SkeletalElite
SkeletalElite
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MnK support is coming to console soon
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@vol4r said:
How do you know that?
I had characters that I hadn't leveled up since the bloodmoon event when the update launched and when looking at their bloodwebs the event items that were still on there had their price increased to 5000 bp
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This seriously needs to be considered BEFORE the anniversary event starts. I gurantee the negative feedback is going to get much worse if this is not fixed before the event
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if you're on PC you can use either wireshark or exit lag to see the server you're connected to in lobby
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@Bradcore said:
I had an extra chance to play a little more of the new Rift today and I have to say that this new quest system is immensely boring. The quests don't feel remotely special as everything associated with them is incredibly mundane. There doesn't seem to be any real focus at all, so far. Even if I complete the premium tier, this might be it for me with the game. The old Archives and the old Dailies were way more enjoyable. This new system doesn't even incentivize playing different characters like the old one did.
you don't need the game to give you a challenge to play a different character or use different perks, you can do that anytime you want
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@turksmall236 said:
We really need a toggle sprint option
A toggle is unweildly when you want to quickly switch between walking and running, while I think it would be a good additional option for people who want it, I want an option to invert the current functionality so that holding the button makes you walk and not holding the button makes you run.
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@Bradcore said:
As someone who only place twice a week for two hours at a time, this change to the Rift might be what kills the game for me. I've always enjoyed doing the premium tier, but it looks like I'll need to play almost daily to complete the track with the new system. I hope I'm wrong, but if this is the case, then I'm done with the game.
2x a week for 2 hours at a time is more than enough to finish it. Lets assume you manage 6 full matches every session; you'll play 144 matches (a low ball baseline, you can probably manage closer to 192 matches and 8 per session than 144 matches) . If you finish every milestone quest and every weekly you will get 83.5 tiers. If you average at least 500 xp per match (not hard all you have to do is be in the match at least 8 minutes and 20 seconds) than you will get 5 fragments per match passively. That's another 7.2 tiers, bringing you up to approximately 90.5 tiers total complete. You will get at least 24 first match of the day XP bonuses bringing you up to 91 tiers. You would play on 24 individual days allowing 24 sets of 3 dailies which provides enough shards for 10 tiers bringing you up to 100 tiers, completing the rift.
Even if you don't do a couple of the milestones there is going to be quests associated with the anniversary event and with 2v8. As of right now we don't know exactly how many rift fragments we'll be getting for these quests however in the past major event tomes like the anniversary and blood moon typically awarded 20-25 tiers worth of rift fragments while minor event tomes such as chaos shuffle and 2v8 have awarded around 10-15 tiers worth of rift fragments. Given quests actually award more tiers worth of rift fragments than the tome challenges of the past we can assume the events will at the very least award the same amount.Thus if you earn those you can actually miss almost all of the milestones and still make it to 100.
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You still earn fragments with XP. The rate seems to be 5 fragments per 500 xp. I'd like to see the XP amount reduced 200 or 250 though.
The new quest system awards a lot more rift fragments than before (about 83.5 rift levels worth compared to 50-55 worth under the old system), but I think the passive relative rate should remain the same as previous or be slightly faster.
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No mither should just be reworked.
Modern DBD does not need a "challenge perk". Builds where no mither is actually useful are almost always infuriating builds that involve around making yourself unhookable so reworking it would be losing nothing of value.
I propose that it should have a benefit actually befitting its horrendous downside. Something like any perk that has an activation requirement or token syatem, starts the trial activated or with 1 additional token. Making it the ultimate synergy perk with a massive downside.
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You don't have to play daily. The rift fragments from weeklies and milestones will give at least 83.5 tiers. Just 11 days of play with 4 matches per day played will earn you another 7 tiers. The remaining 10 tiers will be easily earned from 2v8 and anniversary event quests
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@LockerLurk said:
MintSkull did a video on this recently that does in fact prove you actually gain more rift fragments FASTER than before, with less difficult and let's face it, less ANNOYING challenges. Hence why they're called quests now.
He only had an issue with the fact you basically have to do Dailies to get to the end of a Rift now, and I agree. He also had issue with the fact that if you only like to play one of the sides, you have to grind harder or play the side you don't like, which I also think is pretty unfair.
Those are what ruins this for me, I otherwise like this more casually-minded rift progression system with simple tasks that help you slam through the rift, giving you some sort of progress marker even if you lose the round. In fact, you can now set "just grinding the rift" as a personal wincon if you want, encouraging less sweat and more chill games. I think we could all use some more chill games about now. That said? Yeah these dailies gotta go or be more interesting than this.If you don't do any daily you will get 83.5 tiers of the rift done. This is only if the 2v8 and anniversary event provide no fragments though. If they provide at least 10 levels worth of fragments it will be pretty easy to finish with no dailies
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Havin played additional matches, they have nerfed the passive progression rate compared to the past, but buffed the progression granted by challenges. I wish the passive generation would be the same rate as before.
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Battle pass progression is the exact same as before
https://imgur.com/a/uuAdXW8
If you look at these images you will see I am level 10 with 65 fragments. This is a total of 965 fragments. You will also see every single challenge and my progress on them, except for yesterdays dailies which are no longer visible. If you add up all awards I have gotten including yesterday's dailies, I have been awarded 755 fragments. This means I have gotten 210 more fragments than I have been awarded by challenges. This is proof that XP still awards you rift fragments.
Furthermore if you look at the number of matches I have completed (via the challenges) you can see I've played 22 matches. Meaning I've earned an average of 9.5 fragments/match completed not including the fragments from challenges which is roughly the rate you earned rift levels at before this update (about 10% of a tier per match). Including challenges, I have earned an average of 43 fragments/match.
edit: it seems I was slightly off because the game starts you with tier 2 already unlocked, not at tier 1. This means my per match rift fragments excluding challenges was closer to 5 and not 10. This means passive battle pass progression is slightly slower than it was in the previous patch, but the progress from challenges is easier and faster.
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@Madjura said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923164#Comment_3923164
You can somehow get +10 fragments without quests. I think your calculations are missing that (at least I don't see it). From what I have seen so far it could be that you get +10 fragments if you did not complete any quest in a match.
I also suspect (but this is untested) that if you use Abandon you don't get the +10 fragments.
If I'm right about this then once you are done with all quests (and thus can't progress anymore) you get +10% of a level every match.
you don't get 10 every match you get 10 every 500 xp you earn. . My calculations prove that these extra fragments exist (if they didn't I would only be at rift level 8 with 55 fragments Instead I am at rift level 10 with 65 fragments, an extra 210 fragments acquired across 22 matches played. Many people are claiming they do not exist.
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@Zenislev said:
Hey, so what happens to your calculations when you're someone who doesn't want to play both sides? It used to be you could passively gain frags by just playing matches but that's gone now. Your only choice is to play both sides or you straight up can't finish the pass.
What about if you're someone that doesn't want to play every day? Even if you do every single weekly and milestone (which is asking a LOT from people) you still won't have enough to finish the pass.
What happens if you're taking a break and you hop back into the game in the middle or towards the end of the season? It used to be that you could still pretty comfortably grind out the pass even if you joined in late, but now? Without those dailies you're ######### out of luck.
Also, this math assumes that you're going to be finishing milestones every match which is just not realistic, not with the increasing requirements for each one, so over time your frag income, that 9.5% of a tier per match, will decrease significantly as the milestones get harder and harder.
Everything about this system is just worse man.
The 9.5% per match is from passive generation only and is constant whether you are completing challenges or not
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@Hekob said:
You have to take into consideration that the new rift goes up to level 100 while the old one only had tiers up to tier 85. Also worth considering is how you can no longer earn rift fragments simply by leveling up. This means that you have to complete daily quests to make up for the missing 16.5 levels of the rift, which means that you HAVE to play the game daily in order to earn these levels. Now I agree that the reaction to this new quest system has been a bit over blown, but unless I'm missing something, having to complete daily quests in order to complete the rift sounds like an awful time. This also means that you have a limit on possible fragments earned per day, which disincentivizes playing after completing all your dailies for the day. I just can't fathom why BHVR would remove rift fragments gained from leveling while introducing this new system, if not for profiting from players buying rift tiers. Otherwise I see no need to remove fragments gained from leveling.
You still earn rift progress just from gaining levels here is proof:
Yesterday I also did all the dalies, since they're gone I can't sshow a screenshot of that but that's an additional 45 fragments.
If you add up all the fragments from the challenges I have completed you will see I have earned 210 more fragments than I have been awarded by challenges. This proves that you still passively earn fragments by just playing the game. I have also not purchased ANY tiers
edit: and yes there is 15 more deep rift tiers, a 17% increase in the number of tiers however as the OP shows, the number of fragments available from challenges has increased by roughly the same amount (85 tiers worth of rift fragments from challenges rather than only 53 tiers)
Part of the reason it may seem slower is also that event quests have not been revealed for the anniversary and 2v8. Keep in mind that event tomes from 2v8/blood moon also awarded rift fragments. Similarly it is safe to assume that event quests will award rift fragments too. Potentially even more than they did in the previous system.
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@Zenislev said:
Hey, so what happens to your calculations when you're someone who doesn't want to play both sides? It used to be you could passively gain frags by just playing matches but that's gone now. Your only choice is to play both sides or you straight up can't finish the pass.
What about if you're someone that doesn't want to play every day? Even if you do every single weekly and milestone (which is asking a LOT from people) you still won't have enough to finish the pass.
What happens if you're taking a break and you hop back into the game in the middle or towards the end of the season? It used to be that you could still pretty comfortably grind out the pass even if you joined in late, but now? Without those dailies you're ######### out of luck.
Also, this math assumes that you're going to be finishing milestones every match which is just not realistic, not with the increasing requirements for each one, so over time your frag income, that 9.5% of a tier per match, will decrease significantly as the milestones get harder and harder.
Everything about this system is just worse man.
edit: You still passively gain rift fragments, the post after this one shows proof.
Sure let's assume you only play survivor> First let's look at the old system with tome 19 splendor.
Doing only survivor challenges and universal challanges you could earn 279 fragments or 27.9 levels. compared to the 501 or 50.1 levels worth of challenges available.
Now lets look at the new system. 3 weeklies were universal and 1 weekly was killer only and 1 weekly was survivor only. This means we will be missing 12 weeklies if we don't play killer which is 900 fragments or 9 levels. Thus our weeklies will give you 36 levels instead of 45.
As for milestones. 3 of them are killer only, 3 are survivor only and 1 is universal. Thus we will miss out on 3 mile stones worth 550 for 1650 or 16.5 levels. You miss 25.5 levels out a max potential of 83.5 levels. Under the old system you would miss 22.2 levels which was 55.7% of the maximum potential earnings from the tome missed. So raw number of levels missed by one siding is slightly higher, but you still get more levels over all because the percentage is MUCH higher, meaning the new system is far more favorable for a player who plays only one side than the old system.
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You do there's just no progress indicator for it. I've added up all the fragments I've earned and I have more fragments than I've earned from quests
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They shouldn't put a toggle, they should just fully revert it. The toggle would make any communication cumbersome with awkward clarifications since both systems have green at a different rarity.
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Is easily one of the worst perks in the game.
It's worse than just about every single killer aura reading perk there is. Fogwise, alert, object of obsession, troubleshooter mainly. It triggers less often than all of the above perks with shorter aura reading time.
The time on the aura read from this needs to be at least 5 or 6 seconds to match the above perks for it to see any chance of being put in my builds. As is right now there is no world where I'd choose this over any of the above perks, especially object of obsession
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While his basekit is unaffected it is technically and extremely small buff when stacking haste. For example with rapid brutality before you would essentially get 13% haste or a move speed of 5.198 m/s now you get a 3% base speed increase and a 10% haste for a total move speed of 5.2118 m/s. This increase is so small to be practically the same, but it is technically stronger
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Might be ping related, saw a post on reddit earlier where someone with red ping was able to pick up a medkit while the killer had weave attunement without becoming oblivious while having red ping. It could be unrelated but I see in your video you also have red ping. It's also inconsistent because I played a match earlier where franklins was working just fine against a weave/franklins kaneki player.
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I disagree, this would inadvertently make discussion about the game more cumbersome. If everyone has a different color scheme, even basic references to UI elements could become confusing. A lack of a shared visual reference can lead to awkward clarifications. For example, "I'm bringing a green medkit" suddenly needs to be clarified whether it's a new green medkit, or old green medkit. Of course you could just say "rare medkit" but that's not how they have been referred to historically. Regardless of whether the team chooses the new or old colors, I believe a consistent UI for all players is important for clear communication about the game itself. My concern isn't the specific colors, but the need for a common visual ground.
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Having played a few more matches I think the passive generation is still there because I have one more rift level than I believe I should have if it wasn't there, however there is no progress indicator showing how much XP you need to earn rift fragments now, making it unclear whether or not it's being earned in the first place.
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It's been broken like this for weeks, actually baffling that they aren't using the kill switch. There have been several severe bugs in the game in the past year that have been kill switch worthy that the devs just haven't been using it for. I honestly think the killswitch is broken and they haven't put the resources in to fix it.
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When the server matching is acting up if you're on PC you should use wireshark to check the IP of the server you're in while in the lobby to determine its location. It's possible to do theoretically on console too but is probably too complex for a typical user
I got thrown into japan/EU a couple times earlier but it's mostly back to normal now
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a perk that makes you do certain actions silently for killer isn't out of the question but it shouldn't be brutal. brutal is already a really good perk on any killer that can catch up to survivors very quickly.
That said it shouldn't be the only effect of whatever perk they put it on.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/443819/abandoning
The killer lost. What's the big deal exactly? You want them to be able to surrender and take a loss faster than 10 minutes, perhaps?
I'm not sure if it counts it as a win for the survivor but it definitely counts as a loss for the killer per BHVR's statement.
The post game screen when abandoning from survivors not doing gens shows the survivors as dead, but this is true, it is considered a loss for the killer.
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/443546/knight-guard-hunt-only-lasted-6-seconds
The chasemusic started, means he has to be near his guard (assuming it isn't bugged) - guards disappear a lot quicker if you're near them as knight, combined with the relatively low duration of the assasin this should be how it's supposed to be although it's really sad to watch xD
Looked it up: the assasin has a standard-duration of 12 seconds, if he's 8 meters near his guard the duration ticks down 3 times as fast. So he got near his guard somewhere after the start of this clip.
You're right I realize now but I thought he was actually somewhere upstairs at the time (he sent the guard from the hall where I ran to at the end of clip but he must have ended up running down stairs instead.
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@danielmaster87 said:
You DON'T know what you're talking about. It has nothing to do with skill. And the explosion sound is map-wide, not location specific, and only the killer sees where their hex was, through the sound bubble.
What this change does is make the game baby mode easy for solo noobs, because for some reason the only person who cleansed the hex that activated Pentimento wouldn't go back and re-cleanse it. No, that would be using their head. So to remedy that, the devs now want to give the whole team that information for free. People like to talk about free stuff in this game. That right there is free.
I frequently see the bubbles of totems breaking as survivor and it happens to me very consistently so there's a bug occurring if that's the case.
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@sizzlingmario4 said:
I think 16 meters is just too forgiving and makes it too easy to remove especially if there are multiple places it could be. Even if you're the one who broke the totems previously and know exactly where to look, you still need to check each one (ie. if the killer only puts up 1 Pentimento totem at a time, which is often the case), and having such a large aura radius makes that process faster and thus makes the perk weaker. I would have less of an issue with the aura if the range was reduced a little. But that on top of the fact that the actual effect of the perk was nerfed as well makes it a significant double nerf which just feels bad, not to mention it makes getting 5 rekindled totems nearly impossible when it was already extremely rare. I feel like they could make the aura range a little smaller while still achieving their goal of assisting solo players.
While I agree that it can make checking a broken totem location a little bit quicker when there are multiple broken totems on the map particularly in multifloor situations, do you disagree that a lesser nerf to the amount of slowdown would be a better change from the PTB than a lesser nerf of the aura?
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915525#Comment_3915525
the auras make the totems way quicker to find, especially for SWF who can call out general locations on the map, teammate goes to that general location, and aura guides you right in. GG EZ
If you already know the general location of the totem I find it hard to believe that it should take you any substantial amount of time with or without the totem aura, there's only so many places totems can spawn and if already know the general area checking getting to it should be very brief. Of course this all assuming you even need to have the totem called out to you in the first place, given that the bubble from hex totems breaking appears for survivors so you should really be taking note of the location before there is even a penti totem in the first place. This only seems like an issue if you're worried about stomping teams that don't really know totem spawns and aren't prepared to face penti.
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@I_Cant_Loop said:
The slowdown adjustments were more than enough of a nerf. Adding the auras on top of that was completely unnecessary and makes it a dead perk, especially against SWF (as usual).
That doesn't answer my question though. The aura nerf is pretty much completely insubstantial for all the reasons I mentioned in the OP that you did not address at all. How is it especially dead against SWFS? In what way did the nerf impact its performance vs SWF more than vs solo? Surely for a SWF team that can call out totem locations the aura matter less, not more.
Shouldn't we advocate for a less substantial decrease to the slowdown (like 20% +10% for each totem) instead of reverting the aura change?
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They need to make it so the range at which you can grab objects and the range at which you can attack survivors is two separate values. Shortening the attack range was fine (I wouldn''t even care if the shortened that more TBH) but shortening the range of grabbing stuff sucks.
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This is just a case of the perk description being bad. What vigil truly does is increase recovery rate by 66%
40/1.66= 24.1 seconds
40/2.32= 17.2 seconds
40/2.98= 13.4 seconds
40/3.64= 11.0 seconds which lines up with actual speeds
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@Daniel_Silva04 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913474#Comment_3913474
The counterplay for his vault is pretty simple, you just keep running if you see he's going to use the vault, and he'll be forced to cancel the power, slowing him down and losing Bloodlust. That's it. It's the same thing as facing a Huntress/Nemesis/Houndmaster.
While winding up a hatchet huntress moves at 3.08 m/s and cancelling decelerates her briefly down to 0 m/s.
The ghoul moves at 3.68 m/s while holding out the power, does not decelerate nearly as much for cancelling, and does not lose bloodlust unless they actually leap, they keep blood lust from cancelling.
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@RpTheHotrod said:
That would effectively make you absolutely uncatchable if ever on a surface above the ground with a dropdown. The killer dares chase you? Just run to higher ground, then keep running back to higher ground, and again. It would make any second floors safety zones. On top of that, you mentioned you want this so you can sprint burst away from a fall and then use lithe immediatly after. That's even worse. Killers would literally get no hooks on anyone running balanced landing if the map has higher elevation. Well, unless you're blight\nurse\ghoul. What you're actually asking for here is unlimited sprint bursts all match.
Im pretty sure they mean remove the sprint burst effect from balanced landing and make it so the perk ONLY removes stagger and drop noises, basically like old tier 1/2 balanced landing when only tier 3 had the sprint burst effect
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Don't make it do the shimmer effect unless you're literally touching it, make it indinstinguishable from a survivor including repair sounds/cleansing sounds if a killer hits it it explodes in a flash of light, blinds them, and applies a major hinder for like 2 or 3 seconds similar to singularity when you hit him with a pallet while hes overclocked,
edit: maybe give survivor the ability to put it on an interaction from much further away, like maybe just by looking at the object you want to put it on and pressing secondary ability while crouching.
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it doesn't matter what the strongest addons are, by the time you hit p100 on a character pretty much everything is infinite anyways.
Iridescent addons should stand out in one way or another though, it's a little bit boring if they're just powerhouses compared to other addons rather than having unique effects though
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It's also still 4 characters long so whats even the point 999+ is the same length as 1000. If you want to avoid 5 digits just make it so once you reach 10,000 it says "10k+"
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The event offerings are pretty much outright worse than just playing a BPS/anniversary cake/pudding/escape cake. The event offering only grants bonus BP to event scores. Those offerings give BP to ALL scores including event scores.
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@bleep275 said:
Honestly if his tentacles (power) didnt hit from behind the wall or when you drop down an entire floor from a window vault and STILL get hit, he would be fine. His power has worse hitboxes then huntress and it makes it very unfun to deal with. Bro wont even be on screen because there is a wall there and yet i still take damage or deal damage
Half the reason it's terrible is because the attack is hit scan but with a delay from him jumping onto you before the attack goes through, but If the attacks were limited to close range, there might be some issues with the attack that need fixing, but most of the bad hits would disappear since that delay would be gone.
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So I'm not 100% certain yet but I think when you injure survivor either with a power like blights or with a basic attack that is considered a "chase won" and you are granted points based on how long the chase was before they got hit but I think with the ghoul hitting a survivor with hte power is not considered a "chase won" and there's a pretty good chance after you hit somebody they will break the chase or you will switch targets which results in losing out a lot of chaser points
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@[Deleted User] said:
You answered your own question. "I'm winning all my matches and ending chases quickly."
Try the opposite, go for longer chases and not focus on winning in record time.
I don't think that's the issue, according the wiki, if my chases are 15 or less seconds long I should get 90 points per second for each chase. So for a 10 second chase, that should be 900 points, 2 of those should be enough to get me gold chaser. If my chase is 30 seconds or less, I should get 60 per second so for a 20 second chase, I should get 1200 points, 1 chase should be enough to get me silver, but many matches I'm not even making silver.
edit: and im not camping either the emblem breakdown in the post game never shows a penalty for hook survivor proximity. Instead it shows almsot half or more of the points I do have are coming from survivor hits, but those are only worth 55 points a piece, they should be a minority of the points
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I think they changed it to quests because they want to avoid ambiguity since it's replacing the daily ritual system. They dont want anyone confused that they're a different thing
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When you surrender the match ends right away. Any remaining survivors matches are considered nullified, same as a hatch escape. So its as if your match with that survivor didn't happen and your MMR is neither increased nor decreased. If you killed 2 other survivors though those survivors are 2 won matches that increase your MMR.
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Event BP offerings are too weak to not stack. Why play an event BP offering that only gives bonus BP to specific score events when I could bring a BPS which gives bonuss BP to all score events and helps my team mates and even if you run out of those a pudding/cake is still better because it helps all score, not just the event ones.
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They should just buff it to work on endurance hits, right now it sucks if you get tunneled but if it had positive synergy with OTR it'd be good.
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@TohsakaMine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900848#Comment_3900848
Im sorry but this is stupid. Every game has something like this. There are still benefits and builds around no mither. Not to mention making survivors able to see eachothers perks will also effect adept challenges. Also tome challenges for randomized perks. Again, every single team based game has things implemented that some people may deem detrimental to their team. If youre that paranoid of getting a team mate with no mither consider finding friends or not playing the game at all.
If you have an actual reasonable build where it makes sense to have no mither, you will be able to find team mates who are willing to play with you. If you're just running trash like no mither self care you will be dodged and you deserve it.
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@Aven_Fallen said:
No. This is just a myth done by people who think that they are better than they actually are. There are content creators who stream for 6 hours a day, winning most of their games. Do you really think they will sit there for several more hours, just losing every game? Come on.
The reason that it looks like they go against weaker opponents is simply because the MMR is really bad. Most players (who are not new) will most likely be at the Soft Cap. And once you reach the Soft Cap, you might be at the bottom of it, but you are paired with everyone else who is above said Soft Cap. This includes Content Creators who might be at a really high MMR.
People claim this all the time, but you can you provide any source that shows most players are truly at the soft cap. The only thing I ever see people mention is how quickly a new account can reach the soft cap, however, that is talmost always sourced from a cheater or a very good player who wins most of heir initial matches which sky rockets your MMR since the confidence value is very low. For a truly new inexperienced player who loses many matches at the start their MMR will go down, the confidence value will go up, and the amount of time/improvement it takes to reach the soft cap increases as a result.
Even the group testimony of the people you interact with is mostly insufficient because the people who are active in the community on forums/discord/x/etc. are a sample of the larger population in which a selection bias has occurred and it likely biases towards the higher ends of MMR. Keep in mind when the devs posted stats about nemesis those showed zombies averaged almost 2 hits per game. That's how bad the average player is. I probably haven't been hit by a nemesis zombie in my last 20 games against him.
But Joe Workman who has 3 jobs and works 80 hours a week and plays DBD when he has time off is not the kind of player you will find on this forumn, yet he exists nonetheless. And he's the player who gets hit every other time he faces a nemesis and there are thousands of him that you will never meet.
Not saying that creators tank their MMR, but it's just that any player that is "good" by our standards is a player who is beyond the MMR soft cap meaning they frequently face opponents that are worse than them and they make their opponents look worse than they are. I wouldn't be surprised if that was less than 20% of players, maybe even less than 10%.
Have the devs ever released any stats showing distribution of player MMR? To my knowledge they have not, but I would happily be corrected, and would love for the devs to release that information.





