StarLost
StarLost
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2912555#Comment_2912555
Chases from both sides are my favourite aspect of the game (well with the exception of my Head On/Deception plays when playing survivor). I don't really enjoy hide n seek and searching for players to chase, I like to get into chases quickly which is probably why I like information perks a lot.
A lot of players love the hide n seek aspect as well though - I think that's what's been so popular about DbD, there is such a variety of playstyles.
Hide and seek...doing it tactically I understand, but I have far too many 'sulk squad' moments where the last two survivors in an SWF don't try to do gens and instead hide somewhere and do the bare minimum to keep crows off, with the ultimate goal of stalling the game out forever.
@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2912490#Comment_2912490
Bro, nobody, and i mean NOBODY is DCing to lower your invisible number
And Peanits said matches are treated as 4 seperate 4v1s for killer, if you kill 1 survivor with high mmr, you go up a tiny bit of mmr, if someone with high mmr escapes you won't move much, if any at all, if you kill someone with lower mmr you won't move much, if a low mmr surv escapes you go down a bit of mmr, if someone dc it's like that 1v1 match never happened so no movement at all.
I don't know - I've had people DC to deliberately deny me BP/points as a BM. Literally in postgame 'you don't deserve BP'.
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@MrHashtagYT said:
I have 300 hours in dbd and never went into a game with a hacker or cheater as a killer and survivor.
Overt, blatant hackers? I've seen about a dozen in 700 hours.
Subtle hackers I suspected? Maybe 1 in every 10 or so games.
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@Mandy said:
MMR is not turned off.
Yes the new rules were implemented last night and Grades hidden permanently.
Ooh, will have to give it all a try after work.
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@SilentShepherd said:
BBQ Chili = When you hook a survivor, all other survivors' aura are revealed to you if they are farther than 40m from the hook.
Iron Maiden = If a Survivor exits a Locker, they scream, revealing their location for 4 seconds and also inflicting the Exposed status effect for 30 seconds.
So..... either get your location revealed by BBQ Chili, or get revealed by Iron Maiden anyway along with Exposed status effect for 30s.
Awesome. No counterplay.
Unless you dedicate one slot permanently for Disruption. But Disruption only has 4 stacks and gets used up pretty quickly if the Killer has other aura revealing perks.
Eh...
The info part of BBQ is pretty mediocre unless you're on a very mobile killer. People generally run it for the BP.
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@InvadeGames said:
https://forum.deadbydaylight.com/en/discussion/comment/2912089#Comment_2912089
when players arent being "abusive" like clicky clicks, body blocking(i get its a valid startegy but in angers me so much) flexing all their metas and clearly treating you like a toy, many times i still have fun even if i lost. I have let a surv go that would only have been my one kill the game simply because it felt like everyone was playing to have fun and cared about the fun for both sides.
If you have fun, and i have fun, the "winning" part is less important to me. Its just sad many people dont hold that same view. and that makes the losing part suck.
Flashlight macros give me an actual headache IRL - so it's a kill-on-sight BM for me. As in - I will catch you and ensure that you don't escape, even if it costs me other kills.
Cannot tolerate strobe macros.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2912059#Comment_2912059
Due to the way an MMR system calculates the rating change, that's actually not too much of a concern. The amount your rating goes up when you win is dependent on your opponents' rating. To give a massively exaggerated example, if you're at 3,000 and you beat someone who's at 1,500, the system goes, "Well yeah, of course you beat them." and barely changes your score- if it moves at all. Meanwhile, losing to someone who's way below you is going to lower your score way more than someone who's relatively close to you or better than you.
In theory, you can endlessly climb by consistently beating people of a similar skill level. But when you get so ridiculously high that there's nobody on your level to match with, losses mean more than wins, so there's only so far you can break away from everyone else. The range of ratings can grow, but only if there are enough people to support it. (Nerdy aside: The way the system balances things like this all on its own is very interesting to me, and I have spent a lot of time staring at charts and bugging the people who work on it with all my questions.)
This sounds like the stuff my wife looks at for a living - but from a neuroscientific perspective rather than a gaming one. Definitely interesting.
Are there any plans to let us see our own MMRs, or at least give us some rough numbers regarding how much a kill/escape is actually worth? I don't see how this could be taken advantage of and it would be, at least, well - yeah. Interesting.
@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2912049#Comment_2912049
But how can that be? Every forum member assures me they only play MMR. /s
Shrug. I've always maintained that I play at an intermediate MMR, probably pushing into high-intermediate on my very best killers. I'm almost certainly a fairly low MMR survivor.
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@InvadeGames said:
dont get me wrong, i love a 4k as much as the next guy but im no otz, tofu, or gears and so i do get a little nervous about getting 4k streak games because i know its increasing my chance to go against the survivor gods that will roll me all game.
4ks feel good, but its really heart crushing when you try your hardest and get 0ks with few hooks.
I had a couple games trying out ghostface for the first time, and while the first match was agaisnt survs who didnt seem to know which way was up, the next games were a challenge for both sides and felt good playing.
its just knowing im about to go against THOSE survs that kills a bit of the pride of a strong game lol
Yeah, especially now that I've started learning the survivor role.
That said:
- If you're fun, not BM or exploitative I'll probably give hatch or gate (I prefer to give gate, it's worth more BP to both of us). Very rarely, I'll even let a duo go.
- I feel no guilt about 4king when people are rude.
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@Peanits said:
While I can't give an exact number (I don't have that handy), I can say that it's very, very few. The distribution is a bell curve. Most people are in the middle and tapers off the higher or lower you go.
But to address your concerns, the reduced range more than compensates for the reduced cap. Players from the middle who couldn't be matched with with the best of the best before still won't be matched with them now.
Muddy little Hag fingers crossed I guess, because I'm optimistically cautious, emphasis on the 'cautious'.
I'd be so interested in what the actual gain/loss math looks like, and what MMR I am. I can estimate until the cows come home, but at the end of the day it's a frustrating known/unknown.
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@dugman said:
One quick question based on the test results that I'm curious about, what percentage of players are at the MMR cap? For reference the devs talked in the article and previously about how the MMR has a built in cap where it treats everybody who is at or above that ceiling as if they were that same rating (e.g. everybody over 1900 is treated as a 1900 for matchmaking). They then go on to say they're lowering that ceiling a bit along with reducing the acceptable range bracket for matches. So for instance, where now it might be everybody at 1900+ can get matched with players down to 1400+, in the new system the cap might be 1700+ being matched down to 1450+, something like that.
Which all raises the interesting question, what percentage of players are actually at that ceiling? I've always just kind of assumed that the ceiling is set high enough that no more than, say, 10% of players are impacted by it, but that's just speculation on my part, I could certainly be wrong. 🤷♂️ So I'm kind of curious what percent of players fall into that "top MMR bracket".
That's a very interesting question.
I'd also be concerned with gains/losses for killers - as it feels like even if you get 2k a game, your MMR still tends to 'creep' upwards.
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/2912038#Comment_2912038
Basically high level players like to play according the meta, but they dont like it when their opponent do the same. What they want is relaxed wins against weak opponents, who runs perks for fun and to lose
Mm.
That's my exact worry.
When someone says 'games are too sweaty at high MMR' what I get from that is 'I prefer to ride roughshod over less skilled players'.
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@Mandy said:
No, it's not mid level to high level. It's the extreme end of the high level - they will be matched with the next level down, so the really really good players basically.
Mid level is not going to change and that's where the majority of players are. The camp will not be reduced enough to affect mid level matches, just those at the top end of the scale.
Sure.
But with the adjustments to the MMR 'cap', isn't this going to lasso a bunch of high-intermediate players into this bracket too?
I'm a bit iffy on this.
If high MMR folks are finding things sweaty, doesn't that mean that the system is...working? High MMR should be sweaty, because that's what high MMR play is like in most games. The best of the best slugging it out will always be like this.
Will have to see how it plays out, but my Spidey-sense is tingling.
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@Predated said:
I would kinda disagree here, the old rank based match making was arguably worse, because sure, a red rank would be a red rank consistently, but you can reach red rank within your first 20 hours of the game. Now you're 20 hours in and will consistently face people who have 1000+ hours.
The current "reworked" system works better because it will be harder to earn grades unless you're actively performing well in the game. You wouldnt really start facing people who are far outside your skill comfortzone untill the end of the month.
The fact that your grade gets reset back to the start, and good players earning grades much faster than people who arent as good, it's not really that bad.
Let alone that in games like Overwatch and League of Legends, you wont really lose a rank once you've gained it. Going from silver 5 to silver 1 is easier than going from silver 5 to bronze 1. And that matchmaking hasnt really impacted games any worse than before when you could drop down from silver 5 to bronze 1 with just 1 or 2 games.
So by default, this matchmaking system is better than the old one, because the reset is more significant. It's basically the old system, but *better*
And on the converse, it was so easy to derank that we even saw Fog Whisperers doing it openly to stomp newer players on stream.
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2911952#Comment_2911952
By setting it just before the grade reset, we gave people as much time as possible to separate. The people who play the most would end up further away from the people who play the least. This is important because under the grade system, grades reset all the way back to 20 whereas ranks would only reset one colour tier. Setting it two weeks into a reset would give people a lot less time to spread out and more than likely end up with the vast majority of players within the silver-gold range.
We could debate whether or not that's the worse time all day, but ultimately that's impossible to say. Under the old rank system rules, that would probably be true, given that players weren't reset that far back and will have a much easier time climbing a few ranks. However, since everyone's starting at 20, that's a much different story. The average person does not reach iridescent ranks each month.
In any case, even with different timing, this still would not be a conclusive test. You cannot switch it on for 1-2 days and get definitive results. A system like that takes longer for people to settle where they're supposed to be.
Mm.
I came into those testing days as someone who'd only been learning survivor for 50ish hours, and had already reached Iri 4. I got mauled and cussed out by my 1-2k hour teammates for being a potato.
It was dreadful.
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@eleventbh said:
https://forum.deadbydaylight.com/en/discussion/comment/2910019#Comment_2910019
Oh yeah Plague is high in tier lists but I never see her, that's what I meant by underrated.
Plague is an odd killer to play. She has an awful early game and relies on snowballing into cascading pressure in the mid-late game. She's one of the killers where you feel like you're getting stomped - and suddenly you win.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2910541#Comment_2910541
I understand the complaints about the win conditions for mmr. What I don’t get is the “games too sweaty” complaint. This is just my opinion but if your winning all of your games, why on earth should you go up against significantly weaker opponents
Because a lot of people like to feel powerful. They have a certain amount of self esteem tied up in winning, and don't deal well with the possibility of losing. Combine it with how snowbally this game is and yeah - it's a frustrating game to lose at, which is further exacerbated by how nasty people (particularly survivors from my experience) can be in victory. It's the same reason people hack and smurf - nobody likes to lose, especially when they get gloated at.
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2910541#Comment_2910541
At least you acknowledge that it's flawed. Personally though, I still think RBMM was leagues better than SBMM.
Here's my experience of my first...maybe 200 hours of DbD under ranks.
1/3 of my games were okay.
1/3 of my games were against people deranking, often in SWFs. Deranking was so quick and easy under ranks that even Fog Whisperers admitted to doing it for 'easier games'. That's indicative of people still finding games too 'sweaty' at top ranks - SBMM didn't cause this problem, it just makes cheating the system to smurf a lot harder and less precise.
1/3 of my games were against people of a straight up higher rank - entire teams of purples and reds with full meta perks and OoO, because for a lot of RBMM, killers had zero matchmaking protections.
It was miserable. Ranks didn't make things less miserable as a whole for most people, it just let them easily drop down to Ash to roll newbies for easier wins.
Under SBMM, maybe 3/5 of my games are pretty decent. 1/5 are against people too experienced for me, 1/5 are against people not experienced enough. Again, 'better' doesn't mean 'perfect' - but it's still better.
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@JeanCharpentier said:
https://forum.deadbydaylight.com/en/discussion/comment/2910411#Comment_2910411
Balance doesn't come from a matchmaking.
When both sides do not play with the same weapons and when one side is highly favored, your matchmaking will never work.
At high level, without any restriction, killers cannot win beside Nurse/Spirit and Artist. Unless if you camp but if you want the game to be a camp fest, well it already is, then have good fun.
And unfortunately they won't be able to balance the game for everyone, one side will always be favored depending the MMR level.
Balance the game to have 50/50 at high level for all killers and at lower level survivors will be totally annihilated. Balance the game to have 50/50 at a low MMR and at high MMR killers will be annihilated.
Devs have to do a choice. Most games are balanced around high level of play. A noob doesn't know how to play the game, why should we balance a game around someone that doesn't know how to play ?
Actually no, most games are balanced around both high and low levels of play. And yes, this is difficult to achieve - but if you don't, you either have veterans jumping ship or a game that becomes incredibly niche and eventually dies out.
SC2 for instance introduced a lot of changes to help lower APM players get a handle on things.
@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2910384#Comment_2910384
But people are complaining about it everywhere, not just here. Also, if those said veteran players aren't having fun, don't you think the system is failing them? Just because they put a lot of hours in the game doesn't mean they should have to sweat every single match; and that goes for both sides.
I'm sorry, but SBMM is simply flawed. For one, putting a competitive match making system in a heavily RNG based game like DbD (that doesn't even have a defined win condition) is not a good idea. SBMM looks strictly at kills and escapes to calculate your "skill level", which is incredibly unfair for reasons I shouldn't even have to explain.
Yes, generally veterans complaining to other veterans. And where it's not, I think those veterans have succeeded in creating a pretty powerful confirmation bias, where every loss gets blamed on SBMM. People tend to have rose-tinted goggles when it comes to gaming. That said, Otz and co. have gradually come around on SBMM and most of their current complaints are about the number of hackers they are running into - which is a very different discussion.
Sure - the game is tougher now for veterans. But if they aren't sweating, then some new players are getting wrecked. And to keep a game from basically fading away, you do need to help newer players out too. Veterans should be facing other veterans, that's the long and short of it. Throwing them new players to stomp won't keep them happy for long.
Regarding the actual system - it has flaws, and most of those should be fixed in the midpatch from what we know.
Kills for killer...I'm okay with that.
Survivor MMR is complicated. It should be more nuanced than escapes, but that gets very complicated if you want to avoid it becoming unnaturally inflated.
Yes, SBMM is flawed. A lot of those flaws should be corrected soonish. But 'perfect' is always the enemy of 'better', and SBMM is definitely better than ranks were. I started out under ranks and it was horrible.
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@MrHashtagYT said:
In your opinion
- Stale survivor meta.
- DCs and AFKers.
- Hackers.
- Maps.
- Toxic community.
- Grind.
- MMR issues.
- A lot of killers need buffs.
- Some killers need nerfs.
- Facecamping.
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@Kurri said:
It's not Ranks. It's Grades.
It's not MMR. It's SBMM.
There is no pay to skip the Grind. You can just pay for DLC to have the perks available to you sooner. You can just pay for the DLC, so you can spend Iri on perks in the Shrine for Bloodpoints.
It's not pay to win. You can just pay for the DLC to have the perks than waiting 4+ months for the perk you need to appear in the shrine.
The community isn't Toxic. It's Entitled.
So in Hockey...
(Wanted to open a discussion asking why are we pretending?)
Sorry, but...what did I just read?
I literally have no idea what you're getting at.
@Kurri said:
https://forum.deadbydaylight.com/en/discussion/comment/2909411#Comment_2909411
Why is there so much stuff in this community that we lie and pretend about? SBMM is just MMR (I've even seen Dev's refer to the MMR as Skill Based Match Making Rank). Grades is just Ranks. The game is pay to win. There was a lot of talk about the community being toxic before, and a bunch of Fog Whisperer's started to tell their communities "It's not toxic it's entitled" (wonder who told them to do that).
No, I'm still not following you.
Are you complaining about semantics?
@Kurri said:
Do people at BHVR even know what pay to win means?
Almost all the good perks come from killers you can buy with shards. About the only exceptions are BBQ (and we're looking at a grind fix, I'm guessing for the anniversary patch) and STBFL.
The rest are a mixture of useless perks and gimmicks like Plaything.
At very worst, it's pay to skip. And this game isn't all that aggressively monetized at all.
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@JeanCharpentier said:
https://forum.deadbydaylight.com/en/discussion/comment/2906051#Comment_2906051
Nice, first game in the universe balancing a MM around low skill noobs.
Go ask for an auto headshot on Valorant for newbie...
If you are a newbie, you learn it the hard way, that's called life.
The game is so balanced around newbie survivors that it is impossible for the high MMR killers to play against high MMR survivor as everything is OP for them.
Just try this : first chase, pre-drop all the pallets you find and use some windows. Of course use DH :). 3 to 4 gens are done against pretty much all killers. Try it 100 times, remove the trials against a Nurse and tell me how many trials you had 3+ escapes. It will be near 90%.
Sigh. And here we find another false dichotomy.
The entire idea of an MMR system is that it's balanced around everyone. New players will ideally face other new players, veterans will face other veterans. Getting destroyed as a newbie by a veteran isn't much fun, and frankly - I don't enjoy the converse either. I started out as killer (am only now beginning to learn survivor) and it sucked being unable to catch people because I simply didn't understand how to run the tiles and didn't have all the perks I needed and it sucks now if I get paired up against newbies, because a game without a challenge isn't great..
You don't really learn much being endlessly chimped by veteran players. All that happens is that people get frustrated and quit. You need scaffolding to learn stuff, and that means playing at your level.
This is why most games with matchmaking have some sort of MMR system. It's not being balanced around any specific group of players, it's being balanced around fairness - as so far as that's possible in a game like DbD. In a balanced match, the killer has an approximately 50% chance of killing each survivor.
Yes, this game has some balance issues at higher MMRs...but that's something that can be worked on.
I'm definitely still learning survivor, and it...doesn't work like that unless you're playing against a Pig or a Myers on The Game or something. A smart killer will bait out the god pallets or go and pressure elsewhere.
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@MyNameIsMud96 said:
I main Legion and I chose them because I like to run fast and stab. That's about it.
Oh man...
I started out with Wraith, didn't enjoy him. Then I bought Bubba - hated him.
Then I bought Hag and played her to death as my first main. Enjoyed her because of her more measured playstyle.
Later I ended up playing a fair bit of Freddy (pre-nerf), then Pyramid Head. Then I spent a while on Doctor and then Demogorgon.
Now I mostly play:
Artist - Blinding design perfection, infinite skill cap. Plus she makes funny noises.
Demogorgon - Just a wonderfully fun killer to play, interesting addons.
Plague - See Demogorgon.
Cenobite - He has his issues, but his voicing is superb and he's very satisfying to learn.
Myers - Not strong, but very comfortable. Vanity+Rabbit+M&A is likely my favorite playstyle in the game.
Hag - Still fun.
Doctor - Another very comfy killer to play.
Ghostface - Extremely challenging, really fun to sneak up on people.
Spirit - I love her mobility.
Pig - I'm a masochist.
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2907408#Comment_2907408
But if RBMM was so much worse, why is almost everyone complaining about MMR and asking for the devs to revert it? In fact, you're one of the very few people I've met actually defending it.
Because, as you can see from recent 'hours' threads, the forums are incredibly overrepresented by veteran players.
It's understandable why the veterans would prefer RBMM, because it put them up against an on average weaker pool of players, making games 'less sweaty' - for them, at least.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2910119#Comment_2910119
Meh I still think spirit is #3, just not above blight anymore.
100% agree on Sadako in C tier, though I didn’t even think that was an unpopular opinion. I’ve seen some people say she’s better than that but not that many. But she is absolutely not on the level of plague, artist, and huntress.
Again, if you take one specific addon combo out of it, I'd probably stick her somewhere just behind Artist and Huntress.
With that combo, she's probably #3.
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@sizzlingmario4 said:
Underrated: Deathslinger. Even after the nerf he’s still pretty decent, you just need to actually aim now. I will admit I almost always run monitor on him now though.
Can’t think of anyone who I think is overrated honestly.
Overrated: Onryo and Spirit.
For some reason, some people still reckon Onryo's on the same level as Plague and Artist and that Spirit is 'S' tier, ahead of Huntress and just behind Blight.
I enjoy Spirit, but outside of the MDR/blossom addon combo she's not that strong. Probably mid 'A' tier.
Onryo is 'C' tier, at best.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2910087#Comment_2910087
I wouldn't. You could be a God at using Blight and all his tricks but without game knowledge, you wouldn't know how to use them properly
Yep. That's why I said 'a component of'. You can't really be called 'skilled' at a game unless you have both good game knowledge and solid mechanics. And DbD has a lot of mechanical skill at the higher level (flicks in particular).
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@[Deleted User] said:
Ghostface and Myers imo are underrated. Stealth counters running early and instadowns save a lot of time and counter Dead Hard/CoH. Sure they are still weak, but not even top 5 worst like most people think.
Oni is overrated. The only killer that starts the match without a power, and it's very easy to deny him the first hit. Not even that, but Blood Fury has a map wide sound when it activates, so you can just stealth through it.
The issue with Myers is that he has one addon that's too strong (TSP) and otherwise, even with T3, survivors can loop him basically forever on some maps (The Game, Badham, Eyrie etc.)
Even with an instadown, after a certain point you have to have some sort of anti-loop or a way to force a survivor off a tile.
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2910019#Comment_2910019
I'd place Demogorgon at the end of A tier, just barely making it because of Leprose Lichen+Barb's Glasses. That Add-on combo combined with good Perks is disgusting
It's a solid addon (actually, he has a lot of those) but it doesn't really help him with his core issue - Shred is incredibly telegraphed and easy to juke, and the punishment for missing a shred is strong. I'm starting to reach a strata of survivors that will literally slip by it every time, at the last moment and that's often a lost chase.
Pinhead...I think most people put him overall around mid 'B'. He's nowhere near as bad as some people make him out to be (chains have flaws, but they are pretty great and if you can get a hunt going that can be GG right there) but he has some weak maps and people know how to counter him now in a way that completely nullifies the box (as in you can't teleport) on some maps.
@JoByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/2910049#Comment_2910049
I love Doc. His static blasts gets you into chases instantly and shocks counter loops very effective. He is very good when played correctly.
Doc's issues are:
Madness is actually sort of crap against better survivors. It doesn't really do much.
Shocks aren't validated on the killer's end, meaning that they have huge latency issues and are thus unreliable. If he got validation, he'd probably be low 'B'.
@[Deleted User] said:
Underrated: Ghostface. He'll only go as far as your M1 skills take you, but he can be an offensive powerhouse with his ability to 99 stalk multiple survivors. Big mistakes Ghostface players make: not stalking enough and not taking chase perks.
Overrated: Hag. She has a sharp drop off as survivors get more coordinated. She can theoretically control an area, but that's only if survivors are impatient or run the wrong way after a trap goes off. The downing capability isn't there if a survivor doesn't step in a trap. She can be W gamed HARD, and she has to commit to a chase on the other side of the map from her web or leave chase to defend the gens.
She's still great on indoor maps with lots of choke points. But she'll struggle if survivors have a lot of space to work with and can hold W up the walls of the map where she won't have traps.
Yeah that's Hag. Thing is - she is almost impossible to beat on those smaller maps (especially Midwich) and she can do some really evil tricks with Shackles. On the other hand, bigger maps with lots of safety outside of the main structure (Ormond, Cowshed, Eyrie...ugh) are really tough for her and she has to rely on securing a down and proxy camping with traps.
That said - the CoH nerf is a small buff to her, and she's due an addon pass (one of the few killers that has multiple high tier addons that are legitimately worse than an empty slot).
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2910004#Comment_2910004
Like I've stated earlier in the thread, DbD isn't a game based around skill, but around game knowledge. After a certain point, you stop playing better, but you never stop playing smarter
I'd say that 'game knowledge' is a component of 'skill'.
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@eleventbh said:
Plague is underrated with the CoH meta and Hag is overrated, people just don't know how to be aggressive against her.
I think most people stick Plague somewhere near the top of 'A' tier - but the current 'overcleanse' meta is actually really hard for her to deal with.
Hag - yes. I'd still put her at low 'A', but good groups can definitely mess her up.
@ThatOneDemoPlayer said:
Demogorgon is underrated and Nemesis is overrated
Demo is solid 'B' tier. He's got a bit of everything. Honestly, one of the best overall designed killers in the game.
Huntress...Huntress can be legitimately scary if she's good, but she can be rough to play on certain maps.
I'd put Nemmy just below Demo, and that's purely because his addons are turd tier.
@Phasmamain said:
Deathslinger is underrated imo. Not fun to play but still very good in chase.
Ghostface is overrated from my experience. Anything over low C tier is too high for him
Ghosty should be low 'B' tier after the rework. Some of his new addons are pretty fancy.
Agree on Slinger - really solid, but just clunky to play. Twins-esque.
@Carrow said:
Hag: Flashlights and a constant harasser pretty much nullifies her. Sure, she can stomp randos super hard, but few killers struggle against those lobbies, I really don't think she is super crazy.
Freddy: His addons might be hot garbage, but his ability to instantly teleport to a generator is often not appreciated enough. Plus, as weak as it is, he does have some measure of antilooping that helps with the whole, "great, you've injured a survivor, now what?" type of scenarios.
Hag is still a very good killer. She's a bit like Plague in that she can always suddenly snowball. Just...not Big 3 level.
The problem with Freddy's antiloop is that it's massively telegraphed and survivors can just leave the loop the second you poop out a puddle. His teleport is nice, but it's cooldown is absurd.
@Chocolate_Cosmos said:
Title
Underrated: Oni. A few high tier players are starting to twig onto this, but he's the best instadown killer in the game.
Overrated: As others have said, Hag. She's still a rock solid killer, but it feels like everyone and their dog knows how to play against her now, and if she never hits that snowball moment (or fails to capitalize on it) she can be handily beaten.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2910006#Comment_2910006
The part about lobby dodging is very true - that's where the "backfill" issue happens which we've mentioned previously and which is something that is being worked on.
Yeah, I've been dodging lobbies the second I run into one with everyone ready to go (generally this means a dodge happened) and the Kafka games have been a lot less common.
It's probably just passing that cursed game onto someone else - but I've made my peace with that.
Hopefully this all gets fixed once the MMR tweaks go live. The 'tighter' days of testing felt really good so clearly the system can be massively improved on.
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@[Deleted User] said:
MMR would fix the problem if it is allowed to. The system favors queue times way too much over finding a good match. We saw on day 3 of the test that it's possible to do both (I'm assuming with uncapped MMR).
Sadly, this. Plus, lobby dodges cause the system to sometimes poop itself inside out.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2909190#Comment_2909190
This guy in a nutshell:
"All killers are viable. Anyone who can't 2k every match is just lacking skill. You can 3k with slightly sweating."
"Don't ask me about killer strategies, I don't play killer and it's not my specialty."
LOL
@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2909222#Comment_2909222
Yeah unfortunately. That's why I'm done. I wanted to see his perspective but he keeps running in circles without saying much.
His main argument is flawed because I could be a Peter Pan then with enough skill. You can't just say that without explaining how.
It reads like one of those 'The Earth Is Flat: Prove Me Wrong' dudes on Twitter. Basically - someone wants to argue and wants to see other people argue, so she's going to bait the hook.
There isn't really an argument here. There's an assertion and that's it.
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2909233#Comment_2909233
"You're nit good enough/git gud" wouldn't be that bad of an argument (still bad tho), if there was something to be good at in this game.
Survivor barely takes any skill to play, Killer is overall even easier. There are 5 Killers off of the top of my head that actually require skill to play, those being: Hillbilly, Blight, Artist, Nurse and Huntress
Here I'd disagree. I know that I played very differently at 40 hours than I did at 200 hours, and I play differently at 700 hours now.
Both sides require skill. It's not the same set of skills as, say, competitive SC2 or competitive LoL, but knowing tiles, mindgaming, flicks, techs, gamesense etc...I'd reckon those all constitute skill.
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These days, I mostly play DbD when I'm not working or spending time with the missus.
That said, I have also played:
The Riftbreaker - my GOTY for 2021. Open world survival/base builder/tower defense game, horribly underplayed.
Guardians of the Galaxy - astonishingly better than I expected.
Path of Exile - on par with DbD for 'frustrating game that I can't seem to shake'.
Battletech/Mechwarrior 5 - yeah, I'm a huge Battletech nerd.
Warhammer 40k: Inquisitor - I'm an even bigger nerd for 40k.
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@RakimSockem said:
The title alone will make most people not read this I'm sure but I'll explain my opinion anyway.
I'll make a brief comparison to another game and then I'll get to my point. In Apex Legends (yes I'm aware it's not an asymmetrical game). certain characters are just naturally stronger than others. I main Wattson and Lifeline but I know characters like Octane, Valk, Pathfinder, and Wraith are considered "higher tier" for their mobility and ability to take high ground. Do I think Wattson should be buffed to be able to get high ground and compete with those characters? No, that would be silly. Her playstyle is different and her skill cap should be different.
Going back to DBD, I always see comments about buffing certain killers to the level of the likes of Nurse, Blight, Huntress, etc and I personally don't think they should. Their playstyles are different and they should perform at their current levels based on what type of character they are. Myers should never have the map pressure of a Spirit. Clown should never have the same camping control as a Hag. Killers should not be on the same levels in what they're able to do.
Additionally, just like there are people who play in Masters and Predator ranks in Apex with low tier characters, there are people who play DBD who can pick up ANY killer and do well with them. Which means that the issue isn't actually the characters, it's the skill level of the majority of players and I think that's a harsh truth most people aren't ready to accept. The majority of DBD's player base (and this is directed at survivors AND killers) are just not as good at the game as they think they are. Plain and simple. Your inability to 4k with the Wraith doesn't make the Wraith bad because someone else using the same character against the same team COULD get it done. Therefore, the issue is the player, not the character.
MAYBE Myers needs a slight buff to get out of tier 1 faster but that's literally it. Every killer is fine as they are and should not be buffed or nerfed. (Except the Nemesis tier up sound. that thing is too loud and needs a heavy nerf)
No...I disagree.
Yes, it's not possible to perfectly balance a game - but that doesn't mean you shouldn't try.
This reads as 'Don't buff weaker killers because...' and then I lose the thread of the argument. I think you're trying to say that different killers are good at different things, but I'd counter that the Trapper is objectively weaker than the Nurse and while not everything needs to be Nurse level (frankly, not even Nurse), everything should be at around the level of Artist or Plague.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2907540#Comment_2907540
4 slowdowns is what they use in the tournaments. I consider NWO / BW slowdowns. CI is a slowdown. Anything that is just giving you more time to kill the survivors is a slowdown in my book.
The strongest killers don't need chase perks at all. 4 slowdowns is always optimal if you can get the downs fast enough and have good enough game sense to not need tracking perks. Some of the strong but non mobile killers can probably use tracking perks better since the punishment for mispositioning can be high. Nurse / Blight / Spirit / etc are not punished nearly so much for going to the wrong gen
https://forum.deadbydaylight.com/en/discussion/comment/2907537#Comment_2907537
I use Rancor for all my endgame needs. It helps you a bit through the whole trial too. Rancor is usually banned in tournaments too from what I have seen. Depending on the killer it can need some supporting perks but it's straight up nuking people at the end instead of screwing around having to hook them
Shrug. Well, if you want to use that definition, you've just described maybe 80% of the viable perks killers have right now :).
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2907485#Comment_2907485
To be fair, it's usually a shock when a good killer hits me with NOED. Typically it's the default outfit killers that got run the entire game who have it. You usually can tell because they have no game sense and will be chasing me for like 4 gens through the strongest areas of the map, and get rewarded for basically throwing the game and not being able to take smart chases
The good killers usually have 4x slowdowns and the gens are never getting done in the first place
I only use it on killers I am learning, after that I move onto better perks that consistently get me 3ks and 4ks instead of a pity 1k at the end of the game
...Why on earth are you running 4 slowdowns?
I mean, I get running CI+Ruin+Undying, or maybe Plaything+Penti+PR. Otherwise you've got 1, likely 2 perks doing nothing.
From what I've seen, good killers run some combination of:
- 1 early game perk (Discordance, CI, LP)
- 1-2 regression perks (PR, CoB, Pop, Ruin, Deadlock, very occasionally Penti or Surge).
- 1 utility perk (BBQ, Undying, Agitation, Insidious, FoR etc.)
- 1 combat perk (Starstruck, Devour, STBFL, very occasionally PWYF)
- 1-2 endgame perks (NWO, NOED, BW).
I've actually started seeing a lot of killers shifting to a more endgame/combat heavy focus and only running Deadlock for slowdown.
4 regression perks would be silly.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2907501#Comment_2907501
And they oddly think this is how we want to play. I was ready to run off but since all 3 of you are here, lets party!
Yeah, this always gets me chuckling.
I don't camp outside of EOGC, but if you're around I'm going to chase you and complaining at me in postgame gives me the happy pants. Just because I'm not a camper doesn't mean I'm just going to give you free unhooks.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2907485#Comment_2907485
Yeah, if you need a 4% Speedboost and Instadown to get Kills and cannot prevent 5 Gens from being done...Yep, you failed.
It would be totally different if NOED would be a Perk which rewards Killers who did well all Game, but this is not the case.
Nah, it's just a different strategy. You're building for the endgame. It's the same as going LP or Discordance to help with the early game or STBFL/regression perks for the midgame.
The problem isn't NOED - it's that:
- It works too well with the kits of already strong killers, like Nurse.
- Survivors don't care enough about the endgame if they're already winning. I think that this is where a lot of the NOED hate comes from. Once you've done all 5 gens, it feels like you've won - because without NOED, that's usually the case. Then NOED comes in and it feels unfair. I honestly think there needs to be more scary endgame perks - the endgame should be a crisis point for both sides, not one side sitting in the gates teabagging.
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@AJ_Clicks said:
Hey all, so I'm around 300 hours in now and play when I can.
Sadly I'm on the verge of leaving (like that even matters lol) as I'm having a pretty tough time playing killer.
Each match has kind of been the same for me baring the MMR tests, I'm coming up vs the same perks everytime, Dead Hard, CoH, DS and it's causing absolute miserable gameplay when I play killer. Especially CoH, I'm completely unable to get any pressure with hit and run when one survivor brings this.
I'm currently unable to run full meta perks myself on each killer as most of my killers aren't level 40 yet so I'm unable to go full meta myself.
I'm starting to think this game just isn't for me, survivor doesn't interest me sadly.
Anyone else just having a miserable time on killer the past few months?
Also do you have any tips? This post isn't meant to come across as me winging I'm just trying to explain my dilemma.
This is definitely where I hit my 'hump', as you're sort of going from a beginner to an intermediate player and you definitely feel that you're fighting tooth and nail for every down.
Weirdly, 200 hours or so later and you're now comfortable with this level of play. You sort of understand how most tiles work now, and know a few mindgames on them. You've picked out a few mains and know them well. You've unlocked most of the perks you want and now have some pretty evil builds on your side.
But yeah, it's tricky.
Your best bet is to watch a lot of high level play and try to incorporate some of the mindgames and builds you see there. Unfortunately, the killer meta right now is based around regression, so you'll want Ruin+Undying, or better yet Pain Resonance+Agi. CI is also good, and CoB+Pop can work on mobile killers.
Dead Hard is...yeah. But the devs will be changing it eventually. You just sort of have to anticipate it - and if all else fails, the old 'look up mid chase to bait it' thing works about 50% of the time.
What killers do you have, and which do you enjoy playing?
One more thing - I recently decided to give survivor a try once I got Iri 1 on my killers for the month, and I've actually had fun. Once you're playing the role, you'll not only enjoy killer more (it's hard to explain, but you'll see what I mean) but you'll play killer better. If you can get a natural sense of where to hide, how to run, how to drop out of the killer's FOV and where the natural flow of the game generally takes you as a survivor, you'll find that you are now naturally moving to anticipate it when you get back on killer.
@GannTM said:
I’d recommend finding a specific killer you enjoy and stick with them. You will enjoy them so much that winning and losing doesn’t matter that much. That’s what I did with Spirit.
That can work, but I found that playing one killer made me worse at some things, and I started to get bored. Now I mix and match between half the roster, and have a blast.
@danielmaster87 said:
I can't give you much. Just focus on ending chases fast, or knowing when to drop it when you're chasing someone too long. Focus on getting 1-2 people out and then go for everyone else. It's the only way. I could give you more advice, but as long as CoH and Dead Hard pervert how difficult a typical match is, everything I say will either make it seem like killer is easy, or that you have to use X, Y, and Z perks to win without you having the experience of knowing why those perks are the best.
This is good advice. If it's going to be a tough game, focus on one or two survivors and get rid of them. If someone gets to a safe tile without being injured, and you have another potential target, don't waste your time. The absolute best way to slow down gens is to hook people.
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@C3Tooth said:
If the MMR is removed, it would be no reason not to use meta perks as survivor. Since the chance vs camping/tunneling killer will always be the same either I escape or die. That would make survivors play meta perks more?
At least I know my reward not playing meta perks is not vs camping/tunneling killers with MMR.
This is not a complain of removing MMR. I just wondering.
If MMR was removed and we went back to ranks, it would just be ranks again. Veterans would have easier games, everyone else would have harder games and nobody would be playing 'nicer'.
And yeah, DCs and suicides are the frigging worst. Whether I'm playing survivor or killer, it's a krangled game. At least if someone is getting tunneled I can go and try to bodyblock.
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@Maxitolliony said:
i use it as a karma perk, if i get bullied its my revenge. i 4k so many survs who are cocky in swf and that sweet 4k is worth it after getting looped/flashlighted the whole game.
it is the perfect scare and revenge perk and i love it. its like dead hard but sucks cause once you break it its useless and its a end game perk which could use a buff to be better in game and not end game.
I used to use NOED for the same reason, but over time I realized that what normally happened was I'd catch one person, hook them and the others would leave. Or I'd camp, and they'd find NOED and eventually brute force a save.
So I switched it out for Distortion on a lot of killers, and suddenly I was getting 4ks more regularly and before the endgame.
NOED is a very bottom heavy perk and you essentially have to assign another slot to NWO or BW if you want to get the most out of it. Then you're basically playing out matches with 2 perks and it's no fun.
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@Crazewtboy said:
Took a few months break from this game and just returned recently. This was my first time playing killer to do some rituals that were stacking up. I tried playing like I always do (no camping, attempting to not tunnel) while trying to run some decent perks. Needless to say it is exactly how it was when I left and quit out. I can't play a lot of killers without a team of SWF stomping all over my playstyle regardless of what I do. Drop a chase? Next person runs while the one I was chasing gets on the gen. Chase the survivor? All the gens get worked on with no consequence. Finally catch up to that one survivor? Well it doesn't matter because they have Dead Hard and most maps have enough pallets to toss them carelessly and still have a few left when you are done. Worst part is this MMR system is supposed to be so great but I keep losing all 4 survivors for matches in a row and the games don't get any easier.
So...
I decided to swap to my Leatherface, throw on a basement build and camp the life out of anyone who dared set foot for a save. I could only imagine the smug look being wiped off their faces as they all died and now I'm thinking about playing this way permanently because I'm tired of dealing with all the bs
If you let your frustrations make you toxic, what you're essentially doing is punishing people who did nothing wrong for what someone else did.
I agree that this game can be bloody frustrating at times, but you have to get beyond it. Because once you go toxic, you start hating the game. And then it stops being fun.
Your best bet - keep playing, don't sweat a few losses. Your MMR will stabilize at a lower bracket eventually and you'll have a lot more fun.
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@QwQw said:
I, along with many, many others, agree. MMR just simply makes the game unfun, there's really no other way to put it. Now, I'm not saying the old ranking system was good, but it was at least better than this.
It really wasn't.
The only people RBMM helped out were veteran players looking to skunk newbies.
@BenOfMilam said:
https://forum.deadbydaylight.com/en/discussion/comment/2907020#Comment_2907020
It's not winning or losing I'm all that concerned with. The issue I have is how rapidly and erratically MMR fluctuates. It's one game against people with sub ten hours, then a game with people that have 4k+ hours. It's a 50% win rate, but not bc there are lots fair matches where both teams have roughly equal chances of winning. So things are going from unfair and unfun for them, then being unfair and unfun for me.
I also have lots of killers that I don't really play anymore bc they're in MMR hell. Like I've gotten a 0k the past like 10 times I've played Doc, and I'm still only playing against ultra sweats. It's not the idea of MMR that I dislike, it's the fact that it doesn't work in it's current state. I also seriously don't have faith in BHVR to implement something functional, given their track record. At this point, they should just hire an external company to make a matchmaking system for them.
Yeah, I experienced that too. It was even worse as survivor, since getting out of brown ranks was a matter of escaping "face camp hell." Not saying the entirety of the old system was good, I just personally enjoyed playing at red ranks back in the day more than I enjoy playing in MMR now.
Indeed, it's more balanced than it was. The first time I played was back in 2017 when there were still infinites and no EGC, so survivors could literally hold the game hostage if they just decide to never leave. Needless to say, I barely played it and picked it back up again in 2019
If your MMR is volatile, it generally means that either the system is breaking down (prime-time tends to be nuts, probably due to more players = more lobby dodges = cascading breakdowns of the SBMM system) or that you are either too high or too low in MMR and the system is trying to find the right spot for you.
If you're literally seeing people with 10 hours and then 4k hours, it's probably a lobby dodge situation - and that should be fixed soonish.
Not sure what's happening with your Doctor - I haven't seen anything like what you're describing outside of the tail-end of the MMR testing.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2901142#Comment_2901142
The problem with your argument is that it's 100% false. Being hooked is no one else's fault but your own. You went for the gen immediately instead of hiding for the first patrol to pass. You decided to not crouch walk around the map setting off crows assuming the killer was a dolt who wouldn't notice. You went for a save and exchanged places. You decided to go without aura perks or failed to notice a hurt teammate bringing the pain-train your way. You decided to still try and win the game instead of outlasting your team and going for the hatch. You get boldness points for a reason, they come with risk.
A good rule to play by is to assume your opponent is the absolute best player to have ever graced the role. Play accordingly. If they suck you will win without breaking a sweat and if they turn out to be as you prepared for you will have done everything in your power to give yourself the best shot at beating them.
*Solo queue pro-tip: Wake Up is a damn good perk.*
That's not the reality of how this game plays and you know it.
You can certainly prolong that first chase, but as long as SBMM hasn't paired you against a potato killer, they are going to catch you sooner or later.
Meaning that, if they get you first, and decide to camp - you depip. Because the points you are supposed to gain for keeping the killer on the run while others do gens feels like a decimal point was misplaced somewhere.
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@BenOfMilam said:
https://forum.deadbydaylight.com/en/discussion/comment/2906051#Comment_2906051
Forgive me for my poor formatting, I'm not so good with internet forums since I don't use them often.
- "'Chaos and Insanity' generally means 'new players get rolled over and over again'."
I'm referring to things like going up against a four man Head-On squad, four up the ante + salty lips, or playing against PWYF speed limiter Bubba. Gimmicky meme builds and playstyles that are played for laughs, and more importantly for fun. You just don't see stuff like that anymore bc we're playing a game of "play sweaty, play boring, or get stomped."
- "MMR does work in the situation you are describing, just maybe not how you think. If you're playing at a high MMR on those killers, the system thinks that you have a roughly 50% chance of killing each survivor there on that killer. Whatever MMR bracket this is will likely be higher on your Nurse main than your Pig alt - but the challenge should be roughly equivalent."
Games like Rainbow Six Siege have their cake and it too; at bronze, silver, and gold ranks, you'll play against a lot of casual memelords and have a wonderful time. At plat and higher, you'll play against sweat squads. The issue with DbD is that the MMR system is terrible, and only works in theory. I'm not getting a 50% win rate with DbD's MMR, I'm getting a 100% win rate for ten games in a row then a 100% loss rate for ten games in a row.
If I could be something like a hardstuck gold in DbD, I wouldn't be complaining. However, I keep getting pushed up to play against the equivalent of plat and diamond players in DbD. I'm not that good at this game, far from it. If MMR was working even remotely properly, I wouldn't be playing against players with 4k+ hours when I'm mostly just zoned out when I play. Again, if MMR worked and I was only playing against other casual players that just want to chill, I would have nothing to complain about.
- The SBMM system has problems - but it sounds like BHVR are well on their way to fixing them (just at their usual glacial pace). Even factoring in those problems, the game has felt far more even since the switch over from ranks.
I really have no idea why anyone would think that matches feel more fair after MMR got added. Pretty much everyone and their mother was saying "stomp or get stomped" for the first few months, and nothing has changed. It's two or three games against baby survivors that don't even drop pallets or vault windows, then two or three games of metaslave sweat squads. Fair in the eyes of an utterly broken algorithm, but absolutely not fair in the eyes of a human.
But yeah, adding MMR to a game about as balanced as a Jenga Tower was a horrible idea.
Hah, neither am I. Hence the block quote.
- I still see 4man HO squads. I'm also the one generally running the silly meme builds. If you want to play chill, play chill and your MMR will adjust.
- Yes, a 50% win rate means on average, you'll 'win'. Sometimes this is a 4k. Sometimes this is a 0k. Generally it's not a 2k, because DbD is a very snowbally game. If you're facing high MMR players, either the system pooped itself or you're good enough to face high MMR players. If it's the former, that should be fixed soon. If it's the latter - you playing against lower MMR players isn't fair to them, is it?
- Were they? I made my first posts on the forums a bit after I started playing on Steam, and you can go back and check those out for the examples of games I got to enjoy as a newbie under rank matchmaking. Just endless 4man teams of deranked SWFs.
This game is more balanced than it's ever been. When I started, maybe 2 years ago, there was basically 1 build for killer and survivors still had multiple spots on every map where you couldn't pick them up.
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@slunder said:
@StarLost only a potato survivor will go down instantly. If the survivors are even remotely good, this will not happen, even if he just runs and predrops every pallet.
That Myers play was not hard to do, I did it a lot of times and then it was an easy 3v1. Most survivors do not like being bored, so when I faked rage quitting and was in t2, it was easy.
NOED and BW is not even hard, just down one person and then you can BW.
If you want I can record some matches for you.
Wait...remotely good?
So you mean...remotely skilled?
Which is it? Does this game actually have a skill component or not?
And yes, you're probably facing very silly survivors.
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@TheSubstitute said:
Here's some of my opinions that seem to get a strong reaction.
1. I like vsing Bubba and Myers (when Mikey brings the good stuff). They scare me which reminds me of how much fun beginning DbD was.
2. NOED hurts both survivors in the short term and killers in the long term.
3. NOED and DH are both used for the exact same reason; overpowered compared to other perks, low risk high reward, and have a low skill ceiling to get maximum effect.
4. The game should be rebalanced to make camping, tunneling and gen rushing all less effective. DbD is the most fun for the most people when there are multiple hooks and chases.
5. Nurse and Blight represent standards of effectiveness to which weaker killers should be buffed. At the very least, weaker killers should be buffed to be closer to Artist's and Spirit's level.
6. Solo survivors need information buffs to bring them closer to SWF level. Then killers can be buffed to SWF levels. I don't know if this qualifies as unpopular since the devs are planning this one but I put it in anyway.
7. It's okay to lose a game. It's not a big deal.
8. Most players will never be as good as someone like Otz who is naturally gifted and does this as their job. That's perfectly fine; people don't need to overly take pride or worry so much about their skill level in a video game. It's just a video game.
9. 50% of the frustration and complaints with Dbd would disappear if the developers would do things such as put a one second delay on the second crouch animation and remove flashlight macros.
10. There are legitimate complaints about gameplay for both the killer side and the survivor side.
How about yours?
Hmm. Let's take a look.
- Bubba and Myers are fun, as long as they aren't camping or abusing TSP.
- Eh. NOED could go away and I'd be happy, but if you play smart it's much ado about nothing.
- How is that an unpopular opinion? That's...fact :)
- Camping yes. Tunneling...you've already got a team and multiple perks to help with that. Genrushing isn't really a thing outside of very specific and expensive SWF builds.
- Maybe not Nurse and Blight. Both of these killers are mostly fine, but have addons that are disproportionately powerful. I'd reckon Plague and Demogorgon are examples of nearly perfect killer design.
- That's coming, yeah.
- Sure?
- I think a lot of people could be as good as Otz with 8.5k hours. The problem is that if you aren't getting paid for it, that's an absurd time commitment to a single aspect of a hobby.
- Teabagging...whatever. You do it, you die. You teabag me at the gates, I'll remember you. Beyond that, I don't care. Flashlight macros can actually cause physical discomfort for players and it's astonishing that a company as 'progressive' as BHVR have allowed them to remain a thing.
- Sure?
Now, for some actually unpopular opinions :)
- SBMM is better than ranks were in terms of matchmaking.
- About half the killers in the game need a substantial buff.
- Splitting the playerbase into Ranked and Unranked queues is a terrible idea.
- We need a 'game health' patch, even if it comes at the expense of a new killer.
- There needs to be a bigger penalty for regularly DCing or AFKing.
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@slunder said:
@StarLost yea, dbd is definitely a game that requires skill to win.
It takes a lot of skill to bring 4 good toolboxes and pop 3 generators by the time the killer gets one down.
It takes a lot of skill to fake rage quitting as Myers and popping tombstomb on the nearest survivor.
It takes a lot of skill to facecamp a survivor to death with insidious leatherface in the basement.
It takes a lot of skill to bring noed, get a down and then kill everyone with blood warden.
No, dbd is not a skill game, it is a cheese game. Who can bring the better cheese build? Who has the cheesier strategy?
Shrug.
Those 4 toolboxes aren't going to diddly squat if you go down instantly. Hell, you could completely krangle yourselves if you speedrun yourselves into a 3gen.
That Myers play both requires a fair amount of ingenuity and a blisteringly stupid survivor. And well done, you lucked into a 1k.
Yes, facecamping is a problem. That's why the devs are trying to fix it. As it stands though, you can generally slam out gens fast enough for only 1 person to die. Plus, you have to catch them first and catch them fast - which on some maps, especially as a Bubba, can be difficult.
If you're getting Blood Wardened into a NOED play, you've misplayed horribly and opened the gates before everyone was ready.
Yes, DbD is a skill game. The best builds and addons won't help you win against a sufficiently skilled opponent. Hell, I'm intermediate at best and I've beaten SWF genrushers before.
There is actually a good amount of skill that goes into both roles.
Killers need to learn the tiles, learn to mindgame the tiles, learn how to predict survivor movements and locations, learn to prioritize when to chase, when to peel off, when to pressure and when to slug. Survivors also need to learn how to run tiles, how to counter-mindgame, how to abuse the killer's FOV, how to 'spin', etc. And that's before we get into more advanced mechanical tricks like flicking and techs.
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@cordonrouge said:
i get the rpd hate, but midwich is not that confusing. it's just a square surrounded by rooms. you run along the perimeter and check every room for a gen. then you do the same on the other floor.
lery's is the exact opposite, a big perimiter with infinite rooms in the middle, that do not have a pattern since they're varying in size. a literal maze. the hate midwich gets should be directed to lerys. it probably would if one came out before the other.
Eh.
On survivor, it's really tricky to locate gens at times and the totem spawns can be absolutely devious. There are also a ton of dead ends and blind loops. Plus it's small, meaning that territorial killers like Hag have a field day.
On killer, it's really dark, making it hard to see people at times and boons can be an absolute nightmare to snuff (and cover the whole sodding map).
That said - I love the map to bits. It's just so atmospheric.
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@GentlemanFridge said:
Everyone started at 0.
Awesome, thanks. Mystery solved!
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2906561#Comment_2906561
maybe
https://www.youtube.com/watch?v=MiLtlP0opbw&t=110s
Look, no divotion, I even timestamped it.
Yes, I'm aware that there was no devotion pre 2018. Did people not get Devotion retroactively though? I honestly don't know, let me make a separate thread and ask.
Thing is - yeah. That would be mystery solved.
If you took an extended break, then you're pretty much coming back to new player MMR - which means that yes, you'll dominate your first 5-10 matches until the SBMM system figures out where to place you.
Hell, I experienced this after taking a break for a few months.
Once your MMR stabilizes, you'll see substantially stronger opponents all of a sudden.
EDIT: Yep, everyone started at zero. I think that's mystery solved.
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@Bedslamb said:
I'm in a match as killer , there are 2 survivors left doing nothing , 3 gens left to go , 30 mins in now , any advice appreciated ? do i get a penalty if i leave ? Thanks in advance
Ah, you've run into what I call a 'Sulk Squad'. They've decided to stick it to you by dragging the game out because you committed the cardinal sin of beating them.
Apparently it's reportable, but I've never heard of anyone being banned for it. I'd still put a ticket in.
What I do in these cases is park myself somewhere central, alt+tab out, go get some coffee, do the dishes, watch an episode of Bob's Burgers and then log back in.
They have to stay on the move, touching gens etc. to not get AFK crows, so now instead of wasting your time, they are only wasting their own.