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Sonzaishinai

Sonzaishinai

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Sonzaishinai
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  • I'm not too worried about boil over tbh.

    If i see they have it and are in a place i can't hook them i'm just changing my strategy to slug all survivors instead of hooking them.

  • For killers: Legion and Trickster are killers i enjoy, been dabbeling in Artist lately

    For survivors: Feng, just Feng.

    I don't think there is any possible survivor that could tempt me to unlock all perks again just for another skin

  • I wish they had some kind of lingering effect simular to how the survivor aura buff perks lingers for 15 seconds after leaving the radius.

    Probably doesn't need to be quite that much but it would make a big difference

  • @GannTM said:

    Also, I can look at Spirit's husk in my power.

    I first read this as Spirit's tush.

  • Today no cause i have to work till pretty late and the downloading of a patch takes forever for me.

    The second i can ofcourse i'll play it

  • @Junylar said:

    It took 850 people 2 years to implement the most basic MMR system imaginable? How is it even possible? By the productivity of BHVR I was sure it was no more than 50, what do other 800 even do there?

    @DeadHardMan said:

    What confuses is why they haven't announced a new project. They have 850+ people, there's no way even half those people are working on DBD.

    @fengminenjoyer said:

    im honestly shocked, i didnt think theyd have more than 100 employees due to how slow they are to acknowledge and fix problems, id like to know how many people work in each section of the game/company now

    Do realise that do a lot, and i mean a lot of outsourcing to other games.

    There is a list on that very website. And it hasn't been updated in forever so it's probably much bigger

    The DbD team is much much smaller portion of BHVR

  • @lauraa said:

    While we are at it I demand theremoval of Legions shirts. All 4 of them.

    I wholeheartedly agree

  • A vast mayority of the time you aren't looking at yourself irl too so why do you buy fancy clothes then?

  • Also if you notice the killer has pop (red sparks when they kick a gen) please don't instantly start working on the gen again.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768490#Comment_2768490

    Huntress, Slinger, Trickster are the three that are going to be tough for me I think.

    It's strange as i do play trickster often and do very well with him.

    I just can't do huntress

  • I wonder what the first killer is i'm going to ger stuck with.

    Probably huntress. I'm a terrible huntress

  • Ok that's just adorable.

    I want this in game. And a baby simba rawr when he charges pounce

  • Sadly my short term memory isn't that good anymore so the "accidentally killing someone before everybody is on deadhook" rule is going to apply to me way to often.

    Might try it without that rule though

  • @ThiccBudhha said:

    The game is blatantly survivor sided; HOWEVER, Otz and company proved that realistically that doesn't matter when survivors on average are as bad as they are. They are overly altruistic, get triggered as easily as they think click and bags bother killers, and sometimes decide not to run the perks that make the above statement an objective truth.

    That is why the conversation is so gray and people water it down to whoever is playing the most "sweaty" wins as that is usually the outcome in most instances realistically speaking. In a practical setting, it is anyone's game. If both sides come to bang, survivors are going to win. But they rarely ever do which is why I can understand some solo players feeling the exact opposite as... Let's be real, more killers are playing seriously and to win as that style is more accessible. A lot of the "tough" competition are just swf trying to have fun as opposed to a swf wanting to reach top mmr.

    But that's just a theory.

    A Bubba theory!

  • The sad truth is that it's the community that's out of touch with the game.

    And in some extreme cases out of touch with reality.

    The way a lot of people misinterpreted the hockey analogy really makes me embarresed to be part of this community

  • Thank you so much.

    Really hope people take the effort to read and comprehend this.

  • @[Deleted User] said:

    all they needed to do was nerf its synergy with medkits & maybe other heal speed related perks. a simple 16 second self-heal for the team restricted to an area. literally mclean's suggestion (he also suggested nerfing the radius but idk) BTW. but now it's just gonna be bad & inefficient in solo queue and still strong in 4 medkit SWFs.

    i don't understand the thought process. it doesn't seem like much thought was put into the nerf TBH.

    Probably because there wasn't much thought on it.

    If this nerf was planned it would have been in the ptb. My theory is that they wanted to monitor it longer and this slight nerf is just a way to shush us a bit for the moment

  • It's kinda obvious this nerf wasen't really planned. It wasen't in the ptb.

    They wanted to monitor CoH for a bit longer before changing stuff on it.

    The only reason it got this small nerf now is probably just to shut the us up for a spell untill they know what they want to do with it.

    Atleast feels that way to me

  • All of the "in terror radius" perks could really use a lingering effect

  • @Junylar said:

    So people who camp and tunnel just for the salt in chat and comments are not toxic, but people who don't like campers and tunnelers are the toxic ones? Oh, this "us vs them" mentality of some killer mains has gone too far.

    Oh, this "us vs them" mentality of some killer mains has gone too far.

    This is quite the ironic statement

  • @LittleBigSunset said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766646#Comment_2766646

    I didn't consider it that way. Thanks for the thought out response. I still think it needs to be more in depth though if it's something the developers can do.

    I do agree that it's very simplistic now. It is true that there are cases now where you lose mmr where you were the mvp of the match

  • The emblem system was amazing or horrible depending on the killer you played

  • I do hope you say thank you every time

  • @LittleBigSunset said:

    All you have to do to know this is a bad system is look at Bubba. If you get a Bubba that facecamps from first hook and gets a 2k by the end, the system will assume he is as 'skilled' as a killer that managed to kill two people over the course of the game who went through several longer, more skill-testing chases, who got more than a couple of hooks the whole game and did a whole lot more than stand still staring at the hook for the majority of the match. The two survivors that got facecamped, who literally didn't get to play the match, will get their MMR lowered for not being 'skilled' enough.

    My point here is that no game is simple enough to evaluate based purely on kills and escapes. The game is far more complex than that. This current system rewards tunnelling and facecamping and gives no incentive to go beyond that and try to go for hooks on multiple people or engage in more gripping chases. It's boring. We used to use the emblem system to determine rank, which while obviously not foolproof did a far better job at evaluating how you did over the course of the match. Did you manage to hook everyone once? You go up in one of your emblems. Ended the match before the gates got powered? The system would take that into account, if you facecamped or stayed near the hook for too long you would be penalised. Participate in a lot of chases, you would get rewarded. You weren't purely evaluated based on how many people you killed or if you escaped. The emblem system took into account several different factors that could determine your 'skill' or usefulness in that match.

    For survivor, with the current system if you were to hide out of the way, not do any gens, hook saves, whatever, and still got the hatch, your MMR would be unaffected. The old system would penalise you for it and you would lose pips, dropping in rank. Now obviously you would need to play like this regularly for it to have a substantial impact and lower your rank a fair bit but that's the point, if you didn't change up your playstyle your MMR would be lowered. Want to be in the high ranks? You have to actually participate in the match and do more beyond hiding in a corner or facecamping the first person you get. The current system doesn't care about this, if you still managed to escape or got a couple of kills out of facecamping then you are rewarded for it and encouraged to do more of it.

    I've gone off on a bit of a ramble here but I hope what I'm saying makes sense. The old system in my eyes was better. I don't understand why it took them so long to introduce a system that is undoubtedly worse.

    You are making the mistake of hyperfocusing on skill. MMR is a matchmaking tool first, not just a skill measure system

    Bubba who gets 2 or more kills by camping has to gain mmr. He needs to face survivors that can deal with a camping bubba not weaker survivors that will once again feed him kills on a silver platter.

    Same thing with the survivor. If you do nothing all game and still are able to escape though the exit gates then the killer just lost a 3v1. You have to gain mmr so you start facing killers that will be able to kill you if you don't carry your weight.

    If you change it so these kind of cheese tactics lower mmr then you will suddenly have a mmr bracket full of camping bubba's and teammates who don't do anything. If you are new and get stuck there you are never getting out.

    It's the same in other games. Starcrafts zergrush also relativilly takes little skill. You still advanced if you win with it. Same with fighting games and projectile spamming. There are ton of these kind of noobstomper tactics that need to increase your level so you start facing players that can deal with them.

  • @Lx_malice said:

    Hmm but what about using it for cross map snipes on gens? It's sick but it seems like something that'd be patched like tricksters piercing exploding blades. Either way ill definitely be having some fun with artist for a while knowing this is a thing.

    You see the crows aura when she's setting it up and you hear when she shoots them. It's just a matter of going of the gen when she shoots them to avoid it completely.

    It's a cool little thing you can do to catch survivors off guard once in a while.

    Tricksters piercing aoe knives applied to every single chase outside of high wall ones and there was nothing you could do against it as survivor. Artist double tapping people is a neat thing to do but only really works if the survivor isn't paying attention

  • @Lx_malice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766361#Comment_2766361

    That's actually sick. I didn't even think about that. I wonder if that may be seen as an exploit and patched though.

    I don't think so. It's really hard to pull off in a match and the survivor gets a audio queue and briefly sees the aura of birds being set up.

    If you get damaged by the 2 crows from a single volley the first time it might be surprising but you can't blame anyone but yourself if it happens multiple times

  • A fun one for the artist

    It takes about 6 seconds if walking forward between crow placemenents to be able to swarm and damage a survivor in a single volley

  • I'm not mad, i'm just dissapointed

  • Problem is that skill isn't the only part into matchmaking.

    If you projectile spam in a fighting game you also aren't being skillfull but if you can win with that you should still go up in rank. So you can face people who can deal with that.

    Same with dbd. If a bubba can get 3-4 kills with 1 hooking and camping them he needs to go up in mmr so he starts facing survivors that can punish that. If a claudette can hide all match and escape she needs to face killers that don't lose a 3v1.

    People are tunnelvisioning on the skill part and forget that mmr is a matchmaking tool first and formost. Perfectly calculating skill is not what mmr is trying to do

  • @bigbeefynacho said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762529#Comment_2762529

    Yeh. I just stumbled across Dowsey's YT channel recently and I kept thinking, if he's bashing dbd this hard why is he still playing? Then I realized, as is the case with most popular content creators, you have to serve your viewers.

    He wasen't always like this. He is very educational, is really good at editing his video's to make them as entertaining as possible and came up with some real fun challenges. He still is all those things tbh. It's just when MMR came around he really didn't like it. And to be fair in his edge case scenario of probably being among the highest it did make his job of doing challenges a lot harder.

    He's also not entirely wrong, MMR is far from perfect. Problem with tweets like that is that he's painting a target on the lead designers head and i know 100% smallminded people see that and are going to believe this lead designer is the cause of every single problem in dbd. It's just spreading negativity and it's sad to see a content creater i enjoyed for entertainment to post things like this.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765229#Comment_2765229

    The problem with the Claudette example is the 3 other survivors in that match are getting punished by that Claudette not pulling her weight. They are playing a 3v1 and that's not fun and not fair to those 3 survivors. Doesn't matter that Claudette finally gets killed - she's taking 3 others down with her which isn't good and it's not fun.

    Add some sort of nuance so those survivors that aren't doing anything don't continue to drag down players that are actually trying to escape by doing the objective. Have increase MMR only go to survivors that escape AND were useful. Those that don't do anything should automatically get negative points to MMR and get thrown to the bottom. It could be something like escape and useful + 10, die and useful 0, escape and useless -5, die and useless -10.

    So what you are saying that if you are a new player that you start or could end up in a mmr bracket where it's full of do nothing claudettes?

    Good luck escaping out of the exit gates to get to good teammates then.

    A do nothing teammate is never going to be fun. It's better for those teammates to start facing killers that will punish that so they learn to actually do something.

    Imagine if it worked like people wanted. Camping bubba's and do nothing claudettes both go down in mmr. So both are in the same bracket and get matched together constantly. I don't think i need to explain how impossible it would be to escape through the exit gate.

    Might be better for high mmr but sadly the devs need to keep all players in mind.

  • We know they are getting changes.

    It's not said it's going to be a rework. I doubt they will ever do a full rework like they did with freddy

  • People also often forget or don't realise that matchmaking is more then just measure skill

    A example people like to use often: Claudette hiding in a bush all game

    So a claudette hides in a bush all game while the rest of the team do all the gens. She escapes through the exit gates and goes up in mmr. So the system thinks she is just as skillfull as the rest of her team? Does this Claudette instead go down in mmr? No, that's wrong and people need to start realising that it's just not only about skill.

    What actually happened that match. Claudette did nothing so the other survivors bassicly won a 3v1 vs the killer. How should her next match be then? A weaker killer that also can get 3v1'ed and she can do the exact same thing again? Or a stronger killer that will make sure that if she doesn't carry her weight she will not escape through the exit gates?

    Another example: A bubba killing all 3 survivors with 3 hooks vs a nurse who kills 1 survivor with 9 hooks

    Bubba got 3 kills by camping every hook while the nurse got everyone on dead hook before killing one. So the system thinks the bubba is that much more skilled then the nurse? No it doesn't. Again ask yourself. This Bubba players next match. Should it be weaker survivors so he can do the exact same thing again? Or should he start facing stronger survivors that know how to punish a camping killer?

    Same as the nurse player. This nurse player playstyle is being as nice as possible to the point of handicapping herself. In her next match, should she face stronger survivors who will be effecient on gens and be out long before she gets everyone on dead hook and force her to play meaner? Or weaker survivors so that she can play nice and still have a chance to get kills?

    Skill isn't the only thing to concider while matchmaking. People who can win with cheese tactics also need to face stronger opponents regardless how little skill their cheese tactic took. They need to eventually face players who can deal with it. It's like this in any game.

    In starcraft you can zerg rush which bassicly means that if your opponent knows how to counter it you lose and otherwise you win. It practically is just follow the build and throw everything at your opponent. Outside of some micro of your troops it also doesn't really take that much skill. If you win with it you also start facing stronger oppenents untill it suddenly just doesn't work anymore.

    In some fighting games you can easilly win against weaker players by projectile spamming. Also doesn't take skill and if you win with it you also go up in rank. They need to go up in rank so they start facing opponents who can counter that instead of keep going down in rank and keep facing players who just get destroyed by noobstomper tactics.

    It's true that mmr isn't the best way to measure skill but that's not really what it's suppose to do. The devs just made the serious mistake of calling it skill based matchmaking which causes people to hyperfocus on that

  • I think it would be a tad much.

    Even swf would be stronger with how easy bond makes bodyblocks. Straight up seeing where everyone is around you is better then calling it out

  • @jesterkind said:

    The flipside of that argument is that having a thorough understanding of how the game is doesn't automatically translate to knowing best on how it should be changed going forward.

    People who play the game for a living don't have any inherent insight into the realities of game development on the managerial, technical, social, or resource level, they're pretty good for theorycrafting or identifying objective flaws (IE, bugs, or truly broken designs) but they have absolutely zero inherent value when it comes to larger things like the best way to implement a better matchmaking system.

    What BHVR should be doing is taking their input into account and giving it a little more weight in some scenarios, namely things like feedback on high level balance and any edge case bugs that they'd struggle to catch due to playing the live version of the game less, but not listen to them on everything- which is what I understand they already do.

    Yeah i agree with this.

    I know people who have droven a car for more then 45 years. If my car breaks down i'm still going to see a mechanic rather then them.

    I agree with op that lead designers and stuff aren't always right but i think they are overestimating a bit how right the 9000+ hour people would be.

    The absolute best way would be ofcourse that they both work together with good communication but we can't even come to an agreement among ourself and the devs also don't see eye to eye with everything so i wouldn't get my hopes up

  • That's all part of the design.

    DbD is based on slasher movies and there is always a idiot in slasher movies.

    They need to represent that iconic horror movie feeling of screaming at the screen at how bad the choices the characters make somehow

  • @OpenX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2764582#Comment_2764582

    One is monetized. One is not. I have never until recently had people in my video games who are demanding an audience. I don't get paid if I beat them. They get paid if they beat me. I have a day job so the dollar amount is trivial, but it's more the point.

    ...

    They don't get paid to beat you. They are paid to play the game and entertain.

    Whether they win or lose against you is largely irrelevant.

    Sport players get paid a much more rediculous sum to play a game that most people play as hobby. Do you hate them too?

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2764586#Comment_2764586

    Yeah, but the MM doesn't recognize MMR higher than that.

    Even if you had 3000 MMR, it'd still match you with 1900 MMR players because that's the cap.

    Ergo, those stats would be massively skewed.

    If you are 3000 you will only get matched with 1900 if the queue time has exceeded a certain time.

    Or like they said in the q&a when a lobby is suddenly missing a player and they need to fill it in quickly.

  • @selflessnea said:

    honestly IMHO almost eveyone is Top (soft cap) MMR considering how easy it is to get to that level. so what you are going against would and how you are doing is what it is like at top MMR.

    I'm pretty sure the soft cap is no where near top mmr.

    The soft cap would probably be the end of low mmr and the start of mid mmr.

  • I'm not even in the lobby before the game starts so i wouldn't even know if there is a ttv untill after the game is done.

    Also a bit of a unhealthy habbit to just generalise all ttv's like that. Some are quite chill and fun to talk to after a match.

  • It's also nice to apply mangled as killers who use m2 more then m1.

    Makes thana that little bit more annoying

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2764501#Comment_2764501

    I am glad you didn't lol. I played the censored version but it still made me uncomfortable.

    Some things in the game are just... disturbing is probably the simplest word to describe it. I won't spoil anything just in case you play it one day somehow.

    It is not about the violence as much as certain themes didn't sit well with my then young mind.

    It is like the game played me.


    Yeah i have no intentions of playing that game don't worry.

    I watched the first couple of levels and just stopped watching it after that.

    It strange cause i did like the first game.

    I can't quite put my finger on where the difference is but it feels like the first game was messed up in the right ways and the second one in all the wrong ways

  • @lauraa said:

    that code expired way too fast

    it was a light scam era bp

    I love when fitting puns happen coincidentally

  • @ThiccBudhha said:

    Finally you have been enlightened. Welcome to nirvana, brother. We shall beat them on hook, nod, and type gg ez. They will not understand, and that is fine. Because one day, they too will be enlightened.

    The real fun we had was all the fun we took away along the road

  • I never played the second one. It got banned here. For good reasons too judging from the couple of youtube video's i saw

  • That gasp was pretty funny.

    I've had ptsd of chainsaws since that Manhunt game on the ps2

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762338#Comment_2762338

    Gee that’s funny, since I play 1-2 hours max per day and still win consistently. It took me months to become competent at the game, but I put in time. The average survivor comes to this forum to cry about something they lost to; they don’t care about improving.

    Really doesn't surprise me you are singling out survivors. Both sides complain about non issues where the simple answer is get better.

    Still doesn't mean what they are saying needs to be disregarded completely. Sometimes even inexperienced players make good points.

    Also find it quite ironic you say we don't need to protect a bad players fragile ego but the whole reason people want mmr visible is cause they are so desperate to have their fragile ego validated that they want to game to give them belly rubs every time they win a match

    Guess one persons fragile ego is worth more then others

  • Sadly here i stand

    Thrill of the hunt avatar

    Alone in the fog

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762529#Comment_2762529

    Okay, but how is he wrong? The MMR system doesn't measure skill in the slightest.

    Well for starters he's looking and judging it from a single game.

    Yes running the killer for 5 gens and then dying lowering your mmr is odd. But that's not what happens the mayority of the games.

    Sorry but in my experience both survivor and killer side the person who runs the killer for 5 gens typically is the person who runs out of the exit gates protected by 2 people bodyblocking, BT ,DS and a person standing at the gate ready to open it at any time.

    It happens in solo that your teammates just leave you behind but that is a edge case scenario. That's not how the 5 gen chases typically end.

    And you know when they do end like that most of the time. If, despite 3 survivors being free to do gens as fast as possible, every single recourse on the map is gone.

    Now this may just be me but running from loop to loop insta throwing every pallets and getting lucky the killer doesn't break off and the other survivors were actually efficient on gens also doesn't sound like the epitome of skill to me.

    Does the player that ran the killer around the game map and threw all 25 pallets despite the game only taking 4 minutes have skill and deserves to gain mmr despite dying?

    It's easy to find edge case scenarios where a system doesn't work. Just like it was easy for me to find a edge case where mmr wouldn't work if based on chase time.

    Or how it was easy for the dev to find the edge case of 8 hooks and all survivors escape means suddenly everybody wins vs the mmr based on hooks. No system will ever be without flaws

    All in all post like this only feed negativity and further drive the community and the devs appart.

    Dowsey indeed isn't entirelly wrong. But this isn't helping either

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