TerraEsram
TerraEsram
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2960707#Comment_2960707
According to people who actually know what they are talking about. But trust me, there are plenty of people who oppose it. Just as there are plenty of people like Amber Heard who will lie under oath without any shame. They exist, and why? Nobody knows.
Good point
@drsoontm said:
I doubt a fifth perk would be a good idea. I'm afraid it would allow too many deadly synergies.
It's true that the survivors have the upper hand but look at what happens when a killer goes from "useless" to "potential". There have been threads upon threads of Legion nerf cries and rage-quits in game for several days (weeks?).
What should be done, in my opinion, is to progressively tune-up perks that aren't too good.
BHVR projects to rework 40 perks, from both sides. I guess we'll see the path they have chosen. (And hopefully that path will not make more people leave.)
Yeah, I see that, but not on the killer's side...
On the killer's side, a lot of abilities present can have good synergies with others and create a good compromise, making almost all of them quite strong...
But on the survivor side, from what I see, people are complaining about Dead Hard, Borrow times, Decisive strikes... But when you see other skills present, you wonder what's the utility
Whether it's skills to prevent pissing off the birds, the one where you start injured and allows you to "hide" your bloodstains, Bond, sole survivor, empathy, Object of obsessions, ... a lot of survivor skills, are skills that are less good than others, there or on the killer side, each with its own little touch that makes it almost unique...
From my point of view I specify
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@SensualShamus said:
It's the only killer that is truly broken and never seems to get addressed. When the game starts I find myself pondering how many gens we can finish before we meet our inevitable doom. A match against a nurse with a decent grasp on how to play her is so often hopeless.
And I can deal with certain characters being stronger than others, that's normal, but it's the mechanics. IT IS SO MISERABLE TO PLAY AGAINST. It bypasses the only tools that survivors have to prolong a chase reducing the game to running in straight lines.
I love this game, I really think the devs have done a great job at keeping the game fresh for the many years it's been going. Will be happily jumping into my next one any moment now, but yeah, screw this killer.
Like the nurse in samination say... "What's a pallet?"
When you run, don't go in straight line, be erratic and unpredictable, and if you fell confident enough or well trained, go to her when she are going to blip
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@Carth said:
The biggest problem with such an idea is
- The totem system was never design for such a thing, we are already getting perks that generate multiple hexes and anything above 5 wouldn't work/you would need to have a variable number of totems per match. Now you open a can of worms "ok, is the number of totems killer dependent only? Or should survivors also be able to have perks that increase totem count". If the answer is both. How do you handle totem spawns? They're already pretty trash, how would you handle spawning more? This also has some REALLY big consequences in regards to boons if you have more totems = more possible boon locations = larger % of map covered in boon area.
- Slowdown perks stacked would get kind of silly, I could have Pain resonance, pop, Brine, Corrupt and still have lots of room for even more slowdown + chase perks. Right now if you want to go all in on slowdown you don't get to really bring chase perks/info or maybe 1-2 tops. Increasing the count would mean you could now grab info + chase OR go even harder all in on slowdown where a gen with substantial progress on it could drop
The idea itself of the killer role having more perks in a vacccum isn't too bad, but in the current world and design of DBD it would be pretty busted/have lots of other issues that would need to be resolved if you were to implement it.
For the totem problem, just a limitation for the perks totem can be enough... However, the second point is true, I didn't resonate that way since when I play killer, I try to have perks that serve the power of the killer.
For example, with legion, all skills that hinder the development of generators, since with his power, I run everywhere with feral frenzy, or all to push the survivors to stay injured as long as possible with the Oni
But thank's for your opinion
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/2960707#Comment_2960707
Cause this is an extremely killer biased forum. I would advice to not take those players so seriously.
So, for you, what's the big problem who broke the game?
Because, when I play survivor, yes, the killer have a lot of power on you, the only mistake you do and you are done, with addition to the camping thing... And if the team can be coordinate, it usually result in a instant big defeat..
And when I play killer, it's fifty fifty, one party, I kill everyone, and an another, I go with some guy who use an infinite flashlight and try every possibility for blinding you and running away
But I don't blame the survivor who do that, because, it's hard enought to maintain the distance between the killer and the survivor, so, I don't really see what is the big problem in this game for the moment
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@Tiufal said:
Killers already have a power. Thats more than enough bonus. They dont need anymore perks that would break the game even more.
Dunno, when I read this forum, the game is broken because the survivor is too powerfull ...
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@DRAGON1342 said:
So I am a survivor main. I want to start getting into playing as a killer. Does anyone have any recommendations for which killer to play as?
Dunno, with a free Killer or with everyone ? That's depend of you style also
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@sizzlingmario4 said:
Camping and tunneling is a major issue, but if the survivors are rushing the hook before you can leave and then using BT offensively, that’s on them.
I also try not to camp and tunnel, but if I see you before I’ve even left, I’m not going to pretend you’re not there.
Camping and tunneling is NOT a major issue
Playing killer and don't doing that is possible, much harder but if you want to go in the easy way, ok, go on, but stop crying because the survivor is become so toxic this day
I saw a game here where the pyramid head camped the basement, using his body to block the entrance, after making a huge spaghetti trench in front of him, to after killing three people while camping them, the fourth who was able to get out of it was knocked down and he didn't want to pick her up until she was on the verge of bleeding out for the memento, for finally, in the end chat , insult them as losers... And you have people who come here afterwards to wonder why the survivors act like this... The frustration of just having to deal with this kind of killer, that's what I see
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@Brimp said:
Yeah I don't know what they were thinking with sadako. In the games current state every killer has to have some form of anti loop whether that be a speed boost or just straight pyramid head type power because this game wasnt really built for the 1v4 despite it being 1v4.
I read something in this forum, like the idea or, when it's out of phase, it can pass through walls and pallets
Like she has invisibility pretty much the same as wraith but without the speed boost, and you can pass through her like the teleporting nurse, except she doesn't have teleportation, a concept like that to pursue the survivors could be not bad, without taking into account that, for example, if a pallet is dropped on his nose while being out of phase, well it would not matter to her
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@Mazoobi said:
https://forum.deadbydaylight.com/en/discussion/comment/2950912#Comment_2950912
I'm glad you find it more enjoyable like that!
I am a old survivor, I like to spend time playing killer, it relaxes me MUCH MORE than playing survivor, making me camp my 9 games out of the 10 that I did on the evenings...
...Even when I come across epileptic survivors (the most toxic). So I understand the frustration of being camping or tunneling, I avoid doing it, and despite everything, well... I still manage to kill some on the survivors' hooks, it's not the only solution, that's what saddens me when I see the legion of mains killer's who complain about the least viable skills of the survivors, giving them the illusion that rotting the part of others is the only way to win
And even play the most famous killers for camping because supposedly, it is in their gameplay, like Bubba, the twins... When I play them, I don't do it, all simply because it annoys me... I prefer to run after the others, at the risk of sounding like an idiot because I can't catch it after 5 gen, just to understand how they work and that, next time, I can catch them without worries, only stay planted like a turnip in front of the hooks
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I think some of these toxic players are survivors who got tired of being camped tunnelled like dogs
I got insulted because I dared to play with Franklin's demise and the flashlight of the clicky clicky ended up stuck under a pallet that I refused to break until it discharged itself
But the thing is, when I play killer, I either come across teams that are scarily easy to kill, or I come across these kind of teams that are always there to follow you when you manage to have a survivor, to try to block you, blind you or whatever, to the point where I feel like I'd play with the combo mad grift, agitation and starstruck to be sure not to be bothered anymore
But when I'm playing survivor, and I'm unfortunate enough to run into campers, I literally have no chance of getting out, because the survivors I'm given as solo Q companions don't deign to come out of their gen, or continue their walks on the map... So on the other hand...
At worst! When you see another survivor teabagging as an epilectic, imagine in your head the laughter of the angry german kid PC spelien, oddly, you relativize
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Don't think it's the best thing to do...
It's specific to NOED to be a "surprise", if we remove that, the tension of the skill will disappear
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@Mazoobi said:
https://forum.deadbydaylight.com/en/discussion/comment/2950205#Comment_2950205
It seems like it.
It's a shame because I find it so much more "fun" to play it without camp, without tunnel, or face camp..
I hate to face him as a survivor, he's the only killer I have trouble against, but playing him has a more relaxing side, and fun with certain skills.. It's sad
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I'm.... Did i'm the only one who play bubba without camping or facecamping? Nobody else??
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The possibility to recharge the traps? Maybe?
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I just want to say... Who decided that crouching quickly, spamming the flashlight could be considered toxic and insulting?
I don't see the reason that just because you come across a game or two with survivors who have muscle spasms from crouching or clicking, allows the killer to become toxic, or vice versa.
If the killer is toxic, why as a survivor are you going to start making life hard on the killers you meet?
just... Go away, if it makes them laugh to look "smart" because they know very well that the opponent may take it badly the camping, tunneling, clicky clicky or teabag
And that makes them happy
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@MrPeanutbutter said:
https://forum.deadbydaylight.com/en/discussion/322662/i-can-not-stand-it-anymore
I played 5 solo queue matches tonight and escaped every single one. Most everyone else got out in those matches too except the match with a face camping Oni (#########?) I am not a great survivor player. For whatever reason I kept getting matched against bad killers and teammates were overall pretty good.
I’ve found that solo queue goes in streaks for me. Sometimes it’s great like tonight, other times it’s what you showed in your screen shot. When it’s bad I go take out my frustration with a few rounds of basement Bubba 😂
Maybe you're on the track, the game tries to put people on the opposite level because you're strong or not experienced enough yet
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@SilentShepherd said:
Every single one. Huntresses, nurses, Trapper, Hag, all of them camping from 1st hook and then tunneling that hooked player if they can.
Every. Single. Game.
This is one aspect of DBD that needs attention. How a killer can create a downright toxic and horrible experience for a particular player in a match, by camping and tunneling. Intentionally ignoring everyone else, walking around them, to keep tunneling. Even if a teammate stands in front of the killer to try and help, the killer runs around the teammate to keep tunneling. Hooks, then camps again.
This sort of thing needs immediate attention to be fixed.
Did something happen in the past couple weeks I don't know about?
Every day a survivor complains about it, and every time all the killers are going to tell you that it's a viable, useful and necessary strategy to win.
And if you're complaining about it, you're just really bad, just change your game, and if you weren't using viable survivor perks, or you weren't using the objects, it wouldn't happen to you
It's an endless circle, all survivors have huge concerns about camping and tunneling because it completely blocks the ability of the player, the survivor, to just play the game.
And that, the killers who do it know very well, either because they want to make sure of a kill, or because, as I tell you, they consider it viable because the other survivors will try to come and save you, or simply because they know very well that it really ###### ### the survivor...
I'm at a point, when I'm playing killer, or when I'm camped surviving, that the others don't even come to help you anymore, because they've come across campers/Tunnels SO MUCH, that they prefer not to risk anymore to lose pips unnecessarily or to have no bloodpoint..
it also reminds me that, as I play with BT precisely to help others in this situation, that the killer targeted me to stand right in front of me, story that I see the color of those eyes, and do not move the time that I die but.. Hey, I had to not take this perk.
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@shivermetimbers said:
After they implemented the "fantastic" mmr system all my games and my friends games has been so bad as survivor. I'm not saying that what they had before was any good but it was better than what it is now, but as it is now is horrible. My 50+ last matches has been me (not trying to say I'm good but you get the point) as a decent survivor, I know what the objective is and I try to actually do gens/saves/running the killer etc and then you have my teammates which are either completely new to the game or just horrible. They hide at the corner of the map and they don't do gens at all. I'm not even over exaggerating when I say this. It's been so hard to try to keep playing this game when I always lose because I'm in the mmr pit or what you call it I guess?? I can't climb out either since I always get the same type of survivors and my friends don't play anymore so I can't go swf and tryhard to get the win. The killers I'm facing are on my level, they are not new to the game or anything. What kind of mmr have you guys even implemented to this game if I face killers on my skill level but my teammates are people with 2 hours - 80 hours at the game? I'm struggling to keep playing this game, I love the game and have been playing it since 2018 but if you guys can't figure out a way to fix this then you'll lose another player sadly. I would love to see this game getting fixed so I can actually open this game with a smile for once. If someone can give a breakdown of what kind of mmr they have in their game and some tips to get out of the mmr pit then I would be more than happy!=)
Luckily we have the custom games, I have a lot more fun playing this with friends than still being a survivor...
The good thing is that I focus more on playing killer
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@SilentShepherd said:
Every single one. Huntresses, nurses, Trapper, Hag, all of them camping from 1st hook and then tunneling that hooked player if they can.
Every. Single. Game.
This is one aspect of DBD that needs attention. How a killer can create a downright toxic and horrible experience for a particular player in a match, by camping and tunneling. Intentionally ignoring everyone else, walking around them, to keep tunneling. Even if a teammate stands in front of the killer to try and help, the killer runs around the teammate to keep tunneling. Hooks, then camps again.
This sort of thing needs immediate attention to be fixed.
Did something happen in the past couple weeks I don't know about?
Every day a survivor complains about it, and every time all the killers are going to tell you that it's a viable, useful and necessary strategy to win.
And if you're complaining about it, you're just really bad, just change your game, and if you weren't using viable survivor perks, or you weren't using the objects, it wouldn't happen to you
It's an endless circle, all survivors have huge concerns about camping and tunneling because it completely blocks the ability of the player, the survivor, to just play the game.
And that, the killers who do it know very well, either because they want to make sure of a kill, or because, as I tell you, they consider it viable because the other survivors will try to come and save you, or simply because they know very well that it really ###### ### the survivor...
I'm at a point, when I'm playing killer, or when I'm camped surviving, that the others don't even come to help the other survivor anymore, because they've come across campers/Tunnels SO MUCH, that they prefer not to risk anymore to lose pips unnecessarily or to have no bloodpoint..
it also reminds me that, as I play with BT precisely to help others in this situation, that the killer targeted me to stand right in front of me, story that I see the color of those eyes, and do not move the time that I die but.. Hey, I had to not take this perk.
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@Notretsam said:
The problem I feel with boons is more to do with how they work and how they were implemented, they are powerful, COH specifically but the other boons are powerful in specific circumstances as well. It's the fact survivors get this power by doing very little work for it.
The flashbang perk requires you to do some gen work first before going into a locker to get it, going into the locker is the equivalent of 16 seconds blessing a totem. The boons are more powerful than flashbang but you have to do less to get that power.
CoH is the more powerful one but it has been nerfed twice so far, it's still powerful as it allows survivors to get back to doing gens faster than it would if CoH wasn't in play.
Shadowstep is really strong in indoor maps as tracking scratch marks in indoor maps is just so strong for killers.
Dark Theory is insane as it gives survivors a speed boost in a chase and if the survivor is really good at working loops and pallets, it can be impossible to catch them.
Exponential can really screw you up if you don't pick survivors up right away and hook them, but that one isn't too bad unless you plan to slug.
This is why boons are overpowered in my opinion and need to be redesigned into a token-based system, with each token carrying a time value (30 seconds) and a max of 4 tokens at one time, this would also mean killers don't have to snuff boon totems as they just auto snuff after duration value runs out, which is great, killers have enough to do already. Survivors get a token by unhooking or finishing repairing gen or cleansing a totem (lol).
#########, sorry, I completely forgot about you when I left my message in draft
Dunno, It's true that after placing a Boon, you have the halo, but it also allows you to know where it is located, and to make it disappear instantly, for the survivors, it still takes about twenty seconds to recreate (and once you know where it is, it's even faster to make it disappear) and you hear it in the sound when they do their incantation, so "little work" I don't really agree with you , they have to be careful that the killer isn't around, and meanwhile, they don't make a generator
In addition, the totems are often close to the generators, and, at worst, tries to find who places the totems (if it's not the whole team, then it's a mess in this case) trying to neutralize it quickly
For me, shadowstep is the most powerful totem, and you can't nerf it, so you have to get used to the sound of footsteps, breathing, and/or find your totem as quickly as possible (or if that really bothers you, play one of the very many killers who can spot survivors in a wide area, like the doc)
Dark Theory... Having tested it myself, even like that, it's not that viable, and as a killer, I've never seen it in reality, the 2% boost is so ridiculous that it doesn't allow not precisely in the long term, to survive longer against the killer, and even in the short term
And agree with you for exponential
The concern of tokens can also be problematic, or the effect should be amplified to legitimize the fact that once there are more, you abandon the idea, and .... Well that totally removes the design of the boons... That is to say, to help the team, that's what it's based on
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2922169#Comment_2922169
Could you please provide us an official source? Not that we’ll ever see it happen, I’m sure.
Here
@Peanits said:
https://us.v-cdn.net/6030815/uploads/B9SDLMUAF5CG/mm-test-results.png
Over the past few weeks, we’ve run a series of short matchmaking tests based on various feedback we’ve received. These ranged from making the matchmaker faster, stricter, various combinations in between, and yes, even disabling Skill Based Matchmaking and reverting to the old Grade Based Matchmaking.
We want to start by thanking everyone who took the time to share their thoughts about each of the tests. While we’re able to track things like queue times behind the scenes, your feedback is invaluable when it comes to finding extraordinary cases and for getting an idea of how these changes feel rather than how they perform. Thank you!
We’ve kept the details of the tests a secret until now as to not influence feedback, but since the tests are over, we’re ready to dive in and share some details on what was tested. But first, we need to explain what each of the changes mean.
Fair warning, this is going to be a long and very technical one!
Variables
We have a bunch of settings which we can tweak behind the scenes. Here’s a quick rundown on the ones we changed during the tests.
The first is maximum range. When you search for a match, we try to find other players who are close to your rating (within 50 points). If we aren’t able to do so, the search gradually expands until we’re able to find you a match. By default, this is set to 500 points away from your own rating. This is so you’re guaranteed to get a match after waiting a while, though it may not be the fairest.
The second is expansion time. This is how long it takes to reach the maximum range. By default, this is set to 5 minutes.
Then we have a few switches we can toggle. These are:
Bidirectional matchmaking: Normally once one player has been waiting long enough, other players can be pulled into their match (as long as they’re within the maximum range). Bidirectional matchmaking requires both players to have expanded enough to encompass each other for them to be pulled into the same match. By default, this is off.
If this sounds confusing, don’t worry, it’s complicated. Here’s a little chart to clear things up:
https://us.v-cdn.net/6030815/uploads/6C9DPL3ANQZK/bidirectional.png
Each player’s actual rating is shown in red, and their current matchmaking search is shown in blue.
- In Example 1, Player A’s search has expanded to cover Player B, but Player B has not yet expanded to cover Player A, so they won’t be matched together.
- In Example 2, both players have expanded enough to cover each other, so they can now be matched together.
- When we use the default (unidirectional) matchmaking, both examples would be eligible for a match.
Grade visibility: This one’s nice and simple. We can switch off grades in the post-match screen since they typically aren’t used for matchmaking. This doesn’t actually have an effect, but we were curious to see how people feel about it and how it affects their perception of matchmaking.
Grade Based Matchmaking: We can switch off Skill Based Matchmaking entirely and instead use Grades for matchmaking. For folks who joined us recently, this is roughly how the matchmaking worked before the introduction of Skill Based Matchmaking.
The Tests
And now, the part you’ve been waiting for: Just what exactly was tested each day? We’ll also share our expectations and how they matched up to the results. Quick disclaimer: We’ll be talking a lot about averages in this section. If this doesn’t line up with your experiences, don’t worry, we’re aware that things can vary depending on a bunch of different factors (time, region, role, rating, etc.).
For the first three tests, we did not expect much of an improvement. These three were meant to test individual variables and see the effect they have on matchmaking. Afterwards, we started to mix these variables to see the impact they would have together.
March 28
Test:
- Expansion time decreased to 1 minute (from 5 minutes)
Expectation: Faster matches, particularly for players in off-peak times, though the quality of matches would be lower.
Results: As expected, wait times dropped significantly across the board (faster than any other day), especially for the players on the extreme ends of the rating spectrum. The quality of matches on average did not change a whole lot, though some players may have noticed a larger gap in skill levels.
Kill rates noticeably changed on the ends of the spectrum, with high rated Killers becoming more deadly and low rated Killers having a harder time. This is likely due to players on the ends of the spectrum being paired with more players from the middle.
March 29
Test:
- Maximum range decreased to 250 (from 500)
Expectation: Slower matches, especially for players with extraordinarily high/low ratings and/or in off-peak hours, but higher quality matches in general.
Results: Like we predicted, wait times did increase for players on either end of the spectrum, although players in the middle did not have a noticeable impact on matchmaking times (on average). Overall, this test only slightly reduced the average rating difference compared to a non-test day, though curiously, players on the far ends of the spectrum may have seen an increase.
March 30
Test:
- Enable bidirectional matchmaking
Expectation: Longer queue times for players in off-peak hours & players at the extreme end of the rating spectrum, but fairer matches for players that get matched quickly.
Results: Longer queue times were an understatement; some players were experiencing exceptionally long queue times (15 minutes+). This is because there weren’t enough players to match them against in their region & skill level at the time they were playing, and players who were ‘close enough’ to their skill level would not get matched with them unless they also were unable to find a match.
This is longer than we’d ever like anyone to wait. To play it safe, we cut this test short and altered it a few hours in. A hard cap was added to switch back to the default unidirectional matchmaking after someone had been waiting for 5 minutes. This cap was used for all future tests where bidirectional matchmaking was used.
Of all the tests, this one reduced the average rating difference the most, cutting it by roughly a third. However, the long queue times make this a fairly unappealing solution.
March 31
Test:
- Maximum range decreased to 250 (from 500), expansion time decreased to 1 minute (from 5 minutes)
Expectation: Players who already get quick matches may notice a slight drop in quality, but players on the far ends may find matches quicker. On the other hand, the lowered range may limit the pool of players to match with on the far ends of the rating spectrum.
Results: Queue times for Survivors were faster across the board, but Killer queue times had no noticeable difference. In terms of kill rates, on the mid-high end of skill groups, kill rates dropped slightly (closer to 50%) while the lower groups remained mostly the same. This test also earned the second biggest reduction in average rating difference of all the tests.
April 4
Test:
- Maximum range decreased to 350 (from 500), expansion time decreased to 1 minute (from 5 minutes), enable bidirectional matchmaking
Expectation: Matchmaking may be slower for some players, but the quality of matches should be improved.
Results: Survivor queue times were faster across the board, while Killer queue times remained mostly the same (with the exception on the far low end of skill ratings). Kill rates, meanwhile, climbed slightly at the highest skill levels and remained mostly unchanged at the lower end. The average rating difference didn’t decrease noticeably with this test.
April 7
Test:
- Maximum range decreased to 350 (from 500), expansion time decreased to 1 minute (from 5 minutes), enable bidirectional matchmaking, grades hidden
Expectation: More or less the same results as the previous test, as all the variables are the same.
Results: We were curious to see what kind of impact hiding grades would have on the feedback we received, since grades are no longer used for matchmaking (though they can give the impression that they’re a measure of skill). For this test, we ran all the same variables, only we hid grades as well. This way we could compare feedback to the previous test to see how grades affected the sentiment.
To our surprise, the overall feedback appeared slightly more positive with grades hidden. When directly comparing opinions from folks who left feedback on both the April 4th & 7th tests, we discovered that the feedback was usually the same if not better when grades were hidden. We opted to leave grades hidden over the weekend.
April 11 - 12
Test:
- Switch to Grade Based Matchmaking
- (April 12th only: Show grades)
These tests were added later as we started to see more speculation about the tests. Occasionally someone would predict that one of the things we were testing was the old matchmaking system, and we figured hey, why not give it a shot?
Expectation: Matches would have a lot more variety in player skill, very similar to the old Rank Based Matchmaking. We also expected to see the average grade difference to fall dramatically.
Result: As we suspected, reports of one-sided matches started flooding in. We can also confirm this on our end; the average kill rates for this day saw the most dramatic change yet, with the highest skill levels rocketing up to roughly 80% (>3 kills per match on average) and plummeting to around 20% (<1 kill per match on average) on the lower end of the spectrum. The average grade difference, however, decreased significantly, as expected.
Now to be clear, this is not quite the same as the old Rank Based Matchmaking. For starters, grades reset all the way back to Bronze I while ranks only reset one colour tier, and it’s not possible to lose grades anymore. We wanted to give it a fair shot, so we specifically set this test as close to the grade reset as possible to give people the largest window to settle into their grades. (This is also why the last day was cut short: We didn’t want to leave the test running over the grade reset since that would have everyone matches against anyone.)
Furthermore, a 1-2 day test is not the same as leaving it on for an extended period of time. Given more time (and the ability to lose grades), we expect that people facing far too difficult opponents would eventually have their grades drop to a place where they’re more comfortable, while folks who are consistently overperforming would climb.
Ultimately, though, this highlights a big issue with using grades (or ranks) for matchmaking: A very experienced player who just hasn’t played a lot lately can very easily be paired against players that are new to the game. As we’ve learned in the past, grades/ranks are a stronger indicator of playtime than skill.
This test was very polarizing, but interestingly, we started to see more positive feedback when we started showing grades again. This indicates that there’s definitely a strong connection between seeing grades in the post match screen and the sentiment about a match.
Learnings
We’ve learned that the strictness of the matchmaking and the quality of the matches is without a doubt linked. Looser conditions had a notable effect on kill rates, opponent variety, and also the feedback we received. While the larger variety in opponents was appreciated by some, there was an opposite reaction from others who were now struggling in tougher matches. Simply put, on the other side of any casual match- where one player can win without trying- is a person who’s having a bad time despite trying their best.
On the other hand, the inverse is also true. Stricter matchmaking brought the kill rates closer to the middle, but many found the matches to be too competitive to enjoy. While folks in the lower groups of skill rating would have fewer unfair matches, the higher end of skill groups ended up in tough matches filled with meta perks & Killers.
These tests overall highlighted two distinct groups:
- High skill players who want more variety in their matches
- Lower-mid skill players who, understandably, don’t want to get destroyed by high skill players
The biggest takeaway here is that going too far either way is never a one-size-fits-all solution. What we’d often notice is how some players loved a particular test because they were seeing more variety in their opponents, but at the same time, those same tests were also frustrating to a lot of people who were suddenly getting matched with people way better than them. Neither person is wrong in this scenario: Each of them just expects something different from matchmaking.
Lastly, we have discovered that hiding grades on the post-match screen definitely influences the feedback we receive. We suspect this is for two reasons: 1) Long time players who may have missed the matchmaking changes could still thinking that grades are used for matchmaking. And 2) Some players still feel like grades are an indicator of skill in spite of not being used for matchmaking. Most importantly, however, we found that there was a lot of support for hiding grades, so this is something we’ll be considering as a permanent change going forward.
Next Steps
With all these learnings in mind, we have a solution that will improve matchmaking for both groups of players. We will be making the following changes shortly:
- Reducing the maximum range
- Reducing the expansion time proportionally (so it’s no faster or slower than before)
- Lowering the effective cap for skill ratings
- Removing grades from the post-match screen for the foreseeable future
Why these changes?
As mentioned in the learnings, we found two dominant groups:
- High skill players who want more variety
- Lower-mid skill players who want even matches
In order to make both groups happy, we first need to isolate them from each other. To do this, we’ll reduce the maximum expansion range. This will help keep players of similar skill levels together, reducing the number of one-sided matches. The majority of players fall in the middle of the spectrum, so there is still plenty of people to match with. Additionally, since it seems like the expansion is happening at a good rate, we’ll be adjusting the expansion time proportionally.
Next, we need to consider how this will affect the high skill group. Reducing the range would mean less variety. Fortunately, we have another variable to tweak that solves this issue perfectly. For the purposes of matchmaking, we have a “cap” for skill ratings. Although your rating can continue to climb beyond this cap, you’ll be treated as if you’re at the cap for the purposes of matchmaking. This is in place to prevent the best players out there from climbing to a point where there’s simply nobody to match with.
By lowering this cap, we’re able to expand the pool of players in high skill matches, leading to more variety in the opponents you face. One match may be very close and competitive, but the next may be a little more laid back. This will also ensure that queue times don’t grow longer at higher skill levels.
Lastly, we’ll be removing grades from the post match screen. When we originally hid grades during the test, we saw a lot of people asking for this to be made permanent. Additionally, long time players who may have missed the news could often think that grades were still used for matchmaking, leading them to feel like the match was less fair than it actually was. These, combined with the generally more positive feedback during the tests while they were disabled, were enough of a reason for us to disable them for the foreseeable future.
For the future, we’re still hard at work implementing various improvements to the matchmaking system. These include making Survivor ratings team based rather than personal (so dying heroically to save everyone else isn’t as punishing) and improvements to backfilling lobbies to prevent players from outside of the acceptable range from being pulled in. These improvements will take longer to implement, but rest assured, work is already underway on them. You can find a full list of changes we’re looking into in our January Developer Update.
Once again, we want to thank everyone who took the time to leave feedback throughout the tests. Understanding not just how the matchmaker performs, but also how it feels is incredibly important for us to make improvements. As always, we’ll be keeping a close eye on the matchmaking system moving forward and making small adjustments as necessary. Please keep the feedback coming!
The Dead by Daylight team
The last paragraph
"For the future, we’re still hard at work implementing various improvements to the matchmaking system. These include making Survivor ratings team based rather than personal (so dying heroically to save everyone else isn’t as punishing) and improvements to backfilling lobbies to prevent players from outside of the acceptable range from being pulled in. These improvements will take longer to implement, but rest assured, work is already underway on them. You can find a full list of changes we’re looking into in our January Developer Update. "
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@Marc_123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2920001#Comment_2920001
Yes, that is mostly it.
But tunneling (tunnel vision) more exactly means focusing on one player. If you chase someone it sometimes happens that another player runs in and wants to distract you from getting the chased one. Often because he is injured and they want to prevent him going down.
If you ignore the distraction to pursue your down - which you should - you are already "tunneling".
If you go after unhooking you want to tunnel one out. This is hated the most. Understandably - but as stated above - you could increase your chances fo winning very much if someone is out early.
It is a circle of the game.
When they do that, get in my way, I just kick to get him out, because it's often the one who's just been released from the hook who comes to play the bait, that way they get out.
But I'm going to remember what you told me, see if I can't play more just to put more pressure... Even if, the only time I had a huge gen rush, I didn't too understood how they made their account, but the defeat is logical at times too
@JoaoVanBlizzard said:
In my opinion, only CoH I think is too strong, the other boon perks I think are ok, it depends on how the killer deals with it, but one thing is for sure, the problem in this case is the speed at which a survivor can heal compared to while the killer can get a second hit (I'm not counting "save the best for last" in this situation),
I think CoH would be fair if it had a condition to activate this boon, for example: to activate a CoH boon, it would first need to heal a health state of another surv, so it would avoid having a Coh boon as soon as the match starts, making the perk to be more useful in the middle of the game and not in the beginning, relieving a little this pressure that the killer receives
It still takes 18 seconds to heal you completely with CoH, 21 in the future update (and not the 30 seconds I said earlier, mistake on my part) without it being disturbed
So it's always possible to catch the other before he can heal himself thanks to that, it's not like the Anti-Haemorrhagic Syringe, which there yes, in case he uses it , better to abandon the survivor
And I admit it's always extremely funny to see the survivor try to loop you through the windows while you play wraith with shadow dance white and blood in this case, they have zero chance of healing until you can catch up
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Really? For me, Tunneling was just the killer chasing you after you only just got off the hook, or knocking you down straight as he facecamp you. At least that was what I understood of the term...
In any case, that's what I saw on the forum here, people seemed to get angry about it, as soon as you save them from a camper, you run directly after them... As a survivor, I often have the case, to believe that I annoy the killer
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There, I think you misunderstood me (or that I expressed myself badly, it's quite possible...)
When I say I chase the survivor until they're down, it's not the one that comes off the hook
As soon as I find a survivor, I chase, until I finally catch them, op, on the hook, then I move on to the next one I find
In case I fall on the person I had hooked lately, I try to avoid him, until a moment when I find no one, I take care of him again, I try to offer him a chance, so that we both have a "good time", otherwise...
Camping, tunneling, I avoid it as much as possible, the rare times that it happens to me, it is because a survivor decides to stay behind me while I transport the victim to try to remove him from the hook, or because the one who just got off the hook said to himself that he was going to put himself between me and my "prey" to protect her... Never really understood this case, by the way
The only case I have the problem to not secure the down is when I play Legion
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@Marc_123 said:
No offense but this simply tells that you have been lucky enough to not play against real good survivors or you don´t play "normal" m1 killers.
Before CoH a lot of killers could use the hit and run playstyle. Which means just injuring survs. If they don´t have Selfcare or a Medkit they have to find teammates to heal them. That all took time - also as healing was slower in general.
So as killer this could really build pressure on the team. If they can´t heal fast enough they maybe go donw on the second chase.
Strong medkits were already a bit of a problem because of the healing.
The introduction of CoH changed a lot of this.
One perk now gives UNLIMITED healings for the WHOLE team. Even alone.
UNLIMITED medkits.
The healing speed buff came on top. Even if this will be nerfed to +0 it remains UNLIMITED heals for the WHOLE team.
Therefore the speed nerf is no real nerf.
Of course you can snuff - but then it can just be relit.
Make this on the other side of the map and the killer can´t afford to leave gens to go snuffing.
Everytime you get hit in chase run to the boon and heal quickly. Then come back.
Maybe you can relate why this is considered a problem by some players.
Don't worry, there's no offense, I'm happy with your answer, I better understand the problem
However, I have already dealt very often, with the kind of survivor who loves bully, but that's another story
So if I recap that, it's mainly linked to the fact that an old way of playing, now, is no longer viable against CoH
But so, that also explains why I had no worries, when I hunt a survivor, I do it until he's knocked down, I don't let him frolic elsewhere, the time to go strike someone else
Thank you very much for your answer!