SweetTerror
SweetTerror
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@DemonDaddy said:
With sbmm functioning properly, balance for the top players would make casual games possible at any level.
I wish that were true. I play only a handful of matches a week, and out of those matches one or two may be Killer. The other day I played a Doctor match, which is a killer I rarely play with, and the survivors just steamrolled right over me. I only managed one hook with zero kills. Matches after that didn't fair much better, even with the killers I'm decent with.
At the end of the day I like to relax, put my feet up, and enjoy a good game. The state that DBD finds itself in right now has made me go back to single player games, and honestly it's hard to see myself going back (to Killer anyway), anytime soon.
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@ThiccBudhha said:
I had red ranks back when I first started and made it to rank 13. So... It wouldn't be anything new.
Red rank wasn't always an indication of skill though. That's not to say that a rank one wasn't justifiably earned, but in some instances it was easy to level up, especially with survivors since you have a whole team to carry you.
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@KateDunson said:
I left the game because of it, in a casual game like dbd it's sad to see a system like this, the devs don't listen to the community so all i can hope for is that more and more people quit playing.
I think it's already started. DBD is only averaging roughly 40-60 thousand players right now. Granted that doesn't include consoles, but I can't imagine that number being very high either. When you take that number and stretch it across the entire world, that's not a whole lot of players to play against.
If more and more people continue to abandon this game, then hopefully we'll see changes for the better.
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Simply put, there's no other game like it. Not to mention it's fun being able to play as iconic killers. That being said, the SBMM has made the game far more sweatier in higher ranks. In my region, it feels as though players with high MMR on killer have quit playing. Survivor teams with high MMR are being matched against killers that are far more casual or inexperienced than they are. I don't play a lot of killer, but lately when I do I've been getting steamrolled, which shouldn't be happening with SBMM. As such I don't see myself playing killer at all anymore.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2521578#Comment_2521578
I honestly think something is up with killer mmr lowering because how do you get 0k in 15+ matches in a row and still face the same quality of opponents.
I don't know, but I don't have the patience to find out. I don't care to get steamrolled for hours on end until the MMR supposedly "balances out". Because of this I've been playing far more solo survivor, which has been more pleasant than playing killer.
The sweat fast has been all too real in my region, and those with higher MMR on their killers have probably quit playing. It would explain why survivors are being given more casual or inexperienced killers to compete against. I wager the same has happened to you. If there are no high MMR Killers to compete against high MMR survivors in your region, then unfortunately people like us are the ones they're going to be playing against.
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Yeah I've never sweated as hard as I have before until the SBMM was activated. I'm a casual player, the very kind of player that this new ranking system should be benefiting, and yet it isn't. I feel as though my low Killer MMR is being used to give other higher MMR teams an easier time. They most likely got destroyed in the previous match so the SBMM is using me as a means to throw them a bone.
I rarely play Doctor, but when I did I got only one hook and zero kills. The match right after that was with Pyramid Head, which I'm decent with, but I only managed three hooks and one kill. After getting stomped back to back, I decided not to endure that anymore, and I haven't touched killer again but once.
Simply put, SWF is ridiculously unbalanced. Nothing a killer brings into a match will counter a well coordinated team on comms. If the game detects players playing together, then the killer needs a buff in some capacity. Quicker bloodlust, something.
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@R2k said:
I think Ruin needs to be passive but much weaker version. It will allow people to run whatever they want build and still have a chance to kill. I kinda understand why killers don't enjoy running all over and hitting every gen.
That's precisely why I prefer the chase. The time that I take to kick a gen is time that I could be using to chase a survivor, but perks like Surge and/or Eruption just don't do enough damage.
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@Myla said:
Imagine using meme builds but also caring about winning at the same time. Such a contradiction to me.
I used to not care about winning or losing as I would use the builds that I found the most fun, but ever since SBMM has been activated, generators just fly thanks to well coordinated SWF. After endearing match after match of being down to one generator within 3 to 4 minutes, it makes one go back to using slow down builds.
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@Bwsted said:
If you're in it for the chases and like chase builds, then just do it? You can have fun chases even if you lose (basically, the best solo survivors can aspire to).
I used to have that same train of thought, but when matches are ending in less than 5 minutes because you have absolutely no map pressure or gen defense, that carefree attitude goes out the window very quickly.
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BHVR stated they were only focusing on Halloween and Anniversary events from here on out, and for the 5th anniversary they did nothing but give us more cakes and balloons. Simply put, don't expect them to raise the bar too much for Halloween. It's just going to be more of the same. No new modes, nothing crazy for the two week duration that it's live.
Just seriously lower your expectations and you won't be disappointed. 😕
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Playing killer ever since the SBMM was released has been an absolute pain. I'm a casual player, and the first two killer matches I played when the MMR went live again were two of the sweatiest matches I've ever played, and I haven't cared to go back.
I don't know how many matches I have to lose in order for the ranking system to properly adjust, but I don't care to get steamrolled over and over until it does.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2519785#Comment_2519785
A good way to know which games i can evade I dont mind if swf or not i just wanna have fun
No doubt there will be killers dodging certain lobbies, but I think that's a risk worth taking. Even if you were to bring perks that could limit the survivors aura readings, they can still fall back to their comms, which breaks almost anything a killer can bring into a match.
I've been watching streams recently from Tru and Dowsey, and watching them play at high MMR against teams on comms has been a huge sweat fest for them. Dowsey played for 3 hours earlier today, and there were many a killer match that he got destroyed on because their communication was so good.
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I think a simple indicator for players that are playing together would be a huge help. At least that way you know what kind of game you're going into as the Killer, and can bring a build to help counter that.
The upcoming game VHS was designed with voice chat, which is one of the many reasons why streamers have stated that it feels far more balanced than DBD. DBD was not designed with voice chat, which I think says a lot about how the game was technically supposed to be played. You have to rely on outside apps to communicate with one another, and sadly nothing has been done to help counter that for Killers. It's why so many professional teams like Oracle have been so successful.
Simply put, either let Killers know that they're playing with a SWF, or as others have suggested, buff solo queue survivors.
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@Superyoshiegg said:
No.
It's been suggested many times through out the years, but tying perks and other abilities to specific Survivors is a poor idea. You're just going to start seeing the same 6-7 'meta' Survivors (just like with perks), because people won't want to feel like they're at a disadvantage because their favourite Survivor isn't as good as another.
Let Survivor choice remain purely preference. There's nothing wrong with that.
I already have everything unlocked with Feng, and I really have no desire to do that over and over again.
Then don't? Survivors are identical gameplay wise, there's absolutely nothing incentivising players from getting all perks on every Survivor.
And I understand if perks need to always be teachable, but there's no reason to not make specific items tied to specific characters though. When Ash was revealed to be coming to DBD, I thought surely they would have incorporated his boomstick or chainsaw in some capacity, but they didn't, and I thought that was a huge missed opportunity.
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@Crowman said:
Well it's a new survivor with the new boon totem perk we were told were coming this year in the anniversary stream. Trickster's chapter also had the survivor in part of the teaser material we got.
But if the boon totem is tied into a perk with the new survivor, then that survivor stops being unique once you unlock their teachable. I can understand if a perk needs to always be teachable, but there needs to be something other than cosmetics to set survivors apart.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2514137#Comment_2514137
Ok but what about the potential deletion of Hag? You've already broke the OPs heart, don't break mine 😥
Oh come on now, there's more than enough heartache to go around. LOL
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@Tyr said:
https://forum.deadbydaylight.com/en/discussion/comment/2514137#Comment_2514137
Is it only ever going to be a perk-less/addon-less Trapper in that mode?
I agree. At the very least I would hope that they would include more Killers within that mode other than Trapper.
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@Sickerton said:
The current tutorial matches are basically training mode in a Street Fighter game, but you can only play as Ryu.
And your opponent is always Ken.
And you can't see the moves list.
And special attacks are disabled.
What I'm getting at is it isn't very useful, apologies if I have been too subtle.
And that's precisely why the description did not match what they were describing. The way it was discussed made it appears as if it were an entirely separate mode.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2514020#Comment_2514020
I hate to be the bearer of bad news, but that section refers to the tutorial bot matches (note the bit that mentions they're already available in the live game).
No plans for a further bot-mode have been announced at this time.
And that is disheartening. It stated that you would be able to practice anything that you learned in a real world scenario, but until you can use any killer or perks that you want, then it's simply disappointing.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2514020#Comment_2514020
To me it looks like they are referring to the same thing
They mentioned that bot matches are already available in the live version of the game. The offline matches were to be something entirely different. But if they were somehow referring to the live version as being the offline version (which would be beyond confusing) this could have easily been cleared up by any developer or moderator, but no one has said anything.
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@[Deleted User] said:
It did happen, it's the "survive with bots" and the "kill the bots" mode in the getting started mode.
That was already implemented prior to the update. The offline mode was to be entirely separate from that.
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I just hope that boon totems don't detract too much from a Killer's objective. Killers already have to keep an eye on seven generators and four survivors, and adding another objective on to that seems unnecessary.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2512835#Comment_2512835
It's pretty wild that people say "just don't play sweaty lol"
Subjecting yourself to a string of losses for what? The vague hope that the obfuscated MMR will self correct and you can start having fun again? How many cocky, rude survivors do I have to endure being as rude as possible before I get to play how I want? How many games? Twenty? Thirty? It's like they want killers to burn out of the game by making the entire experience hostile.
What disappoints me more than anything, is that in the July developer update BHVR stated specifically that there would be an offline bot mode to coincide with the tutorial bot mode that can be found online. To this day not only has that not been implemented, but not one developer or moderator has clarified why that never came to pass.
For me personally, I love games with bot modes because what better way to cleanse the pallet after a bad match then to take your frustration out on some poor bots? LOL I don't know if they thought that they would no longer need it with the SBMM, but they clearly still do.
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Peanits stated in a different thread that it's going to take a while for the SBMM to properly adjust to your level as killer and survivor. He didn't state how many matches that could take, and obviously I can't speak for everyone, but if I'm getting steamrolled the last thing I want to do is "stick with it". The two matches of killer that I played when the SBMM went live were two of the sweatiest matches I've ever played, and I don't care to experience that over and over until things get supposedly better.
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His chains are an absolute pain. It's understandable if the chains break more easily against the environment, but Pinhead himself can also break the chains if he crosses through them, which happens all the time. He's the only killer that can sandbag his own power.
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@Mr_K said:
Not to mention he was also rocking a legendary outfit
I didn't know the shop was locked behind a playtime wall. 🤔
I hate to say this but, how is this much different than before?
Curb stomping survivors at rank 1 was common due to many different levels of skill before. Being a solo survivor you must know the feeling.
All I was alluding to was that not only was the Killer really good, but if you're going to spend $15 or more for a skin, then you're clearly devoted to the game you play, and it showed. Like I said, we had no business going up against him. It was one of the more lopsided matches I've ever been a part of.
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@GuyFawx said:
In those type of games you best just focusing on doing challenges for the bp and not the win
Before the SBMM went live, BHVR said that most matches should end with two kills and two escapes. Now that the MMR is live again, they stated that that should be happening more often now, however anyone who plays this game on a regular basis knows that simply is not true.
We all have bad games, it's inevitable, but when it's consistently bad, that's when there is a fundamental problem with the game. Gamers with hundreds of hours or less are consistently being matched against players with thousands of hours. Not only is it not fun, but it's starting to make more and more players, especially new players, turn the game off altogether.
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While my experience with solo survivor has been a pleasant one, I haven't touched killer but once since the SBMM went live.
I've already told this story in a few other threads, but my first two Killer matches with SBMM were the two sweatiest matches I have ever played. Now bear in mind I play more survivor than I do killer anyways, so my MMR rating for Doctor and Pyramid Head (and just killer in general) would not be that high, but somehow I was pitted against clearly high ranking players.
I don't ever want to sweat that heavy ever again. Because of that I haven't touched killer since.
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Definitely. Between tool boxes, brand new parts, and perks like prove thyself, you need regression perks for killers otherwise matches will end in less than 5 minutes. I would love nothing more than to use fun builds, but sadly I fall back to the same build time and time again because generator speeds are not properly balanced. If a killer doesn't have map pressure, then there's little they can do to stop generators, especially when you're going up against SWF.
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@blue4zion said:
https://forum.deadbydaylight.com/en/discussion/comment/2506757#Comment_2506757
He was unique, and ofc theres going to be that few that enjoy it, but the general feel was negative for him.
Again, it was silly to sit there and watch a survivor do objectives while you wait and I never want that back. I can't be alone either.
From what I understand this is generally what led to his rework. Knowing that you could not injure or down a survivor until they were in the dream state gave them a small window of invincibility. Like you said you're stuck watching them cleanse totems, or worse open the exit gate knowing full well there's nothing you can do until they're back to sleep again. Many smart survivors used this to their advantage. However the dream mechanic was such a great concept for Freddy as it made perfect sense for his character. I feel that he didn't need to be completely reworked, just fine tuned.
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@OniWantsYourMacaroni said:
My problem with Freddy is that he's such a bland killer right now.
His skill ceiling doesn't exist,there aren't any cool tricks and techs you can do with him.There's just nothing you can really learn about him while playing.
Not too strong not too weak,just mediocre.
Addons are awful aswell for the most part.
They need to do something again to change him imo
Yeah what I find interesting is how Freddy is still listed as a hard killer to play as, but he couldn't be more straightforward. Everything unique about him and the dream world has been completely changed. He couldn't be a more vanilla killer.
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While I never got to play with or against old freddy, watching how he was originally designed is what made me purchase the character to begin with. Little did I know that he had already been reworked when I made the purchase and he played completely different. But now that he's been nerfed to have less snares and pallets, and be slowed down while he's putting down snares, along with add-ons that are just utterly useless, makes him a killer that I really have no desire to play with.
Teleporting to generators is nice and all, but there's nothing about him or the dream world that feels unique anymore.
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You can't really jump to conclusions over something that hasn't been implemented yet, let alone explained in great detail. However I am concerned about giving Killers another objective. Generators already fly by way too fast as it is without regression perks, and giving Killers something else to be on the lookout for other than monitoring generators is something that is worrisome indeed.
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I played two killer matches for the first time the other day since the SBMM was activated, and it was absolutely abysmal. I've never sweated so hard playing killer before. I play more survivor than I do killer, so it was a bit of a surprise. Every time I go to queue up killer now I think about those last two games I had and I I either switch to survivor, or I shut the game off completely.
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And the map is deactivated again. This is so ridiculous.
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Yeah there's clearly something legal going on behind the scenes as to why the lines were pulled. BHVR is at the whim of any character that is licensed, case in point: Stranger Things. Netflix is pulling the content come November. Now I don't know if those that own the rights to Pinhead didn't appreciate the meme jokes or not, but something clearly ruffled their feathers. Which is sad because he's the only killer that speaks, and what made him more terrifying was watching him tell the survivor that he's going to rip their soul apart!
Hopefully we'll get the lines back at some point. But right now the SBMM has me playing a wait and see approach because I rarely play killer as it is, and the killer matches that I've played since the MMR was turned back on have been nothing but a sweatfest, which has kept me from playing killer.
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@Sweet_Tour said:
https://forum.deadbydaylight.com/en/discussion/comment/2502319#Comment_2502319
Hola Bubba, yeah basically were doomed
I just don't get it. What's the point in announcing that you're only going to focus on two events a year, and then not do anything remotely different? Why not inject some fresh ideas into these events? It only lasts for 2 weeks, so go crazy!
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Surprisingly enough the wait times have actually been pretty decent for both sides, however the servers where I'm located are matching me with people far more experienced than myself. First two killer matches I played when the SBMM activated were two of the most sweatiest killer matches I've ever played. And honestly, I really don't care to go through that again so I haven't touched killer since.
To add insult to injury I'm a casual player too, the very thing that the MMR is supposed to be catering to, and it clearly isn't.
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Good luck mate getting your DLC back. The same happened to me on the Playstation platform. I filed a ticket, and not only did it take the support team over a week to get back to me, but the only thing they said was restart my game, and/or download from the PlayStation store again. Not only was the timing of their response done poorly, but the nature of their response was not helpful. It felt like they couldn't care less about what had happened to me.
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BHVR stated that they would only focus on two events a year: Anniversary and Halloween. Sadly, all this extra focus did for the Anniversary event was give us more balloons and cakes. In other words, don't hold your breath for any new ideas.
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@Jasix said:
Alert: It is a staple in my survivor build. I get more info from it than I do other information perks imo.
I play 50/50 so that means a lot of survivor. Back when I needed BP to unlock perks etc I always ran We're Gonna Live Forever - it helped with getting people off ground faster and with BP. I still think it is a great perk for players who need BP and want to play survivor.
Soul Guard: This is a great perk in my opinion. I play solo survivor 98% of the time and people will try to get you up while the killer is coming towards you - well no problem with Soul Guard.. get up run at killer.. get hit...get that 8 second Endurance effect and the speed boost when the killer hits you. Also a great perk against Hex perks - especially NOED in the end game. This perk is fun to run with Unbreakable and Tenacity. That combo has saved me and allowed me to escape numerous times.
Alert is nice, but I prefer Bond simply because you can see what your teammates are doing, and if one of them is being chased it gives you the comfort of knowing whether or not you can stay on the generator that you're at. Not to mention you can pinpoint exactly where someone is if you need a quick heal.
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For killer I like using bloodhound from time to time. Not only does it completely counteract Iron Will, but having a nice bright shiny trail lead you to where the survivor is, is a nice touch. Not to mention it combos really well with sloppy butcher.
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@vreaper1 said:
After the update it seems like every survivor is a Professional player.
None of my matches has been balanced at all and it seems this is a high competitive game now. And that sucks.
Yeah the first night that I tried SBMM, my match with the Doctor resulted in just two hooks and zero kills. The next match I played Pyramid Head with three hooks and one kill. And these are killers that I don't play with a lot, so the thought of playing with someone I never have before is really putting me off playing altogether.
I don't like using the same meta builds over and over either, but if I want to stand a chance I feel like I have no choice but to use the same old ruin, pop, corrupt, tinkerer combo.
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If you're playing solo survivor then the experience has been more beneficial as you'll be teamed up with more confident players, however this new MMR seems to pit my killers against players that have thousands of hours in the game, which I don't have. In other words, I'm playing far more sweaty killer matches than I ever did before. I don't play a whole lot of killer, but when I do I'm in it for the fun of it since I don't like to use meta builds. Sadly though without massive slowdown perks, matches go by in less than 5 minutes, which is no fun.
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Sadly there is nothing wrong with a killer camping the hook. I try and help my team out by lasting as long as I can, but if no one's using that time to work on generators, then I'll just kill myself on the 1st hook and hop into the next match.
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@Kennishi said:
Need a clean towel after every game
In all seriousness, I really don't want to experience that much sweat ever again. I don't play a whole lot of killer, and for me to have encountered the experience that I did was simply mind-boggling.
They're already reports of people with thousands of hours going up against people with barely 5 hours in the game, and I can't wrap my head around this MMR. And what really stings is that I just bought Pinhead and I would love to play him, but I don't want to be steamrolled match after match.
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/280145/making-everyone-rank-20-again-was-a-bad-idea
Just a little heads up.
Ranks or grades or whatever (same S different name) doesn't mean anything now anymore.
You have sbmm behind all that which determines with who you get paired and against how good of a killer you go.
The better you play, the more difficult killers you face and the better survivors you get paired with.
That's how it's supposed to work, but it's a crock. I don't play killer much, but I decided to go ahead and give the SBMM a shot last night, and I've never sweated more than I have before in this game. I had no business going up against that caliber of survivors. It was horrible.
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@chargernick85 said:
Let's see here my games last night.
Blight - Slaughter at 4 gens.
Nemesis - 4k at 2 gens. They repaired all 3 gens on one side of map and I let them do it.
Wraith - 4k at 2 gens. They almost made a come back I had 3-4 hooks before 1st gen (I took foot off gas to early) but in the end 4k. Even had a survivor accuse me of hitting them while I was cloaked. Visual bug maybe?
My dear Pig - She should be playing high level (Only 1 game I have not 4k) but I don't think she was matched appropriately 4k at 3 gens. Maybe they didn't know how to play against Pig? Solo struggles with lots of killers but really struggle against stealth.
Switched to survivor
First game - Wraith with ruin, pop, sloppy, thrilling...we got destroyed. The 2 default Feng's were down before I got to a gen.
2nd game - played huntress on swamp and she never missed any hatchet throws that I seen. Destroyed again at 4 gens.
Said Piece out and shut down my xbox.
It's interesting to see you say that because it appears that the SBMM sets some people up to be the victim for other people. In my experience I appear to be the type of killer to give other survivors an easier time since it apparently can't have me play against other casual players of equal skill.
I've never sweated this hard before in DBD, and if this is what I can expect from the SBMM, then I'm certainly done playing this game for good.
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@Sluzzy said:
Too sweaty. I don't see how any long-term killer will stick around facing non-stop genrush teams, all being cocky and teabagging. MMR has ruined the game for killers.
Being the casual player that I am, it was hard to play the killer role before the MMR was activated. Now that it has, things have only gotten worse. I can't believe that I miss what the game was like before. Matches could be a pain in the ass, but it wasn't consistently this bad.
Last night I got absolutely decimated by survivors that I had no business playing against. Those players made me feel like it was my first time ever playing the game. This is precisely why I was looking forward to the offline bot mode that BHVR appears to have scrapped. Because if I have to choose between brain dead bots or survivors that are going to steamroll me, I'll go with the bots.
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I decided to change things up and go back to survivor and I went against the most sweatiest Spirit that I've ever seen. She had three hooks before a single generator was even completed.
Screw this game.
