Snow_Lep
Snow_Lep
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@Victor_hensley said:
I can hear everyone saying "wow, you entitled killer main" while yes, i am a killer main, but I am not entitled (just stating the facts, it's your choice to believe it)
I think most of the problems in this game go back to SWFs. Solo and killer experiences will improve if they just nerf SWF groups. Every part of the game has some sort of downside gameplay wise, but not SWFs. They have all of the same powers except they have voice coms to almost guarantee a win. They already have all the tools to tell whoever is part of a SWF group, why is it taking this long for a change about them?
I don't have a problem with friends playing with eachother, unless it hurts a game drastically for everyone else. Killers have downsides, solos have downsides, why not SWFs how inherently have a huge advantage that can't always be countered. SWFs can also easily sandbag solos, ruining the game experience.
I just don't want SWF balance to be put on the devs, "lets not do anything about it for 3-4 years" board.
Fellow killer main here. Let me ask, how often do you face SWF? Is it every match, every other match, once in 5 matches?
The point is, with how common SWF is, killers are really ranking and learning how to play against that type of communication as well as the busted matchmaking on top of it. Adapt and overcome, switch your playstyle a bit to counter the communication and work at ending loops, knowing when to mindgame and when not to, also what pallets you want to bait to throw and when to stop chase.
Going against SWF is the normal anymore, so it comes to killer responsibility to get better and play in a way that allows for wins even against a team in comms.
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Nope. This chapter might be what pulls me back into the game.
I've said it for years how well he would fit into the game with how terrifying he is and just the style of his design.
With many people saying that he isn't ICONIC, I feel like you miss the definition of iconic. He was essentially the first horrifying thing to exist inside a mainstream console with the graphics to match (for the time) to truly bring a horrifying feel. THAT is what it means to be iconic.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1124720#Comment_1124720
The Map is indeed unfun, for both Sides. It is quite decent for Totem Spots, but thats it. Almost every Pallet on The Game is safe. The area around the Bathroom features 4 ultra safe Pallets. And there is no variation in gameplay, you just run the safe Loops over and over again, until the Pallet gets dropped and the Killer has to kick it.
There is not really any potential to chain several structures to each other like on other Maps, and the potential to mindgame is limited as well. This makes it boring and pressing W is the only option.
Furthermore, with the Design it might take too much time to get around the Map, both as Survivor (when trying to save a Teammate) or as Killer, when trying ot get to a Gen to defend.
That is how the map was designed for a reason. I'm 99% sure they didn't design the map for DIRECT chases, but rather tracking and ambush. I think I found that out while just derping around and stumbled upon 4k after 4k as a killer. Hit them once, force them downstairs, then track them from above. It keeps them from sitting in one spot and healing with the terror radius, get a good drop or staircase down, and ambush.
It seems counter-productive, but its very useful on that map. Don't just trail someone to chase them, make them paranoid where they can't sit and do gens or heal for fear of getting caught.
Try playing the map that way sometime. You'll be surprised how many survivors run straight into your arms.
As for getting places to do things; the stairs are consistent. Literally do not change. Learn where the stairs are and you will never have any issue getting back up from the bottom for either side.
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@korean_zombie said:
https://forum.deadbydaylight.com/en/discussion/comment/1124545#Comment_1124545
Gideon is unfun. It is a bad map in my opinion. Frankly in most players opinion.
"Unfun"!? That's absurd. The map is one of the better designed to be challenging and yet the most rewarding to get a 4k or to escape. With how the map is laid out, it is easy to outplay killers and get outplayed depending on the skill or knowledge of the map of each person in the game. It is honestly the most balanced map for all killers, taking all power advantages from nearly all killers.
Doctor and Ghostface are the ONLY killers to benefit from the map because of its size and layout. Yet I think I am the only person to bring the map offering for Gideon as the Doctor, and as Ghostface you have to worry about the open-area of the map and being revealed, but it does have the sight-blocking areas of the map to work as an advantage for you.
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@korean_zombie said:
Grim pantry is a very good map when compared to Lerys, Gideon, and Hawkins. And since games now last like 4 minutes with barely 30 minutes of pallets and loops for a survivor to choose from it just doesn't make the top 30 trigger worthy things about dead by daylight. Its just not bad enough to make the list.
Don't you bring up Gideon as a "bad" map. That is the easiest map to take control of as a killer. Stairs are consistently spawned, what changes is the open doorways and where gens are. Its like pre-rework Lery's, you have to have a somewhat okay recall to know where is opened and closed, and use that to your advantage to take cutoffs and corner the survivors. The issue with Gideon is that it takes some mental capacity to actually powerhouse the map and people wanna just stabby stabby without thinking.
The map has 3-5 god pallets and survivors are unaware they are god pallets and will throw them in an instant. Get them to those areas and force the pallet down and boom you have yourself easy chases.
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As he isn't fully released I am not fully sure yet.
The reload sucks, or one of his Iris should be for 2 shots before reloading. Which I think should take place over the seeing auras. But honestly, huntress still takes it.
Unless they make his gun where you can shoot people mid-hatch jumping to yoink them away from an escape, not fundamentally sound.
The 360 montages will be nice though.
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@sluc16 said:
I mean seriously? No terror radius and impossible to hide from. And a ridiculous distance of 32 meters.
Might as well just let him kill everyone on first hook as well, match is over before it started.
So a killer who can nearly be outplayed by running in a straight line and throwing a pallet every few minutes is "unfair"?
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@PigMainBigBrain said:
When you're actually from the midwest and all you see is corn.
https://us.v-cdn.net/6030815/uploads/352/7FADX23OMC1O.jpg
Yall do know most of the dust is in the southwest right? The midwest is green and full of corn huskers....cmon now. I know yall are french but....there's levels to this. And if you have a cowboy, there's no way he's slinging dust in the midwest. Southwest is where the deserts and dust is at. Southwest Sauce?!?! Spicy. Midwest Sauce? Cheesy. And or Ranch. Southwest Desert!! Midwest....CORN AND FORESTS!!
New killer lore is inaccurate!!!
If it was truly the midwest the map would have 4 variants depending on season and would change between those seasons midmatch. Not in order either.
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@NoShinyPony said:
"Why can't they have a dc penalty that can distinguish between a game crash, a force quit, and a regular disconnect? Yep, the server is unable to tell the differences."
That one thing isn't BHVR's fault. It's simply not possible to tell. You have the same problem with other video games.
Oh I feel like correcting that in a way that other games have chose to address the issue. If the leaving was not on the players choice (versus a player abondoning the match through the menu) the option to rejoin matches exist.
To clarify, I'm not saying that DBD should allow those who lose connection or crash to rejoin, but as an example for many games that DO have that recognition.
Wait. It doesn't allow those who abandoned matches to rejoin, but those who lost connection can rejoin? It has to know the difference somehow to allow that option.
There is a way it can tell. The issue is spending money on servers of decent quality, and paying more than what Mr. Krabs pays his employees per month.
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@Hoodied said:
I wanna see hag bust through a wall
She will draw a special phantasm/trap thingy that will break it. Boom. Unique animation and everything.
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IF they do it in a way that makes sense, I think it will work in taking down a strong loop at the cost of opening up new, slightly smaller loops to have to deal with.
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@Bunnie said:
Am I the only one who likes Hawkins? I haven't been able to enjoy that map since the PTB before it came out. Any by enjoy no I dont mean win. I just mean a good match that last longer than 5 minutes. Killers disconnect constantly, slug, camp, or tunnel everyone into oblivion and survivors kill themselves on hook. Why not challenge yourselves? Sheesh. It's really not that bad of a map. And before you "try killer for once" players come on here yes I've played the map as killer. Did I get a 4k? No but i still played like I would on any other map.
Love the map from both sides, it's similar to Lery's but easier. The layout is consistent, with the rooms always being in the same places, and that allows for ease of navigation.
Can't find a survivor? Check one of the 'safe' rooms for where they are probably sitting immersed.
Can't hold yourself in chases? Go to one of the 'safe' rooms that are heavily survivor sided.
I would say two rooms in that map are inherintly 'safe'. No I'm not going to describe because it would be hard and most people know the rooms I'm referencing. But it's almost like an indoor Coldwind map. If you get caught away from a decent room (and lets be honest, aside from the two 'safe' rooms there is only one other) you're out of luck. Coldwind follows that similarly, if you get caught at a bad jungle gym or in the corn, it's game over for you.
What makes Hawkins more difficult is survivors like myself who run Iron Will. There is more line of sight breaks (making it a good map for Ghostface and Silent Wraith) which allow survivors who have a bit of a boost (getting hit, Sprint burst, balanced landing) to hide around a corner and take advantage of the lack of sight.
It's a fun map for both sides and I don't get why people hate it so much. It's not like the new Yamoaka that's a Blendette's wet dream. Just take the time to learn the layout a bit, where to run as a survivor and how to cut it off as a killer. It takes more practice, but it makes it rewarding.
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Simply because you're complaining about them.
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Story Time:
I'm a rank 11 survivor because I play the game like 3 days a week and killer when solo but will play survivor with my gf who is a rank 1 when we both get on.
Shockingly, I'm not boosted, in fact I often get most or second most points on leaderboard over survivors who are 8+ ranks above me (rank 1-3s). I had to learn how to play in a trial by fire basically, 'git gud or suffer'. I chose to git gud.
Needless to say, my rank and actual skill are nowhere related. I play closer to a rank 4 or 5 in actual skill. I know my things. And I know them rather well.
We were in a game against a hag, not a difficult gane honestly, but there was a ttv and another person who were definitely duo queued as well. One was a Nea and the other a Steve I think.
This Nea was an honest to god 1-trick pony. Whenever she got into a chase, she ran immediately to the killer shack (this was before 1 gen had even been popped). This doesn't sound bad, until they know I'm working on the gen in the killet shack, 90% done, and they run the killer right there. Hag has pop, completely ducks the progress, I get back on, Hag leaves her and can't find me or anyone else. Nea comes back, works on it, ttv gets downed, Nea runs towards them, ttv hooked, Hag chases Nea, and guess where Nea runs, with the gen now 95% done? Right back to the shack.
One other gen gets done and then the Hag kicks the gen with pop, obviously, and Nea goes back towards the save. Nea gets in a chase while taking the aggro for the ttv, takes a hit, and you wanna know exactly where she runs? Back to the killer shack.
She was running and coming in on the pallet-side of the shack.. I stepped into the doorway, blocked her from coming in, slammed the pallet in her face, teabagged as she got downed, then just gave myself away because my gf and I were over that match because neither of the other two could manage to do a gen.
Morale of the Story: Don't be a one trick pony at a loop where you know someone is working on a gen.
TL;DR, One trick pony Nea got sandbagged for running the killer to a gen that was over 90% completed each time.
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@FIEND8LOODED said:
I have a question for those in favor of disconnect penalties.
What about killing yourself on the hook? By which I mean, getting hooked, attempting escape 3 times to get yourself to the struggle stage, and not struggling, resulting in your immediate demise. You can do that almost as easily as disconnecting as long as the killer actually hooks you, and you get the same, if not a BETTER result than disconnecting, that being getting out of the game prematurely with absolutely no downside, along with a tiny bit of bloodpoints too. Should you not also care about this completely legitimate method to achieve the same goal as disconnecting?
I've seen so many people up in arms over this dcing stuff, yet I have yet to see anyone address killing yourself on hook, when it's basically the same thing but without the downsides. Maybe I've just been looking in the wrong place?
But if the first hook is later in the game and you are killing yourself to give someone the hatch. The game can't distinguish the two situations really, it would just see "person attempted, then did not struggle".
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1079145#Comment_1079145
As the lobby is in its last five seconds, a Hatch appears, and the person with the Key can open it to let everyone escape before the game starts.
Dead By Daylight speedrunning strats?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1078748#Comment_1078748
You might just be the person who will singlehandedly save this game.
I do have one question. Should that key work when so many gens are done, or just be whevener the survivor feels like using it?
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Or... Just break totems?
Points alone make the time to break a totem worth it. Combine that with Inner Strength being a rather good perk to run, there is almost no drawback to cleansing totems now that gens are easier to do with how Ruin has been changed.
There is no reason to change the perk other than the number of survivors who are now complaining about the number of killers running it since the Ruin changes.
Crazy how it went from Ruin being complained about being used a lot to NOED being complained about after people were able to do gens. 🤔
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1076345#Comment_1076345
Didn't they buff medkits? Are you saying we should buff Keys? :P
Yes. Exactly what I'm saying. Keys will now be buffed to allow you to spawn a single-use hatch upon pressing the secondary action. With a pink addon to allow for that hatch to stay open for 30 seconds without allowing the killer to close it.
It's genius I tell ya.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1074530#Comment_1074530
If the devs are to be believed, we're gonna nerf toolboxes, so... :P
Okay. Bad example. Are we gonna remove medkits to make healing take longer?
Fixed it :)
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Unless you have pluderers, the chance of getting a WORKING key is low. First the item has to be purple or pink, which is basically inpossible without plunderers as is, THEN you have to get the 1/x chance between the other items of that rarity.
Long story short, it is all RNG my dude. Are we gonna remove toolboxes from chests to stop gen rushing?
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@Mringasa said:
Since the latest update, I haven't had any of the prior issues with rubberbanding/ghosts that I had before. Maybe once in every 2-3 matches I'll get dedicated. Playing from both sides. It seems like they did some serious optimization and worked out a lot of the issues that had existed before.
Either your fellow Survivors, or the Killer, have crap connections and you're suffering for it. Might want to doublecheck what's running on your rig though. You might have something shadow accessing the net and causing you connection problems (######### YOU WINDOWS UPDATE!).
Trust me I always do that type of check before starting dbd to minimize the issues. As for the update, I have done worse since. I'm wondering if it my ISP and possible communication issues. But at the same time I've got hecka good internet and a point to have my ISP practically fear me through threatening to go somewhere else as I pay for very high quality and high download and upload speeds. I have always been behind the statement that they need to invest more into their servers. They have the funding, and it would help the playerbase in keeping people interested in playing the game. When people who stream the game for a living are talking about other games they could go to, it is a prime indication that there are some major issues that need fixed to keep the game alive.
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@Rullisi said:
I don't see any issues. You just happened to join a high ping server? I have loads of these when I play with my american friends as an european but at least when I play solo, the game works completely fine aside from the obvious killer's perspective for the hitregisters. Nothing crazy happening.
Yeah but here is the thing. I've got green ping of 30-40ms while sitting in the lobby. It isn't high ping unless the lobby lies.
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@AvisDeene said:
Decided to jump on the topic before another certain forum member posts it! 😁
I just started using it and it is so wonderful seeing survivors panic when they get insta-downed. It sucks though, since more often than not, the totems spawns out in the open. I found that it is best used with Hag and probably Trapper(with good add-ons) since they can defend the totems if they're in a corner.
Part of my build on nearly every killer. Doctor is brutal with the shock and keeping people hooked away from the totem and staying near it yourself. Other killers do benefit if you can hope it is semi-hidden enough to put pressure and force them to try to find it with you around it.
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Not from all testing in a sample game we threw together for our class. EAC juat ignores things based on .png's. Now changing the file type or name of anything will throw the fastest error/eac flag possible.
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As someone who has tested the limits of EAC (for school purposes actually). It turns out that .png files have no effect on EACs detection system. As any .png is going to be related to menu or UI and therefore not affect any real IN GAME aspects other than customization of the UI or Menus. Changing the UI has its advantages and disadvantages, especially in DBD. It is actually a little harmful as you can no longer see tiers of perks based on their color. Think how Ruin, Huntress Lullaby will say Hex: Ruin or Hex: Huntress Lullaby on the side after the skillcheck or pulling off a gen. It doesn't change the color depending on what tier the perk is so it could be Level 1 Ruin or Level 3 but it all looks the same.
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@GHOSTfaceP3 said:
No he’s not in my eyes everyone in the game is straight lol
You're really gonna say Meg, Nea, and Yui are 100% straight? I mean.. Come on. Dwight.. Eh, a little qiestionable but not as obvious as others if so.
#MegYuiFanficPlease
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@evil_one_74 said:
https://forum.deadbydaylight.com/en/discussion/comment/1058510#Comment_1058510
Agreed. Ranks are just numbers, and yet people take so much pride in them as if they are beneficial in real life or something. I have been rank 20. I have been rank 1, and everything inbetween. I'm the same player that I have always been, just more experienced now. Don't worry about numbers, and just enjoy the game the best you can. Change is inevitable, and it's not always for the best. We just have to see where the pieces fall, and try to adapt as we have always done..
The difference is quality of game. Getting matched with players who make the game fun. If I play rank 20 killer it is going to be boring to me as it is way too easy. Rank 1 killer forces sweating like no other.
Rank 20 survivor would be childs play, and rank 1 survivor in proper matchmaking would have me bent over with a 10 inch strapon.
The balance needs to be there so that games force you to try a little, yet not try so hard it is unenjoyable. Combine that with new players with less than 10 hours going against players with 1000 hours is completely unbalanced.
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@DanteMorello said:
https://forum.deadbydaylight.com/en/discussion/comment/1059379#Comment_1059379
In my opinion the devs reputation is worse than they actually are. Most of the time when anything changes people go crazy in the forums and badmouth them.
I've heard so many times during the last years that "if you implement X the game will die".
Yet here we are in 2020 with a stable player base ( on steam ). And very positive reviews.
The game has actually steadily improved from what it has been.
And for every person complaining about the changes here hundreds still played and enjoyed the game.
That's why I still trust the devs.
Computer Science.
That is good. Then you should also know that saying "it is not possible" for your future career is something silly to say.
It is very well possible but a legit question is: "Is there enough manpower/time /money to do it properly, fix and maintain it?".
I will agree they do get a bad rep, but honestly I think it is because they lack a good PR team/training. They say things that are misleading or that they go back on way too often, but if they had someone(s) to watch their mouths; they would do a pretty good job.. So far. Or just play another game. Yeah. Those remarks are just bad PR.
As for the ending, it is MIS I'm going for in specific. To say it is not possible is a stretch, it completely is in concept. As for actual execution... Ehh? I can't imagine proper implementation of such. I can picture the concept and how to possibly.. Maybe do such on a smaller scale. Yet it is just very outlandish to see it actually working.
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Or.. Hear me out... Do gens.
Hold M1. Forget about your teammates, play some M1 simulator that match.
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How about we stop reworking and touching the teenagers. I swear the devs have abused and scarred these children at this point.
Just leave good enough at good enough. Yes the concept is good. But the poor kids have been bent into a new shape almost every month since they have been released.
#StopTheLegionAbuse
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@DanteMorello said:
https://forum.deadbydaylight.com/en/discussion/comment/1058475#Comment_1058475
MMR Systems are different with every specific implementation.
You realise games are not developed by putting together pre defined lego bricks, right?
I played games with bad MMR implementation and also games with amazing MMR implementation.
Concerning your thoughts about disconnecting players, a match is always unfair when one leaves... It has nothing to do with the MMR System. It is not it's job to take care about that...
But some ways of implementing it also consider it in the evaluation of the match.
To which I will ask. Do we really expect the devs (and all the wonderful "proper inplementations" they have had in the past) to actually have made it consider such situations?
Oh, and to answer if I know how games are developed, the answer is yes. I am going for a degree in the computer field and have taken my fair share of classes based around coding in different languages. I am aware how difficult such things are as well.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/1059108#Comment_1059108
We have five coloured brackets but you aren't matched using them. It uses your rank number and then expands in it.
Well first the reason you can pip without death is to try and help with matchmaking. Remember early last year when they made survivor popping harder what happened? Killer queues in red ranks sky rocketed so they made it easier. The whole system is build around finding players for each side nothing more.
The killer was designed that way due to the above also. As I said its to spread the players nothing more.
So I take it you have some first hand info on exactly what the mmr system will be based on and what they will use? You are asking for a pip refinement basing it off colour without realising its probably exactly what they are doing. It a much more simple looking for a rating which can be put into a much larger pool. This alone means you could have 5k players there ready go be matched with instead of smaller pools widening.
It seems you ranted at the end for no real reason as I wasn't saying it should be changed for swf to average as I was and am in agreement with what they did as its fairer for killers. It was just an explanation why the match making is how it is atm.
I feel like the major point of the post went past.
The game is not designed to be ranked off of anything any type of MMR could capture for accurate matchmaking. There are too many variables in the game for a computer or ai to possibly capture what is considered a bad player versus a good player.
A human can watch someone play 10 matches and determine the type of killer they are because a human can take in the variables effecting the performance of the killer. Such as certain loops being open and pallet spawns being more or less favorable in situations. In addition to the statistics themselves.
A computer can be given the statistics, the number of chases won, number of times stunned, number of hooks, time gens got completed in, and so on, but will fail to recognize the situational aspects of WHY those chases were won or lost, WHY they were getting hooks or being gen rushed.
A computer can call a bad player in a good situation and a good player in a bad situation the same rank due to the similar statistics. Does that not sound unbalanced?
If it does something where the first 20 games determine your rank for the month, a good player can get very terrible pallet spawns, open windows, big maps with low mobility killers, for 15 of those matches and then have it be considered losses. A bad player can get good pallet spawns, good windows being blocked, and small maps for 15 of them to get matches determined as wins.
These two people will get put in inverse skill classes from what their actual skill levels are. The good player will dominate any situation where the game isn't giving bad RNG and the bad player will be steamrolled when the map gives more survivor-sided RNG.
While I do not know the specifics of what the MMR system will be based on exactly, they have heavily stated that 2 kills and 2 escapes is a draw. So the best guess is that 3 survivors escaping is a survivor win and 3 kills is a killer win. Done in double if all 4 escape or all 4 are killed.
I apologize I forgot about the "new player" gray ranks. Yet it still stands, why would they not just base current matchmaking off of color over rank itself and do essentially the same as the MMR divisions you suggest?
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Issue with fnaf is the playerbase it would bring in.
Issue with Chucky is the mechanical and technicas aspect
Jason would be nice.. But too expensive and already claimed.. Plus he wouldn't really have that much of a uniqueness
The Ring would be an interesting one. Just due to the technical ability and what the power might be.
Definitely no Final Destination chapters.
No Pennywise, we already have a clown.
We need a Scary Movie chapter obviously. Think ghostface, but... Derpier.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/1058613#Comment_1058613
It worked in the past for the most part due to P2P regions being wider along with swf being matched with swf taking the average member rank of players.
This was something the community asks to be changed as ping and being matched with high rank swf players were constantly complained about.
They implemented what the players wanted and unfortunately it made match making worse so they had to widen the search pre Christmas making it even worse just so people can play.
At least with an mmr they could say use bronze, silver, gold and iri making 4 large pools rather than 20 seperate ranks to try and match over with it widening every 30s to 1m or so out of your personal rank.
We have 4 as it is, and they can't get that right.
Browns, greens, purples, reds.
The current system allows for pips to still be possible even with death (which shouldnt happen, but you can carry a team and then get noed camped at the end of a match) and now lose rank instead of gaining with the MMR.
As a killer, you can put really hard pressure on tbe survivors. Just to get a collection of BT saves and DS stuns in the last bit of a match and then go down because of it.
You did the work, you played amazing, but luck or just pure bs cost you the match. And then guess what, you get punished by the ranking system for it.
They need to refine requirements for pips over just slapping an MMR into place and then base matchmaking off of average color.
Sorry for those boosted survivors who can't handle it, but if you want to play swf you should expect as such. Going back to Rocket League, it puts the matches against parties based on the highest rank, just so that it is harder to be boosted.
It does work, you just have to live with that and have less complaints. Average ranked swf has the equivilant of the highest rank there due to the communication. Sorry if the players cannot handle what they open themselves up for when playing swf matches.
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@Liruliniel said:
Honestly my biggest thoughts are I do agree with you, but I also know now I wont have to deal with a ton of boosted survivors thanks to SWF or just people who safety pipped the entire way to rank 1.
I do think you have a ton of valid points and I wish you luck, but the new system I think will be better then currently having this poor excuse for matchmaking and rank system.
@twistedmonkey said:
I don't see how this differs from what it is now. All the things you listed can directly affect your rank which is used for matchmaking.
Imo a good mmr system doesn't auto drank someone for losing one game but takes it over a set amount of games to find an average. Its not just about losing one game but what happens over many.
Yes the game has many rng aspects but that's true of any PvP game. Playing with randoms if ghe biggest rng aspect in all of them as you never know the players ability or if they will even play to the best of it in a particular match.
This system then can work just as well as any others so far but instead of it being a default result for every win or lose at least with this you can gain or lose more depending on who you are matched with.
That to myself may at least help with smurfing as it has the potential to have the player be matched further away from them.
Both of these bring up the point I made at the end.
They need to fix matchmaking as it is rather than just throw an MMR into it and call it "fixed". It will at most stall the matchmaking to what is currently being dealt with (which is trash) or possibly be worse. Matchmaking didn't used to be this way. There WAS a point in time where it actually worked. They need to get it back to where it actually worked over this "fix" they are implementing.
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@ZoneDymo said:
you are overreacting based on completely nothing at all, how about you relax a little and see how the system turns out when ya know...its actually here or atleast we know...ANYTHING about it.
You do realize how naive and stupid that sounds right? That isn't nothing at all, that is a very valid collection of points that probably had 0 consideration in implementing the MMR system because the devs would just slap a quick "fix" on their issues over doing what properly needs done.
Just wait until you get de-ranked by some facecamping bubba and remember this post. It can and will happen.
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TLDR: Even in a game where MMR Systems should work with no flaws, they still have flaws in them. Imagine how flawed a MMR System will be in a game where a MMR System should never exist.
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@Snow_Lep said:
Nah fam. Slug.
If you want revenge, don't make the game bad for just ONE survivor as the others gen rush you.
Slug with Knock Out and only hook the last person after the others bleed out. Expect some disconnects.
Best slug build
Sloppy, Thanataphobia, Knock Out, Deerstalker.
If you are gonna play to make the game miserable for the survivors, do it well.
Bonus if you can still pip while doing this.
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Nah fam. Slug.
If you want revenge, don't make the game bad for just ONE survivor as the others gen rush you.
Slug with Knock Out and only hook the last person after the others bleed out. Expect some disconnects.
Best slug build
Sloppy, Thanataphobia, Knock Out, Deerstalker.
If you are gonna play to make the game miserable for the survivors, do it well.
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See. I like this idea. Because I am guilty of doing it as a survivor.
Oh. Fun fact. You can do this to trappers as well. In a unique way. Run into a trap, but DO NOT struggle. If you aren't struggling the hitbox is nonexistant and they have to pick you up. (This is from my experience. May just be a bug, but I have done it because I'm a 200 IQ player who wants to hit their DS)
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Lets take the useless perks out.
Buckle Up and Monsterous Shrine. Bye bye you <1% used worthless perks
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When you are running Make Your Choice and upon returning to the hook the injured (just saved) person is running like a dipstick while the person who saved them went immersion level 9000
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Imagine playing 3 games as killer and having 2 of the survivors disconnect before the first gen even pops. I just kill the other two, report the dcs, and move on.
If they get the penalty working. I would love it back. From a killer and survivor standpoint.
I hate people DCing when I'm playing survivor as it ducks the team. And as a killer it just ruins the round. Grow up. Play matches through. Get peanlized for being a little [BAD WORD] who didn't like the map or the killer or the whatever you took issue with.
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Legion:
Perks; Knock Out, Sloppy, Devour, Thanataphobia
Addons; Faster power bar fill time and longer frenzy duration
Offering; Yellow Mori
How to play: Hook until you get 5 stacks on Devour, or until they break the totem. Then slug.
If you got 5 stacks, spam mori above people who are slugged and repeat process with glee when they pick each other up. If they broke the totem, just repeat the slugging until it is just 1 person left and the others have bled out. Mori the last person. Tada, dirty as [BAD WORD] but very effective.
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@Talmeer said:
https://forum.deadbydaylight.com/en/discussion/comment/1047528#Comment_1047528
Mhm, maybe. I am still sceptical.
The Legion gets a 4 secound stun after frenzy and his view turns almost to a black screen. That can be enough for a survivor to find a place to hide, or to move far away enough (depending on the map and the perks).
This advantage gives every survivor up, if he drops a pallet on the Legion (if the Legion is in frenzy).
Oh that near black screen for 4 seconds. Unless you have Iron Will, you're still getting found. Sounds are a thing in the game and get used for tracking more than the scratch marks by some killers.
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Nah. I still play Legion commonly. His power is tweaked, but honestly still works well enough in the same way to be effective.
Smack someone, if other people nearby, smack them too, and repeat, or if no other people nearby (or the last person who you haven't smacked) commit the chase and down them. Hook and then the other survivors are left with a choice, heal first and save (which is time consuming considering Sloppy is a must on Legion) or go to unhook while injured. If nobody else is injured, it puts people in a closer section to try to frenzy hit them and injure and repeat.
As a killer the Legion punishes heals because of how fast and easy it is to reinjure and yet requires being healed otherwise that M1 is just as effective as any other instadown power.
Legion doesn't have a braindead power. While it gives instant locating abilities, if you can't counter loops or catch people, you will suffer for it. Survivors can fit into 3 main categories when it comes to views on Legion.
1. Whack, mend, heal, repeat. It stalls the game since you waste time healing, making it annoying.
2. Whack, mend, fail loops, get hooked, repeat. Legion is just unfun as they force injuries on people and it makes me play injured. Ok. Plag does the same thing.
3. Whack, mend, do just fine injured. The rare one, but the people who just play injured with no issue. I'm one of these. I run Iron Will and Dead Hard for 2 of my perks, being injured doesn't exactly bother me.
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@Walker_of_the_fog_96 said:
I know it's unlikely to happen but I feel that these little cosmetics would fit like charms, here we go!
HALLOWEEN: -mini laurie kawaii.
-the pumpkin from the house of the myers.
-a sheet with glasses (reference to myers with sheet)
A NIGHTMARE ON ELM STREET:
-little quentin sleeping in a bed.
- Freddy gloves prototypes.
-Mirror broken with blood rejoining (reference to the movie when Freddy takes Nancy's mother).
- hamelin flutist paper sheet.
LEATHERFACE:
- animal skulls.
-the faces of the 4 main ones (meg, claudette, jake, dwight)
-a little chainsaw.
SAW:
- reverse traps.
-tapes with jigsaw rules.
-the tapp police plate.
- Pig head.
- gears.
-the puppet Billy.
-kawaii piggy.
EVIL DEAD:
-necronomicon.
-The candarian dagger.
-a little shotgun shot.
-ashy slashy .
-cute pablo and kelly charm.
STRANGER THINGS:
-dustin's cap
. -walkie talkie.
-demogorgons dungeons and dragons figurine.
-a bicycle.
-slurpie cherry.
-bat with nails.
Tell me your opinion, did you like the ones I chose? would you add more? tell me!
As long as these are just included with buying the DLC and not on their own. Not too shabby
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@Peanits said:
Not sure if you skipped to the end, but matchmaking and ranking are both being completely changed. Yes, ranks will be hidden at some point, but only because they are not going to be used for matchmaking. Instead, we'll be using a different method to track skill (independent of emblems) and matching you based on that.
Oh wait wait wait. Is this going to be a Rocket League situation where just winning the match counts as a point in your skill to a point where you can still be carried to much higher ranks by your teammates?
And where the teammates sacrificing themselves for you will in turn HURT their skill points for the match as they didn't escape?
What about sandbagging? Does that gain or subtract a skill point? Would it be depending on how skillful and clever the sandbag was?
Oh, and would it also include where a killer can facecamp you and force you down a skill level because you were unable to do ANYTHING that match?
And for killer, will that also take basement camping killers up in skill because they can get easy multi-kills if people come in for the saves?
I know you have this planned, and I know these arise as issues in the current ranking system.
But for survivor side would it detect that you were physically UNABLE to do anything in the round and prevent you from going down in skill level?
Similarly as a killer would it detect that you stayed within so many meters of the hook and what perks you used to try to base if you truly earned your kills or not?
Will the skill levels be based in category? Ability to win chases/escape the killer, Objective Ability, Altruistic Ability?
Survivors who can run the killer for 5 gens will do just that. Would they gain heavily in the Runner category?
Would matchmaking then pair those who have higher stats in the different categories to form what would be the 'ideal' team?
I'm not saying a skill based matchmaking system is a bad idea.... But not exactly optimal for a game where you can play scummy and cheap ways to gain skill points as a killer, and are forced to rely on your teammates as a survivor.
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You could fave my level of toxicity. Slugging with Knock Out and Sloppy. Being facecamped is a literal blessing compared to being slugged for the entirety of your timer. Mainly because you still have a chance of taking another survivors time to try to find and pick you up over doing gens.
Count facecamps as a blessing, there is worse to play against.