/escape has never been specified, because it's not a fixed amount. It scales depending on the difference between your MMR and your opponents.

    Basically if you escape against a killer with a higher MMR than you, yours increases by more, if the killer's MMR is lower, yours increases by less. Vice versa for deaths, and same principle for killer, however the killer gets 4 rols per game for each survivor.

    And pretty soon another factor will come into survivor MMR, which multiplies it again by how many other survivors escape. Although the same rule of escape = increase, kill = decrease stands, just the amount changes.

    It could be possible that the killer gets matched with high MMR survivors, kills 1, while 3 escape, and this results in a net increase in MMR because the 1 is greater than the 3. But we don't know the variables to say for certain.

  • @StibbityStabbity said:

    https://forum.deadbydaylight.com/en/discussion/comment/3261311#Comment_3261311

    So, number 2.

    That sounds like a great idea, but I'm trying to think of how to do it on a technical level, and coming up kind of short.

    Generally, you would want such a feature to be universal. It should work the same on ANY map and get the expected results. This rules out using Z coordinate checks, since some maps have multi-story buildings that shouldn't probably behave like an entire map with multiple floors.

    The second is to have large, invisible meshes that take up the top floor, bottom floor, and stairs. Each would have their own. Each would flag where the player entity is when feeding information to the other player entities, essentially telling the survivors where the killer is silently. It would then play the TR that pertains to their location. Stairs would have to be separate because you don't want the TR suddenly shifting hard if they bounce up and down through the middle of the stairs, so the entire stairwell would have to be treated as always on the same level as the survivor that hears it. Otherwise, you'd have survivors being chased on stairs that hear sudden, drastic differences.

    Long story short on the second method, you'd basically be labeling levels as Zone 1, Zone 2, Zone 3, etc, and stairs as Zone 0, which would get special treatment and always play the TR as if the killer is on your level on account of their direct access to verticality changes.

    Edit: This method would still have issues with holes that allow the killer to drop. So even then, this is not a great method.

    There are other methods I can think of, but they are iffy and would have odd issues. If they flagged floors as, well, floors, then used a Hitscan to detect if a Floor is flagged between the killer and survivor, it might create odd interactions with holes, unusual angles, etc. Also, the stair thing again. Swamp also presents a lot of issues with anything but the second method I detailed, as it is not flat and could easily produce a lot of false positives or false negatives.

    Or you make all area effects (terror radius, boons, etc.) A spherical zone instead of a vertical pillar.

    This way if the source is on a different level, the effective area on the other levels is greatly reduced.

  • @Grigerbest said:

    https://forum.deadbydaylight.com/en/discussion/comment/3261252#Comment_3261252

    Well, If I can't see on what to be angry, I will not be angry.

    So you got me there.=)

    True growth is understanding your emotions, and choosing to not let it bother you.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3261257#Comment_3261257

    I was 1 point away from pipping in emblems score. I did as much I could 2 gens unhook and healing and bit of chase but the killer then dc:t and denied my pip.

    Well then you didn't pip. You escaped at that very moment and didn't do enough to secure a pip. What else do you expect?

  • Why would survivors be rewarded with a pip for doing nothing?

    A killer DCing should guarantee a 'safety pip', so that you don't depip, but that's it. And as far as I'm aware it does?

  • @Grigerbest said:

    No, I still don't want some random guy from a lobby decide on which map I will play.

    Let the RNG decide.

    Like I said, spite is the most common emotion among DBD players.

    This is purely irrational. If you didn't know another player had intentionally sent you to a map, you wouldn't care.

    Make map offerings hidden.

    1. There's no way to completely balance maps unless you completely redesign half of them. The simple fact of there being indoor and outdoor maps, means that certain killers like Blight, Billy and Oni will be handicapped, while Ghostface and Myers will have an advantage, and vice versa.
    2. Maps really aren't as unbalanced as people make out. Even maps like Garden and Joy and Eyrie of Crows are more or less the same layout as any 'square' map with a main building in the middle. Even the 'worst offenders' like RPD, are not 'broken' so much that the result is a foregone conclusion. I have regularly won and lost games as both killer and survivor on all of these maps. Size is a factor though, and most of the issues with these maps are 'details' like ground too light to hide traps, not enough LoS blockers, and janky hitboxes of bushes and twigs.
    3. Those details should be tweaked and adjusted, so there is stuff that can be done to improve the maps. Mothers Dwelling could be reduced slightly. A few maps darkened here, or lightened there, and hitboxes refined. That would honestly be enough to make all maps 'balanced' in so much as they can be.
    4. But this still won't be enough for most players. The prevailing mentality among DBD players is "if it slightly inconveniences me, it's the end of the world and I must DC to prove a point." Even though they can play on all maps just fine, they will refuse outright to play on certain maps out of spite. For this reason the best solution is to make map offerings a Hidden Offering, just like Mori's and shrouds.
  • @KerJuice said:

    Yes, they need to go. However, map priority settings need to be set at FIFTY PERCENT for all maps. One particular map should not have priority over the others, with the exception of introducing DLC that contains a new one. They need to stop doing those community twitter polls of which maps “we” want to play on the most. Having skewed percentages for map priority kills the variety & makes it frustrating when constantly losing on a map you hate, after it was spammed for the 3rd time in a row. This is exactly when I start using map offerings, after this ######### game sent me to bullshit Wrecker’s Yard for the 6th time in two hours.

    There are 5 maps each for Macmillan, Autohaven, Coldwind and Badham, and only 1 or in some cases 2, for every other realm. Those first four realm account for 50% of all maps. Individual map weighting will always be necessary.

  • @NMCKE said:

    Why not reverse map offerings? Instead of guaranteeing a map, they take them out of the selection pool.

    Don't like "The Game" map? Burn an offering and don't worry about it.

    Also, have some basekit map selection improvements so you don't have to play the same map repeatedly.

    So how does Mirror Myers stack all the offerings to exclude every map except Lerys?

  • @danielmaster87 said:

    Maybe, maybe not. It's fun to choose where you want to play. In the past I bought into the idea that, "SWF just wants to bring me to a busted survivor map." But when every map is busted, no map is. So just don't care anymore if they bring me to a certain map. I do care when Scratched Mirror Myers brings me to The Game or Lery's, because those matches are infuriating to play. But other than that, I don't care either way.

    Mirror Myers are literally the best games and he only works on Lerys.

  • The latter is correct. If it had to be in a single chase it would specify that.

  • You either didn't stun him and he broke it immediately after. Or you did stun him and he was running Spirit Fury.

  • DH is fine now. The timing is tight enough that you need to make a decent read on the killer to pull it off, and you don't get any value out of it if you time it wrong unlike the old DH.

  • @zumer said:

    https://forum.deadbydaylight.com/en/discussion/354269/so-i-do-tunnel-and-camp-or-play-fairly

    Maybe because the bhvr loves the killers. Everything that has been done since 2018 for them. There is no fog, maps are bright, the pallets are not safe and there are fewer of them. Removed all tactics except genrush for survivors. Stealth doesn't work. The game is made for killers.

    Healing meta power creep means hit and run is no longer effective.

    Multiple second chance perks extends chases.

    Optimised loops means survivors can loop for days before they need to drop the pallet.

    Brighter clearer maps makes stealth killers and traps easier to spot.

    Ultimately reducing the avenues available to killers and forcing them to camp and tunnel to win.

    It's a two-way street. Over-optimisation hurts us all.

  • @Persephone_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259822#Comment_3259822

    Actually, if you go by the current MMR system this is not how it works at all. Meg raised her MMR, everyone else lowered it. 😉

    Also note that I said OP can play however they want. It's just that they say they had an intention (punishment) and I don't think this worked out ver well. I wouldn't have said anything if OP had not specifically talked about punishing the unsafe unhooks. Meg didn't care. They were likely all solo. She didn't get punished. That's kind of the end of the story in this specific scenario.

    I have a similar story to you just different scenario. Someone deliberately sandbagging their friend because that's their idea of fun. They were upset I ruined it by killing the sandbagger. It's a different scenario and comparing apples to oranges.

    I mean, no one should give a crap about MMR anyway.

    The only reason it's an issue is due to people sweating in an effort to raise their MMR, for what purpose? To get even sweatier matches.

    Gaining MMR is not a reward, it's not a trophy. It's merely a corrective mechanism to stop you winning too much.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259904#Comment_3259904

    "Exploitable" would be a much more accurate term. A lot of maps have issues that one side or the other can certainly abuse if they go into a match knowing they'll be there.

    Sure.

    Any map with a lot of high elevations is great for Balanced Landing.

    Large maps are easier for survivors to evade the killer, providing it's not a highly mobile one.

    Meanwhile indoor maps are bad for highly mobile killers.

    Gideon has a ton of pallets.

    Midwich and Gideon are great for TR base killers like Doctor or Starstruck Nurse.

    Indoor maps are great for Ghostface/Myers and necessary for Mirror Myers.

    Dredge has to think about locker placements.

    Huntress/Trickster have to think about LoS blockers and locker placements.


    But you can just as easily end up on these maps by chance as much as you could intentionally, and in those cases, someone is using up their Offering slot to take you there. I know Offerings slots don't hold as much weight as Perk slots these days due to the fact that everyone just plays BP offerings, but they could have potentially played a Mori, or a hatch spawn offering or something, instead. Offering slots deserve to be used for something that will aid you in some way.

    I just don't get why people get so worked up about them. You have t play on a map, it may as well be the one you end up on, and if someone specifically wanted that map so what?

    The only cases it really makes that much of a difference is Starstruck Nurse or a Bully Squad, and in either of those cases, it's not just the map that's making the game oppressive.


    I swear I'm the only person who actually plays this game for fun anymore. Everyone else just wants to make it as boring and formulaic as possible. I consider the 'anti map offering' brigade to be in the same boat as the 'pro-DCing' and 'pro-new Mori system' camps.

  • @NerfDHalready said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259856#Comment_3259856

    it is still just one person that wants a map for whatever reason, dictating a whole lobby to play on it. maps are a huge factor and there are a whole lot of broken ones right now. i don't think reverse map offerings would make us never see a map except maybe rpd. everyone dislikes different maps

    There is no map in the game that you cannot escape from as survivor or that you cannot 4K with killer. None of them are 'broken'.

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