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Seraphor

Seraphor

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Seraphor
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  • @Gylfie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243693#Comment_3243693

    I don't lose mmr, but I also don't gain the mmr I would have gained by just walking out the door.

    Seems like a very flawed system to me if it can't even tell if the door is open or not.

    But MMR is all based on averages, very loose averages. We're talking several hundred games to get a decent placing or to significantly change your MMR.

    You're not going to get the hatch often enough to make a dent in your MMR.

  • If I'm in a position where I can make the save then I'd be trying to make the save anyway, so why would they be trying to suicide?

    If the person I saved doesn't want to stay in the game, they can always run up to the killer again.

  • @HellDescent said:

    https://forum.deadbydaylight.com/en/discussion/comment/3245095#Comment_3245095

    You don't see the game freezing, while killer still has full movement during the hit?

    What does that have to do with Sloppy Butcher?

  • @BringShaggytoDBD said:

    What is the quickest way to drop MMR? I'm seriously considering playing as Wraith and AFKing because I can't catch a break today.

    AFKing risks getting reported, and multiples for AFKing can get you a ban. Besides, why would you want to be that bored?

    Just play normally, then let the survivors escape after you've got 8 hooks. You get a decent score, maybe up to 3 Iri emblems even, get all your challenges done (that don't involve kills) then be generous at the end of the game. You'll get less salt too.

  • What am I supposed to be noticing here?

  • @Lobos said:

    https://forum.deadbydaylight.com/en/discussion/comment/3244912#Comment_3244912

    That is hilarious you say my bias is showing while clearly showing your own. Killers are not facing SWF after SWF and barely getting hooks.

    I have 1,400 hours in the game and regularly get prestige 80 to 100 teammates in my solo Q games and more often than not the team still gets 4ked.

    Get off your high horse and quit trying to hide that you clearly play more killer than survivor and have no idea what you're talking about.

    I mean, I'm not a Killer Main™, I play both roles, and more solo survivor than anything, but you clearly talking like a Survivor Main™ in the way you're blaming all killers.

    What you've said is complete at odds with my experience, and the stats too to be fair. My solo survivor games have mostly been great, and killer games haven't been awful, but I've had more 'stomped by SWF' games than I've been camped, tunnelled or screwed over by my team mates. I get a range of prestiges too, not that that means anything.

    If the game was "completely in the killers favour" as you claim, you'd see a kill rate of about 80%+. The 60% kill rate we have is a balanced state, because it still equates to a 2K on average. For reference, 75% would be a 3K average.

  • @Lobos said:

    I'm so sick of seeing killer mains acting like this game isn't completely in their favor! Even if you do run into a SWF it's one damn match you lost!

    Playing Survivor is beyond miserable and you can literally lose 10 or more games in a row. No killer player is losing that much and it's so disgusting seeing them all complain constantly about SWF!

    If Solo wasn't such a miserable experience people wouldn't be forming so many SWFs just to have a chance at a fair match up!

    Playing both killer and solo survivor, your bias is showing.

    Killer games can be that miserable, facing SWF after SWF where you get barely any hooks.

    Meanwhile my solo survivor games lately have been fine. Decent amount of escapes, and even if I don't someone usually does.

    That's not to say solo survivor isn't desperately in need to QoL improvements, but the situation isn't as dire as people like to claim, and if it is, you're probably not a very good solo survivor.

    Latest stats showed that solo survivors escaped about 15% less than SWF, which is still within the "2K average" bracket.

    Playing solo survivor requires a different attitude to SWF, you need to play more cautiously and strategically, and be aware of how the killer might find you, because you don't have team mates to fall back on if you get yourself caught.

    Decent killer players make better solo survivors, because they know how 'they' would find someone.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3244875#Comment_3244875

    Ugh I hate that bug.

    good bye BNP that I just used for a challenge to complete gens or something.

    You don't use a BNP immediately anyway. Save it for at least half way through a gen.

    What if the killer had Lethal and came straight to your gen?

  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3244634#Comment_3244634

    Both perks are fine lol. Eruption doesn't even see that much play. it's a mid tier regression perk, maybe top mid. Jolt is probably around the same.

    That's because Eruption does nothing to SWF groups, but it's pretty OP against solo survivors

  • @Bot_Salvo88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3244894#Comment_3244894

    I can't see them. The remaining tiers are just cosmetics.

    Have you added up the cells in the first 69? (I would but I'm not home right now)

    Maybe they've shortchanged us this rift!

  • No deadzone settings unfortunately. We've been asking for them for years.

    There may be a (convoluted) way to set your own deadzones via a third party controller? But it's not something I've looked much into.

  • Theres 85 tiers in this rift, so 16 to go.

    Are there 25 auric cells in those tiers?

  • It seems like the first DC penalty is only about a minute now.

    I was playing with friends yesterday and one of them DCd part way through a game. The rest of us played it out but only for about 2-3 minutes, then there was no penalty left in the next lobby.

    Couple games later same friend DCs again, and we get a 5m penalty.

    This seems fair to me:

    1st DC = 1m warning

    2nd DC = 5m slap on the wrist

    3rd DC+ = Significant time out

  • Jolts lack of cooldown does make it very effective and versatile, however Eruption is far stronger than the 10% immediate regression value.

    10% regression is equivalent to 8 seconds of repair time. When you add on the 25s of incapacitation, you're looking at an equivalent of about 41% regression.

  • @Ripley said:

    Hope it is successful like Isolation, and not make the same mistakes Fireteam Elite did.

    About DesignDad leaving; I only recall that I disagreed with some posts made on the forums.

    I was thinking that. Hopefully this Aliens game is to Aliens the movie, as Alien: Isolation was to Alien.

  • Dredge > Ghost Face > Myers > David > Chris > Jane > Claudette

    Special guest stars: Wraith, Plague, Doctor, Legion, Jake, Dwight, Ace

  • @Babadook83 said:

    how on earth are you struggling as killer right now? Unless you face high skill SWF match after match you should be EASILY getting a 2k every match. if not you're extremely new

    With a kill rate of 60%, 40% of killers are 'losing' on average. That's nearly half, and still an average of a 2K. Which means for every 4K (and there's loads) there's a corresponding 0K (also, loads).

    If killer was "so easy now" as you suggest, there should be a kill rate of about 80%+ right now.

    in Mmr Comment by Seraphor
  • Your reward is you reached level 100, the next reward will be at level 101, then 102... etc.

    What else did you want?

    Edit: motherfkngnecro

  • Extreme examples aren't a testament to overall game balance.

    Otherwise look at the other end of the standard curve. Newbie survivor just got downed in 20 seconds by Trapper. Wow game is so killer sided.

  • Each survivor has to have the perk equipped.

    Basically if YOU have a boon perk/s, then YOU can bless a totem and have your boon perk/s affect the area around that totem.

    If another survivor has their own boon perks, might be different ones, they can do the same on another totem.

  • Were you backfilled?

  • Because playtime doesn't factor into matchmaking?

    You could conceivably gain enough MMR to reach a reasonably high bracket in just a few hundred hours. Those additional several thousand aren't going to make much difference.

    Or it could be due to backfilling. Did you personally witness each survivor enter the lobby? Or did you arrive to an already filled/partially filled lobby?

  • @Rokku_Rorru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243736#Comment_3243736

    You could argue you use them to interact with the vhs players, much like a toolbox a generator I suppose. Honestly I've never understood pinheads synergy with franklins, I've brought it up before as it grants him the reward of finishing a chase against the cube without needing to complete one, or at the very least make it despawn when interacting with the perk.

    But that's just my opinion~ lol

    No, you literally don't use them. You get a big button prompt to use Pinheads box. Tapes are just a passive effect that allow you to interact with a TV in a certain way.

    It's how they're coded. Tapes don't take an item slot because they're not an item in the same sense.

    Besides, their potential interaction with Franklins would be opposites.

    Pinhead wants you to drop the box, Sadako doesn't want you to lose your tape. As long as you hold it you're getting condemned.

  • Thing is you 'use' Pinheads box, it replaces your item because you use it like you would an item.

    Onryo tapes are passive, you don't 'use' them.

  • @GentlemanFridge said:

    I think so, yeah. Similarly, a gate escape after the hatch has been closed (due to only one survivor remaining) should not grant a higher MMR.

    Opening the exit gate when you're the only remaining survivor and the killer only needs to patrol the exits isn't exactly a walk in the park.

    But there is a point here. Not all 'escapes' are equal.

    There needs to be an additional multiplier to take that into account.

    Maybe x0.75 for hatch escapes when the exits are open, and a x0.5 for exit escapes when the hatch has spawned.

    Rationale being that if if went for the openned exit the killer could intecept you, but a hatch escape would be an opportune safe alternative. While an exit escape as a sole survivor is tricky, but doesn't require the completion of core objectives.

    Similarly. Killer MMR should get modifiers for hooks per kill. A 3-hook kill would be full MMR, x0.75 for 2-hooks/mori, x0.5 for 1-hook/entity kill, and x0.25 for a bleedout.

  • @Gylfie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3242387#Comment_3242387

    So you're saying if the gates are open but I stick around for a hatch escape because I have a challenge that requires me to do so, I'm throwing away free mmr?

    One game isn't going to make a difference, and you don't lose MMR, hatch is neutral.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243063#Comment_3243063

    I dont think neither of those were the direct result of a lot of protest votes, maybe some people did vote for those as a "SCREW YOU, IM FED UP WITH ALL YOUR BS IM GOING TO THROW A TANTRUM!!". You can read a ton of interviews with probrexiters and Trump voters and they do believe in what they voted, a protest voter getting something they didnt really want would be saying "Oh god, why did I vote that? what was I thinking" and you can see thats not the case, especially with Trump, they were told a political discourse they fully agreed with and voted it because it appealed them, the brexiters who now regret their vote are mainly because they realized the promises were lies not because they didnt want what was promised (they voted because they were promised an economic and trade golden age and that was a lie).

    There was a protest vote in France many years ago for presidential run, the protest candidate did get to the second run and then got stomped because everyone who voted just to show their anger saw the result as a potential problem so they corrected it (Trump almost wins a second term).

    An example of protest vote in USA could be the people who voted for "Deez Nuts" https://en.wikipedia.org/wiki/Deez_Nuts_(satirist)

    P.D. Not trying to stir any kind of political argument here and if this post breaks any rules please mods just delete it.

    Brexit was a minority issue until it was framed as an anti-establishment cause, because the government at the time rightfully identified it as a ridiculously self-destructive move, so the 'protesters' had to vote for it to spite the government.

    Polls haven't been in favour of Brexit a single day since the referendum. Every day more and more people regret voting for it, if they're not Brexit cultists.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3242449#Comment_3242449

    People who are burn out dont care about making a situation worse, they just want to vent pent up frustration, thats why sometimes they quit their job making a huge scene, end up throwing their significant other clothes out of the window or exit their car to provoke a fist fight durint a traffic jam.

    There are some emotions where people reach a certain point they dont care anymore, like frustration, desperation or hopelesness.

    P.D. Almost universally the political clown never gets elected, here the "we are angry" joke parties dont get a single seat at congress, they dont even get a single seat at any town hall in the whole country, so technically they are not making any situation worse because their actions dont really have any meaningful consequence on what happens, that applies to outburst of frustration, people vent and thats it, rarely escalates into something else.

    Trump and Brexit would like a word.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233094#Comment_3233094

    I think people are just burned out and they found DCing as a venting/protesting tool. Like when you have an election and a chunk of the population vote for a clown candidate or a political circus just to show mainstream parties they are fed up of their antics.

    Shooting themselves and everyone else in the foot then?

    Sounds about right for both scenarios. Why not make a bad time even worse for no reason but spite?

  • @BearMerchant said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241927#Comment_3241927

    Where on earth did I say it was impossible. It's not about dumbing it down, it's about designing challenges that are at odds with the game's primary objective that come with weird caveats that are unclear and frustrating to deal with.

    What? Like stunning the killer?

    Just play normally, try to get several stuns in, and eventually you'll get two that steal some void energy. It's not even that unlikely of an occurrence, you can probably manage it in about 4-6 stuns. You don't even need to have got them both in the same match.

    You really are making a mountain out of a mole hill. Just stun the killer. It's not that complicated.

    This is the only challenge (other than the ones where you need x amount of x emblems or something) that has taken me more than one single game. Every other challenge is one and done, because you literally get them from playing normally. That's not even a 'challenge'.

  • Every time... they're called "Challenges".


    Every challenge is possible, in fact I don't think there's been a single challenge since about tome 4 that I haven't been able to do, baring the odd glitch.

    Please don't dumb down the challenges for this lot.

  • @tippy2k2 said:

    It's a bug. To my knowledge, it is purely a visual bug (so if you're playing the side with the bonus, you'll still get it even though it doesn't say it).

    This checks out, because after several survivor games I still end up capping BP even when I'm spending 100k+ between each match.

  • As a solo survivor I usually have a load out of 1 Info Perk, 1 Healing Perk, 1 Exhaustion/Defense perk and 1 Objective perk. Which are usually pulled from the following options:

    Info: Kindred, Bond, or Windows (if running Lithe)

    Healing: CoH, Reactive Healing, We'll Make It, or Solidarity (Throw in Inner Healing if I have a cleansing challenge)

    Exhaustion: DH, Lithe, or Head On (Occasionally I sub this out for OTR or Sole Survivor as an insurance policy)

    Objective: Deja Vu, Prove Thyself, Detective's Hunch, or Built to Last (if I have a decent item or a 'use x toolboxes/medkits' challenge)

    This usually does me pretty well, and yes the Exhaustion perk is the expendable one in solo queue, because you get much more mileage out of playing cautiously in solo queue then you do aggressively like you would with a SWF.

  • It's not meant to be impossible to hook a survivor without having already eliminated hooks via sacrifice.

    Even if hooks have been added (have they? or are you making that up) it's still possible to down a survivor in a spot that's not in range of a hook on some maps.

    Boil Over isn't supposed to be a guaranteed drop, it's meant to make it easier to wiggle off IF a hook isn't accessible and IF another team mate is assisting you.

    What you want, in regards to hooks AND gens, is decent positioning that doesn't result in multiples too close together.

  • Blocking gens is where it's at. Eruptions 25s incapacitation is the equivalent of 100s of regression.

  • @fake said:

    HUSK-System would be a good solution, don't you think?

    If a dc'd survivor leaves the husk and the game continues, it doesn't completely extinguish your objective.

    Why don't you join me in supporting this feature that is under development?

    This would be my choice too.

    If a survivor DC's, they get a little symbol on their portrait and instantly get a crow. They remain in the trial for 60 or 120 seconds, motionless, maybe with a countdown on their portrait.

    If they're hooked or injured when this occurs, it gives other survivors a chance to farm some rescues/heals from them.

    Otherwise it gives the killer a chance to down and hook/kill them. And while they're doing that, it's taking the heat off the other survivors and making the game that little bit closer to the state it would be in if they hadn't DC'd.

  • @entertainment720 said:

    I've wondered if I would even have the strength to throw one down!

    All I can think about is the ass splinters from vaulting them.

  • "I'm not having fun so no one else should!"

    Should be the tag line for this game, all the entitled players ruining it for the rest of us.

    Suck it up and play the game. If you're not enjoying it, stop playing.

  • @Nihlus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3240479#Comment_3240479

    There is no twisting. This is what you're saying. You just don't seem to comprehend what it is you're asking for. There are many things in this game that are not remotely balanced. They can't be, by nature of many things like map design, item/addon rarities, perk builds, and so on. One game against a huntress will go one one, but if the huntress switches to her best addons and the survivors bring no items, the balance is heavily skewed in her favor, and this could be the exact same five players.

    Why should anyone be forced to suffer through a 10-20minute game against things they hate? No one complains when the killer DC's against three people that have been doing nothing but set up headons and blinds for ten minutes. In fact, the ones considered at fault at the survivors. Wait... I think I see the pattern here. It's always the survivor at fault. Wait for bot mode. You won't have any more DC's or toxic survivors then.

    You're literally making up a load of killer complaints and attributing them to me.

    My stance is, as I've already said; no one should be DCing and lobby dodging.

    Maybe try reading what I say instead of twisting my words to suit your narrative.

    Grow a spine. Yes the game isn't and never will be perfectly balanced, suck it up instead of throwing a tantrum when you don't get your way. The fact that survivors DC isn't an indication of a killer being broken, because survivors DC wheneve they so much as stub their toe.

    Oh no, I said something anti-survivor, I must be a "killer main"! How dare I blaspheme so, I must be verbally crucified on the forums by Nihilus!

  • @Nihlus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3240071#Comment_3240071

    Right, so let's load the lobby and have people DC/suicde instead. OR... we can be honest and admit that if there is such a huge problem with certain killers that they should be looked into and not just ignored. Killers dodge lobbies constantly as it is. Why are you the only ones that get to avoid what looks to be an unpleasant game for you? Oh, right, because it's all about you, isn't it?

    Nobody should be DCing or dodging lobbies, and no, those killers arent broken, players just dont want to try. Oh wait your the guy who twists other people's words into what you want to argue against.

  • Kill rates for solo's are pretty patchy, because there's always someone who DCs and invalidates the data from the entire game.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3240197#Comment_3240197

    Oh that's totally wrong. 61%. If there's someone who can afford to not be efficient, it's killers. Maybe you did not notice patch 6.1

    That's only true if you're camping and tunnelling. I thought we weren't supposed to do that.

  • As I said when CoH first came out; killers do not want or need a second objective.

    Time investment is one of the ways in which this game is asymmetrical, survivors can safely spend time doing secondary objectives, slinking around the map, scouting out potential plays, hiding, doing absolutely nothing, and their gameplay is not impacted. Meanwhile killers literally need to make the best use out of every second of the game in order to turn it in their favour.

    It is not even a straight cut case of the killers time being worth 4 times of a survivor, it's not as simple as that. 14 seconds to boon a totem is not equal to the time it can potentially take to find and snuff it out. It is not a straight trade.

    This is why destroying boons when snuffing should have always been a basekit feature, and this ridiculous idea that "some killers might want to force survivors to spend time reblessing" is nonsense. No killer has ever wanted this, because it doesn't work. I've been in situations where I've snuffed out a boon 5, maybe 10 times, and all it takes is one survivor to keen reblessing it, while the other three progress the objective, it's like pissing in the ocean. Simply put, keeping a boon out of action is only possible if you identify the booner and tunnel them out of the game.

    Further more, totems should be a finite resource. The second best healing perk before CoH was Inner Healing, which gives you ONE heal per totem. ONE. CoH gives unlimited heals per totem. The power gap between those two perks is measured in lightyears.

    So Shattered Hope's ability to destroy a boon should be basekit, and in exchange, boons themselves should have other buffs, such as not alerting the killer to their presence by a global sound effect. This allows survivors to make use of their limited use totems, before killers identify them and snuff them out. This would bring them more in line with other similar survivor perks like Inner Healing, and in line with how Hexes work as finite effects. It would also mean blessing a hex totem wouldn't need to take twice as long.

  • 'Shaking up the meta' wasn't a success. The new meta is just so much worse than the old meta it replaced, and yes we still have a meta.

    Pop is a good example of that. It was a perk that required the killer to make and leave a hook in order to use. It discouraged camping, and to an extent tunnelling too, because you're likely to find it easier to find a new survivor after Popping a gen then to walk back to the hook.

    The Eruption/Overcharge/Call of Brine meta that replaced it, has no requirements or knock-on effects in terms of hooking, camping and tunnelling. In fact Eruption is disproportionately powerful against solo's, so it has that toxicity angle going for it too.

  • The problem you bring up here, in that anyone can get to top rank eventually, is precisely why ranks/grades are no longer used for matchmaking.

    Grades are basically only a mark of playtime, with better players just getting there slightly faster than others.

    While SBMM isn't perfect, at least as far as killers are concerned it's still much better than the old rank-based matchmaking. Survivors need looking at, but even with the flawed system for survivor MMR we currently have, it's better than it used to me.

  • @Nihlus said:

    I still like the idea that the survivors get 30 seconds to finalize their builds, then it locks. Then killer has an additional 30 seconds to set theirs. What killer is being used is then revealed to the survivors (after they have finalized, so they can't switch to counter him) so if they don't want to play, they can dip. You'd have significantly less disconnects/suicides this way. I would also reveal the number of players that queued together from the onset. Put little brackets over them to show they were in a party together.

    Any indication of the killer will result in so much lobby dodging that certain killers will be unplayable.

    You will never see four survivors at once that are happy to load into a game knowing it's going to be Nurse.

    And before anyone says it, no it's not a sign that "Nurse is broken" or anything like that (regardless of how true that may be).

    If you give survivors a consequence-free way to shop around for their 'favourite' (easier) killers, they will.

    It's the exact same reason killers shouldn't know if the survivors in their lobby are a SWF.

  • @KrypticReeps said:

    https://forum.deadbydaylight.com/en/discussion/comment/3239599#Comment_3239599

    Its an idea that can be built on. If you're going to just be negative, please leave.

    You could build upon it by having the killers vote count for more. You shut that down. If you're not open to suggestions please leave.

  • SWF doesn't matter.

    If you have a choice between say Lerys, RPD and Badham. It's going to be Badham every time.

    Kinda defeats the point of voting on maps. May as well just be 100% random.

  • Does the killer count for four votes?

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