StarLost
StarLost
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3170846#Comment_3170846
my thread being about: game too easy rn can my killer matches be harder
your outtake: mmm,yes,she wants easier matches and stomp noobs. I'm doing that right now and it's ######### boring lmao.
Keep playing. MMR takes a bit to update, I reckon.
If you're really constantly 4king at the MMR cap, and not just smurfing down your MMR between games (I see...far too many AFK killers doing exactly that) then you are a world class player, better than most semi-pros and may need to seek out tournaments for a true challenge.
That said - it would have been even easier under grades if you're really that good, as you'd have been facing a much wider variety of players and far more newbies.
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/3170790#Comment_3170790
Oh, yeah. Strengthen solo, not SWF.
And let's be honest here, the patch did absolutely nothing to SWF.
The goal of the patch was to increase kill rates. This can easily be inferred to be targeted at SWFs, as the escape rates in higher MMR SWFs is pretty absurd.
Solo needs some help, but it needs to be done carefully as not to further buff SWFs.
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I started under grades, and simply dealing with multiple 'red rank' 2-4000 hour SWFs in a row as a brand new player thanks to the monthly reset alone was ridiculous.
Despite being new, I was pushing into purple ranks within 2 weeks and, again, facing people with thousands more hours than me.
You cannot possibly think that that was good for the game - unless all you're really after here is being able to roll over new players.
SBMM certainly isn't perfect, but it's a huge improvement.
@Laluzi said:
Do solo survivors need buffs right now? Yes. Should that buff be Dead Hard? ######### no. There's so many better ways to try and improve the game than by adding the most broken perk shy of original DS or MoM back in.
You'd be way better off looking at weakening tunneling and camping than making everyone have 3 health states or free loop extension again.
The recent buffs to baseline BT were pretty effective at helping make tunneling weaker.
The big problems right now are instadown killers camping and Nurse...well, Nursing.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3170790#Comment_3170790
just because you can ocassionally have a tough game doesnt me you generally just have the easiest time of your life,lmao.
...What?
No, seriously, I have absolutely no idea what you are trying to say here.
If you're winning easily, your MMR will increase until you aren't. And no, you aren't at the MMR cap yet.
@Ladyinadress18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3170790#Comment_3170790
Then I wish I would receive a faster MMR boost when constantly 4king…?
MMR increases slowly, and does not appear to always increase immediately (I have a theory that it updates once every 24 hours).
It'll happen though. I know I went on a winning streak on Cenobite yesterday, and got my cheeks clapped hard this morning.
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@kizuati said:
https://us.v-cdn.net/6030815/uploads/0E8SHMTY01MO/image.png
https://us.v-cdn.net/6030815/uploads/0NII0MWXK9WK/image.png
https://us.v-cdn.net/6030815/uploads/TPZMCBRQAC7J/image.png
As per title. I honestly,unironically,think that Killer is way,way too easy right now. I'm winning so many games it's becoming a slog. I can go up against low prestiges,high prestiges,high hour players,low hours players,90% of the time it's stomp,stomp,stomp. I'm not that good at the game for this to be normal. Killers really seem to be wildly,wildly on the overpowered side ATM.
We need something for the game to tie it back over,imo. Playing survivor has been boring because of tons of solo queue losses and playing killer has been boring because it's too easy to win. I like 4Ks as much as the next person but...it's way too ######### easy this patch..
Lol, no.
@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3170698#Comment_3170698
good,i think killer is in too good of spot rn lol
It's not. The goal was to increase kill rates and to shake up the meta.
@NomiNomad said:
I would rather die.
New DH is fine. Patch 6.1.0 would have been fine if they did more to combat tunelling and camping, or strengthen SWF.
You mean...strengthen solo, naturally? The entire purpose of the patch was to weaken SWF.
The recent changes to the baseline BT were a pretty strong nerf to tunneling.
@Ladyinadress18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3170700#Comment_3170700
Then I would also say I made a similar post last week. I never play killer because I just switched not too long ago to PC from PS4. Last week I decided to try killer on keyboard and mouse and I was stomping survivors which felt nuts because on PS4 I usually 2k’d. I was getting really bored because on pc I was just 4king over and over and over. People in the comments just claimed I was at a lower MMR and it would eventually go back up to the survivors I would face on PS4… but after dozens of wins… come on. I dropped killer and went back to survivor because of exactly why you wrote this post. It’s not fun to always win.
Even top tier streamers have tough games on killers still.
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@Grum said:
One of the only actually fun, creative events they've done in years. We need more events like that.
It really exposed how joyless most killer players are, too.
Uh...what?
Killers also get to enjoy the game, and if survivors were playing around more rather than abusing the snowmen to gain a substantial advantage, it would have been far more fun.
How the bloody hell is this the fault of killers?
@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/3169721#Comment_3169721
It was an event to loosen up. Stop making this game a full-time job. Its not even a competitive game. People MAKE it competitive.
My experience during the event was maybe 1 in 10 groups having fun with it and the rest using the snowmen tactically.
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@DoritoHead said:
Picture this. You're me. You load into a dbd match. Someone plays a fog offering. "Haha, that's cute." I think to myself, content with the knowledge that these offerings do nothing.
The match starts. Eyrie of Crows. I don't like this map one bit, but I give one last amused grin at the thought of a fog offering played on one of the brightest and thus least foggy maps in dead by daylight.
then I see this:
https://us.v-cdn.net/6030815/uploads/91H9GBKV6KAC/image.png
This is the only screenshot I took, but the rest of the map was similar, with thick fog everywhere. This might not seem impressive but personally It's the only time I've seen the fog machine function while playing this map, and maybe even the entire game.
Fog used to be pretty insane with offerings, and yeah - Eyrie is something special with one of them.
It's also why I like to run a fog offering when I'm doing the Vanity Myers thing :)
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@RatbasterdJr said:
Oooowwweeee man. Trying to play killer during mid day / lunch time is something else. Every team is SOLID. I 3k and 4k allll night pretty easily. But when I play during the day I’m fighting for a hard earned 2k at most. 😂 Y’all say solo q is broken.. mid day gamers are built different!! I do love the challenge though!
I wouldn't mind the sweaties right now.
It's the 'quitties' that are chafing my undercarriage.
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@[Deleted User] said:
So a few things here, even though the OP is clearly sarcastic.
No, dbd isn’t dying according to player numbers.
It’s to be expected that numbers would be up on a holiday weekend in NA coming off the heels of a dlc release with one of the most popular horror franchises ever.
It does seem like this Resident Evil chapter is noticeably not as popular as the first one, considering it set the all time record for concurrent players at 105k and this one has missed the mark by 30k. There might be long term implications there. Either the dlc just isn’t meeting expectations or dbd is actually running out of new players. Who knows.
That was a 'lightning in a bottle' moment, as it coincided with the anniversary event. You'll likely never see a spike like that again.
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@Shroompy said:
I had a blast with the event
made it even funnier how people were malding over snowmen
Well, yeah?
It completely negated several killer powers. For example, jumping into one removed your Ghostface mark immediately.
@MikaelaWantsYourBoon said:
It was good event, they tried something different.
I don't know why people hated it that much.
Because it was buggy and poorly implemented.
@tippy2k2 said:
Honestly, maybe it's just how much I've played that my level of care is so low but I had an absolute blast with the snowmen on both sides :D
Now if you want something to make a (console side at least) killer cry...
https://twitter.com/tippy2k2/status/1500109418507259904
Good old Boil Over...
Ugh...yeah.
@ihateboons said:
You could give a suggestion to change it instead of just a complaint. Because decorations without interactions are extremely boring. Those snowmen were fun, even playing as killer.
I mean if you're a "comp" player who only cares about win/loss/kills and not the fun you have in the game then I guess your complaint is justified. But I feel like people take DBD WAY too seriously, especially after Matt called it a Party Game during a dev stream.
And what killer's power did it bug? I'm very annoyed by game breaking bugs, and constantly rail BHVR on Twitter for having bugs that are so old they're forming coherent sentences and being registered for Kindergarten.
Ghostface was completely useless. Not only did the snowman shield you from the instadown, but it removed your mark the second you got in.
Twins - if I recall, you couldn't hit a healthy survivor with Victor at all.
Myers also had it rough.
Other killers, such as Doctor, could instantly negate it.
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@Nazzzak said:
https://forum.deadbydaylight.com/en/discussion/comment/3168438#Comment_3168438
I can't speak for everyone but I've never had 5 minute survivor queues ever. And I've only ever seen the 100% bonus attached to survivor, and even then my queues were/are near instant.
This queue time business seems more like a regional issue than anything else.
During the last Christmas event (frigging snowmen) my survivor queues were up towards 10 minutes.
Right now, killer is at about 1 minute, survivor is at about 20 seconds.
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@jajay119 said:
https://forum.deadbydaylight.com/en/discussion/comment/3163731#Comment_3163731
This recent update has literally shown this: despite all their buffs killers left right and centre are saying they're still doing it because it was easy.
It was never about Dead Heard, in fact it was quite the reverse. As a long standing player survivor main there was a time when I hardly ever saw DH in my team, but before the nerf it was everywhere because camping and tunnelling increased. It was a toxic cycle, but yet DH got nerfed, killers got buffs and they still admit to camping and tunnelling. So, something needs to be done to level the field.
Camping and tunnelling might be an 'allowed and valid tactic' but so was every survivor bringing and using old DH to negate it. DH got nerfed so now it's Time to balance.
We've already had 4 separate changes to make tunneling and camping less effective.
Some killers are still too good at it, but those killers honestly need a teardown overhaul because that's how their kit works.
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@sluc16 said:
The amount of times the perk just doesn't do s***t is ridiculous. Half a secod is stupid, just a little bit of latency completely screws you up, no matter what perfect timing you have when activating it, just nothing will happen and you still get hit, dummest perk change ever.
You are categorically wrong.
- Dead Hard was busted. The fact that this was approaching 75-80% usage rates at higher MMRs indicates this pretty hard.
- The new DH is excellent, now that people are getting used to it. Go watch Ayrun or some of the other HCS streamers, and you'll see just how strong it can be.
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@Laluzi said:
My favorite "mess around" build is Dark Devotion, Coulrophobia, Nemesis, and Rancor. Hit someone at a pallet, switch targets while they run off thinking you're still chasing them (and scaring anyone they go towards while convincing anyone else nearby that you're leaving the area. They never expect it.)
Blast Mine was top-tier comedy until they nerfed it dead, but I've got a fondness for Quick & Quiet + Head On, and also Autodidact.
I love DD, but it can be annoying when the Obsession is literally invisible for the entire match.
@RakimSockem said:
What perks do you run when you just want to mess around and have fun (I know messing around and not sweating is a foreign concept to some) XD
For me those perks are
Saboteur for obvious reasons
Diversion because watching someone search an area where you threw a Pebble is top tier comedy
Head On because it applies directly to the forehead
For the People because no one expects it, not even my teammates as they stand their in confusion for like 2 seconds before running away
I don't find many perks "fun" per say on killer. The killers themselves are usually the fun but I guess I have a few
Blood Warden: Pure comedy and panic ensues
Haunted grounds: Again for the panic
and Devour Hope...... for the panic XD
Devour Hope, Plaything, Retribution, Pentimento.
Let havoc ensue.
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@HoodedWildKard said:
I'd be interested to hears other's opinions on this. When i play killer, unless I'm running a mori token, trying for adept or going for some other specific challenge. I'll usually let the final survivor go, either in respect for a good game or in pity because they were bad in i steamrolled them. Just feels like a nice thing to do and add a bit of positivity back into the game.
I do it in most of my killer matches where i perform well. I'll of course make exceptions for players who crouch and torch spam lol. Bad manners will earn you the hook.
It's not something i see other killers doing often though. I've seen maybe 3 matches where the killer has let the final survivor go. And it's never been me lol.
I'd say the majority of the time.
If the last survivor didn't give up, didn't BM me at any point in the game and didn't do anything iffy, I'll generally give gate or hatch.
I don't lose much BP and they gain a decent amount, plus they'll probably pip.
The only times I won't are when I'm pushing for Iri grades, doing a specific challenge or you've managed to annoy me. One teabag and you're done.
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@Raccoon said:
According to SteamDB....and the game is currently (as always) in the top percentile on Xbox/PSN metric sites.
RIP game :(
I guess Year 7 is the Death Knell!
Take 66k on Steam alone.
Then add another 20k from Epic, and maybe another 70k from consoles (likely even more).
Yeah, game's dying for sure /s.
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@mizark3 said:
https://forum.deadbydaylight.com/en/discussion/comment/3162763#Comment_3162763
2nd part is on the money, if MMR is going to average your killers, then killers should be able to swap in the lobby/queue. You see the same name same cosmetic 4 survivors, you bring your A-game killer.
1st part is dead wrong. DS, one of the best tools to counter tunneling off of hook when it is used or not, was nerfed into near uselessness. Now killers have no fear of activating it, if it even is equipped. The replacement, OTR, is countered by people that commit to the hard tunnel and refuse to wait out BT, or just want another STBFL stack. Also DH which used to not be endurance based, could be used in concert with other anti-tunnel mechanics. So the old best/worst case BT into DS into DH into dead is now basekit BT into just dead. For the mechanics to be fair or equivalent, anti-tunnel endurance procs need to not provide Deep Wound. That way the triple anti-tunnel can happen again, with BT not Deep Wounding, OTR not Deep Wounding, then DH Deep Wounding. Also with the basekit 10% less distance gained by Survivors, killers have it all the easier in continuing their chase on a tunneled survivor.
DS was overnerfed. I've said that numerous times before.
But:
- Baseline BT
- OTR buffed
- Baseline BT buffed
- Reassurance
Are all targeted changes to make tunneling and camping weaker, so it's dishonest at best to say 'BHVR holds killers hands to make it easier'.
I tried it out earlier, and unless you're on Nurse or something, the speed boost granted by the buffed baseline BT is more than enough to reach safety or get a bodyblock.
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/3166652#Comment_3166652
In my six plus years of playing Dead By Daylight I've maybe seen one Hag that refused to trap the hook.
More often than not, it's multiple traps.
Are you living in some fantasy world insinuating this is not how Hag is played?
Then you are rather unlucky, because - while I do see a lot of Hags trapping the hook, the actual campers are a rarity. Trapped hooks have quite a lot of counterplay too.
I'm saying that it's not necessary to play her as a camper.
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@n000b51 said:
@StarLost:
"DC penalties take longer to decay, and require multiple matches played where you don't DC to decay."
So if you perfectly understand your logic, if you are big player & you play many trials by day, you can DC more often or almost you can 'manage' your penalty times ? Actually whatever how much matches you do, if you DC two times in the same day (for the 1st. time) you are penalize for these DCing (5min. then more).
I honestly don't think BVHR really wants this kind of penalties system yet (as you was suggested in your reply).
"Make it reportable. If someone garners a lot of 'giving up' reports, audit their account and if they're suiciding a ridiculous amount early in games, give them a warning, and if it continues, a ban."
Actually only DCing can be bannable. I frankly don't think BVHR wants more reports to check, they probably already are overhelmed by the cheats reports & others.
If players have to give up whatever the reason, why are you so upset by that ? 1st. it is a free sacrifice for the killer (his main objective), 2nd. the issue of your game (as killer) will be more easy.
I understand that you/killers don't really appreciate to start a trial as a 1vs3 instead of 1vs4 but I don't think you can blame someone that he/she wants to leave the trial.
Remember too many things are randomily generated as a soloQ survivor. You (as survivor) have no idea about the gameplay of your teammates, no clue about their perks & skills, you can't even know what 'kind' of killer you will face off...
If you try but you fail too fastly, it seems a good thing that you still can give up without penalty... I mean if you feel you don't have enough skills to face someone OR if you feel the trial goes too sweaty for you, WHY should you to stay ? I have seen so many times the killer slugs the AFK or killer didn't want to kill someone 'because he has given up' ('he hasn't a threat & he will not do gen anymore'), letting him to bleed on the ground...
I just don't get this "in a pointless game where it's harder to earn BP or pip."
Who is still playing this game for the BP in 2k23 ?
Okay, think of it like this.
Let's say that every DC'd game takes playing 3 games to get rid of the penalty +1 for every tier of 'DC penalty' you've accrued. This is sort of how other games handle it.
A big player won't find it easier to decrease the penalty unless they are DCing less proportionally to a 'small' player. They might even find it harder if they DC proportionally more.
The idea is to make the occasional DC forgiven, for instance on crashes or hostaged games, but eventually ban chain DCers.
Another option would be a LeaverBuster type system that detects chain DCers and warns, then penalizes them pretty heavily.
But...I'm not sure if you understand why a DC/suicide is a big deal.
- As a killer, I get less BP and less grade points. A big part of your score comes from individual hook events.
- It also puts me in a situation where I either need to dial back, or just rush down everyone and end the game ASAP. Either way, I get complained at in postgame.
- As a survivor, I now have a literally unwinnable game that I'd be lucky to not depip off.
- Plus, there is an annoying tendency for people to either hide and stall the game out to BM (I guess it's my fault for enjoying Trickster?) or suicide/DC themselves, meaning that now I'm wasting even more of my time, for less BP and grade points.
DCs ruin games. Suicides ruin games. Either way, I don't get a proper game and I have to waste my time hunting down and killing 2 Blendettes who have decided to go AFK in the bushes and a Nancy in a locker. Because it's no fun for them to play an inevitable slow defeat game either.
Here's the thing though. You 'have to stay', otherwise people literally DC every game (as we've seen when the penalty is turned off) and it's almost impossible to find a real game.
Just because you want to be able to quit games with impunity doesn't mean that it's a good idea. If you don't want to play against specific killers, just do custom games or something. Otherwise you're wasting the time of 4 other people.
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@HommeBizarre said:
https://forum.deadbydaylight.com/en/discussion/comment/3166213#Comment_3166213
It might be unfair, but I can't tell the last time I didn't see a camping hag who also trapped the hook "just in case"
Don't expect one side to be nice to the other. If the other isn't nice either
Anyway, it's a vicious cycle and it's too late
Being biased and hateful towards a group of people based on the actions of one person of that group...there's a word for that, I think.
And it's not a good one.
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@Grum said:
This is barely hyperbole. Literally every Nemesis I go against just tunnels and camps as aggressively hard as possible. I often joke with my friends when we go against Nemesis that they're gonna get camped and tunneled if Nemesis downs them; and then, like clockwork, that's exactly what happens, every single time. It's like parody at this point.
People joke about Bubba camping, but most of the Bubbas I go against are willing to actually play normal matches. Virtually every Nemesis I face just spends literally the entire match chasing/camping one person.
I don't.
But I will say - Nemmy has some massive design flaws. Janky zombies and the fact that he requires extra hits to down someone.
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@Sumnox said:
https://forum.deadbydaylight.com/en/discussion/comment/3166231#Comment_3166231
They're ignorant. They can't appreciate the finesse and joy a Pig can bring to a match. When she manages to put a trap on your head and the timer is past half the limit she's usually gonna go out of her way to find you and tunnel you, ignoring everything and everyone else, even if that means she "lost". The Pig doesn't care about conventionally winning like the rest of the killers, she plays the game against individual survivors at a time.
I hate Trickster, and I do actually like Hags but all they do is hook someone and just camp the hell out of them until they die, and repeat, so that's really boring. A Pig chases you all over the map.
I...sort of understand why Pig is irritating, because one that chases people off boxes can result in instant deaths due to simple bad luck, and certain combinations of addons are almost guaranteed headpops.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3166210#Comment_3166210
My bad then.
I just brought her up, since how the forum behaved the last weeks.
Of course. People are allowed to go on "oh no, its a XXX". Nothing bad in that. But disliking a killer and being happy to only face a killer once per month are 2 different things. I can dislike playing against Trapper. But i would miss playing against him.
In regard of Hag being useless with the new changes. I´d say that she just requires a different approach now. Different addons, different spots for traps, different tactics. A Hag main will surely adapt.
I'm finding her stronger than before, but I never camp and generally don't put traps under hooks (people always expect them).
The major 'nerf' to Hag was CoH, which - yes, gives her a lot of trouble.
I run her with:
CI - Gives me time to trap the hell out of half the map.
Pain Resonance - Excellent regression.
Devour Hope - Gets people running around.
Monitor And Abuse - Tiny TR, I can set up traps quite close to people or sneak up on them.
My goal is to trap the hell out of a large portion of the map, then circle around with Monitor and drive them into the traps. Works like a charm, and I often get 'wow, the first good Hag I've seen' comments.
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/344501/bhvr-just-killed-hag
Plus Corrupt Intervention nerfed.
CI doesn't really exist for her to snowball off.
It's there for her to set up all her traps without losing 3 gens.
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@Sumnox said:
Seriously, the most fun matches are usually against Pig killers. You have the boring, predictable, always-ends-the-same-way matches versus Nurse, Spirit, Blight... Pig killers are precious. They tend to be very tunnelly and rarely give up on a chase, but they do it in a funny way. And because they're not nearly as powerful as the other killers mentioned, even if they do 3-4k it's usually after a very long, intense match full of chases, unhooks and hilarious events.
They also can get very lucky with the traps and randomly kill someone, or get very unlucky, which makes them upset and tunnel that person.
Everyone should play Pig all the time.
Because, for some reason, people DC against my Pig as often as against my Trickster, and more than my Hag.
I also get cussed out frequently for playing 'that irritating killer'.
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@Bot_Salvo88 said:
...people are giving up on the hook in the first 30 seconds anyway? I'm seeing this trend of survivors giving up in the first minute of the match because they don't like a killer or they get simply outplayed.
Always been a problem, still is a problem.
Get downed first? DC.
Make a misplay? DC.
Someone else gets downed too early? DC.
See a killer you don't like? DC.
Killer has addons? DC.
Ugh.
@n000b51 said:
What do you clearly suggest ?
DC penalties take longer to decay, and require multiple matches played where you don't DC to decay.
@FogNoob said:
https://forum.deadbydaylight.com/en/discussion/comment/3166159#Comment_3166159
I totally agree, on ending the game if anyone DCs early, but I don't think there's anything to be done on people just killing themselves...
I don't even know if there would be anyway to penalize that either... I mean, if people are having a terrible time you can't make them stay in the game. The penalty in the end is just earning less blood points in general, but I don't think people hardly care about that.
Simple.
Make it reportable. If someone garners a lot of 'giving up' reports, audit their account and if they're suiciding a ridiculous amount early in games, give them a warning, and if it continues, a ban.
The issue is that it traps 4 other people in a pointless game where it's harder to earn BP or pip.
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@JoByDaylight said:
Hag can be strong when you don't proxycamp the hook as well. Set up a "web" of traps in an area and then you are in control. This is nothing new to what she was before 6.1.0-patch when basically every survivor ran BT.
Hag required map knowledge and time to set up a web.
Watch some videos from Michi (I believe that is their name on Youtube), a Hag-main. You can learn a lot frem those videos.
This is exactly how I play her. 'Roaming' Hag is very solid, but CI might as well be basekit.
@Plsfix369 said:
This is a serious matter. Hag is basically powerless right now due to Reassurance preventing survivors from trading hooks early in the game, which is where Hag gets her pressure from, and the 10 sec BT, as it renders Hag useless for 10 seconds. Because the unhooked survivor has speed boost and endurance, they can trigger all of the traps in the area with no resistance from the killer.
When you combine that with off the record and COH, she's effectively useless in any lobby. Hag isn't a chase killer, and it's impossible to catch any survivor in a short period of time. The only advantage Hag has is she can be anywhere else as long as a survivor triggers her traps. But she can't pressure any survivors to do anything without triggering her traps first. She can't waste too much time chasing healthy survivors either.
She's not the force of nature she once was, but that's okay - she's still 'A' tier.
I'm always surprised when I watch even good players on Hag, they're always floating like 7 traps.
Spam those out, cut the map into pieces and have one in every strong structure/high traffic area and she shreds.
That said:
@HommeBizarre said:
Nobody cares about hag, I've only played against 1 this month
And it is better that way
Even nurse is funnier than this thing
@Sumnox said:
I am very glad.
'I don't like playing against this killer so I hope she sucks and becomes unplayable' isn't exactly fair on the people who do like playing her.
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@nigylotwitch said:
Hear me out on this I know this will never happen but its an idea none the less. REWARD players who have to play with quitters with a LARGE BP XP boost as well as insuring them a safety pip this way the person who dc can go on with there day and the others don't feel cheated
This was a bad idea wasn't it?
I know what you're saying, but this would incentivize people DCing.
This is a situation that calls for the stick, not the carrot. Reduce the rate at which DCs decay, and make them only decay if you play out multiple games without DCing.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3164730#Comment_3164730
Because one has a winstreak and gets 8K hour players and the other is an insidious Bubba used for meme builds and challenges,who has a loss streak and gets babies?
Also yes,yes it does. Take a look at Otzdarva coaching Anna. In her FIRST games ever she got people with 2K hours. Yeah sure buddy, MMR works KEKW
I watched the coaching and I don't recall that. It should actually be outright impossible, because brand new players get their own queue for a few games.
From what I remember, Anna got newbies too. Do you have an archive link or something to those games?
Also - I don't know your MMR, or whether your story is actually true, but let's assume it is.
Both of those killers could still be at around the same MMR. It's all dependent on how often you kill.
I know that from my own experiences recently, there is a massive difference between the survivors I face on my Hag compared to, say, my Ghostface.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3164651#Comment_3164651
Except now WITH MMR THAT HAPPENS WHEN YOU FIRST BOOT UP THE GAME. LMAO
No, no it doesn't.
SBMM sometimes poops the bed, especially when people dodge lobbies. RBMM was complete and utter chaos on the regular, especially in the first week of the month where everyone got reset.
@kizuati said:
https://us.v-cdn.net/6030815/uploads/XKVMYIMBB1HZ/image.png
apparently killer is in demand now?
which one though,BHVR
https://us.v-cdn.net/6030815/uploads/RJ20Y351EXTT/image.png
this one with 6 septillion mmr?
or this guy with -5 mmr?
How do you know what your MMR is?
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3164357#Comment_3164357
SBMM is miles better than grades.
Kill based match making*
And also, said no one ever.
Said me.
I started in 2020, right on the monthly reset day. That was miserable. After a few games, I was facing streamers and people with 500-1000s of hours of experience.
Despite being awful at the game, I was in purple ranks within 2 weeks and was facing that level of player again, if not better.
I can only imagine that the new survivor experience was analogous.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/3162777#Comment_3162777
Aside from me just rarely playing nurse no. My most recent nurse games were 3k + hatch or 4k as far as I can remember . I never throw games unless you count running ######### builds that are funny. Like there is no reason for me to get mm this abysmal especially not with an incentive. By all means Im happy for the extra 20k BP but still matchmaking is well and truly #########.
Then it was a lobby dodge. I've seen some wonky lobbies as of late due to dodges.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3163903#Comment_3163903
I don't think you understand how context works. I said they needed their hand held, because THOSE people did. The ones who heavily rely on Camping and Tunneling. Sorry if you took that personal, I know many of the people who come on these forums are heavily dependant on those playstyles. 🤷♂️
Not every killer Camps and Tunnels, I know it may come as a shocker. I never once said killers were the problem, I said the players who refuse to acknowledge the other side's unbalanced issues ARE part of the problem. Please read dude.
I don't care that you keep saying you are for both sides. I could care less if you were one sided tbh. What I don't like is that you keep saying there was a shift in the meta when there wasn't. Like, I dont know how long you have played this game for, but it is very clear that NEW DS = OTR, Camping and Tunneling are more impactful this time, etc. Idc how 'substancial' their built in BT you think it is, the core problem is still there. These are things that are only noticeable by veteran players (again, I don't know how new you are to the game).
It's on you to provide context for your posts.
There was absolutely a shift in meta. Like...you're not going to shift the meta in terms of gameplay, because the 'rules' of this game are very simple. Killers attempt to kill the survivors before the gens are complete, survivors attempt to not be killed.
In terms of the perks used? Massive shift. OTR is not DS. It has very different counterplay and usage. It serves a similar purpose, sure, but that's like saying Overcharge is the same as Pain Resonance, because they are both regression perks.
I've been playing a fair bit recently, and facecamping/tunneling is much less effective, and I haven't run into a non-Bubba facecamper in a few days.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3164245#Comment_3164245
they could have also just..tried to make it follow the MMR and fail. it took them 2 years to make a worse version of the emblem system so I wouldn't be surprised.
SBMM is miles better than grades.
@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3164174#Comment_3164174
Did you read my thread?
Yes, I did. I'm still not sure what you mean.
- How is it not working as BHVR described?
- What do you mean 'incentives are ignoring MMR'?
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@TheArbiter said:
He's in such a poor state right now, even if they just band-aid fixed him for the time being by making J Myers Memorial basekit I'd take that.
He badly needs some work, but I think Onryo and Twins are next in line for some love.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3164124#Comment_3164124
It doesn't work how BHVR told us it does,that's for sure.
What do you mean?
@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3164158#Comment_3164158
Except the incentives are ignoring MMR so it's just kinda silly.
How so?
I'm definitely seeing different incentives to the streamers I watch, so it does seem to be working right now.
Keep in mind that it's also somewhat tied to region.
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@Nos37 said:
Reassurance was changed so that players in the struggle phase could not be kept on the hook indefinitely against their will, yet that is exactly what survivors are still able to do without any perks needed. They can spam the Unhook interaction to pause your struggle progress.
Please fix.
This isn't something that can really be fixed mechanically.
However, this is absolutely, 100% taking the game hostage. Pop on Shadowplay (Alt+Z) or whatever ATI users have, and report them with the footage ASAP.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3163813#Comment_3163813
https://forum.deadbydaylight.com/en/discussion/comment/3163923#Comment_3163923
I think I misunderstood how this BP bonus system works. I
So, whichever role is 'needed', gets a bonus, dependent on how badly it's needed.
Ideally, you'd want to have at least 4 survivors queueing within each MMR bracket for every killer queueing.
If there aren't enough survivors, that role will be rewarded. Ditto killer.
If there is a lack on either end, the other side will likely have longer queues.
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@prion11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3163919#Comment_3163919
Yeah, bbq is still incredible on Onryo, Dredge, Oni, Blight, and Nurse
I'd hesitate to say 'incredible' as BBQ tends to be inconsistent - far too often people's auras will be obscured by generators.
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@syain said:
I have somehow managed to tank my MMR in both roles and am now unable to manage/have fun in my matches with the meta perks I used to run. I've tried plundering and perk rouletting and that was a blast for a short while, but now I kinda wanna spice things up again.
What do you use to have fun in your games? Are there any perks you run for the sake of fun rather than to win? Please enlighten me.
On survivor, I'd go for full 'chase me' perks, designed to allow me to be aggressive and in the killer's face. MoM, DH, Sabo, Flashbang would be fun.
On killer, I love fooling around with Dark Devotion, or 'impossible skill check' builds - MS, HL etc.
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@[Deleted User] said:
Besides the first day they reintroduced this, I've noticed that survivors is always at 100%. Yet I've had times when killer queues have been around the same length of time.
Probably because there aren't enough survivors queueing at that MMR bracket - meaning that killer queues also become longer.
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@Pyrosorc said:
Just an observation I've had. Sometimes the perk does nothing - it's the right time to save, so you just do it. Sometimes it comes in clutch - you run to unhook but the killer sees you and chases you there, so you give them a flyby F and its someone else's problem in 30 seconds time.
But when the killer is proxy camping, you're stealthing nearby and you can't safely unhook, it's pretty tempting to use reassurance. It seems what it's made for - stick 30 seconds on that timer to get a chance to see if the killer wanders of elsewhere and you can get a safer unhook.
They won't though. A killer already in that proxy-camp mindset will see that white glow around his victim and KNOW there's someone else nearby. From there it isn't a proxy camp anymore - mr killer is hugging that look like he can smell you on that white glow.
I think you misunderstand the perk.
It's there for situations where the killer is camping - to which your response should generally be 'slam the gens out before they die'.
Reassurance makes that much easier to pull off.
@Pyrosorc said:
Honestly I think this is a combination of:
1) Reassurance having obvious white-aura confirmation for the killer, telling him that someone has just been within 6 meters
2) Less killers running BBQ since the removal of its BP bonus
If your regular killer is anything like me, they're like "finally, I'm not forced to run BBQ anymore!", and now vastly underuse it instead. Some people can make do without, but I bet a lot of the recent uptick in camping is people who were unknowingly completely reliant on BBQ and now hook someone and just... can't work out where to go next.
So they have no idea where survivors are because they became reliant on a crutch that they're now doing without (even though they aren't forced to), and suddenly a little white glow tells them *someone is here*.
I don't think many people ran BBQ for info. It was mostly for the BP, and now remains a niche info perk for traversal killers and Artist.
I agree that showing the killer the aura is silly, as it gives away the location of another survivor.
Other than that - perk is fine.
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@Audiophile said:
https://forum.deadbydaylight.com/en/discussion/comment/3163128#Comment_3163128
But you also need to understand I play solo way more than I swf. Swfs coordinate saves. Solos don’t. Killers mostly face solos so they get incredible value out of camping since the team is not likely to play ideally. Multiple people will go for hook. I love running aura perks and I see it all the time. 2 or 3 people crouching near the hook while the killer patrols it, not realizing that everyone else is there. Everyone’s waiting for that opportunity and the game is fng lost.
Yes - but you need to understand that this game is not and cannot be based around solo play. Survivor is a team role - and if you balance the game around solos, then you make SWFs unbeatable.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3163119#Comment_3163119
So DS being replaced by OTR is uh-- a shift from the previous meta? Camping and Tunneling only being more solidified as playstyles after it was already a known factor of why game is in the state that it is in is a shift from the meta? .... Oh boy.
I never said killer players were the problem, just the people that feel entitled because something that is clearly unbalanced is somehow "fair" and "ok" in their minds. If that person happens to be a survivor or a killer player, then yes they are the problem.
I don't see balance as one sided because if you actually knew the stuff I post, I have said plenty of times that certain killers DO need a buff. That doesn't mean that I am going to stand behind a universal buff that gives an over-advantage to specific killers. I don't think you on the other hand mind overbuffing killers based on your responses. I main Michael Myers and right off the bat one of his biggest issues is lack of mobility to pressure another side of the map. Something which is pretty in line as an issue along with other killers. An issue that the patch could have addressed but did not.
I don't focus my idea of balance or fun solely on killrates or escapes, because I understand that some matches are fun even though you lose on either side. So I would stop repeating something I didn't say and that you took out of context.
Yeah, it's a shift from the meta. And I was against the DS nerf, and still am.
Camping and tunneling should be less effective now. Quite a bit, actually. That buff to the baseline BT is substantial.
No, you absolutely did say that killer players were the problem, several times - and again, you insist on launching into personal attacks for some reason. You can check my recent posting history, but I play both sides pretty much equally.
What context? You straight up said that killer players needed their hands held by the devs, and implied that they were 'the problem'.
@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3162846#Comment_3162846
Agreed, for killer mains of course.
I'd say for everyone, unless you believe that 'I escape more' means 'game is better'. I see a ton more variety as a survivor, and have a much wider variety of perks to choose from - I no longer have to run DH and BT, for instance.
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@Audiophile said:
https://forum.deadbydaylight.com/en/discussion/comment/3163082#Comment_3163082
I thank you for your reasonable argument. But, you say “here’s the problem” from your perspective. The never ending problem from our perspective is all the hook guarding and free hits. I mean, killers shouldn’t get free hits. But they have been for years. And to be fair… if they guard the hook, they still get a hit. It puts someone into deep wounds and if they choose to they can chase that person and down them. Or maybe… they hook someone and then go find another survivor at a gen or elsewhere using one of the 100 ways to do so.
Is it a problem, though?
That's what I'm trying to say.
Guarding a hook isn't a 'problem', unless you're facecamping. Patrolling has play and counterplay. A killer that is patrolling isn't off pressuring gens, so either do a runby with ReAs, get them to chase you while an ally rescues or bypass them with smart use of terrain. You're talking about removing a huge tactical chunk of the game right there.
Uh...no, that's not how BT works. The borrowed time isn't the major selling point, it's the insane speed boost+BT. You're still talking about a situation where it would be almost universally advantageous to camp a slug rather than hooking someone, because all hooking is going to do is give half the other team a completely free reset.
There's too much slugging as is - why do you want to incentivize it further?
I'm doubtful you've played much killer based on your last sentence. You cannot realistically patrol all the gens on MD or Eyrie, for instance - they are too spread out, you're too visible and the maps are just too damn big. You can go and watch some of the better killer streamers to see this in action - good survivors will see/hear/call out that you are coming, and then it's stealth time.
Now, in a world where every map was DDS or Midwich, then maybe your suggestion could work, with some major adjustments (you'd still see wall-to-wall slugging though). But we don't live in that world.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3163018#Comment_3163018
Well that's a wall of text.
Honestly you keep bringing killrates to excuse the mere fact that people are pointing out the problems the patch brought. Because in that same patch the devs said they wanted to shift the meta. Unless you forget that part too. Guess what? It didn't shift the meta! So where I am coming from is from the perspective that while your "killrates" may have gotten better, it was not without affecting OTHER aspects of the game or completely making them miserable.
Who says you can't fix Camping and Tunneling? I legit would love to know who said this. Cuz I've heard some great ideas out there. It would require the devs to stop creating band-aid perks and actually rework core mechanics, like hooks.
I actually find it extremely interesting that you are capable of distinguishing the Camping and Tunneling that is "fair" (for lack of better term) but fail miserably at acknowledging that there is also a part of it that can be excessively unfair. Not only because (like I said before) it is LAZY, CHEAP, and CHEESY...(When I think of strategy, those are not words I attribute to skill. Skill which is what should be the driving force behind playing the game)....but also not new player friendly because of the requirement of perks that soft counter those playstyles. Not to mention the impact they have on killers like Nurse and Blight.
I am guessing your Nurse question was rhetorical so I will ignore that. Nurse surely did get an advantage through this buff. 50 seconds on extra total gen time IS an advantage. Not surprising you are only pointing out the things that don't benefit her. lol
Last but not least if you have a problem with me pointing out who is part of the problem and you think it's us vs them... Idk what to tell you! I would say the same thing if survivors were claiming they needed faster gens and stacked up on Prove Thyselfs, and BNPs. 🤷♂️
I don't see balance as a one side issue.
What?
Uh...no, a 'wall of text' would be if I made a massive, unbroken post. I even went to the trouble of bullet-pointing it for you, and it's not much longer than what you just typed lol.
But okay.
- No, I'm bringing up kill rates because you said the reason killers were buffed was to discourage camping/tunneling. I'm trying to find where you got this from - still waiting, actually.
- They wanted to shift the meta in terms of perk usage. They succeeded. I don't think I've ever seen this much variety.
- The 6.2.0 changes were designed to discourage camping and tunneling, due to Reassurance and 10 seconds of BT.
- The devs said that they've tried many solutions to camping, and they all ended up being exploitable. Tunneling is almost impossible to fix.
- Sure, there's a part that can be unfair. I'm saying that, until survivors actually adopt a common definition for these terms, most of the signal will continue being lost in the noise.
- Let's let the dust settle on this patch though before we declare that the sky is falling again. The BT extension is a massive nerf to tunneling, for starters.
- Nurse is...not a good camper at all. The current Nurse meta isn't about camping, it's about snowballing off a down with Agi and Starstruck.
- Neither is Blight, for that matter. His problems are his ridiculous addons.
- My Nurse question wasn't rhetorical. Gen times weren't a 'buff' to killers, they were the other side of the 'we nerfed passive regression perks across the board because we want to shift the perk meta' equation. Which succeeded - now you either have to play a kicky game, dedicate your build to PR or focus more on lethality. Savvy squads can still burn through gens with PTS, HF, BnP etc.
- Who, exactly is part of the problem? Killer players? Yeah, that's why you're getting pushback from me. Because both sides complain endlessly, and this wasn't a change based on forum complaining - this was BHVR looking at their own data and changing the game.
- Yes, you absolutely do see balance as a one sided issue. Because you just claimed that killer players are the problem.
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@Jeromy137 said:
https://forum.deadbydaylight.com/en/discussion/comment/3163030#Comment_3163030
The perks have made it worse for players to just sandbag at the start of the game with ada wongs new perk which removes scratch marks and blood just for being the last survivor
If they're actually sandbagging, then that's assisting the killer.
Completely reportable and bannable - and people absolutely get banned for that, at least.
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@Audiophile said:
Make the perk turn off after all gens are powered. Then all it does is reduce all that easy play for killers at the hook. Just leave the hook for gods sake.
Here's the problem.
Unhooks shouldn't be free.
Particularly on larger maps, a big part of how killer works is applying pressure via hooks, then additional pressure by anticipating where someone will likely approach the hook from and then patrolling that route.
This means that either it's a trade, or someone else has to get off gens to come help. It's got play, counterplay and a lot of tactical interplay between both sides.
Now, you have double BT - so all that person has to do is beeline for the hook and both people are completely safe. This would make getting hooked a straight up advantage at times, and completely deflate the pressure that a lot of killers, particularly 110% killers rely on. You would be encouraging simply slugging people with Knockout and bleeding them to death - because hooking someone could now easily lose you the game, as you're giving survivors a completely free reset.
So...we do your suggestion.
Kill rates go down, BHVR has to buff killers again - or killers like me who don't camp suffer.
Not to mention Hag, and how constantly having two people with BT going ham on my traps would make the game unplayable.
I get it, camping is annoying and probably needs a fix. But this...isn't it.
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@Audiophile said:
Now that Basekit BT is reasonable I would kill for a perk that provides the Endurance effect to rescuers. It’s not like 10s Endurance for the hooked survivor solves camping. Killers camp hooks to either get the cheap hit on the hooked survivor or on the rescuer. They know proxy camping the hook is the DBD equivalent of shooting fish in a barrel. They’ll always hit something. And even with a good basekit BT teammates in solo queue still hesitate to save because they know there’s a solid likelihood they’ll just end up trading hooks. I think it’s time for this.
This is called 'trading', and it's perfectly acceptable within the context of the game.
What you are asking for is for hooks to not only be literally free, but for half the team to be completely safe for a good while after the unhook.
This was how BT worked initially, if I recall, and it was completely and utterly broken. You were better off camping a slug than hooking someone, especially in the endgame, because there was no way to defend the hook at all.
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@Jeromy137 said:
With all these perks that revolve around being the last survivor it is getting bad
I have had to many games with survivors sandbagging each other just because they have perks that require last survivor
It's not the perks.
It's the fact that not escaping means losing out on a silly amount of BP/grade points.
If 'escape' BP/points was less ridiculous, and instead spread a bit around other stuff, you'd probably see a bit less of this.