Sypherpathic
Sypherpathic
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@Beaburd said:
This perk is fine, you guys are over-reacting.
Does it give both you and your entire team "We'll Make It" and a version of "Self-Care" that's more powerful than it's ever been in this game's history? Yes.
Does one person bringing this single perk basically mean you're giving your entire team the equivalent of 8 cumulative perks for one perk slot (SC and WMI for everyone)? Yes.
Does each of the perks it gives your team for free normally have an activation condition (unhooking) or a downside (reduced healing speed)? Yes.
And does this perk allow you to bypass these normal perk limitations to create super versions of them for free? Yes.
But you have to remember it's constrained to totems that take 14 seconds to bless, and that killers can extinguish it freely.
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Now sure, 14 seconds to effectively give your entire team unconditional access to 8 super perks for one perk slot sounds overpowered, but think about it this way.
The killer can temporarily disabled that totem if they can find it, by deciding to take their much more valuable time locating and destroying it. Meanwhile the pitiable survivor needs to use a little more of their much less valuable time re-establishing it in the next key location of their choosing.
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So overall, after thorough evaluation and contemplation, I would have to say this perk is really messed up and gl to you hit and run killers in particular. Sucks to be you.
Wait, I play Ghostface and Legion... Son of a-
Yeah, this is just someone watching (likely outdated), YouTube videos. I'd bet that OP has absolutely no actual experience with this perk 'ruining the game' but that they just looked at some 'The Sky is Falling' videos from when it first hit the PTB.
It was game-breaking in it's initial form under extreme circumstances where ALL survivors built toward breaking the game with it AND they focused EXCLUSIVELY on doing nothing but healing AND the map was conveniently built to allow a lot of overlap based on totem positioning.
I'm pretty sure this is why they reduced the radius - to avoid this kind of SWF exclusive focus.
The fact that even SWF groups wouldn't spend much time on this aside from novelty, it takes the right map layout (now alleviated), and there have been changes is lost on some.
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@thelemonwolf said:
https://forum.deadbydaylight.com/en/discussion/comment/2588842#Comment_2588842
So you must really enjoy getting bad games where the killers just kind of stomp you and all you can do cuz theres now no countermeasure is say "alright let me just give up" or "let me hide while I wait for my team to die." Sounds really fun
yep, being the last person with a reasonably good killer usually ends up killing me. It's easy for them to patrol both gates and figure out where I am. THis was usually after they closed the hatch, so the hatch change means nothing to me really.
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@JexxTron said:
https://forum.deadbydaylight.com/en/discussion/comment/2542674#Comment_2542674
Thank you. I will play a killer. Which one is good for this?
At this point, I'd say try different ones and just play what's fun for you.
I would suggest one that's not that complicated.But the deeper corolllary is that every killer you play, you will come to understand a little more about anything you use, starting with the killer's power, even if you don't spend a single bloodpoint on them.
But.. Killkers earn say more BP per sweat-minute for every match you play, so just pick one that looks fun and go for it...
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Playing killer is definitely helpful. It helps you to see what the killer sees. Pay lots of attention to when, as killer, you are locked into looking a certain direction - like with stuns or pallet kicks. You want to be able to capitalize on this when playing the other side.
It's also good to know what the killer can really see. A lot of people think they are hiding or have escaped when they've left scratch marks all over vertical walls or whatever.
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Certainly hoping for big changes to shake up the meta. But too much, too fast, is bad marketing.
I hoped for this with The Executioner's cages but they fell by the wayside. They seemed like an intro to a mechanic that sidestepped hooks and could bring in some new dynamics with successive killers. But they didn't.
Holding out hope now for scourge hooks and these boon totems but... just slightly.
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@MikeyIsHere said:
https://forum.deadbydaylight.com/en/discussion/comment/2504205#Comment_2504205
I hear you. But in my opinion the devs actually caring is a big first step at least. That means the game can improve for the right reasons.
The devs caring is nice, but in watching some videos about it and catching their deep dive into the Dollmaster last week, my worry becomes their experience. They're proposing a netcoded game and I'm not sure they have the chops for it. They talk a lot about enthusiasm for the project but to me, absent any real credentials, it sounds like they're avoiding saying that none of them has done anything like this before. TO me, that leads to messy builds that slide out of control, especially once a project goes live.
I've been through these cycles with other genres, especially in the MMO world. Everything always looks great and everyone gets worked up when it's hypothetical and not yet released. Then reality hits when it's actually playable.
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@CluelessWanderer said:
https://forum.deadbydaylight.com/en/discussion/comment/2497676#Comment_2497676
Screw the mortgage, the ill dependents, and the car payments . I have a frivolous personal item to purchase! I want to be cool too.
Hold my beer.
Why do PC players always seem to act like people are playing console because they're poor or cheap?
We have no less than 4 viable gaming PCs in the house. My wife and I play on PS4 because we sit in office chairs working all day. When we go to game, we don't want to sit in office chairs or use keyboard and mouse. I just spent all day doing that.
We actually both have DBD on PC but we've gotten lots of DLC on PS4 and find it more fun to play side by side from the couch.
Also, $1K is not that much for a gaming PC. I think you'd get pretty low performance for that price, given where video cards are these days.
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There are also tome challenges to heal oneself. I believe in Tome III there is one to heal self for 8 health states. It's much more tedious to get done with medkits. I used self care for that and got it done quickly.
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My wife and I would likely buy it right away, but.. I kinda doubt it's on the radar, even.
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@Impose said:
I wouldn't. The game is not balanced and doesn't pretend to be balanced. Putting an MMR system into effect in a game that doesn't have any semblance of balance makes zero sense
So taking that into consideration, how should matchmaking work? I wonder what people think. Should it just be random?
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@gilgamer said:
Chase times, what map is it with what generated tiles, what perks are being run, what killer is it, what items and offerings are being brought in what addons is the killer running and yes even kills and escapes, but how those kills and escapes were earned shouldbe weighted differently as well. For instance someone who did almost nothing but hid most of the game but still key escaped shouldn't be treated the same as someone who ran the killer for 5 minutes and got tunneled or face camped. Tbh I dont think an sbmm or mmr works very well in this game at all with all those various factors ,that need to weighted differently a considered, play into who is more likely to win.
This is a thing I have a problem with.
Many people say 'sbmm doesn't work well with this game'... To me, SBMM is defining skills that should level one up or down, then implementing a system to quantify and apply so that matches are good.
If SBMM doesn't work, how would people want matchmaking to work? Ideally?
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@EntitySpawn said:
Actual skill factors like the chase and objectives or chase/hooks compared to the current rubbish of escape and kills
So chase time + success/not success? I agree that chase should be a factor as should be hooks for killer or lack thereof for survivor.
I'd like to see something that makes you less likely to succeed if you do nothing. No generators, no chases, no unhooks, no heals. An escape without any of those should be a downgrade.
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I do wish there was some kind of pre-phase, which you're calling 'early game collapse'. Maybe the 'generation phase' or something. Where there was something different than just hiding, doing gens or getting the killer's attention. I am not a game designer but I wonder what that would look like.
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I mean, the killer's been out a week. I'm an over-expectant jerk but even I would expect it to take more than a week to make any substantioal change. The latest hotfix looks like a lot of stuff to me, so....
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2496008#Comment_2496008
The hit is always being validated, the feedback is played immediately however that way you only notice it if they had better ping at an interactable like a pallet.
I think ping is a factor, but surely timing is, as well. If the survivor hits the button to throw the pallet before you, sure, ping might mean the server reacts faster to the survivor's button press rather than the killer's... But there will surely be times where the survivor just pressed the button soon enough that they should not get hit. I feel like killers just react to what's on their screen and then say 'well I should have gotten it except they had better ping... grumble'. Sometimes you'll just have to recognize that you shouldn't have gotten the hit.
Fun side fact: The ping you see for a player will not be the same ping they see for themselves on their screen. WHen playing side by side, and looking at the info screen, my wife and I see wildly different ping values. To me this renders the ping value on the screen utterly useless. It should show a value that is each player's ping to the server and that's it. It seems to be showing some relative ping like.. me to server to other player is what the other player sees which is of no use. Anyhow...
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@Sweet_Tour said:
Let's be fair killers would 12% land BS hits at pallets if they were really close or the survivor camped it like a fool. But now I getting cucked out of hits I deserve because Hitboxes are still trash. And for those who say "getting the hit is a bug" No It means my hitbox collided with your hitbox like when huntress gets a hatchet but they dead hard and you still see the survivor bleed from the hit. It's just proof they added I-Frames to pallets.
From the way I recall from a mod post from when there were a lot of threads about this maybe a month ago, this is not correct.
It's built to show you the animation and play the sound immediately based on what your system perceives as player locations. It THEN checks with the server to see who validated first. Did that survivor activate the pallet early enough against your lunge? The theoretical way it works is, if the pallet has enough time, after the survivor clicks it, to drop halfway, you should miss the lunge, regardless of the animation on your screen.
It's unfortunate but... it's been the other way a long time. Survivors would slam the pallet, run 20 feet and fall down (on the survivor's screen). I'm sure it looked like you got the perfect hit on the killer's screen but... it was just validating differently.
There have been fewer complaints of this particular pallet issue that I've seen lately, so it seems that killers have adjusted their strategy as there are certainly plenty of killers on forums and subreddit claiming to be top-tier. Maybe they could give you some tips.
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Good news for folks who don't like the horror or gore side of this game... There are other asymmetrical 4v1 games out there that you can play. Some of them are cartoony so you don't have to worry about this gross stuff.
It's a staple of this game. It's like complaining about guns in shooters.
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@PanicSquid said:
https://forum.deadbydaylight.com/en/discussion/comment/2487001#Comment_2487001
Its because they released only a new killer, so more people are playing killer to play him and use his perks on other killers. I'd give it a week and killer queues should be shorter at night again. Pretty much every chapter is like this.
Yeah, only real option is play survivor for a while because everyone wants to play killer right now.
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/2486590#Comment_2486590
It shouldn't really be in the communities hands to calm down a mishap. If they want SBMM sure, they can have it. But in order for any balanced match making system to work the game has to be inherently balanced to begin with. And as slow as BHVR are with pushing out balance patches or fixing run down ass killers its not gonna happen soon enough before the damage of SBMM is done. If you push a matchmaking system in a game that isn't balanced the damage to your playerbase will end up permanent. Without the patches to fix whats broken or weak, it'll just bleed out players before you have time to fix anything.
I think they need to (sigh), make this a priority and have a quick way to adjust. Not like, monthly stats. They need to be looking at live stats and have smart analysis so that they can make adjustments almost on-the-fly. it SOUNDS to me, and I'm no expert, from what I'm seeing posted around, they need to pit mixed groups against higher level opponents - it sounds like they're 'averaging' survivor groups and getting a lower overall MMR than they should, thus pushing a survivor group against a killer who can't quite handle the higher level survivors in the group.
I kinda feel like they should just MMR the highest MMR survivor against the killer's MMR and see how that goes. If they bring lower MMR survivors, maybe they can learn a thing or two :D This business of letting high-tier survivors go against a lower level killer because that survivor has a lower-tier buddy is kinda crappy for killers.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2486955#Comment_2486955
I'm going to suggest something that is going to get me a lot of hate. But I would say to run self-care. A killer peeling off of another survivor and chasing you instead is actually really good for your team, unless you're injured. This is because it extends the chase and keeps them from getting hooked. But if you're injured then you're just giving the killer an easy down. Self-care is equally efficient if not more efficient at healing then having someone else heal you. But be smart about where you heal, always heal near a pallet that way if the killer shows up they're not going to get an easy down.
Self-care also heavily punishes killers who like to switch between survivors because what they're looking to do is get several people on hooks or slugged at the same time, and by healing you're preventing that from happening.
Good suggestion and I do use self-care from time to time. I try to use it wisely and not just 'run in a corner and heal' although it kinda ends up that way on some occasions.
And I do try to peel the killer off sometimes, especially when the other players have a higher hook state or as you said, they're injured and I'm not. I also try to loosen up a little on getting spotted by the killer if I've done a couple of gens or so and it seems like the other survivors are taking the brunt of killer interaction...
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2486934#Comment_2486934
You have to look for queues as to what is happening. Is the killer chasing the obsession? Because if they are the claws around the obsession are going to wiggle. Generally if that's wiggling then your safe to work on the generator. Sometimes there's visibility and I can see the survivor and killer chasing, so I know that I'm probably safe because the killer is goiing to prioritize getting a down over pushing someone off of a generator. But this depends on the killer. When I play killer I love getting the group injured, when everyone is injured, the game can quickly turn in your favor, but most killers don't play this way.
I do watch the portraits for clues, for sure. Especially the obsession chase indicator. Thanks for mentioning that as I know a lot of people don't know about it. Of course, that obsession could run the killer right into me - I've been sandbagged more times than I care to count (to be fair, I've done it to others as well).
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@PB_TORCHer said:
I’m Devotion 12 lvl 93. Silver 4 killer though I’m a vet player. This morning I was just with 2 lvl 1s and a 2. The previous game had red ranks. Matchmaking doesn’t work at all
Are you sure about how the grades work? I only ask because I'm not sure that having a silver IV grade means what you think it means. I have heard that killers are seeing matchmaking whipsaw between (apparently), low-experience survivors and (also apparently), high experience survivors.
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@konchok said:
A killer will want to take a straight line from objective to objective , if possible. So if you knew where he was when he did his last action (such as hooking a survivor or kicking a generator if you have alert) then you run in the opposite direction.
In some circumstances the direction may not be clear. For example the killer may be chasing another survivor and broke the chase because the chase is going on for too long. At this point the killers location is not known and you hear the terror radius. Move to the nearest loop and try to maneuver to a point in the loop that allows you the greatest visibility. That way regardless of where the killer is coming from you have somewhere to run.
Thanks, but do you always take some flight action when you get a terror radius? Sometimes I leave and then it seems like the killer never shows up resulting in what seems like wasted time. Maybe those times I've avoided getting caught :D
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@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/2485712#Comment_2485712
"you can really tell them apart before knowing wich grade they have" - that's exactly what I'm saying. If what BHVR is trying to make us believe that it's truly skill based matchmaking, we shouldn't be able to predict their grades. I would bet that I can guess grade color 80% of the time before seeing results. How is that possible with true SBMM?
It's because they copy-pasted rank into grade. Grades will reset on the 13th and at least you won't have this visual. The MMR might still be matching you with undesirables but they'll start at Ash IV and move up through the month just based mostly on number of games played unless they're catastrophically losing many games in a row and just not advancing. You can't lose grade, so it's a no-fall system.
But it doesn't reset until the 13th. At that point, MMR will be invisible and controlling how match-ups are done, and grade will just start at the bottom and go up the more one plays.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2486795#Comment_2486795
At the same time, though, throughout MMOs with quests the quests deemed best designed are following a formula of not just
time:reward
but
Incentive to spent the time on a quest : reward.
For example:
We all know the dreaded fetch quests that has us encounter myriads of liverless pigs and toothless wolves. These quests are a timesink, nothing else, made to have players be unable to spent their time effectively. They take long, unless you're lucky, but don't pay off.
Or escort quests.
Now, with the latter it can be done well if the developers know what they are doing, and you have a competent NPC (in the sense that they don't pull enemies etc). But even then, it's long with little worthwhile payoff.
But usually the best designed quests are those that make you want to play them. The ones that let you uncover lore and challenge your skill etc.
To have it in DbD that BP are quite literally the only reward for anything is falling into the first category.
There should, as said, be no rewards tied to the ranks/grades. Rewards should be something you can't earn through 'just playing', or at least can't earn in that amount.
We also get the reward currently associated with devotion levels. The one we spend in the shrine of secrets (I don't remember what it's called).
Unfortunately, I don't think there's a real solution. Are there games that give an absolute level playing field? I'm thinking maybe fighting games? Where the players have all the same in-game resources? Even then, and this is coming from a patently UNskilled player who is pretty bad at almost everything, there are still so many variables. Connection speed, server location, etc. Is anything ever really equal? How many people think they're much better when with their particular game, it's just that they have a better connection.
I recently have read this bit on the internet where there's some people who are mildly allergic to bananas and they consider them 'spicy' or some related variant. They're surprised to find that other people don't have the same taste-experience. I think sometimes of online gaming the same way (perhaps wrongly), where we think we're great at a game but it's just that.. we live near the game servers or happen to have the exact same setup as the devs or something that just works better. Then again, what do I know :D
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2486660#Comment_2486660
But it's still what baffles me:
When one plays a lot, which is needed to get to iri I, they will already have a lot of BP. Meanwhile never players that need BP but can't rise fast due to lack of experience and players that can't play often don't get that much BP.
It's... not a good reward.
T2P - time to play CONFIRMED!
In all seriousness, I hear where you're coming from and this is an issue with any multiplayer game.
I like to play games with my son but he has WAY more time to play than I do. The result is, he always has more experience and more rewards from the game we're playing.
This used to really frustrate me with MMOs. I got into this playing Black Desert ONline some years ago. Some things were so grindy and related to RNG (upgrading gear), and related to PvP, that if one didn't play pretty much constantly, it was a waste of time - no room to be competitive. Any hint that the developer would put anything in that maybe would let someone level the playing field by supporting the game and buying things that would help people not playing insane amounts of hours got ######### on as pay to win.
So that's all there is to it. It's ingrained into all online games that time played = reward. If you use your time elsewhere, you will always have less of whatever that online game is shoveling at you to keep you on the hook and playing. Nature of the beast. So yeah, I don't worry about how much ######### players with devotion ten times higher than mine can do. I do with what I have and try to have fun. Sure, I'd love to try some builds across killers but I just don't have the time to unlock everything with millions and millions of blood points.
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@White_Owl said:
I thought it was for taking a look into the pallet problem of that map
No one ever said anything to make it seem that was the case. Sorry, but you tricked yourself.
This. My understanding was, based on a couple of posts I had seen, that sometimes generators would .. uh generate... in rooms that were only accessible to the killer without breaking a wall. So a generator would be in a room where the generator triggers a large sliding door when it's completed but.. the only other way into the room was a breakable wall.
I mean, c'est la vie, but getting 'two genned' because the third gen is inaccessible would suck... But not every match is fair... right?
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@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2486622#Comment_2486622
Survivor gameplay is better for solos and killers are adapting so in reality sbmm is both good and bad
I know, I'm just being a #########.
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@Alphasoul05 said:
That's crazy! Who would've thought that thing that everyone said would happen across all levels of MMR, would happen, making the game less enjoyable for everyone?
@IronKnight55 said:
That's great. I've been having a lot of fun as a solo survivor and have escaped much more since the update. I no longer have to carry my teammates every game, lol.
Pick one, you guys. Either everyone doesn't like it or some do and some don't. I'm getting a mixed message here from the community.
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/2484846#Comment_2484846
Encourage improvement? Have you seen this community? Its probably the whiniest cry baby group for a game you could ever see in your life. People don't try to improve in this game. They just go on the forums and whine until something gets nerfed. And the devs in that regard couldn't balance a check book let alone this game. Having an actual ranked match making system in an environment like this is just asking for the axe....
Well, they've got to do something. At this point, I'm not sure that just making it random wouldn't be an improvement. Seems like it doesn't work well not matter what they do and as you've mentioned, there is vociferous bitching no matter what happens.
I'm just waiting for the 13th, at least, when the grade symbols will lose even the visual connection with the old system (red symbols now still tacitly showing where a player was before the MMR was put in).
It's not beyond possibility that there are all kinds of weird things not working as designed, so who knows. At this point, I'm personally just throwing my hands up as it's a communication nightmare and there's really no way to calm people down about it.
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@raze_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2484852#Comment_2484852
yeah hours doesnt mean always its a good player but with 4k hours im sure im above average and i get killers who doesnt even know how to lunge. i mean why would i get 20 hours killer when i escape nearly every game?
There does seem to be a lot of feedback that killers are seeing survivors all over the spectrum. I'm just not sure it's not just people being poorly carried by their SWF group or something. Hopefully BHVR has a handle on how to manage all of this to even the matches out..
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2483864#Comment_2483864
So the old system did work, at least somewhat.
Pick a side. Either the old system produced unreliable data or it produced usable data.
The test wasn't as bad as it is currently.
Not quite true. The impression I've gotten is that the new system is using data that they started collecting, it's in the database, but the old rank system was NOT using it to determine rank. Maybe the old rank system was using 5 points of data and maybe the new one is using 10. They started gathering the 10 points of data a while ago, intending to use them now.
At least... ideally. It seems that a lot aren't seeing that work and I'm mid-low level, so I can't give a very solid opinion since my matches are usually pretty mediocre aside from sometimes in the past getting a killer way over my head who decimates me in like 2 minutes.
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@Seraphor said:
It's relative to the player and not easy to define, but you can liken it to "playing as if you're in a tournament setting, even though it's a casual game".
If one side isn't playing casual, is it a casual game? This is just saying 'the other side is playing stronger than me and I don't want them to!'
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@Veinslay said:
I consider a sweaty player and sweaty team as someone who always uses the meta and exploits every imbalance present in the game to win at all cost. It's people just trying to do their best and win. It's not really a negative personality trait to try your best in something you're doing. The term is definitely used in a negative connotation by people that are upset when they lose. I know I'm guilty of doing it myself. I don't think deep down people think that negatively about people trying their hardest to win, I think they're really just venting their frustration because of BHVR's inability to create a fair competitive environment within the game.
I wonder if changing to MMR is an attempt to start moving in a direction where they can user stats to improve that and make for a stronger competitive environment in the long run. I don't have a lot of faith, but I could certainly see that as a possibility in the future.
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Sounds like hours played doesn't correlate to whatever MMR is using to calculate matches.
Why would you assume hours played is the only metric needed to decide if matches are good or bad?
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I'm not sure I agree. If killers go down to MMR survivors who are theoretically below them, but those survivors aren't much below them, it might encourage improvement. Same in the other direction.
Your assumptions seem to assume that failing a top level opponent, the MMR will match players with the bottom of the opposite side. My understanding would be that they would match against players who are just a little lower, thus perhaps fostering improvement.
Maybe I'm just too optimistic.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2484729#Comment_2484729
Yes and no. The problem is that they are forcing SBMM on a game that isn't actually balanced. One side has a clear advantage over the other at high level play. Personally, i come from fighting games, so i know exactly what a terrible matchup is like (Vanilla SF4 Zangief vs seth for example was a 2-8, maybe even a 1-9, meaning with 2 equally skilled players zangief would win 10-20% of the time).
The difference there is, if i want to, i can play seth and have an equal playing field. This game, i can't be a killer who just says "i'll pick seth". It's like old school SF2, where akuma matchup was like a 0-10 for everyone. There is a reason akuma is banned in tournaments. The difference now is, they now force you to play against top level people if you are a top level player, but not by top level rules where they ban akuma.
You now have to play against top level people, but you don't get a choice anymore, this devolves the game where now i have to play nurse every single game, i don't have a choice anymore. Because if i don't i will lose.
If they don't actually fix the balance problems, it will lead to top level survivors getting bored of nurse every game, and top level killers (unless they are like me and have been nurse mains since near the beginning) will get bored as well and start quitting or deranking.
I hear what you're saying, and it makes sense. But the question becomes, why didn't those players leave previously?
Were they getting matches where they were better than the other side and enjoying the mismatch? Doesn't this new method give BHVR a chance - I know, don't say it- a chance to maybe start tweaking things to make matches feel balanced at different levels and maybe even come up with a method for top 1% players?
If top level players leave, but there's an influx of new players that is greater in number, is that a bad thing? Maybe top players should be playing something that is less RNG and less asymmetrical...
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@Trickstaaaaa said:
https://forum.deadbydaylight.com/en/discussion/comment/2484729#Comment_2484729
Yep playing like you were getting paid 1 million dollar per game 🤣. Taking the game too seriously. But like I said if people enjoy playing sweaty then that's cool, that is their style. MY style is playing relaxed, which is why my MMR is a medium level. Because I actually don't escape in lot games or get 4 sacrifices, because my definition of fun is not having to escape each game or getting 4 sacrifices. Because based on my observation that is what a lot of sweaty players enjoy.
Yeah, I try to play for entertainment. If I feel the killer isn't getting any interaction, I might go find them.
I've on occasion given hooks kinda-sorta-on-purpose.
As killer, I think of my role as more of a host than a killer. I'm trying to spread hooks and chases out and make sure the survivors feel like I'm a threat without just drilling them out of the match 1 by one.
These things don't make for high ranks in the old system and I doubt they'll put me very high in MMR but oh well. As long as I can have fun and I at least THINK I'm helping the other players have fun, then I'm fine with it..
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@ArchGunRunner said:
Imagine sweating in a video game.
I don't know. Sometimes I want to do well. I wouldn't be unhappy to have gotten to red ranks in the past but.. the way I play just doesn't facilitate that. I like dangerous unhooks and sacrificing on behalf of other players. I do better when I play it safe, which I assume is how I'm 'supposed' to play, but it's a lot less fun for me.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/278807/what-is-a-sweaty-player-or-sweat-squad
4 survivors playing on coms with all meta perks, full loadout of purple items, probably a key, brand new parts. Etc.
At the highest level play as proven and known by literally every content creator, even Scott "Don't balance the game please" Jund, knows that this game favors survivors if they just work on gens. So when they use coms, which effectively gives them around 30+ perks for free each, and some other benefits that you can't get from perks and play without any regard for the killer's "fun" that is a sweat squad. They are able to communicate with each other in such a way that, the second they are able to, they are on a generator.
On the killer side, it is generally regarded as someone who plays spirit with meta perks. Blight sometimes, Nurse (of which i main) usually gets a pass because she is hard to play.
So 'sweaty' means playing with every advantage. I'm not competitive but if I was... i would for sure try to play with every advantage. So sweaty really means... trying hard to win... which I would assume many people do.
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@GrimoireWeiss said:
That's simply untrue. Nurse, Myers, Spirit, Legion, Oni, Pig and Pyramid Head were all stronger on their post-release versions.
There's no threat of a lawsuit because when you buy a DLC you agree with BHVR's EULA that characters can be changed at any point in time. Just look what happened with Freddy, even though he obviously got buffed when he got reworked, a lot of people are firmly believers that he lost his identity.
Do you feel that is how the community reacts, or that this is how you would treat it? I feel like this is why new killers come out weak and need adjustment up. Maybe I am wrong.
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@Veinslay said:
I think the killers are always made weak upon release because the developers are heavily survivor-biased and want to cater to the majority of the game's player base since it makes financial sense to do so.
I hear you, but I think it's that they don't want to deal with all the static of dialing back a too-strong killer.
It would be too easy to say 'look, they sold this to me and it's bait-and-switch because now the killer is weaker!'.
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@Abysmii said:
If I had to guess, it's because they want to eliminate any possibility of people decoding what contributes to MMR and manipulating the system. I think the fact that this game is asymmetrical lends the devs to keep more information under wraps. Not saying that's right or wrong, just my estimation.
I agree with this but... so what?
I mean, sure, there are people I'm sure that were just trying to get as many iridescent emblems as possible.. But so?
I'm certainly not like that - I play how I play and let the chips fall... But, not knowing how everyone is being rated, I believe, will drive away a lot of players.
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Yes, I did a change previously on PS4. It went fine. They let you do it once for free, then it costs.
I kind of dislike how on Steam, players can just use multiple names. It seems like it makes for unnecessary anonymity and people use it to be jerks.
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@Clowning said:
Anyone better than me is a sweaty nerd.
Anyone worse than me is a potato.
Such are the rules.
Like Carlin, anyone driving faster than me is a maniac, slower is a moron? I can dig it....
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@lemonsway said:
People who bring and use everything they can to end as match ASAP not caring if the match feels any bit Balanced. The more advantage to them the better.
OK, so this translates to wanting to end the match quickly? So killers killing survivors quickly, survivors getting gens done quickly and exiting.
And both sides not caring about how the match might give them rewards for playing differently... ?
So for instance, as killer, making sure I get hooks on all of the survivors instead of just tunneling one or two out of the match, and survivors avoiding the killer instead of going for the points associated with doing more than just trying to clear generators and leave?
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2484480#Comment_2484480
Now you want to be an English teacher as well. Your is much faster and easier than Your're. When you text on your phone do you ever shorten the words you are saying? If not great that you have that much time but to nitpick with grammar over the internet seems petty. Other than that agree to disagree.
Why use many word when few word do trick.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2484418#Comment_2484418
https://forum.deadbydaylight.com/en/discussion/comment/2484420#Comment_2484420
The 13th is not here yet. Right now grades and rank are the same as they were before. Right now there is a indication of whether or not the MM is working as intended. I got red ranks in all my games except with Pinhead (the only killer I had not used). On the 13th there will be no way to determine anything as we all will be Ash 4. Others on this page were wondering if each killer had a base minimum of mmr score meaning even if you used a killer for first time you could only play a certain skill below yours....This is not the case based off of MY Pinhead game as I played all ash players instead of the Iri's I had in all the others. Maybe that's what your missing? or maybe you did not read this entire thread? What I do know is I responded to the person who asked that question and I got you instead. Not a fair trade off there.
I don't think so. I think you're making an incorrect assumption.
MMR is based on unknown factors. Rank was based on specific emblem achievements. Just because the symbols for rank are similar to the symbols for grade, you're making false assumptions. Also, just so you know, when you say 'if that's what your missing', your is a possessive. You're is equivalent to you are, with an apostrophe.
Despite being right and understanding what you're bitching about, I will not respond any more on this thread. My apologies for trying to make you understand. Sorry that you 'got me' instead of someone else. Cheers, and I hope you have good games going forward.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2484379#Comment_2484379
Well the idea of separating MMR per killer was to alleviate some of the issue with going against very good survivors with a new killer. The question is, if some of the 'residual skill' from other killers moves to a new killer, how much is it?
This is what i responded to if you took the time to READ before responding.
The reset has not happened and this experience was with Pinhead (no mmr data on him as it was my first game) I played against all rank 17-20 which at the current time means they gave me opponents far weaker as I was on a new killer. If they gave me all iri opponents with a new killer it would mean there is a base minimum for all killers. This was talked about by a few on here so my result/comment does matter. You just either can't read or understand.
You said "I'm Iri 2, my first game was against ash players". This sounds exactly right based on how the new grades and MMR work. What am I missing?
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So many people in this thread trying so hard to equate grade to rank.
Just wait until the 13th and then see what your reaction is.