StarLost
StarLost
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@[Deleted User] said:
Some changes will more than likely be rolled back and then some pretty skins will be released to make everyone forget. It's up to the players to decide if that's the sort of behavior they want from their devs.
Some changes probably should be rolled back.
Self Care didn't need a nerf, for starters.
DS was fine at 5 seconds, so long as it didn't work in the endgame.
Ruin was a bit overnerfed.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3086964#Comment_3086964
So when developers balance the game they should just ignore worst case scenarios that turn up literally once just about every game? Do you see what you are typing?
You can't really balance based on rare 'worst case scenarios' unless you're fixing an exploit or something - because that's not how most games play out.
@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3086949#Comment_3086949
You have about a 90% chance to die if you are hooked in the end game and the killer tunnels you. It has gotten to a point that people at my MMR don't even bother anymore. What mindset? That killer is 10 times easier than survivor right now? Pretty sure most of the community has eyes my friend.
My salt comes from people who try to gaslight others when they know there is a problem but they are okay with it.
Nobody is gaslighting you.
They are trying to point out that you're probably wrong, and making up statistics.
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@JibbyNeutron said:
Balance will NEVER EVER be achievable in a game with over 20 maps, over 25 Killers, 540 Addons, 250 Perks etc.
We should sure try to be balanced, but we wont get it. However, this patch not only failed balance wise (its out of balance compared to pre patch) but also killed the entire fun of at least 1 side (for me survivor aswell as Killer is boring now).
FAILURE PATCH
We also again losing hundreds of players daily since the patch. Around 3k on steam at least
I disagree.
It's rough as solo survivor, but nowhere near as bad as people are making it out to be. I'm escaping about as much as I ever have.
The core issue is that it's impossible to balance around SWF without hurting solos, and you can't easily buff solos without buffing SWF - one of these two has to lose out.
@SOULWARRIOR71K said:
https://forum.deadbydaylight.com/en/discussion/comment/3086791#Comment_3086791
But against a coordinated swf or a competent group of solos, slow down is basically a myth. They can still power through gens while you get 2 or 3 hooks. If you put aside the top tier killers, the games are still basically the same for all the others. If most survivors could play efficiently without playing in a stacked swf, I promise you no one would think 4 slowdowns matter. The issue is that skill level varies very widely among survivors.
Eh...
Slowdown can be very strong still, but the focus seems to be shifting more towards lethality now. Which I think is good for the game.
We need some love for solos (what happened to those status icons?) and a few things fixed.
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@Roaroftime said:
So one of the many ways survivors were nerfed and put at a disadvantage in the patch was disabling OTR & DS during end game ensuring they had 0 hope after the last gen popped, but before the patch I found survivors used to try and go for the save in the hope of say DS, but now if there's someone on hook during end game everyone just leaves and doesn't attempt to save at all? Usually pre patch there was sometimes a snowball where 1k turns into a 3k for example but doesn't seem to happen now. Probs a good thing.
Or maybe it's because the game just takes SO much longer now people just want a break and fresh round sooner?
Just me or has anyone else had a miracle yet and been lucky enough to get to end game solo q and noticed this?
The issue was that DS created situations where a survivor could basically be unkillable at endgame, which allowed a lot of taunting and gloating with zero the killer could do.
OTR was about to be the same thing.
Survivors have become too accustomed to 'gates are open = I win'.
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@Zexbunny said:
Oh look, another poster with a history of killer sided posts saying solo queue is fine. Color me surprised! But he has survivor in his name! Surely that means he's not biased. Nope!
Attack the argument, not the person.
@drakolyr said:
https://forum.deadbydaylight.com/en/discussion/comment/3082428#Comment_3082428
Yeah, i'm pretty sure, you now my personal experience better. I'm just stating my opinion based on my experience. My friends had the same experience.
https://forum.deadbydaylight.com/en/discussion/comment/3082452#Comment_3082452
Yeah, i saw the site. And i dont think it can track everything and everyone, so i dont think i can trust on that.
For example, i only used Dead Hard in tombs, wasnt playing much of meta perks at all and most of my games are 4k stomps for the killer. Right now, i only play solo q.
https://forum.deadbydaylight.com/en/discussion/comment/3082500#Comment_3082500
Solo q needs buffs. And now its more shown than ever,
https://forum.deadbydaylight.com/en/discussion/comment/3082550#Comment_3082550
I mean, before the patch, every 5 game someone tunneled. Now its the other way around, only in every 5 game someone doesnt tunnel.
https://forum.deadbydaylight.com/en/discussion/comment/3082631#Comment_3082631
This! So much.
I still think base BT is not a buff at all, its way to short for that. Also killers can easy count to 5.
BT was strong before, cause a killer couldnt know if you have it or not. Now they know you have it, easy countered.
Solo needs help, sure.
The problem is that it needs help in a way that won't make SWF stronger. And that's not easy to do.
The major issue is that BHVR have created an impossible situation, where either all killers have a rough time, or half of survivors have a rough time.
@Oscarnator said:
https://forum.deadbydaylight.com/en/discussion/comment/3086879#Comment_3086879
Those games still had better balance than DBD gameplay speaking. They died beacuse of bad business decisions and/or lack of content. The only real reason DBD does better is because of the licenses.
I played most of those games, and DbD is substantially better. It's got a lot more variety and room to experiment for one, and - in terms of APVP games, it's likely the most balanced (Evolve...shudder).
Honestly, we need a small nerf to Nurse and Blight's silly addons, some love for solo players and we'll be golden.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3027223#Comment_3027223
I suspect a lot of people who tend to play survivor otherwise are playing killer because the bloodpoint gains are higher, more reliable, and more flans can be obtained in the bloodweb.
It's probably this.
The fact that I can earn almost triple the flans by playing killer is silly.
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@PeaceNGrease said:
Good luck to you, hope you do come back
I'll almost certainly be back eventually.
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@hailxsatanxeveryxday said:
https://forum.deadbydaylight.com/en/discussion/330953/me-after-the-anniversary-event-finally-ends
The snowmen were awesome, and I don't know why so many people complained about them.
I don't know how I missed the OTR buff. Holt #########. That's awful. That's going to have the pick rate that Dead Hard does now. I was starting to warm up to some of the killer changes, but could very well outweigh all of them.
I will keep playing, regardless.
Let's just say, I was learning Ghostface at the time, and people could instantly unmark themselves by jumping into the snowmen.
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@fulltonon said:
True pro DbD player only plays when anniversary event is active, kek
Lol.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3003881#Comment_3003881
Dang it gramps, join my game, I'm the best friendly killer around, lol
Myself. I tend to be very chill.
I'm only going to let one of you escape usually, but I'll do my best to ensure that everyone gets a decent amount of BP and gets to pop a gen.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3026143#Comment_3026143
I haven't touched survivor because I know exactly how bad it'll be, but combine bad map RNG (I'm never eating corn again) with more people using Prove Thyself + BNP than I think I've ever seen (seriously, out of about 7 games tonight there's been 3 BNPs and 2 PTs in 6 of them) and an average of... 4 Dead Hard's per trial, and it's just been unfun, man.
I don't think I even want the community challenge anymore. Cosmetics for a character that puts me through unbearable pain and a survivor I'll probably never touch isn't worth this. I'll play during the week, because games are far less sweaty then, but I'd honestly rather play ranked Paladins.
Killer hasn't been too bad on my end, frigging absurd queue times excepted. The first few days were hell on earth in terms of sweaty groups, but since then I'm having more games against AFKers and DCers than I have against sweat sqauds.
I do see far too many map offerings and hook offerings opposed to flans though.
The only really miserable game I had was a 4man on Thompson, but that was partially because I was on Pig and partially because I had two people flashlight macro spamming me at all times and I had to call it for the night to go and nurse my migraine.
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@Biscuits said:
While the killer is extremely fun to play, I find him to have quickly jumped to #1 most annoying killer to play against. The nightfall mechanic is really cool thematically and fits the games genre quite well, but man does it make me want to alt-f4. Does anyone else feel like this? Should nightfall be tuned down a bit?
No, I enjoy it - he's so different to other killers, and I enjoy having to play a bit differently too.
Nightfall is one of those things that isn't as nasty as it seems at first - just know where you are at all times and plan an escape route out in advance once you get the audio prompt that it's close.
It has almost no effect on Farm, Swamp, Eyrie, Ormond, Gideon, Forest, GOR and Asylum and is only somewhat impactful on Haddonfield, Midwich and Autohaven maps.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3025984#Comment_3025984
yeah, same. bloodhunt events or regular events are tolerable on their own (if not unfun as hell) but combined has been dogwater. I think I'll play for the community challenges (and a finished rift) and then just stop because omg it's not good right now
I've been trying to do my part to be at least a fair killer, but people are just...awful right now.
Gave up on survivor earlier where, in 9 games, I think 6 had a killer that either cable pulled super early or hard camped/tunneled at 5 gens. Went back to killer and got to enjoy a 6 minute queue, after which I had a Dwight go AFK after their first hook, an Elodie who went AFK in a locker after Dwight went AFK and in the next two games, someone DC'ing.
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@ohheyitsbobcat said:
Playing nothing but Legion. It's basically free even with minimum effort.
I also slammed these out on Legion, after...
@skylerbound said:
That I’m alllll about the chases lol I struggled with the lightbringer challenge cause I always found myself immediately in chase. This one I got done in four matches!
how is everyone else fairing with the event tome?
9 games into survivor today and I didn't get a single one.
My games consisted of:
- A Sadako who cable pulled after she couldn't catch me on DDS.
- A Freddy who cable pulled after he couldn't catch me on Midwich.
- Getting facecamped by a Bubba.
- A Deathslinger who cable pulled after he chased someone else for 3 gens on DDS.
- A hard fought game against a Nurse, only earned me Silver.
- Getting slugged to death by a Freddy.
- Playing against Twins (I think it's almost impossible to get this against Twins, as Victor gives zero credit)
- Someone else getting facecamped by a Bubba while we did gens and left.
- A baby Wraith who, despite multiple chases, only earned me Silver.
Eventually gave up, went back to Legion, waited out the sodding 6 minute queues I have right now and got it in 4 games.
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I can only speak from experience lol. And, with maybe one or two exceptions, the Freddy players I've faced fall into four categories.
- Hard camping and tunneling at 5 gens.
- Cable pulling after the first lost chase.
- Going AFK after the first lost chase.
- They want to farm.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3026080#Comment_3026080
With Twins - as you say, every chase with Victor is a total bust for your points and emblems, which was really poorly thought out considering how Victor is set up as the main chaser. But I also don't know how to juke Victor to any reliable effect, and it's nearly impossible to play Twins without camping, tunneling, or slugging, so they typically don't make for enjoyable games on the rare occasion they show up.
Like, even Hag has more options to play non-campy games. Twins who don't intend to hang around the hook still want to send out Victor ASAP to chase someone else, so they'll invariably move Charlotte just out of range because that's the least amount of time they have to waste before they get back on the hunt. When the unhook happens, they're conveniently right there and there's no reason not to switch back.
Myers might be the most evil on Lery's, but he's also the most fun. Love the spooks. To me, it only starts getting annoying when he has a Devour Hope and it's impossible to get rid of it because of the wallhacks.
I don't camp or tunnel. I will slug, because that's sort of what they are designed to do. But I try not to get excessive about it, and I do okay. There's a trick to getting Victor back into you (leap him on top of a dropped pallet and then switch control to him, it'll instantly pop him).
Yes to the emblems. That was stupid.
Regarding Victor, a few tricks (that give me fits when people do them to me)
- Run around and around an object tightly. It takes him a second to charge his leap and it's bloody hard to land against someone doing this.
- In open areas, serpentine or do a medium sized camera circle. Sort of how you'd handle Trickster or Huntress.
- Against Victor, long hallways or linear movement = noms.
- Don't always kick him, he recharges stupidly fast. Sometimes it's better to dodge him, vault and run for it.
- Jungle gyms and any complex loops with limited LOS tend to negate him.
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@Skioles said:
It's been almost a year since SBMM was enabled indefinitely. I think it's time to tell about my expiriences with it so far. But first I'd like to point out what kind of player I am.
I'd like to focus mainly on my survivour experience. I have a little over 1k hours of playtime on Steam. I'm a player who does not really care about escaping. My goal is to have fun during the match. That usually means going for risky plays. I also like being chased and I'm more than fine with dying for a team. Back before a keys rework I'd sometimes pull a tactical dc to let someone get a hatch and if a killer is fun to play against I'd sometimes give him a one kill too. Killers sometimes let me escape so why can't I give a killer a kill?
With this intro of who I am you probably know that my personal escape rate is not very high. This also means my mmr is probably somewhere on the bottom of the sea. It's low. Very low. At least that's how it looks like because we can't see our mmr. I just feel like I am playing with people who are playing this game for the first time in their lives. All my teammates have basic skins, barely any teachables. They just walk around the map with no purpuse. With no offence to a new players, we all been there, but they just look like a bots. It's just so depressing. And the worst part is that it's actually really hard to gain some mmr because noone does anything. If I am being chased noone is on gens, if I am on a gen everyone dies instantly.
I think SBMM is worse than old emblem system and I don't know if it can be improved. Kills are not a good representation of skill. There is so much stuff happening you just can't tell if someone is good only because he escaped. Personally I think mmr system belong in competetive games. DBD is not a comp game and will never be. Not with the amount of wild rng and maps balance. You just can't treat this game too serious to care about winning or loosing.
Also, a little bit off topic, but I am really concerned about midchapter update. Those changes, especially self-care will absolutely demolish low mmr lobbys.
I hope the devs are aware of this and they are working on improvements. But for now I am stuck in the elo hell.
Okay. Let's qualify here. Because you're not saying 'worse, objectively'. You're saying 'worse, subjectively'. Ala - worse for you. Because you've got a playstyle contrary to what the game wants you to do, so you're going to drop your MMR.
Now, this is your prerogative. But the SBMM system is not designed to cater to people doing this, it's designed to cater towards people trying to kill/escape. And, by and large, it works.
The thing about RBMM is that while it did allow people to mess around and still be paired with stronger (or weaker) people, it was miserable for newer players (especially on the few days after the reset), was wall-to-wall smurfs and derankers and would constantly pair people with a dozen hours of experience against people with 1000.
@Skioles said:
So you are telling me that I play as good as someone with 41h of total playtime?
I think the big problem with current mmr is that it treats each game as 4 seperate 1v1's with the killer. Imagine a situation - you are opening a gate and your whole team goes down. Should you risk dying trying to save your teammates? It's not that I intentionally die every game. I try to play more as a team. If I die, but I save someone else I am fine with that. This is what I mean by "risky plays". In general not leaving people behind. You can do a lot in a match and die and it's still considered a loss. This is my main issue with sbmm. I think emblem system was better for me and my playstyle. I am pretty sure you could rank up even if you died, or at least get a black pip. Don't get me wrong, emblem system was not great either. You could derank from doing only objective or by running a killer whole game. But that could be improved.
There is too much stuff to take into account for a proper mmr system. That's why there should not be mmr system in the first place. Current implementation is oversimplified and does not work properly. Especially on low mmr. It's probably okay at higher mmr.
Are they escaping?
Are you?
Because by the sounds of it, the former is true and the latter isn't. You're basically unplaying the game.
Also - I think a lot of people misunderstand two things about the SBMM system.
- MMR is not a reward. It's something there to - on average, and over time - pair you with more evenly matched opponents. That is all.
- 'Average' is the key word here. In the often cited hypothetical case of a person who runs the killer for 5 gens and then dies, and the Claudette who spends the entire game stealthing around the map but escapes, that survivor is going to *on average* escape more than that Claudette. One game is not going to break things in half.
It still has it's issues, particularly when long queues happen (which the BP rewards should help fix) and when lobby dodges happen (this needs to be fixed) but - for the intended purpose of making games more even, it's 100% better than RBMM was.
@Skioles said:
Well, you can run a killer for a pretty long time by using a lot of resources. If your team can push through gens fast enough then great. But that usually does not happen. This means every other chase will be extremaly short because all pallets are gone. This also depends on map you get. Just look at the Otzdarva 1v1 Cowshed challenge. In my opinion the difference between good survivour and bad one is that a good one uses resources wisely. But skill is also decision making and this cannot be measured by any system.
Reasoning behind sbmm is that a good player should escape more on average than a bad player. That's what the whole hockey reference means. But what happens when you constantly get baby Claudettes who keep self-caring in a corners of the map? How can you win a game like this? Especially with those unnecessary nerfs to a self-care.
I am not saying mmr is not working at all. I am saying that mmr is not working properly for me. No matter what, I should not be matched with people with about 40h of total playtime.
"portions of the matchmaking ranking spectrum where individual matches are of poor quality, and are often determined by factors such as poor team coordination which are perceived to be outside the individual player's control. This ostensibly makes it difficult for skilled players to "climb" up the matchmaking ranking (and out of Elo hell), due to the difficulty of consistently winning games under these conditions" - Elo hell, wikipedia.
Then play the game properly.
BHVR are looking into smurfing/deranking and how to prevent it, so I suspect that this won't be a problem for much longer anyway.
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@LeeONE said:
The old freddy, that had to put you in dream, imagine if he would get dream snares, pallets and ability to teleport, and of course the clock.
He was fun.
See - that's the thing about new Freddy. They didn't just reign him in, they literally took every single fun thing out of his kit.
Which is probably why Freddy players tend to be the meanest, nastiest, most miserable folks to play against.
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@Laluzi said:
Love: Scratched Mirror Myers (on an indoor map, outdoor map is just sad), Ghostface, Sadako. I love stealth killers that keep me tense and checking my surroundings.
Hate: Bubba, because three times out of four, the chainsaw is a harbinger to a boring camp game. When you remove playstyles from the picture, the killer I like facing least is probably Twins.
Twins would be fine if I wasn't losing 7k BP just for facing them. The fact that Victor doesn't give any chase credit is stupid.
Scratchy Myers is really, really evil on Lery's.
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/3025868#Comment_3025868
I mean, it's pretty easy, just make sure you can't clic X number of times within a time span, macros can do the imposible for a human. Same with macro flashlight, you can not clic three times within 0,1 second. It's physically impossible.
I can.
Just rebind stuff to the mouse wheel.
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@_VTK_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3025896#Comment_3025896
Considering that at least 50% of survivors switch back and forth from SWF to solo it can be a problem. Half of the player base will have rating that doesn't reflect their real skill. Even one survivor potato can screw up the game for other survivors. But that being said I still think that a team-based MMR is worth a try, it solves some other problems that an individual MMR can't. If it will be better for DBD considering it's asymmetric nature and the fact that in DBD you profit more from SWF than in most other games, we can only find out if we try it.
50%...okay, now I really need a source on that one.
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@shinymon said:
Extend the bloodhunt too while we're at it 😇
Honestly, this 'hunt has made very little difference.
@Mister_xD said:
Yeah seeing how I was on a seminar the whole week and couldn't participate at all I would definitely appreciate an extension!
Also we seem to be struggling at completing the community challenges, so thats all the more reason to root for this!
It's either finish those or finish the other silly archives.
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@_VTK_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3025873#Comment_3025873
No, it's not "you" problem. You will punish other solo survivors on your team, because the game will assume that you are better than you are. And if you are a good survivor, but you play with potatoes in SFW and then decide to play solo, it will be Killer's problem, it will match you to a weak one.
In which case your MMR will become volatile and will pair you against a wide variety of opponents until you resettle.
Plus, if you're that bad that you can't even slightly hang at a higher MMR, you're talking about a team of absolute monsters that brings along a complete newbie and is somehow able to carry them - which, as someone that plays a lot of killer - isn't something you'll see much.
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@The_BiggCheeze said:
It all started with Plaything, a hex that shows itself to the survivor it is affecting. Now we have some changes to hexes to make them even worse to run than what they already are.
Ruin... It will basically CLEANSE ITSELF when a survivor dies. I get that it's to stop killers from snowballing immediately after the first death, but now the killer is screwed if they get a kill near end game because the totem decided "Did my job, ba bye!" And now the killer is stuck with 3 survivors and 1 gen left.
And now there's Noed, the black sheep that no one can decide on if it should be deleted or reworked because this community is just 2 ant colonies fighting over the same mound of dirt. Guess what, it shows itself to the survivors within a certain radius now, and it just goes "I feel bad for you guys for not finding me. Here, let me just increase the aura radius by like 20 meters because you guys didn't do bones"
Why do you all hate hex totems? Was them being able to be broken at the start of the match not good enough? AGAIN with the damn hand holding, "Oh you poor things, here's where the bad mans hex totem is because you're to blind to see the GLOWING TOTEM"
What's next BHVR, a totem that gives off the nirnroot hum and sends a beacon up to the sky, and it's only helpful effect is that everyone ######### default dances???
Hex totems should NOT be revealed to the survivors unless it's a survivor perk or add on that shows it, and hexes should NOT deactivate themselves unless a survivor breaks it. Hell, make it fair, let the killer see the aura of boon totems within a 30 meter range. I mean even with all these changes you're still showing favoritism.
I can hear it now "KiLlEr iS gOnNa GeT sO mAnY bUfFs, StOp CrYiNg" All those changes will be quickly and easily adjusted to and other aspects have been compensated for with the changes for survivors, there is no argument for that.
@The_best_killer_main said:
https://forum.deadbydaylight.com/en/discussion/330226/just-delete-all-the-hexes-at-this-point
I understand and I agree, I think that hexs shouble just go away now. I mean what's the point? They only last so long in a game anyway, like 30s because survivors like doing boons anyway. They find them really quick. I think they need to just get rid of them.
I run Plaything/Penti on several killers, and do bloody well with it. Survivors hate being Oblivious, especially against high lethality killers like Plague.
Ruin is going to be pointless and there are a few hexes that need buffs, but this combo, and Devour is still going to be solid.
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@TragicSolitude said:
Yes, they should extend it. Especially with how asinine and tedious these emblem community challenges are.
It's also the fact that some of the other event archives are pure dumb luck, and are literally impossible to progress unless the killer plays along. 10 games of trying and I gave up on the 'get hit while vaulting 4 times in the same game' challenge.
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@bm33 said:
Simple things like having all survivors get the event BP when a gen is finished (like lunar new year) would help a ton in survivors getting BP. Right now you can work on a gen for 95%, get chased off and teammate that jumps on for that last 5% gets the event BP. Or you get chased for 5 gens and miss out on event BP because you don't get a chance to hop on a gen.
Yeah I noticed this too. Before I called it a day in frustration (trying to do that 'evader emblem' challenge...argh), I just had a match against a Twins that I literally ran and avoided for the first 4 gens, finally went down, got unhooked, got out, and ended with 10k to my team's 25k *and I still didn't get Evader* because Twins.
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@_VTK_ said:
Yeah, it was suggested many times already. I think it makes sense. Except for SWF again. If you always play with the same team and escape because they are so much more skillful than you, your rating will be the same as theirs. And when you decide to play solo, your rating will be skewed. It will adapt itself after some time, but still... Maybe a combination of several criteria is needed.
That's...sort of a 'you' problem though.
If you win a lot, your MMR goes up. If you get carried to those wins, there's a price you pay for that.
@tendyhands said:
What player is better? A player that hides the whole game, doesn't touch a single gen, not a second of chase and escapes through the hatch. Or a player that runs the killer for 5 gens and goes down from noed and gets camped while other 3 escape? According to mmr the first player is better! I know people have a hard time understanding dbd is a pretty standard comp multiplayer game because that wasn't how it was designed, but that's how it is and how it's being treated.
Imagine if in halo your mmr didn't work based off team success, it just worked based off your kills/death? How would that affect the game? That's basically how dbd works. If there's a risky play that will get everyone out but might kill you, right now you are punished for making that play instead of rewarded. If you made mmr work based off of team number of escapes and how the team does (you know like how basically any other game I can think of with mmr works?) then it would be a lot less toxic too. People would be trying to help each other more instead of just trying to get themself out.
And for all the people that are going to disagree because you hate change, are you saying that really mmr in other games should work based off just how you do instead of the team?
Different games are different.
The thing is that you're looking at MMR as some sort of rewards system. It's...not.
MMR is there to hopefully, over time, give you fairer matches. Whether your MMR is high or low is immaterial rewards wise.
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@IlliterateGenocide said:
If any macro should be removed its macro hag.
@hiken said:
title... i think is not possible but maybe a cap or something could be done, literally i played agaisnt many nurses and there is a big dif between them u can litrally react to the ones without macro blinks in your camera and the others are litrally blinking in your head + hit at the same time is so weird u cant react.
How?
This isn't any sort of automation that can be detected or prevented without banning anyone using a gaming keyboard/software.
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@AcelynnBen said:
and surprise surprise every tryhard in the game shows up, every SWF shows up, and every single flashlight bully squad shows up
you switch back to a killer you are confident with and you get people that just started playing the game....
this isn't MMR this is damn cruse alright
back in ranks i played like let's say nurse which i never play, and i get players that are new or a bit good, and i have fun since we both have no idea what the hell is going on
you play nurse now and everyone will call you toxic and broken even tho you got a 1k.....
and there ain't NO NERFING NURSE, one damn killer in this whole game that is considered S+ because she ignores everything and everyone is trying to make her a C, how about we remove your SWF and see how would that would feel
Right now, survivor queues are basically instant and killers are waiting forever, so SBMM is sort of broken. You sort of get what you get at present.
This sort of falls on BHVR for making killers able to stockpile roughly 2-3x the flans that survivors get.
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@UnknownKiller said:
Dont stop the party Yay or Nay?
@tippy2k2 said:
I have an exceptionally adorable picture of Holly to any BHVR employee who comes out and extends the event.
Don't you want an exceptionally adorable picture of Holly?
Ball is in your court BHVR...
@MrMori said:
This is an excellent idea.
@Remedicist said:
Absolute yay
YES.
Especially with the prestige changes coming and me, even playing a decent amount during the event, am really struggling to get some of the archives done in time.
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@Archive512 said:
i havent played killer in about half a year due to university, so when the new killer came out over summer break i thought heck yea, someone who looks cool to try and learn. i dont know if its because its the anniversary or something but my first two matches in half a year, playing as a new killer, were absolutely horrible. is it because my MMR is higher than how i can play right now because im rusty? do i need to throw matches to get games on my present 'rating' instead of playing at the level i was before? is there not MMR decay for these situations?
It's probably that your MMR needs to settle into a new spot, and that matchmaking right now is borked. I'm having literally instant survivor queues, and killer queues creeping up on 6 minutes.
Probably because the event archive is much easier on killer and you earn 3x the flans, which is silly.
Don't throw, just focus on practicing and getting a feel for things again.
You'll pick up Dredge fast.
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@DY86 said:
I’ll start: i love versing Ghostface, im a main GF myself so its always fun to test other mains.
hate versing the spirit, shes just annoying u never know where shes coming from also the swooshing is just terrible.
I don't mind facing Nurse, I'm just tired of them.
I enjoy facing GF, Hag, Dredge, Artist and Billy.
I hate facing Bubba, Freddy, Trickster and Doctor. Not because I don't like their mechanics, but because these players are 9/10 the most toxic, obnoxious and unpleasant people to play against.
Just had a Freddy that hard facecamped, constantly hitting on hook at 5gens. Sadly a pair of Davids ran to try and trade, upon which he easily downed them and bled them out, before finding me and slugging me to death too. Clearly a very experienced player, knew exactly how to counter loop us and downed us all within 10 seconds of the chase starting.
This was in a game with 5 flans and on a pretty decent killer map.
Postgame: 'ggez u don't deserve BP' 'survivor players r all scum' 'stompin nubs all day, derank all night so fun'.
I checked his hours - 3900ish. He must have AFKed dozens of matches to get down to our MMR.
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@Gylfie said:
I honestly don't understand how you can read these patch notes and think survivors came out ahead. I read them without bias to either side, as I play both, and my first thoughts were 'oh my god solo queue is going to be a disaster'.
Knockout.
They buffed Knockout.
That is all.
Ruin, yes.
Pop - think of it as still being very good in a pinch, combined with the 2.5% base regression on a kick.
@Aurelle said:
Survivors got barely any buffs this update. The Calm Spirit and Pharmacy "buffs" are a complete joke. Lightweight, BT, Off The Record, and Hope are about the only good buffs we got.
Meanwhile, DS, Self Care, Iron Will, and Spine Chill got nerfed into complete uselessness. And on top of that, survivor running speed when getting injured got nerfed and killer breaking animations and weapons cooldown got buffed, which will lead to shorter, meaningless chases. Killers got the best out of this update.
Nah.
Baseline pseudo-BT is going to make unhooks a million times safer, and if you combine it with actual BT, you may even be able to trade evenly with a Bubba.
Those are 4 big buffs, OTR in particular will have to be nerfed.
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@FrostyEyesSusie said:
https://forum.deadbydaylight.com/en/discussion/comment/3025643#Comment_3025643
How about BBQ, Pop, and NOED? Meanwhile we survivors got basekit BT and Off The h*cking Records. Nuff said isn't it?
Pop and NOED are still fantastic perks. Pop - you need to think of it in addition to the gen nerfs and NOED will still be strong.
BBQ - a bit more niche, but I'll still be running it on Artist and Dredge for sure.
There is literally no way OTR will go live as is.
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@FrostyEyesSusie said:
I believe the nerfs to killers are absolutely awful. The meta changes to killer perks have been nothing but unmitigated nerfs while our perks have been all-around buffed. NOED and Ruin in particularly, which were already pretty crappy perks due to being hexes and therefore liable to be cleansed within the first 20 seconds, have been completely gutted.
It really makes me fear that our queues will become longer and longer as less and less people simply give up playing killer altogether. In the meantime our role, which was already unchallenging as it was, has just become completely dumbed down.
I it think I can safely say I speak for the majority of survivor mains here when I say really hope BHVR wakes up and buff those killer perks before PTB is done.
Uh...no.
As a killer main that also plays survivor, both sides got some nerfs and some really nice buffs, but killers definitely come out ahead here. The only 'wrecked' perk on the killer side is Ruin, and most killers get very sexy baseline buffs.
Survivor...OTR is going to have to be nerfed, DS is not fit for purpose anymore, Spine Chill and Self Care are now completely useless.
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@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3025545#Comment_3025545
I'd agree to that. I found him very easy to pick up and do well with to start, but knowing when and how to use his remnant at loops to land hits (which takes a bit to learn the timing and best placement) and when and where you'll need to teleport to lockers will require practice, but the better you get at those things, the more oppressive this killer is in those hands.
FWIW, I think his Nightfall power is much like Pinhead's Chain Hunts, and might be his true strength. I'd like to say I'm surprised by how many times I catch a survivor in the open unaware with him while in Nightfall, but playing against him as survivor gives me the answer, as it can be incredibly difficult to navigate around when you're in it, and it's easy to misplay a tile, miss a safe loop, or simply run into an object while his power is in effect.
I think at slightly higher MMRs, you don't see this as much. People tend to know the maps fairly well, and Nightfall is more useful for fast detection and teleports. He's still a wonderful killer, likely among my top 4.
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@EntitySpawn said:
I'm just curious to what people think, while I'm not massively excited about his release I see him as a decent killer with some good potential and multiple counters, I also dont see him as a hard to play killer.
However while having this opinion iv versed many dredges that seem to be struggling in games, alot barely get a kill and struggle getting hooks. So far iv died once to a dredge but that was due to noed and being left on hook.
So while I'm considered "sweaty" how is everyone finding playing as him? Is he difficult to pick up etc.?
Yes to the first, no to the second.
He's a wonderfully designed killer in that he's very intuitive baseline, but very difficult to master.
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@Brokenbones said:
What do you mean by unlock a killer
So basically, if you have enough perks unlocked on a killer when the prestige changes come in, you automatically get prestige, which means all that killer's perks are permanently unlocked on all other killers.
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@FlameGNG said:
https://forum.deadbydaylight.com/en/discussion/comment/3022883#Comment_3022883
Yea but he can choose which locker right? and i think there are addons to see if a locker is locked but im gonna take my chances then and just lock one hoping thats the one he teleports too
Nope.
He gets vacuumed to the locked locker in 2s and 3s, even if only one is locked.
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@xBlitzAce1989x said:
https://forum.deadbydaylight.com/en/discussion/comment/3023651#Comment_3023651
Yeah I mean I understand that BO was pretty OP but now it's basically just wiggle progression. Most Killers don't seem to struggle or feel any pressure from it.
It's one of those perks that needs a total redesign. The second it becomes useful, it gives players the keys to the trollmobile.
I still see it rather a lot, and I think out of the last...maybe dozen times I've faced it, it's caused me to lose a survivor once. And that was RPD, which is the only map where this perk is still very very annoying due to how spaced out the hooks are.
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@jeremycarinio said:
what do we expect.
they try to shake up the meta, but cheating is still allowed. :)
Cheating is not allowed. However, they ban in waves and the reporting process is ridiculous, as not everyone records their games.
That said - name me one major multiplayer game without cheating that isn't entirely serverside. Cheating has become so lucrative and the obfuscation methods so sophisticated that not even expensive, proprietary anti-cheats stop it.
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@xBlitzAce1989x said:
https://forum.deadbydaylight.com/en/discussion/comment/3023599#Comment_3023599
They must have reworked Boil Over again because it's virtually unusable unless you fall in specific spots. The gauge barely fills and most Killers know to walk down stairs so yeah... and Tenacity is another one that hasn't been working the way it used to.
Tenacity...I have no idea - but Boil Over was a plague post buff.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/3022265#Comment_3022265
BETTER? when a killer can safely hook 3 survivors in one area of the map? LOL
No. No that they are more consistent, in that you won't have 4 hooks sitting within spitting distance on one side of the map and one area being a desert.
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@SmarulKusia said:
Sometimes even whilst hitting the great skill checks, you barely reach half way on the wiggling meter. The only times that I've genuinely wiggled off without interruptions (eg, flashlight, stun, bodyblocking) is if the killer is being silly with where they are going, or being OVERLY greedy.
Feel like especially with the new changes that are favouring killer gameplay in chase, there should be some change in regards to wiggling, hooks or the speed a killer walks at whilst carrying a survivor.
No.
The issue is that hooks are inconsistent.
There are still spots on some maps where a single sabo can make a part of the map completely unhookable (RPD, GoD, Eyrie, Gideon, Midwich, Haddonfield, Badham). There are also some situations where you get a lot of hooks close together.
@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/3020022#Comment_3020022
I am saying this with the consideration of the recent changes we will be testing in the PTB - that favour the killer considerably in chase, stun duration reduction, pallet/wall breaking quicker, bloodlust quicker. The same way that a game isn't over just because the exit gates have been powered, the game shouldnt be over just because you got downed.
A killer can comfortably walk between three hooks without the survivor being able to wiggle off. It doesn't matter if one of the hooks in that area is broken because the killer can walk to another without breaking a sweat.
Survivors aren't supposed to be wriggling off constantly without help, because not only is that very punishing for killers trying to pip (you get punished harshly for survivors that drop), not only is that maddeningly frustrating for killers because you can lose a game very fast after an escape, but it's going to encourage even more slugging.
If the 'game is over' because you got downed once, either you need to stop suiciding on the hook or your teammates need to remove their underpants from their heads.
@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/3020720#Comment_3020720
4 maps out of how many?
And now we enter the goalpost shifting portion of the discussion, I see :|.
@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/3020637#Comment_3020637
A killer shouldn't be able to walk back and forth between hooks without a penalty.
Why not?
Again - do you like being slugged? Because Knockout is getting a silly buff in the next patch, so it's not like it'd be hard to bleed folks out, and that's less BP for all involved.
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3020671#Comment_3020671
I mean, two Survivors being downed is already a misplay regardless where they are hooked. But two Survivors hooked next to each other with the Killer "patroling" between them is not a favorable situation for the Killer, it is basically a win. The other two can basically just run to the Killer and let them down them, because there is not really a point in playing anymore.
If two survivors get downed, that's catastrophic for the survivor side which is why it's a situation you need to avoid. That said, it's not unrecoverable, but you'll likely need to do a trade on one hook.
If two people get hooked in the basement, it's GG. Don't let this happen.
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@CreeRoyalty said:
This matchmaking is something else. In solo que, it's either me and a group full of beamer saving legends against a baby killer or me and a bunch of baby survivors against a fully stacked, dominating killer. There's rarely games that are even...at least in my experience. It's getting aggravating. I'm either dying on first hook or apologizing to a killer that DC'd. Who wants to SWF? I need some good survivors that know how to play and like to have fun. I don't need to escape every round. I just need friends that know what they're doing. CreeFPV #1b45
@CreeRoyalty said:
Nvmd. I just looked at all the upcoming changes to the game and deleted it. They're destroying a lot of perks unnecessarily because they don't know how to fix matchmaking. They're just basically revamping the game...again. I have no friends on this game because they stopped playing a long time ago for the same thing. Don't add me. I'm out.
To BHVR, I've been playing since 2017 and even switched from Xbox to PC. Can I get a refund for the money I've put in on PC? It's less so you don't lose much. I just feel like I've defended the game for so long just to be let down.
Sigh.
Okay, a few things.
- Matchmaking isn't perfect, but it's way better than what we had under RBMM.
- No, you don't get refunds before you aren't having fun anymore.
- We'll see you in a few weeks when you return.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3023459#Comment_3023459
I'm not totally sure how common BT will be for as long as OTR is a thing. I doubt they stack, and OTR is better in nearly every way except for tight situations where the killer has snowballed (since you can unhook someone or pick them up with BT's endurance, and you can't do that with OTR's.) But yeah, BT is still in a good spot in and of itself. It's Iron Will, Spine Chill, Self-Care, and Decisive Strike that got completely binned. When you compare that to how NOED, Pain Res, Corrupt, and Tinkerer are all still good perks despite their nerfs, it doesn't feel that equivalent. And I'm unhappy about perks being nerfed into oblivion in general, because that doesn't encourage build variety, that just encourages a new meta to form.
I'm also unsure about the built-in Haste, because 107% ain't much and this is coming with an update that reduces the base distance survivors get from being hit. The 107% is more of a compensation for that than an additional effect.
Agree with Dead Hard, though it's not as versatile as the old Dead Hard. It's more dangerous if the killer falls for it and swings, though.
Iron Will...it's still very decent if you're not running Stridor. It just won't allow you to completely vanish with no counterplay.
SC and ...well, the other SC are stupidly overnerfed. I also don't understand the reduction to the DS stun.
Ruin got binned.
PR is going to be fine, but you'll need to augment it with FoR now. NOED...we'll see.
I don't think the haste works like that, I forget how the formula goes but it comes out to quite a bit more than 107%.
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@Laluzi said:
Eh, I can't agree with that. Killers got some really nice across-the-board buffs, and for killer meta perks, only Ruin was nerfed into a state where nobody will use it anymore. The others got slight to moderate nerfs but are still viable perks.
Survivors got a tiny anti-tunneling mechanic that's already weaker than Borrowed Time, which was basically a given in non-potato lobbies, and the survivor meta got gutted like a fish. The only really powerful thing survivors got was Off The Record, and I'm unsure that'll last for long in its current state.
Eh...yes and no.
Dead Hard is still going to be a very strong perk. It all depends if the Endurance is MoM Endurance (no Deep Wound) or standard Endurance. It just won't be so strong that not using it is playing the game wrong. Even then, it's almost an infinite Styptic.
The baseline BT also has a very nice Haste effect, which should be enough to dodge a Bubba's follow up sweep or a Trickster volley unless you foul it up. Slinger should be able to get around it, but Slinger isn't exactly lighting up the boards atm.
Baseline BT also frees up another slot for something evil, like the new Lightweight (which...holy crap is that going to throw me off), one of the new faster gen perks or PTS/OTR which are both going to need a nerf.
Survivors got a few nerfs that either go way too far (Spinechill - removing the vault speed and making it not work against stealthed killers would have been sufficient), Self Care (this is a dumb, dumb nerf and just pushes people to run CoH more) and on the killer side, Ruin is now going to be completely worthless.
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@HexPleaseLetMeSpeak said:
BT base kit, the default BT perk got buffed, Dead hard could arguably end up being a buff which we will see in time, DS got nerfed but who cares because OTR got reworked into a perk that's literally stronger than live DS by a mile anyway. Self care got butchered but most people used self care with botany anyway... and botany got buffed so hard that using self care with botany will literally be faster (iirc) than what it is on the live servers right now.
Also botany with a medkit? Game sounds like it's gonna be injure simulator for killers, you're gonna be injuring everyone and then they just kinda heal in your face because 50% speed boost from botany and then whatever speed boost from the medkit itself will just blast through the actual heal.
Meanwhile ruin? butchered, completely dead, no one will ever use this perk again. Pop? Now useless against gens until they get to like... 30%? (and even then it's only knocking off 6%) And the actual base gen nerfs don't even seem like enough to actually warrant the gen nerfs getting pummeled like that. 2.5% is nothing so there is still no reason to kick gens, the amount of time you spend kicking the gen will be almost the exact same amount of time you will shave off of it. There's nothing to gain there.
Overcharge buff is cool but... it's overrated IMO, when has a gen ever casually regressed for 30 seconds without ANYONE touching it. It rarely happens, the killer kicks, goes off to chase someone and there's 80% of the time someone there to work on it again completely nullifying the point of the perk with a build up regression system.
Pain Res nerf just incentivizes killers to stay at the hook when you give them no info at all and they don't know where to go after. Should've at least kept the loud noise notification. Screams going away was fine because of how it connected with DMS, but the removal of ALL info just seems like 1 step forward, 2 steps back in terms of not wanting killers to tunnel / camp.
But that's just my opinion. Seems like every meta killer perk got either killed or nerfed flat out. But then there's survivor perks that were meta and literally became base kit? Because ok? cool? ig. Or arguably got buffed (which we will see with dead hard) OR hell the perk just got flat out buffed entirely (BT).
Just wish I had that treatment. I want BBQ base kit, or hell even pop.
No.
Absolutely no.
The recovery and pallet changes alone are a huge buff for killers, and the gen changes are the icing on the cake.
There are a few things that will need tweaking before release (OTR on the survivor end and Knockout on the killer end), but I think that, while both sides get some nice changes, killers win by a nose.
My major concerns are:
- This isn't a buff to any killer that relies on M2s, Demo, Nemmy and to a lesser extent Pig being the best examples of killers that aren't amazingly strong, but get very little from these changes.
- Some perks will need reigning in under the new paradigm, especially PTS.
- This disrupts the perk meta, but not the healing meta. COH is still going to be a bucket of nightmares for any attrition based killer.
- Onryo buff when?
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3022885#Comment_3022885
This is a level of programming acumen that frankly, I don't think bhvr is capable of
If Blizzard Entertainment can pull it off, anyone can.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3022888#Comment_3022888
I was figuring that too since Ruin has been ruined again *note See Trappers Song About Ruin* and I would make a basement build but not camping with my Demo Pup
I'm going to be running Agi+PR+GOP+FOR. Going to be a banger of a build.