SirCracken
SirCracken
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@NerfDHalready said:
do you value blood points at all?
Nope. They're basically a measurement of how long I've been playing for than anything else.
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@GrimReaperJr1232 said:
I might have a few, so...
How did you choose between Sloppy and STBFL? I'm a stbfl addict, personally.
What do you do with Jailer? Assassin is great at getting hits since he's 4.4, and Carnifex is a great breaker and chases the longer, but what the f---- do you use Jailer for except in endgame (gate defense) or 3-genning? I usually just force him to go break something.
Despite my above statement, Jailer saying "wowie" when starting a hunt is one of my favorite parts about Knight. You?
Any recommended balance changes to Knight (add-ons or basekit)?
Sloppy is best for hit'n'run type killers that spread pressure across all four survivors. Which Knight is really good at. StbfL is best for killers that rely on basic attacks for downs. Which Knight is also, but I found that having survivors waste more time healing is better for him overall. Especially since you can interrupt people healing at the hook with a guard and delete all of their healing progress.
The Jailer, (Alejandro), is the best guard for zoning survivors thanks to his massive detection radius. If you spot survivors running towards a strong tile or loop you can send the Jailer to force them away to somewhere not as safe. Whereas Carnifex and Assassin chase best in open areas, the Jailer is best for tiles with lots of line of sight breakers because he covers so much ground and can easily flush survivors out into the open.
Survivors who perform loud actions inside a guard's detection radius, like unhooking or dropping a pallet, will instantly be detected by the guard. Which also makes Alejandro the best guard for protecting a hooked survivor. By placing him out of sight of the hook but just close enough so his detection radius covers it. Immediately chasing anyone who goes for the unhook.
Best part of playing Knight is whenever me and a guard land a hit on different survivors at the same time. It really brings a feeling of cooperation and cunning that no other killer does for me.
As for changes to Knight, there's not enough space for everything I want to say. So I'll mention the most important stuff.
- Cut the stats of Dried Horsemeat, Call to Arms, and Map of the Realm in half and give it to Knight's basekit power.
- Fix his AI bugging out during a hunt.
- Give him an add-on pass so 90% of his add-ons aren't garbage.
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@Davenport916 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3430347#Comment_3430347
I've won every game as knight with the 3 gen strat hens gave us. He's not hard to play at all for wins
So you saw one video from Hens and came to the conclusion that Knight is easy to win with? That's cute.
Trying holding a 3-gen on a large map, with competent survivors, where gen spawns aren't ever guaranteed to be close to each other. I'm very sick of people saying "You just need to camp a 3-gen or place a guard at a loop and you win every time."
That is objectively false. And proves that you have no idea how to play Knight.
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@pigslittlepet said:
Congrats. My question is how often can you get a hit with the cool aid tech. Aka using the carnifex to bash the pallet and barging straight through.
Also unlike most people it seems I greatly enjoy a knight match and look forward to facing more of you in the future.
Very often! If someone pre-drops a pallet and I have the Carnifex ready, (His name is Sander), it's almost always a free hit.
Just got to be mindful of any nearby hooks. Because simply being near one will prevent you from placing down guards, for some reason.
Hope to see you in my games!
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@UnknownKiller said:
How to make survivors stay on a loop in the middle of the map to make ur minion break pallet while looping instead of run
You don't. Instead you run around the loop until the survivor is facing the side that is worse for them to run towards, and then you order a guard to break the pallet. That way they won't be able to chain into a nearby loop and won't get as much distance if you broke the pallet yourself.
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@ARTRA said:
As a fellow Knight main and ejoyer.
Congratulations.
How many forest did you cut down to have paper for the insane amount of map of the realm you probably used?
Now for real. In an different universe in wich BHVR give Knight base map of the realm. Do you think other addons could by used? Like double assassin and horse meat, double assassin and assasin area scream GPS, double jailor and speed buff in summon etc...
Or just call to arms and and horse dried meat.
I'm probably responsible for the majority of the deforestation in the Amazon. I have over 2000+ maps.
If Knight got MotR as basekit, (And hopefully Horsemeat and Call to Arms too), he wouldn't have that many other add-ons worth running. The add-ons that allow you to summon a guard twice aren't very good. Having each guard cycled through once allows for more utility overall. The best options would probably be the Hilt so guards can inflict mangled, the Lightweight Greeves so you can move 15% faster after placing down a max-length-patrol-path with the jailor, and the Iridescent Standard for pressure during the end-game. Or the Knight's Contract if you camp often.
Everything else is either incredibly underwhelming or downright useless.
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@MimiDBD said:
Knight is a killer I liked to play sometimes.
Sorry all I got.
You ever touched grass?
My advice? Other games are really fun you should check them out sometime.
Jokes aside....Congrats on this frfr.
Yep. I go for runs often and practice swordplay on Saturdays. I got to wield a sword very similar to the one Knight uses. It wasn't very heavy but the sheer size of the thing made swinging it a challenge. But now I can do it very well!
The Outlast Trials just came into early access. I'll be playing lots of that for the foreseeable future.
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@Steel_Eyed said:
Cool thread. I’ve been enjoying Knight quite a bit lately. Once I figured out a few strategies with him he’s felt very good. The multi task feel of his gameplay rocks.
I want to politely disagree about Knights addons. I do agree that the three addons mentioned do feel nice but I pretty much only run his Very Rare and Iridescent addons. They have my favorite combinations and playstyles. I would however agree that pretty much all the Rare (green) Addons are bad and not worth running.
I should clarify, his Iridescent add-ons aren't useless. They're just not as consistently good as the big three.
The Standard can be super useful if you run a dedicated end-game build. And recently I managed to catch and kill a speed hacker at the exit gates thanks to the add-on. And the window blocking is more situational but I have gotten a few free hits here and there because of it.
The Knight's Contract I don't like as much because the best way to get value out of it is to camp and cycle through your guards until you're at the 4th guard in a cycle, and wait for someone to go for the save. Then place the guard and instantly down them. And resume camping and cycling through your guards. It's the ultimate camping add-on. And I find it really dull to use since trying to get value out of it in a chase is very unreliable.
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@netwotwin said:
I do wish too there were special cosmetics for reaching P100, tbh, even if it was just some slightly altered basic version.
Yeah. Something like the original legacy cosmetics but more golden.
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@JawsIsTheNextKiller said:
When are you going to make a start on P100 Skull Merchant?
When I've lost all dignity and self respect.
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@adsads123123123123 said:
How bad is Knight AI?
Really bad sometimes. It seems to depend on what tile they're chasing in. I've had lots of issues with Mother's Dwelling and Temple of Purgation where the guards sometimes zig-zag towards survivors or outright run past them.
Oh! And the dropped pallet pathing bug got re-introduced from when Knight was in the PTB. So guards will run around a recently dropped pallet instead of just walking through it.
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@Bartlaus said:
I congratulate you, my lord. Therefore, I delight your thread with my 888th comment. (The 999th will be saved for the next "Nerf Pig thread") In fact, I also really enjoy playing the knight and am very successful with him without breaking a sweat in my armor.
My loadout looks like this:
Dried Horsemeat + Map Of The Realm (Thanks to these AddOns, my guards get a lot of hits on average)
Brutal Strength + Sloppy Butcher + STBFL + Eruption
I play very chase oriented and always try to have at least two survivors fun at the same time.
Always nice to see a fellow Knight enjoyer!
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@egg_ said:
I'd reply something sarcastic about your stance on knight being technically advanced, but I'll just say congrats on your p100
Thanks!
If you're still interested you can comment what you were going to say so I can dismantle it.
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@Chordyceps said:
How often do your ghosts actually deal damage to survivors?
The guards main purpose is to zone survivors so you can land a hit. But from my experience if you keep creating max-length-patrol-paths, especially with the Carnifex and Assassin, the guards actually do a decent job of smacking survivors. Especially in open areas and loops without windows.
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@Veroles said:
How it is when you reach p100 level 50. Does it stay at Level 50 or is it like always that it jumps back to level 1 when you continue to spend blood points? Do they still have to spend 20k BP to start back at level one?
It stays at level 50.
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@CorvusCorax86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3430280#Comment_3430280
Thank you, this is very detailed! Interesting build, too.
One question from my end: How do you see Knight's progress / updates since its introduction to the game? You highlighted weaknesses but do you think currently it is at its best state?
Generally it's been positive. The haste boost after creating a long patrol path is really noticeable and has gotten me a surprising amount of hits. As did the reduced time before a chase when a max-patrol-path guard spots a survivor. But he still has some pretty bad outstanding issues.
- Guards AI remains buggy and consistently paths incorrectly if a hunted survivor drops a pallet - This is an issue introduced with the Tools of Torment chapter. And it makes certain pallet loops extremely safe against guards since they try to run around to the other side of the dropped pallet instead of just running through it like they're supposed to.
- Add-on selection is terrible with only three viable add-ons to choose from - Seriously. If you don't run some combination of Dried Horsemeat, Call to Arms, or Map of the Realm, you're handicapping yourself. All three of these add-ons need to have their effects halved and given to Knight as base-kit. And almost all of his other add-ons need to be looked at. He desperately needs an add-on pass treatment akin to what Wraith got.
- Majority of maps are bad for him and force tunnelling, slugging and camping - This isn't an issue that solely affects Knight. But as a killer whose main method of winning is map pressure, he feels it the most. You simply cannot exact map pressure on any Coldwind map. Same with Mother's Dwelling, Mt Ormand, Haddonfield, Badham, and even Midwitch unless you camp. Which I've always found really boring.
It's really unlikely that any of these issues are going to be addressed. So I'd say that Knight is more or less stuck in his current state until further notice.
I won't sugar coat it: You need commitment if you want to do well with Knight.
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@C3Tooth said:
How many survivors DC did you get?
Loads. People really hate versing Knight.
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@ImpressionableTeen said:
What are some tips you have for the Knight? Also, how do you use your guards in chase?
Most important tip I can give is to play for pressure, not downs. Knight isn't the best killer for getting downs quickly. But he is amazing at keeping survivors occupied. Only commit to chases if either your guards are harassing other survivors, or the survivor you're chasing is running towards uncompleted gens and dead zones. Knight wins most often by forcing survivors to go where it is most efficient to chase them.
As for using your guards in a chase, it depends on the situation. Contrary to popular belief, using guards as solely a way to counter loops is a terrible idea. Only use them to shut down loops if the survivor is cornered or in a dead zone. Most of the time you want to use your guards to zone survivors out can force them to choose between getting spotted by your guard, or pathing inefficiently to avoid the guard and be at risk of getting hit by you. Good map knowledge is very important for this! Knowing how tiles are structure and how to approach them based on which direction they're rotated is key to winning, especially in big maps.
Also, The Carnifex and Assassin, (named Sander and Durkos respectively), are the best guards for chasing survivors. The former has the longest chase time and his banner takes twice as long to become vulnerable. Whereas the latter runs the fastest out of the three guards and applies deepwounds if he lands a hit.
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@jokere98 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3430281#Comment_3430281
What do you think about Dried Horseman? And were there situations, where you would have prefered it over Call to Arms? (sorry, but you can't convince me to play Knight without Map of the Realm 😅)
Dried Horsemeat is one of the only other add-ons worth running besides Call to Arms and MotR. But it performs worse on big maps, which is Knight's biggest weakness. On small maps like Coal Tower, Wreckers Yard, and Dead Dawg Saloon it can net you lots of value.
Especially with the Assassin, (Durkos), since he runs the fastest out of the guards can benefits the most from the increased chase time. So if you know you're going to a small map there are definitely situations where Dried Horsemeat can outshine Call to Arms. Just make sure to cycle out your guards so Durkos is used the most often for chases.
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@calem said:
do you hate yourself?
Nope. I'm happy to have greatly improved since I first started playing Knight and can win most of my games on a character that is often neglected by everyone.
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Call to Arms + Map of the Realm + Surveillance, Pain Resonance, Pop Goes The Weasel, Sloppy Butcher
Winning as Knight requires constant pressure and survivors can this build helps the most with that. Especially on bigger maps that are very punishing to play on as Knight.
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@Z0mbiv0r said:
How many time did it take you to P100 (approximately)? Is it worth P100 ing a character? From what I see on your picture, nodes are'nt even that much better from a P1 character. Do you have an estimate average BP use for prestige (I'm guessing something around 1.5M BP or so)? Did you enjoy it the ride? What's next?
- It took me over several months to fully prestige Knight. The BP grind is not forgiving.
- The "reward" is a shiny number next to your name and two iridescent add-ons guaranteed per bloodweb. I was already swimming in add-ons before reaching P100. So technically speaking there's no reward beyond other people seeing your dedication to the character. I would really like a unique cosmetic set for getting this far.
- If you optimise your bloodweb you can get one prestige level per 900K BPs.
- Maining Knight is definitely not easy. He's one of the most technically advanced characters in the game and requires good map knowledge and game sense to do well with. The bigger the map, the harder it is to win. I've tried a variety of builds and focused them down until I created the most optimal Knight build I could: (Call to Arms + Map of the Realm + Surveillance, Pain Resonance, Pop Goes The Weasel, Sloppy Butcher ). But Knight still has plenty of issues that hours of practice cannot circumvent. Mainly his guard's AI bugging out. Despite that I've managed to win most of my games and feel like I've improved a lot since when I first started playing him.
- I'm going to take a break from DbD until the PTB for the next killer comes out and see how they are.
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@Brimp said:
Surely I won't take the prompt seriously and ask anything unrelated to the knight.
Would you?
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@I_CAME said:
Thanks for not playing Skull Merchant.
No worries! 👍️
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This isn't the first time BHVR has lied. And the Deep Rift itself is a really piteous way of going back on their promise. Most of the recoloured cosmetics look awful and were clearly slapped together to justify having the Deep Rift exist in the first place.
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@tyantlmumagjiaonuha said:
In future,75%〜survivers use Prove Thyself.
Oh yeah. Gen repairs are going to be prioitised over healing since healing will take so long. Which will lead to gens being done faster.
Another reason that the changes are bad for the game.
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She's abominable.
Her power encourages her to camp, her add-ons do the same.
Her perks are trash.
Her visual design is abhorrent.
Her lore is highschool-grade fanfiction.
I didn't think it was possible for a killer to be worse designed than Trickster. But here we are...
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@Trollinmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380431#Comment_3380431
Almost like the best way to stealth is with SB....
Sb+ self is very strong vs Nurse. I'm more scared of a players using that combo than a DH user.
The most common way for Nurse to win is by getting in fast chases and ending them quickly. Gen regression and info perks are her meta build for pubs.
https://us.v-cdn.net/6030815/uploads/ZFPZB9W49GSM/screenshot-2023-01-20-102344.png
You know how to obtain that weapon?
You're projecting my dude.
Just because you don't like going against SB + Fixated doesn't mean it's the best counter to Nurse. Because it really isn't. Nurse excels at covering ground and the most that SB can give you against a good Nurse is to maybe dodge her first two blinks.
This is supported by the fact that way before gen regression perks and DH became meta Nurse was still the strongest killer in the game. She really doesn't care if you gain distance on her. The only killer that catches up faster than her is Blight. The 2nd strongest killer in the game.
You should frame your arguments better instead of trying to flex with a legacy cosmetic that doesn't prove that you know what you're talking about. All it does is make you look like you have something to prove.
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@ThanksForDaily said:
These devs destroyed DbD, especially for the low level solo survivors. Strong survivors they know how to deal being injured. Low MMR survivors don't.
Low-mid MMR Killers will ABSOLUTELY dominate the matches because those survivors won't do any gens when they're injured. The result is unnecessary boring long matches because no one will do gens and killer win is guaranteed slowly but surely. Idk what the devs thinking with those harsh healing changes.
This is true as well.
I can already see the baby Claudettes self-caring for over a minute in the corner of the map.
What were they thinking?
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@Trollinmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380413#Comment_3380413
Well first off Sb+ self aware is way harder to deal with as Nurse than DH. Survivors that play stealthy are what counters Nurse not DH.
Snowball games with what? Good survivors play those killers by spreading out on gens.... Like if you stack vs my Nurse I don't need slowdown because you are playing terrible in the first place. The places where worse healing does something massive is when you stack, and you don't stack vs Nurse.
Survivors can still stealth no matter what exhaustion perk they're using. The DH nerf doesn't change that.
SB & Self Aware are not counters to Nurse. The combo is mostly used by survivors who don't know how to 99% their sprint burst and often waste time walking everywhere.
I'm not convinced you understand Nurse because the most common way for good Nurses to win games is to down survivors faster than they can heal and repair. Pre-nerf DH let them save time on healing since they could use it as an extra health state. With DH in the ever-growing perk dumpster, survivors now have to spend time healing if they want their 2nd health state. But now it takes even longer.
Again, this update just made Nurse and Blight objectively stronger.
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The bad massively overshadows the good.
Gutting meta perks is just as bad as not changing them. DbD suffers from a lack of viable perk variety and all but deleting the perks that people are currently using will just make this problem worse.
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@Trollinmon said:
Actually Nurse and Blight don't care much for the healing changes because they lost Pain res. If you think the killers that had their game delay tied to how well they can down survivors and then getting regression off those downs is somehow better off with healing being a bit slower and the regression nerfed then idk what to tell ya. I would certainly rather PR over sloppy as Nurse as my fast down and high tempo is rewarded more with PR than it is with sloppy. If those killers do show problems they can, like idk, nerf them. Might be a crazy thought though. However didn't they just get done doing that like a couple patches ago? Doesn't seem like that is something they are scared to do.
What are you talking about? Having survivors injured for longer, especially now that DH has been gutted, is amazing for Nurse and Blight. It lets them snowball games easier and makes it harder for survivors to recover. Losing Pain Res really won't hurt them much because they never needed gen regression perks to win games anyway.
This next update is just a straight-up buff to the strongest killers in the game. And that isn't a good thing.
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Some clarification:
This update absolutely has some good changes and I'm thankful for that. But they feel more included by dumb luck than because the bad changes are so insane that no one who has even a tertiary understanding of how DbD works would make them.
I seriously hope the devs take a step back and revaluate how they balance the game.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360309#Comment_3360309
https://us.v-cdn.net/6030815/uploads/SM8RG476GGCT/image.png
DBD was the most fun for me when it was completely random assortment. Every month was a complete rank reset and a fresh slate. If you were good you won a lot. If you were bad I imagine you lost a lot. If you had been away from the game for a while you went back to "baby" ranks so you could relearn everything from the ground up if necessary.
The current MMR system feels like a struggle. You run faster and harder to get ahead only to stay in exactly the same place.
It is 100% a worse feeling to play DBD in 2023 compared to say 2016, 2018, and 2021-2022.
You can lose 20 games in a row and nothing changes. You're still in roughly the exact same place and it sucks.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360821#Comment_3360821
-"The softcap is not easy to hit"
Show us our MMR ratings if we want to see them. Let me be clear here : I am not accusing you or any of the BHVR staff of lying but I have played other games where the staff of that game did in fact lie to the audience. If you show me all the numbers then I can find the truth for myself. There is no chance for deception as everything is right before my eyes. Since you don't want to give me details I can only assume that you are hiding something. What do you have to hide? Show us our numbers if we want to see them. I think you hide MMR for two reasons
- Forum bragging / forum invalidation. People would say things like : I have 2000 MMR so I am right and you have 800 MMR so you know nothing. If this sounds ridiculous it is and the community would not stand for it.
- DBD puts people that should not be playing together way more often than is healthy because it makes for "fast games". Overall the MMR system is designed so that it punishes people who are good but not amazing.
Also I have to disagree about the softcap being easy to hit. Then again I have been playing this game for 6 years so I am in the minority.
-"Even if this is the case, the old system did not have any separation between Killers"
The current system is flawed because if I am above an invisible number I cannot see then all of my killers are set to a higher invisible minimum level where I can never really have appropriate level matches to learn a new killer. Maybe I want to learn Hag? But I can't ever really do that because I will never have time to build fundamental skills against new players who are appropriate matches for having zero knowledge of Hag.
Learning against an opponent requires a minimum specific distance. If the difference in skill is too great there is no opporunity to learn anything. You just get crushed no matter what you try. The current system needs to change. All killers should have a completely independent MMR that is set slowly over time by winning from the base invisible number. Since all MMR is interlinked all killer MMR over the invsible 1200 ranking should be reset to the initial rating.
By the way : we know the cut off points because the hackers tell us what they are. Do you see how disingenuous that feels? We can only learn the truth by listening to cheaters that are telling us the rules you hide from us.
-"The system exists in a void. You never see it."
The problem is that the players feel it. Matching making in DBD feels terrible. Do you know how ridiculous it would be for people with a 1200 Elo in chess to play people with a 1600 Elo? DBD says whatever 1600 is the same as 2000 - yolo.
That is completely ridiculous. The magic cut off number of 1600 is too low.
The system is designed to favor speed over accurate matches once we hit 1600 MMR. This makes the game feel completely gross to play over that number.
I'd like to issue you and the entire DBD staff a challenge. Give everyone at BHVR an account "zapped" with 2400-3000 MMR. See how much fun it is to play at the upper end of the MMR spectrum. Spoiler alert : it sucks.
Rules for the challenge
- You must use addons/items with equal frequency. In other words you can't play pinky finger clown a second time until you have played through all the other addons (or played a game "skipping" some playing with none).
- You may not play Blight or Nurse as these killers have such a massive advantage over every other killer.
- Play games for both killer and survivor. It doesn't need to be 50/50 but give each a fair number of games (lets say 10-20 minimum over the month).
- You can use whatever perks you wan - go wild. Pro tip: you'll want to use meta perks.
- Get good - or you will suffer during this "event". But acrually that's the point - DBD at high MMR is an incredibly fun experience that makes me not want to play even though I really love the game. In short the game is ruined because I have to play a certain way because of my MMR.
-"The matchmaker starts...."
The matchmaking in DBD feels bad. We can't really know for sure because we can't see after the fact if the Blight we were playing against was +200 MMR or -200 MMR. You hide this information from us in what I feel is an attempt to hide at just how bad/inaccurate the Match making system actually is for some players.
Absolutely correct. It's about time someone else spoke up about how terrible the match making is.
The arguments of everyone defending it are painful to read. And even more painful to try and comprehend.
Thank you!
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@Seraphor said:
Reminder: No it didn't.
The old rank match making was no better, and for some, including myself, it was much worse.
Take off the rose-tinted glasses.
Old System:
- Easy to hit softcap.
- Rewarded players for playing well, not just escapes/kills.
- Visible to players.
- Didn't encourage people to sweat.
Current System:
- Easy to hit softcap.
- Only rewards players who escape/kill.
- Completely invisible.
- Encourages people to sweat.
There's no doubt. The old system was objectively better. As imperfect as it was.
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@Peanits said:
Will try to keep this short, but matchmaking is incredibly complex so apologies if this ends up being long.
There's a couple big misconceptions with MMR, and probably the most common one is how it estimates where you should be. No matchmaking system in any game- even games like chess which pioneered these ranking formulas over many years- is able to take a single match and accurately assess your abilities. There will always be too many factors at play for that to be accurate. Even if you use a different metric or a bunch of metrics, like chase time, hooks, pallets used, generators completed, healing, etc., there are still outside factors that need to be considered. Was your opponent (the Killer in this case) playing well, or were you only doing well because the were making a lot of mistakes? Likewise, did you do poorly because they're amazing at the game? Did your teammates do their part to help ensure your good plays worked, or did they let you down?
Even if you had a human sit there and watch your match, it would still be impossible for them to stick an accurate number on you after watching just one match. The best they could do is a ballpark estimate. They don't know you, they haven't seen you play against higher caliber/lower caliber opponents before. They only have this one match to go off of.
The matchmaking system is no different. It cannot tell how amazing you are from a single match because that is an impossible task, so it doesn't even try. Instead, the system is designed to look at your performance over the course of many matches. This way, due to the law of averages, you will gradually move towards the place where you should be. You might lose two matches and win the next four. You're up overall from where you started.
And because there's no way to accurate take every factor into consideration, it does this by using a proxy condition. Yes, kills or escapes are not the only thing that makes a good player good! But if you're amazing in a chase and can last for several minutes, more often than not, that will lead to a win. If you play well, your chances of escaping will rise. Or if a Killer plays well, their chances of killing the Survivors will rise. This isn't something that's exclusive to Dead by Daylight either, just about every game will use a similar metric for matchmaking (even if it doesn't show it). You'd be hard pressed to find a game that successfully factors in dozens of things rather than using the outcome of a match.
This is also important because the matchmaker's sole job is to find you matches where you have a roughly equal chance of winning or losing. It doesn't care how you do it, whether you played super well or you used every crutch in the book. It's a cold, emotionless machine that's solely trying to put you up against opponents where your strategy- whatever that may be- works about half of the time. It is not trying to pass judgement on you as a player, not trying to make you feel bad for losing or claim you're amazing for winning. It's simply looking at the facts: If you won, rating goes up, if you lost, rating goes down. And over the course of several matches, you'll almost always end up moving in the right direction.
This is a big part of the reason why your rating is not shown. It's not meant to be something you obsess over or focus on. It's sole purpose is to find you fair matches. It will go down sometimes when you don't feel like it should, but it will also go up more often than not if you are truly below where you should be.
It's crucial for a matchmaking system to have a clear win condition. The winners rating needs to go up, and the losers' ratings need to go down. If it's a draw, they stay the same (although this isn't common). If this is not the case and both people can win simultaneously, you end up in situations where people can endlessly climb in rating rendering the entire matchmaking system useless. It would quickly become a reflection of someone's playtime more than their actual abilities.
The emblem system is actually a perfect example of this. Since emblems are independent of the other side's performance, it's possible for both the person who 'won' and the person who 'lost' to pip. The result was exactly what was expected: By the end of a month, pretty much anyone who played enough would find themselves in the higher ranks because on average they were pipping more than they were depipping. This meant: A) By the end of a month, a large number of people with a wide variety of skill levels were being matched together, making matchmaking feel random, and B) By the end of a month, the lower ranks (people who had not played much) would suffer from excessively long queue times since the majority of people had already ranked up past them. If the matchmaking system is producing long wait times for some and horribly uneven matches for others, it's failing to do its job.
In short, don't sweat it if you "lose" by the matchmaker's standard. It expects you to lose some matches, and it knows that you will win matches to offset those losses. If you think you did well, you did well. Don't let an invisible number that you can't see take that away from you.
What a counter intuitive way to design a match making system in a game like DbD.
No one is expecting an MMR system to accurately grade your skill level after a single game. That isn't reasonable and almost everyone knows that. That isn't what most players are complaining about. By far the most common complaint about the current MMR system is that there's so much RNG involved during a game, (map, tile generation, player perks, spawns, etc) that often times a "win" or a "lose" can be entirely due to something outside of player control. It especially doesn't help that there are hidden mechanics when it comes to match making that have absolutely no place in a system like aims to make matches fair, such as deliberately sending players who win a lot to a map that they often lose on.
The problem isn't that the game cannot measure every bit of RNG to correctly access whether a player did well. That's not reasonable or even possible. The problem is that DbD is simply not the type of game that any type of MMR could work because there's too many things that influence a match. And as flawed as the emblem system was back when it was used to match players together it did a better job of measuring how well a player did during a game than the current system. And you could actually see it.
There's no good reason why players aren't able to see their MMR ranking. Not being able to see it stops players from being able to see if they improved over a the course of several matches. And makes it impossible to give feedback on if the system even works. Like it or not, players need to see what their MMR ranking is. Not just so they can see how good/bad they're doing, but to ensure that their opponents are at roughly the same level. I think I speak for almost everyone when I say that match making has never felt more random. There's so many games I get as killer where the survivors should obviously have never been matched up with me and get slaughtered within minutes. And others where it feels more fair. But it's all at the whim of an invisible number that doesn't account for player skill, that doesn't account for game RNG, and is by far the most arbitrary and unintuitive way to match players together that I have ever seen in a multiplayer game. And I can't even see it!
I'm going to even begin to explain how having some survivors "win" a match by whilst their team mates "lose" when survivors are supposed to be working together as a team is laughably unfair. This system needs to change. If not replaced entirely. Having it only worsens the experience of most players.
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The no-brain change was to make the perk give the person you unhooked the 6 seconds sprint burst.
Why didn't they do this? It would become the most powerful anti-tunnel perk in the game!
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@camping_site said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324096#Comment_3324096
It is your opinion which I suspect comes from some bad matches and NGL- inexperience. Killer knows what addons or perks he brings into match and what truggers it or how long its respective effect lasts. It really is the big difference between playing killer and survivor. Killers need to pay a LOT of attention to details, count hooks, time etc. After some 1-2k hours it sinks in but before that it can be overwhelming. However it can’t be fixed by breaking soloQ and creating covert slug fest.
Mate. The average survivor really doesn't care if they can't see auras for a little while. Especially considering every other status effect they could have gotten; increased healing time, getting slowed down, getting insta-downed, or not hearing the killer's terror radius.
Please do not patronise me and claim that "Blindness is actually good. You just need 1-2K hours to realize that". You don't need even 10 hours to realise how weak it is! Try to actually counter my points instead of speaking nonsense.
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@Entitled_survivor said:
to make solo experience even worse ? no thanks
This is a terrible argument. By your logic buffing Pig is a bad idea because it technically makes the game harder for solo que players.
If something isn't good against solo que players then no one uses it. Because the majority of the playerbase are solo que.
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@camping_site said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323907#Comment_3323907
Hiding auras for a set of time is strong enough because it negates many survivor perks - windows of opportunity, bond, kindred and some more. And it can signicantly affect their decisions. Not seeing HUD means soloq don’t even know if someone is downed and where (because of blindness). I do agree it would immensly help killers by beeing OP- zero skill, zero counter, maximum effect.
Regarding exposed killer addons you mentioned- it is a questionable developer choice I hope they will rework some day and they are pink (ultra rare).
I've already addressed this. Being able to counter very specific survivor perks for at most a single minute is not very good. And even if you do manage to blind someone and shut down their WoO in a chase, you have no idea at the time. Blindness is such a poorly designed status effect that you have to look at the survivor's build after the game is already over to see if you got value out of it.
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@TeabaggingGhostface said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323766#Comment_3323766
It's something I've wanted for a while, it just sounds extremely shenanigans worthy
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323909#Comment_3323909
It'd make some killers a fair bit harder to loop
No it wouldn't. If you're playing a killer that has trouble catching a survivor with their power then removing their red stain won't help. Even the shorter ones.
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@VideoGameMage said:
Blindness is a status effect that's kinda meh, because if you made it too strong (especially if you start messing with the HUD and notifications like some people here have suggested) it becomes too game breaking.
That being said, it is a status effect that will lose some of its effectiveness against solo q once the HUD icon update comes, and I don't think bhvr is ever going to have a game mechanic (whether it's a perk, status effect, etc) that messes with the HUD. So I have no clue how'd they go about buffing it, if they do at all. A rework might have to be done to it or it'll just have to stay in the game as the annoying but weak status effect.
How would it be too strong? The only change here that's questionable is someone wanting the hook bubble to be removed when someone is hooked. We already have other perks that deny survivor information. Undetectable perks like Trail of Torment make the killer immune to aura reading and remove their red stain.
Behaviour has already added an entire killer based around messing with the HUD. His name is Doctor. And he's one of the weakest killers in the game. I really don't see how making Blindness actually useful would be gamebreaking.
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@TeabaggingGhostface said:
Imo all it needs is to be able to hide the red stain
Why? That's a pretty small change that might not even be a good one since it stops the killer from being able to mindgame during a chase by manipulating their red stain.
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@camping_site said:
https://forums.bhvr.com/dead-by-daylight/discussion/361773/blindness-is-long-overdue-for-a-buff
Your logic is that if something was buffed then everything must be buffed.
Considering many killers can inflict this status with a simple addon suggested effects are just way too much and borderline ridiculous.
You're being disingenuous.
I wanted Blindness buffed because it's extremely week. I used the buff to Haemorrhage as an example of how a useless status effect was buffed to not only be useful, but also give a visual que when it's being useful. Something that Blindness also doesn't have.
How is it ridiculous that a good status effect can be inflicted with an add-on? Literally every status effect in the game, including exposed, can be inflicted with specific add-ons. The buffs I suggested would not be too much. They would make blindness good on it's own and potentially really good in combination with other perks and add-ons. Which is exactly how it should be.
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@Blueberry said:
All you needed to give it was number 1, the others are unnecessary. Also, remove the hook location ping. Why were years later and that still exists is is beyond me. Having a location ping at the hook location defeats the entire point of them being blinded since they know where the person is hooked anyway. I find that another issue is that most effects that apply Blindness are for way too short of a duration to be relevant. 60 seconds is like the bare minimum to have value unless it’s applied by an effect that is very recurring.
I disagree. If all Blindness does is obscure the HUD then it will continue to be completely useless against SWF's. Because they can just communicate to tell everyone if they're being chased, repairing, healing, etc. But hiding status effects is something you cannot counter by communication. Giving Blindness an actual purpose.
Hiding the hook location ping is a terrible idea. Because it exclusively targets solo que players.
Most Blindness durations currently in the game already last for 60s anyway.
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@Xendritch said:
I'm extremely confused by people saying the knight is weak or you can't play them as "intended". First off the idea that you could ever play the knight by having guards patrol long routes is ridiculous. First you'd have to pick an area for it to patrol then spend time creating the route and then they would have to take time patrolling the route. When in the history of DBD have killers had time to do something slow and cumbersome like that?
In DBD speed is king and powers you can pull off quickly or have high mobility are best that's why Nurse, Blight, Spirit, Oni are at the top. I left out Artist on purpose because more on her later but she's also up there. Powers that are slow and take time to setup are terrible like who do we have in the game with powers like that? Trapper? The worst killer in the game? This is what people want more of? People are complaining about Knight only likely being B tier but I promise if the focused on the part people keep talking about they would be much worse.
Now the other complaint is that Knight is just another Artist which kinda but not really. First people have an oversimplified idea of how Artist works which is drop bird at loop ad nauseum until survivor goes down which you can do yeah but that's not the only reason Artist is good, they also have really good built in information, perk synergies and can snipe from across the map which are also all skills you need to learn with her and knight can do none of these things (knight can synergize with similar perks but in different ways and I imagine his best builds will actually be much different from Artist) why I honestly find it a lazy comparison.
Knight in my opinion is much closer to a fixed twins. Macro game play centered around either double teaming a single survivor or occupying multiple survivor's time. Like we're looking at possibly the best killer at enforcing a 3 gen in the game. Yes the antiloop is there but generally you want to be trying to control the map and herding survivors into dead zones for double hits or chasing a survivor down while keeping a nearby survivor and doing map control and protecting your 3 Gen the entire time. I think this is why people don't think knight will not take skill they will it's just going to test game sense and long term planning instead of mechanical skill.
All in all I think knight is....fine. I don't think the changes change their tier placement much just makes them feel much better to play which is fine because I think they're quite decent and could fall anywhere from low A to mid B tier but you won't see them much in a few months because people don't like playing macro killers.
Holy #########. It's so difficult to find someone who actually understands how the Knight works. Upvoted!
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@Dionysus42 said:
Inspired by Pixel Bush's recent statement and the response it got, but informed by a now long history of debate on this issue. People say that the new survivor is clearly tailored to be drooled over to the point of ignoring his actual history and origin in favor of modern fashions and so on, that Haddie's relative failure means BHVR is now entirely focused on making survivors that people want to have relations with, and that it has gone beyond the isolated environment of the spinoff to now infect the main game, destroying what little semblance of horror aesthetic is left. Also, characters like Claudette get outfits that don't at all fit their reserved personalities.
What do YOU think? Do you still want more daddy Ghostface, David, and revealing Kate skins? Or has it all gone all too far? Post your favorite Feng bikini cosmetic ideas as well.
What sex appeal?
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@MerleDixon said:
There is effectively, ZERO reason to disconnect when the match just started. People constantly say "Well, the Nurse is overpowered" The issue is, you could at the very least stay in the match and try to improve, instead of immediately leaving. Am I saying Nurse has counter play? No, in fact I whole-heartedly agree that she needs to be nerfed. However, by disconnecting from the match you remove any chance of winning your team could've had. Even if Nurse has no counter play, there are still ways to hold time and get gens done. Don't disconnect simply because you can't learn how to play against her.
Based.
Nurse isn't the best killer in the game. Garbage team mates are.
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@duygu said:
by the lack of it being mentioned in the new description, im assuming that they also removed a completely irrelevant part of rancor which is the notification of where each survivor is every time a generator is finished
That also means that the perk is slightly less useful with Spirit, the killer that came with the perk. Since you won't be able to see the obsession's aura if you're phasing.
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@OnryosTapeRentals said:
Where is the information coming from? I'm late to the party and can't find any announcements.
https://forum.deadbydaylight.com/en/kb/articles/352
EDIT: ReverseVelocity beat me to it.