SunsetSherbet
SunsetSherbet
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Survivors really REALLY don't like being kept from holding M1 on gens.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2658313#Comment_2658313
The MMR system counts the "average" of kills/escapes.
Yes a Claudette that escapes 1 while hiding in a locker will go up in MMR. But a Claudette that escapes 1 time and is killed 9 times while hiding in a locker, causes her MMR to plummet. (Which is going to happen, because she's not contributing anything to the game; and having 3 survivors almost always results in everyone dying).
You actually have a better point with a face-camping Bubba, because that's a very low skill tactic that allows Killers to advance way past their skill level in MMR.
Perhaps this would matter if the MMR system wildly varied by thousands of points and you couldn't earn 800 MMR off around 17 max point games, and then the game will match you against whoever due to extending the search.
And you can absolutely escape the majority of your games playing as a selfish a-hole who doesn't help the team.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2658267#Comment_2658267
Skill is definitely taken into account, since everything you do as Killer or Survivor culminates in whether you make a kill or escape.
A Claudette that always hides in the grass will lose the game for her team more often than not, causing her to drop in MMR. A face camping Bubba is not going to get 4ks at higher MMR, compared to a Nurse.
If you are getting 2ks and 2es on average (Which means that every 0k you get, you also get a 4k), it shows that you are being placed against players that are your skill level. Otherwise you would be getting 4ks all the time, or 0ks all the time, which indicates the mm system is failing.
I mean if you're trying to tell me someone who hides in a locker then escapes is equal to someone who loops the killer for 5 minutes, we just are fundamentally not going to agree. The MMR system views them as the same. Your idea is "well they'll eventually have issues because they just will" with no real evidence of it. The system only counts kills and escapes. Anything else you think happens during the match is irrelevant.
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It's clearly a response. I don't think they are scared but they are taking it more seriously than other asyms because a lot of their content creators are just waiting for VHS to release and are now actively hostile toward DBD. Personally I think that Dragon Ball game has a better chance of being competition than VHS.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2658227#Comment_2658227
What do you want from a MMR?
Probably for it to actually be skill based which it isn't, since it doesn't reward skill, just escapes/kills regardless of how you got it. A face camping Bubba is equal to a God nurse if they both 4k, according to MMR. The Claudette who hides in a locker the entire game while everyone does the work then escapes is equal to a loop god who manages to escape. Skill isn't taken into account.
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@WeenieDog said:
I kind of thought it was because of console button mapping making break chains override throwing down pallets.
So...delete the character because behavior can't do programming a first year student could do? How about like, hire a competent developer to fix it?
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Tofu having a contrarian opinion isn't new.
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What strange timing! :)
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The devs do not at all care about what goes on at high level. They are very indifferent to it. "Go play something else" is what they'd say.
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@Pulsar said:
You can't get personal info from IP addresses. You can get a very general location and you can DDoS people (which is a federal crime in the US), but you can't get someone's personal info.
If hackers are able to access information on your PC, that would be indicative of a much bigger security issue than has been let on and I do not believe BHVR could be THAT incompetent. Theoretically speaking, it is possible, but I do not think that it what is happening.
It seems much more likely that someone put their personal info on the web and that was taken advantage of by unsavory individuals.
You can get someones basically exact location and then with very minor digging probably figure out who lives at the coordinates you just got. I saw this when twitch had an exploit with extensions where malicious people could use extensions to show you your own IP and location and city, and take it.
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@Ripley said:
At this point they should just create AI killers. Will be less toxicity all round.
Wouldn't be very fun to tbag and click at robots.
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@Pulsar said:
I think we all know that Engineer's Fang needed some...toning down, shall we say?
But why are we nerfing him. Seriously. This feels like the EXACT same thing that happened with Deathslinger, where BHVR nerfs a "problem" area and then forgets to buff any other part of their kit.
Survivors didn't want to learn how to deal with constant box hunting, so behavior is effectively removing him from the game. I think it's funny they shot their reputation via NFT's to get pinhead in and now they're killing him in under 3 months
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2656506#Comment_2656506
I don't see how.
If you 2k then you more or less break even and barely move at all. If you 3k, depending on the MMR of the survivors, you could still barely move up at all, maybe 1-5 points. It takes 800 to reach the top MMR bracket.
If you don't realise that, then you don't understand how it works after all.
Which is 40 2k's. Woah super hard to get. I really don't care how you think MMR works since the data mine video exists. 2k is not breaking even.
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Sad he's dying in a week. As is I'd rate him around high B to low A.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2656538#Comment_2656538
Yes, exactly. Im pretty sure every killer on here , truly believes, they are at the highest of MMR.
They couldn't of just got outplayed, right?
I mean they almost certainly are considering how the system works.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2656497#Comment_2656497
Then why are my games brilliant?
That I can't say. But we know how the MMR works, the gains per kill, the starting and the cap. If it works as we know it and the devs have basically said, then you're going to be at that same cap they're at very quickly. My best guess is region or play times.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2656383#Comment_2656383
No I average 2-3Ks with hatch. But I get multiple hooks, a high score, and a pip, as opposed to a 4hook 4K camper who gets neither but shoots their MMR up into sweaty hell.
You're almost certainly in the same MMR as that 4k camper, my man, assuming you play regularly.
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Not tbagging or BMing?
From the killer I really don't expect anything.
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Any idea how long it lasts? I'd prefer to save it for the chapter
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2656405#Comment_2656405
Wait, your MMR rises if you get a 1k? That's absurd. The devs have repeatedly stated they consider a 2k the median result they're hoping for. 1k is still underperforming, so why would your MMR go up for that? I've been under the impression all this time that a 2k kept your MMR static, 3k+ was upward movement, and 1k- was downward.
This is where the "1k is a win" thing comes from. The Q&A stated the MMR system views a 1k as a win.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2656383#Comment_2656383
You dont need to be sweaty to get more than 0Ks. I also play mainly for fun and dont use Slowdowns. I would probably win more games if I would use Slowdowns (after all, stacking Slowdown-Perks is the easiest way to play Killer), but I could care less about getting 4Ks nowadays.
The point is if you are averaging even a 1k and play long enough you reach top MMR. If you even get a 1k your MMR goes up. Leaks on how MMR works from data miners show top MMR is 1900 and you start at 1200. You can gain a max of 40 per match and any match you even get a 1k in raises your MMR. If you aren't top MMR you either barely play or somehow average 0k's more so than any kills, which is the only way you're going to be losing MMR and not constantly gaining. Knowing max MMR is 1900, you start at 1200, and a 4k nets you 40 points means It takes
17 4k's
or 80 1k's
or 38ish 2k's to reach top MMR. It's not very hard to do that at all, especially in the 3 months MMR has been out.
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You can have a million players but if 999,999 play survivor and 1 plays killer, you're gonna have issues regardless.
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When was launch? June something 2016, right?
Also remember when asked what they're gonna do to help killers during the recent Q&A they basically said nothing at all and even suggested further survivor buffs lol
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2656294#Comment_2656294
I'm a killer and MMR is fine, because I'm not sweaty.
So you average 0k's?
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@lowiq said:
https://forum.deadbydaylight.com/en/discussion/comment/2656298#Comment_2656298
Source: Trust me bro
Can you not do basic math? MMR was datamined months ago. We know how much a 4k gets you, how much a loss loses you, how it works, what you start at and what you can max at. Try to keep up if you're going to discuss MMR. Here's a handy video for you.
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No and it's pretty obvious people are quitting killer. Also all killers are at top MMR because it takes under 20 4k's to reach it. Or, 40 2k's (what the devs consider what killers should get) if it's possible to reach top MMR in 40 games with just 2k's, we can stop pretending top MMR is something only sweaty players are at rather than 100% of killers who actually play the game after the first week.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2656235#Comment_2656235
Exactly. Now the sweaty killers are facing the sweaty survivors, instead of being paired with everyone else. As it should be.
There's an issue when you consider 100% of killers sweaty
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@Beaburd said:
This thread suddenly gave me an idea for a new survivor item: the whip.
Now this item doesn't have any practical purpose or use limit, but its range is about 4m and it will show a pretty lashing visual with a sound-cracking audio cue when used.
I think that would be very entertaining for all players worth considering involved.
That's basically just a flashlight and how 90% of survivors use flashlights. I feel few actually bring them in to do saves. They bring them so they can do epic clickings.
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@geldon12345 said:
Dead by Daylight is currently the sweatiest it has ever been and I can not get enough of it. As a killer with very high MMR on most of the meta killers, every single game I play(crossplay off) is a complete sweat fest from both sides, with toxic gameplay being the norm. I snuff the boons, wait out the DS, slug for 4k, bleed out, everything I can possibly do to make it a less enjoyable experience and win for myself is what I do.
You have very high MMR if you can average 1k and you play more than like 2 hours a week.
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@jesterkind said:
Nothing that's been mentioned so far is worthy of being killswitched, though? It's not for stuff that's annoying or OP, it's not even for stuff that's bugged.
It's a very specific tool for a very specific purpose, it's not something they're just refusing to use for some reason.
Then they shouldn't have described it as being used so we don't have to deal with buggy broken stuff until they fixed it. Seems their desire of how to use kill switch has changed from that dev update they introduced it in. It was never described as only being for game crashing bugs.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2656115#Comment_2656115
The visual feedback it gives isn't game breaking so there's no reason to kill switch it.
I mean it is game breaking for numerous killers since it also cancels their powers. Not everyone is a Legion.
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The biggest issue is people talk about how it's only bad at high mmr. But since the MMR system is skewed so killers gain MMR fast, it means almost every killer playing more than a month will hit max MMR. Meanwhile survivor is much harder to get into top MMR. This results in killers playing against survivors way out of their league. It's basically just like ranks where killer was made easier to get to rank 1 with because rank 1 survivors were sick of going against the same handful of players.
But yeah, it's not just a vet issue. You can be playing a month or less and be top MMR. It only takes 17 4k's and a 2k to go from bottom to max MMR. Or 80 1k's, which can be achieved by just facecamping the first survivor you down for 80 games. Yes, even guys who just face camp are at top MMR because you have to 0k to actually lose MMR. And few people are getting 0k's more than they get even a single kill. If you played a solid amount when MMR dropped, you were likely top MMR before the week even ended.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2656169#Comment_2656169
Then that needs to change. I was actually unaware of that. We shouldn’t just be kill switched potentially OP/hated things though
Nemesis is the easiest explanation due to the black and white nature of the tentacle hit at a pallet. Twins is the worst affected. If Victor gets validated he just drops behind the survivor who can now turn around and immediately kick him. If the dead hard isn't validated, Victor will fly past the survivor often too far for the survivor to run over and kick him. So getting validated=instant victor death when a normal dead hard will generally just result in him landing harmlessly away from the survivor. Pig is another one. Often her dash is so long that on a normal dead hard, it can still catch them at the end of their dead hard. But if it's validated, the Pig stops entirely. The issue is there are different things occuring between a validation and a non-validation.
I don't really know if dead hard needs kill switching. Probably not. But I am weary they'll ever use killswitch for anything short of true gamebreaking stuff like COH crashing games.
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The problem with the "at high MMR" thing is that any killer who plays even a small amount and can manage more 1k's or more than 0k's is going to be at high MMR. To lose any, you need to be getting constant 0k's. Legit you could facecamp a single survivor as Bubba for 80 games and bam, you are max MMR. Getting top MMR for killer is too easy and straight up inevitable. It's much harder for survivor because only an escape counts, it seems. This is also where the "1k is a win" thing came from. It was in reference to how your MMR is moving up even with a 1k.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2656128#Comment_2656128
It was a fix. Is the perk OP? Maybe but there’s no denying it doesn’t break the game so no kill switch needed
It's not a fix though because it bugged the perk. I am sorry you haven't been looking into tons of evidence posted on this forum. I'll leave with a simple question though
Can you explain why, if a pallet is downed and a Nemesis at tier 2 swings their tentacle at a survivor behind it, why does the pallet not break if the validation happens? The formula for Nemesis tentacle is simple. No survivor hit=pallet break. This does not happen if there is validation, forcing the Nemesis to break the pallet. There is no other perk, add on, or any interaction that can replicate this effect. Why does this happen and why do you think it's intended?
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@Phasmamain said:
Dead hard is working the best it has in quite awhile tbf
I mean yeah when you buff a perk it does tend to be better
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@Marigoria said:
Don't they have different effects?
But yea, if one is disable the other one should be too. I think you should only be able to use those during events to make the events more special in their own way.
Yeah, the serum is fairly worthless on most killers and the refined serum for survivor is actually a pretty sick add on that has saved my behind numerous times. The serum for killers is fun for memeing at a cost of actual efficiency and a good add on.
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@ThiccBudhha said:
The harsh reality is that they do not care about high mmr. If they did, they would have balanced the game or at least started even if we are a few months late. Lol.
The thing people do not understand is that killer is genuinely ludicrously broken at low mmr. Seriously. Any killer buffs would eviscerate the new player experience. And nobody is offering constructive advice on how to address that issue.
I actually feel bad for them because some devs just do nothing and ignore problems for the sake of it. But I believe the issue here is that they need to have this tug of war philosophy to try and please the largest group possible and every change throws that into chaos, so they spend more time trying to stabilize it. No excuses for stupid changes like Deathslinger's nerfs, why they waste their time on stuff like that is beyond me. However, there is more to it than most people are willing to admit.
Well I hope there's enough people out there interested in a 5 year old game to keep this revolving door strategy going. Since it seems the devs intention is to just attract new players then watch them leave after 100 hours since the game is almost offended by the idea of player retention. At some point there aren't going to be new people interested in playing a half decade old game anymore. Player retention is important for games but behavior seems to have taken a path of ignoring the idea of retention and just trying to constantly get new people to replace the revolving door of people sick of the games BS. I sure hope there is an infinite base of new players to capture half a decade later, or this game may be in some trouble soon.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2655859#Comment_2655859
You should play both killer and survivor to get rid of your "us vs them" mentality.
I do. Survivor is hilariously overpowered and catered to.
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2654690#Comment_2654690
Like what? I don't think they'd ever gave any reward for putting up with anything aside from Legacy I guess.
I'm not the devs so I can't say but I am sure it would be the same reward it always is: Extra BP.
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It's probably up to the License holders if it got removed anyway.
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@BigChapAlien21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2654690#Comment_2654690
Did they say this is what they'd do? That's pretty heartbreaking and pretty much confirms that Killer and their players are just assets for the Survivor experience.
They mentioned in the anniversary stream they wanted to start doing incentives if one queue side was too long. IE long killer queues would trigger something to incentivize people to play survivor and vice versa. It wasn't a direct response to killer being more painful (this was before SBMM or boons) but a response to what they might do about lengthening queue issues.
At least I am pretty sure they mentioned that in the anniversary stream unless I lost my mind.
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I doubt that. I think a more likely outcome is forcing/bribing people to play killer in some way. Incentives, like they talked before, are likely. They'll just start offering big rewards for anyone willing to put up with it.
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@BadLooperQ said:
https://forum.deadbydaylight.com/en/discussion/comment/2654211#Comment_2654211
Did I hurt your feels? Don't you know how to play without camping and tunneling? Cause even if I'm bad I manage to get kills without camping and tunneling, even it means 1k :)
You seem to have mistaken this forum for post game chat.
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@BadLooperQ said:
Do you want a cookie for being a tryhard or sometin?
No, but the survivors want a win for being bad, it seems.
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2654116#Comment_2654116
Imo, voice chat isn't worth discarding because of the 76 people that don't know even basic words like "gen" "heal" "hi" etc.
And generally, I don't think that, in Europe at least, there are that many people that don't understand ANY English at all. Nowdays pretty much any gamer knows English.
That's cool but you're not a company trying to sell a product. They're not going to take a stance of "English matters only" when the devs themselves aren't even primarily English speakers.
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@zarr said:
My survivor queue times are usually short, killer queues usually take noticably longer for me. Depends on time of day and night too, sometimes it's reversed, but I have not had 5+ minute survivor queues in ages. SWF queues are usually a bit longer, but also only very rarely hit 5min. I would not be surprised if there are still more people playing killer than survivor at high MMR.
I would like to see evidence of people having long survivor queue times. Whenever I watch streamers it's the same for them, they have pretty fast survivor queues, in regions across the globe. Maybe survivor queue times at lower MMR are worse though.
TrU3Ta1ent (UK) solo survivor queue times: 1min10s; 16s; 1min10s; 1min; 1min45s; 2min; 1min30s; ...
ZuabtLEL (CA/NA) solo: 10s; 40s; 30s; 30s; 12s; 35s; ...
Hens333 (EU) duo: 45s; 1min; 1min20s; 1min10s; 1min30s; 1min; ...
Can you show me VODs of people actually having upwards of 5 minute survivor queue times?
I mean I could post my own vods where it averages 4-5 minutes now but that's generally a no-no to advertise.
Peoples times are going to be based off region and time. For instance no one you posted there is from my region. Zubat is East coast. Doesn't tell me much about prime time West coast queues. Maybe it's just west coast that is having this issue because people post "well I don't have this issue" but don't post the times they queue or the region. I am in US West, in Southern California, and my queues between 7 pm to 1 am average about 5 minutes now on week days.
Even Scott Jund posted a tweet a day or two ago about his survivor queues being way longer suddenly, and he's in the same region as zubat. He simply argued it was caused by some unknown issue and not from people leaving.
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2654035#Comment_2654035
Oh no, I 100% agree. Dead Hard is just as annoying as NOED, in fact I'd argue it's more annoying than NOED. Both perks are second chance perks, so it's a fair trade.
Sure, if they buff NOED as they have with dead hard. I'd suggest removing the totem aspect, like original NOED.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2654045#Comment_2654045
Just make it opt-out.
Overwatch has native VC and Blizzard do a fairly good job of policing it.
You can't really opt out of it in games like this without hurting your team and basically griefing them. Overwatch is not an asymmetrical game nor do the two side in a match work toward completely separate goals. In F13 you NEEDED to use voice chat for various things. It was barely an option. You were a massive drag on the team if you couldn't tell people you found the battery, or that you were repairing the phone lines, or that you had the car fixed and ready to go. Then you have a game like Phasmophobia where it isn't even an option since the game relies on voice recognition and isn't playable without it short of using a sound board.
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@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/2654038#Comment_2654038
Then turn voice chat off and let us solo q players delegate who will go forthe Lament Configuration.
Swf is how DVD should be played, it's not breaking the game. What's breaking the game is BHVR Not accommodating that with solo q
No. Because then you'll start DCing or coming here to demand punishment to people who don't use voice chat. That's the problem. It is a massive advantage and thus if someone on your team isn't using it if it's available, they are hurting the team and that will likely result in DC's, sandbags, and complaints here and elsewhere. Putting voice chat in the game is forcing it to be used. You will have to use it regardless of if there is an option to turn it off.