TheBus4K
TheBus4K
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@Aneurysm said:
It was a fix to a bug where he could hit through some closed windows and walls, how is that a nerf? Is fixing clown's pink bottles so they actually function a buff?
No, because Clown came out without that bug. Nemesis has had that "bug" since he came out, and fixing it's basically nerfing it. I'm not against fixing it, what I don't understand is why they haven't yet made it, not even in this version, changes or buffs.
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@Kaitsja said:
Why should he get a compensation buff? It's a bug fix, not a nerf.
Nemesis is a bad killer, if you think otherwise you are a main survivor and / or you haven't played with Nemesis.
He needs buffs, and fixing a bug that is going to cause him to have fewer chances to hit survivors, they are nerfing him.
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I hope you have a bad day 😂
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2295099#Comment_2295099
I think that using terminology that appears to be some kind of vague threat because you don't like something in the game is more childish than what I said, but I guess we all have our perspectives. As for being defensive I simply changed your script to offer my own take.
"The map better stay off". Of course someone's going to comment on a post like that. If YOU can't stand someone having an opinion that differs from your own, maybe you shouldn't invite them with such provocative statements.
"provocative statements"
Well, I can't say much more. Children are easily provoked, I contributed my opinion and you got angry. Simple. Stop commenting on the forum with such a fragile mindset.
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2291592#Comment_2291592
Better stay off or what, you'll drive a bulldozer into BHVR's offices?
Trust ME - I played it as both survivor and killer in the PTB as well and I enjoyed it greatly. Different strokes for different folks.
https://forum.deadbydaylight.com/en/discussion/comment/2294727#Comment_2294727
Nope. I have to play maps that I hate, and so do you. So does everyone. That's how this game works. Plenty of people want the map and we're looking forward to getting it.
If you can't stand the opinions of others, just don't comment, you seem like a kid getting so defensive.
The map seems very bad to me, comparable to Hawkins, I just warn people who haven't played it so that you don't have high expectations. If in the end they play it and like it, good for them, but getting so defensive because my opinion is different from yours is from a very childish mind.
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@Wazzup said:
https://forum.deadbydaylight.com/en/discussion/comment/2291405#Comment_2291405
This is the key point - a (working!) MMR system would ensure that killers were always matched against survivors (either solo or SWF) of a similar standard to themselves.
So it has LITERALLY nothing to do with buffs or nerfs to Survivors or Killers in anyway.
@AGM said:
This post makes no sense. If you're losing against good teams then the MMR system will eventually match you with monkeys of the appropriate skill level for you.
Your comment doesn't make sense. Only Nurse and Spirit will be able against good teams, either SWF or SoloQ. That doesn't make sense in a 24-killer game. Only two killers can play against good survivors?
Well, if my post doesn't make sense, your comment shouldn't even exist lmao.
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Trust me, this map better stay off. I played it a lot both as a survivor and as a killer in the PTB and for both of them it seems like a sh*t map.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2291403#Comment_2291403
This isn't a buff to killers though, which is what's needed to make up the power differential now occuring with the solo buff (MMR) and swf doesn't get nerfed by MMR, in fact more than likely they get a buff as they'll probably sit at lower ranks due to not caring for the win (not all swf tryhard) but getting it anyway whilst messing about. They'll slowly climb, but then troll a few games (I recently did a no mither build for a few games cuz I wanted to chill for example) and then lower their MMR. At least before it would be based of the highest member of the swf's skill, now it's based off collective skill. That will probably lower the killer skill level they play against.
A buff to killers could be a few things:
Killers move faster,
All killers have a way to traverse the map quicker (maybe some sort of zip line or portal system, idk) ,
Bloodlust activates quicker and speeds you up more,
Killers have X perks basekit (some perks could be spies from the shadows, tinkerer, NOED, ruin, bitter),
Or- killers get more perk slots. (Maybe 5/6?)
Just some suggestions for possible changes.
Making killers move faster seems like a great idea for M1 killers (ranged killers like the Huntress would still move the same, but killers that can only use the M1 would be greatly improved).
It seems to me a very good idea to be able to move quickly from one end of the map to another, this would improve both the early and the late, since there are many times that you simply cannot defend 3 nearby gens and you are in a situation in which all 3 gens are very far from each other.
Bloodlust, if they increase the speed of the killers, I think it should be eliminated.
I don't think it's bad to have base perks, but they have to be careful, for example Tinkerer would seem excessively op.
More slots for perks also seems like a very good idea to me, the actual problem is that the killer faces 16 perks while he has only 4 (and on top of that some may be Hex or, like the new Nemesis perk or the Plague perk, which only activates at the beginning of the game and has no further use for the rest of the game). Putting a fifth slot for, for example, only Hex perks would seem like a good idea to me.
I'd love to think of these ideas rolling into the game, but knowing BHVR, we'll only see more of the killer nerfs.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2291390#Comment_2291390
Killers will face survivors that have the same skill as the killer. This means most likely stronger solo players and a bit weaker swf players. If you lose you will gradually get weaker and weaker survivors.
If you don't understand just wait until it gets activated. It makes little sense to discuss about it.
Raising the SoloQ level considerably and only slightly reducing the SWF level is not a buff to killers.
I ask you what is the point of your logic because at least I can't find it.
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@fogdonkey said:
An MMR is a buff to killers, here is why:
The skill difference between soloQ teams and SWF teams that killers face will become smaller. Killers will face stronger solo players and weaker swf players in most cases.
In theory of course, we will see how it turns out in practice.
I don't understand your logic. The killers will continue to face good SWFs and also now the SoloQ survivors will be much better. Why would we face off against worse SWFs?
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@aliquis said:
I think your argument is weird. I would argue like this: First of all, not every SWF is strong, quite on the contrary. Not even every SWF is on comms, and even if they are, they can be on different skill levels. So the assumption that SWF equals the highest skilled survivors is just wrong. I regulary face SWF teams that are weak, because they are some friends that want to have fun together but they are not sweaty survivors with thousands of hours.
My argument would be: If you don't play one of the top killers (nurse spirit and arguable blight freddy ) with meta perks, the balance is heavily on the side of the survivor. Be they a team of highly skilled survivors with thousands of hours in soloq or SWF on comms (the icing on the cake) doesnt make much of a difference. If all 4 survivor know how to loop, spread and sit on gens 100% of the time they are not in a chase, 3 gens will pop after your first down. You will maybe get 2-3 hooks in the game and 1 kill if you camp.
So it is not a argument about SWF, but that most killer can't accomplish much against 4 good survivor.
They need to rebalance a lot of things (maps, perks, killer power) if they implement a working skill based mmr to put the game in a good spot.
Seem right. The existence of absurdly good SWFs scares me, but it's true that your argument is, so to speak, better explained than mine.
The problem is that I doubt they will make so many changes to compensate for the implementation of the MMR system. The maps, although the vast majority no longer have infinities, are still problematic for many killers, there would be many perks that should buff, because right now there are very few that are meta/good enough...
Although it sounds op, I would love to see what would happen if the speed of M1 killers were temporarily increased from 115% to 120% (in other words, from 4.6 m/s to 4.8 m/s), the chases would be shorter, survivors wouldn't be able to take advantage of the pallets / vaults as much, the killers would move faster across the map...
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@Pulsar said:
How can you even nerf SWF?
The clear answer is to buff SoloQ to SWF level, then buff Killers to compensate.
I don't know what kind of buffs you would do to Killers, but leveling up SoloQ to SWF would make matches impossible to any killer except Nurse / Spirit. It's no longer a matter of buffing killers, it's simply too easy to loop most of them long enough for 3 survivors on different gens to repair 3 gens, since we are talking about it only takes 80 seconds to repair them.
Unless they raised the base speed of the killers, I don't see what kind of buffs they could do so that a Trapper / Trickster / Clown / Pig / etc could beat SoloQ survivors that are at the SWF level.
I don't know what nerfs could do to the SWF, but what they can't do is buff SoloQ without even making other changes to offset that buff.
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/258570/my-tier-list-5-0-0
Theres no way you weren't drunk when you made this list. You put pig below nemesis, plague.....this list is drunk.
This is the real Tier list.
https://us.v-cdn.net/6030815/uploads/EEOHROAVBML7/opera-esjg88plga.png
Hag tier C
And the OP is the drunkard? lmao
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@Jarol said:
https://forum.deadbydaylight.com/en/discussion/comment/2282631#Comment_2282631
It is not my main, any license killer is my main, even though it is in a Tier-D or Tier-C I like it for the unique gameplay, for the interpretation, each one has their own playing ability.
You haven't answered the question. What makes you think Demo is Tier C?
It just doesn't make sense.
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By the way, since your profile picture is Demodoggy, I take it for granted that it's your main or you just know how to use it very good. What makes you think it's Tier C? Worse than Ghostface / Nemesis / Bubba?
Bro? I tell you because I'm main Demo, and it's not Tier C at all.
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Spirit one tier below Nurse and in the same tier as Blight and Hag?
I could understand that Nurse is slightly better than Spirit, but Hag the same as Spirit?
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@PaulCubes said:
https://forum.deadbydaylight.com/en/discussion/comment/2276374#Comment_2276374
That falls under Miscellaneous Bug #3
Oh true 😂
Well, another bug is that the charms on the hooks disappear and reappear depending on the distance you are from them (I have only tried it as a killer).
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In The MacMillan Estate - Ironworks of Misery there is a bug that when a survivor use the pallet of the shack, with the killer you cannot see it unless you get closer.
It has only happened to me once (because I've only played that map once during 5.0.0 update), so I'm not sure if it happens every time and / or on all maps.
It's amazing that the Temple of Purgation map collision bugs are still around, I reported them in the 5.0.0 bug section and it seems they haven't done anything.
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@OniWantsYourMacaroni said:
Dude,they nerfed those addons by 5% that's barely a nerf.
They are still really good considering their rarity,just a little less oppressive than before
So yeah, better nerf Demogorgon that was too abusive and keep the Spirit / Nurse / Keys / Etc as they are, right?
As much as 5% is like, it's still a nerf to one of the most balanced killers in the game. It was at most a Tier B killer. Nerfing addons because they were the most used isn't going to make others stand out more, especially if the buffs are garbage.
@Sonzaishinai said:
Since his buff demoplayer bassicly only used those addons.
They probably just want some more viarity. Hence why some of his othet addons got buffed.
The nerf is so small that it won't even be noticable.
They nerfed it cause as the freddy nerf shows just saying something got nerfed makes people not want to play it. No matter if the nerf even is noticable
The problem is your way of thinking (no offense), nerfing those addons because they were the most used isn't going to change the fact that they will continue to be the most used. That they are the most used addons doesn't mean that they were op. The problem is the rest of the addons, which are rubbish. The buffs that they have done to the other addons are not going to make me change the addons I use in my case.
By the way, with that 5%, after destroying several pallets you realize that you save a couple of seconds, and although it sounds little, that couple of seconds can save you time to put down a survivor sooner.
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I was with the 60fps cap for a year, then I saw that it could be removed. There are a lot of videos on Google, and it's basically removing VSync on a file and doing something else.
I have been with the fps for 2 years without the cap and I haven't been banned, although it doesn't make sense that they can ban for this. Someone with a screen like mine with 165Hz becomes unbearable to play at 60Hz, it doesn't make sense that there is a cap.
If they don't remove the cap themselves with a game option it is basically for the same reason that there is no slider to change the POV, because the DBD programmers leave a lot to be desired or the developers are too proud to make changes to things which are obvious that they are out of date. The POV that the DBD has in 2021 is not even normal, but the developers don't care.
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I'm All Ears!
I find it an incredible perk for Nemesis, allowing that if the survivors have made a quick action, to know just where to hit by being able to see his aura.
It's not as awesome as Pyramid Head since you can't hit through walls, but it's still useful since you can hit through vaults or pallets.
The other perks may be the ones you usually use (BBQ, Ruin, Undying, Pop, typical perks), but I'm All Ears seems like a very good perk for Nemesis.
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@meatisadelicacy said:
You're literally asking the devs to do something to stop survivors from trying to win the game? Is this whole post a joke?
Joke is your comment. That the killer takes two seconds to hit a gen and the survivors with a single click prevents it from continuing to regress is absurd.
If you think otherwise, you are a simple main survivor who has never played killer. The problem with "gen tapping" has nothing to do with preventing survivors from repairing. What doesn't make sense is that in the middle of a chase a survivor can quickly touch the generator to avoid its regression.
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@Acetyr said:
https://forum.deadbydaylight.com/en/discussion/comment/2270497#Comment_2270497
Ruin, in no way, needs to be nerfed. It is a hex totem that can be easily found. Boost base regression speeds for kicking and make it so that when survivors try and start to repair a regressing gen they have to do 3 rapid skill checks before any progress is made.
Buffing the base regression speed and not nerfing Ruin will give scenarios in which literally leaving a generator for a very short period of time will cause it to drop to 0%, after all Ruin, even if it is a perk Hex, is very good. Not nerfing it just because "it's easy to find" I don't see as a valid argument.
And 3 quick skillchecks I see too much, just for new players. The best thing would be a simple skillcheck, after all the skillcheck is not to fail, but to avoid that with just one click they can stop the regression.
@Marik13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2270497#Comment_2270497
It's not excessive if you nerf pop, so that the total percentage doesn't exceed the initial 25% value. In fact if you increase the regression speed and add the initial 5% regression on kick you could even lower pop's value a bit more say to 15% so that when it combines with the initial 5% kick, it rounds out to 20%. Remember pop's effect is still dependent on you finding and hooking survivors too, so it's really not that bad. Also giving an initial 5% kick discourages gen tappers as well, and again at base (with no gen regression perks) killers would find it to actually be worth kicking gens.
It's excessive. Go to an area with a generator, hit it, while you leave the generator you see that the survivor returns to the generator, you hit it again, in total in just a few seconds you have reduced the progress of the generator by 10%, basically with that mechanic you prevent that the survivors can touch the generators. I just see it too excessive.
Buffing the base regression speed and adding a skillcheck to stop the regression is a much healthier change. Having a base Pop has no strategy whatsoever, but increasing the regression speed does.
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To give you an idea, a gen needs 80 charges to be repaired (that is, 80 seconds if the survivor is alone, the equivalent of 1 charge per second).
Hitting a gen takes 2 seconds and the regression rate is 0.25 c / s, which means that a 99% gen takes 5 minutes and 20 seconds (320 seconds) to return to 0%.
If there are people who think that regression speed is fine, they are simply main survivors.
What they should do is buff the base speed of the regression and nerf Ruin.
I think giving us a base "Pop" as suggested by @GoshJosh isn't a good idea, because if a survivor touch the gen, we can already apply a -5% regression, I see it somewhat excessive.
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Add a skillcheck like Overcharge but that you cannot stop touching the gen (with Overchange there is a bug that if you activate the skillcheck and leave the gen, you can do the skillcheck while you are walking / running).
Or, that survivors have to spend 2-3 seconds repairing the gen to stop the regression.
Even so, hitting the gens is completely useless without Pop or something similar, the regression speed is absurdly slow, we are talking about a gen that is at 99% taking 5 minutes and 20 seconds (320 seconds) to return to 0%. Wow.
What they should do is buff the base speed of the regression and nerf Ruin.
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Add an animation to open the hatch, instead of opening it instantly.
The hatch only appears when all the generators are repaired.
The hatch can only be opened once IF the Killer closes the hatch (instead of the hatch closing itself), preventing the existence of 2 or more keys from ruining the game.
Maybe a mechanic that prevents you from leaving items on the ground or that they are destroyed if they have been on the ground for a long time, because the problem with Franklin's Demise against keys is that if you leave them on the ground until the hatch appears, that perk is becomes completely useless.
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Yeah, let's nerf a perk that allows killers with 0 pressure on the map, be able to have pressure on the map!
For things like this Nurse and Spirit will remain broken. Not only are they very strong, but most of the nerfs barely affect them while it affects other killers a lot.
If they nerf Tinkerer, they should buff certain killers (or buff some perk out of the many weak ones of applying map pressure).
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2266242#Comment_2266242
Which are also the answers you are getting here.
Seems like you created a useless discussion.
No, here they are giving me more arguments.
You've created another useless comment and ridiculed yourself, congratulations.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2266163#Comment_2266163
You also have to remember a lot of the weaker killers are getting buffed like wraith and leatherface so that would affect his placements as well. That being said I still think he's a good killer but not top tier like he used to be especially if you take how strong a killer is with their best addons billy just doesnt stand up as much as he used too.
I'm telling you the same thing that I have said to Yamaoka, position Hillbilly next to Ghostface who in all aspects is inferior to Hillbilly, it seems excessive to me.
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@Yamaoka said:
Charge speed addons were pretty important for him as he can't just follow you around obstacles during a chainsaw sprint and curving is situational as hell and based around the shape of said obstacle so you need to use the sprint asap as soon as you manage to close some distance during a chase.
So removing his charge addons without buffing his base charge up time results in him having to be glued to you for seconds otherwise he won't have a chance to get a chainsaw hit.
Now how often will you have the chance to be glued to a survivor that knows how to loop? Exactly.
It's not going to happen in a reasonable time so he becomes a M1 killer unless you want to throw the game to get an "ego chainsaw down".
It is as simple as that.
The overheat mechanic further punishes him for using his chainsaw for map pressure. If let's say you try and curve-snipe a good looper without success you should immediately sprint back to the gens.
Now as you get there you see a survivor outpositioned but damn the chainsaw is about to overheat. Well, better luck next time.
I have seen actual god Hillbillies who would curve snipe at just about every map but even they dropped him eventually (they now main Blight instead).
Your arguments are the ones that have convinced me the most, but it's still not enough to put it in Tier C. That is, we are not talking that you have to be glued to a survivors for 10 seconds, you have to be glued for 2.5 seconds, I don't think something exaggerated, and reducing that time would seem excessive to me, it would basically be that the moment you start to load the chainsaw, you know you are going to hit the survivor 100% (like instasaw).
Hillbilly may not be Tier A anymore, but Tier C just doesn't seem to be what it deserves.
Guiding us by the Tier List that Otz made, Ghostface who is a Killer who has no mobility around the map and his oneshot ability needs to be "charged" (and then hurry to hit the survivor), turning him into a 100% M1 Killer, It's just as bad as Hillbilly, while Hillbilly has great mobility around the map and can oneshot a survivor without having to waste as much time as Ghostface. Because of this kind of thing, I don't understand.
By the way, Tier B seems to me to be the most balanced tier, and I think Hillbilly is there 100%.
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@Alice_pbg said:
couldn't you have, you know, just read the complaints?
and then you would know what the issue is straight from the source?
Try next time not to comment on my topics if you aren't going to contribute anything, your comment has simply been completely useless 😁.
And answering your question, all the complaints I come across are simply saying that it was "balanced" before and that it just needed the addon nerfs.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2266163#Comment_2266163
He has a cool-down whenever he misses/bumps into something.
So adding overheat is a double cooldown which no one likes.
He also no longer has a point in the game as he used to be the "average power but the most reliable" instant down killer but now due to over heat, animation changes,Roar,FoV nerf, and countless game breaking bugs makes him no longer reliable at doing anything.
This is in addition to being completely invalidated as he stands due to Blight/Oni/Bubba doing any specific thing he does better and are usually more reliable to boot.
Do not use the argument of "if it miss/bump into something, it has a cooldown!!!!", because a Hillbilly who knows how to play it's not going to miss/bump into something, so you cannot consider that a cooldown/limitation. One limitation is like the Huntress, no matter how good you are, at some point you will have to reload your axes.
And well, the other nerfs you say were unknown to me.
@Altarf said:
Because Hillbilly was only A tier with add-ons. Basekit Billy was a B tier killer, pre nerf - now, he is C tier due to Overheat, having arguably the worst add-on suite in the game, his many bugs and shadow nerfs, (phantom saws, the roar, increased chainsaw collision zone, prioritising pallets over survivors) map reworks screwing up his collision and making it increasingly harder to curve, and frankly just being outclassed.
But the main reason I will always hate the Billy nerf is that it turned a balanced, strong and fun killer into a mediocre, frustrating and unfun killer.
That's basically what I don't understand. Why does Hillbilly with such high mobility, a oneshot, fast spins and no cooldowns mean it's Tier B? I would understand that it wasn't Tier S, because the Nurse and the Spirit are at another level, but Tier B?
Yes, not having instasaw addons have made Hillbilly worse, but that is the fault of the users, for getting used to playing a Hillbilly with instasaw. Hillbilly without instasaw was incredibly strong.
And well, I don't know those "shadow nerfs", I don't know if they are real or just some excuse to argue that Hillbilly is now Tier C.
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@Phasmamain said:
The main issue was that his base kit was fine. Sure he had no cooldown of any kind but he already got punished for missing
His add ons were the issue and they were rightfully nerfed but his base kit got nerfed unnecessarily
And simply by nerfing his addons and adding an overheat mechanic to his base kit he went from being one of the best killers to a Tier C killer? Tier C killer is basically being one of the worst killers. I just don't understand how that can happen.
The problem is that even Hillbilly without the instasaw addons was incredible, for its infinite mobility, infinite oneshot ability, fast turns on loops, etc.
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@imabot said:
Did you set your config files to be READONLY by any chance?
I think I set the Read Only so I could remove the 60fps cap and take advantage of my 165Hz (or at least that's what I had to do according to the video I saw).
I have removed it and it works perfectly. Thanks!
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Ruin Undying + Spirit/Nurse
😴
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12/14/18 metres (Victor's Shrieks; idle, attached, controlled)
Soured Milk = +2m
Madeleine's Gloves = +4m
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@CornHub said:
https://forum.deadbydaylight.com/en/discussion/comment/2262777#Comment_2262777
It's scarier, because it's the most realistic. I don't expect hobgoblins to kill me, I expect real humans.
The problem is that you cannot find your own point. As far as I know, they are all human (except Demo/Nemesis I guess?), one with nailed crystals (Spirit), others with masks (Myers, Ghostface, Trapper, Pig, maybe Pyramid Head), others simply with certain deformations (Bubba, Hillbilly, Deathslinger, etc.), for you, is a human only human if he is hot?
The problem with all this isn't that we have missed the point, but that the OP doesn't understand what is a human.
If you want to be chased by a hot killer rather than a horrendous one, I think it's more of a fetish.
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@T2K said:
https://forum.deadbydaylight.com/en/discussion/comment/2259803#Comment_2259803
1. I wont go into discussion the number of killer players, because there are way more aspects to it than just matchmaking.
Ah ok got u. Yes if you feel stressed by playing against teams or killers of your own level, then yes, mmr will be your nightmare.
That would assume that you would go against the sweatiest of all, all the time, what is only the case at high mmr. And Ill tell you, there wont be that many players in general. To say that some may drop playing killer because of the constant stresslevel of high mmr may be right. But let me ask you this about the current matchmaking: What about the players at low ranks who face high rank players? Are there not killer players who hit first time rank 15+ and get matched with red rank swf? They quit without even get to know the game to its full extend. What about red ranks who drop killer because of slaying potatoes all the time? what about those who dont want to go against sweat squads anymore as killer? Those also already exist in the current system.
2. I understand now. Dont worry. Yes you can have stress although you are winning. Let me ask you this.
Why are you playing killer when you feel stressed out by it?
And explain to me, why should you not have constantly matches where you feel stressed and give it all you got, tryhard/sweatfest, at the highest level of the game?
3. Yeah I didnt quite understand what you meant here. Now I got it. Yeah 100%. With mmr you will face high mmr when you are high mmr yourself. You wont have really bad players then.
And what you are saying is, that the games where you dont feel stressed are the games against really bad survivors. And this is the problem. You cant have a stomp anymore and therefore you cant have fun and mmr is bad. Thats 1:1 what you said. Let me tell you this: Its disgusting that this game allows stomps! It should never be the case. If you want easy games as killer, make a smurf account, play KYF or play bad till you reach low rank or mmr. I dont care. But a matchmaking that allows stomps is awful. And there is no logic in saying: mmr is bad, because then I cant have fun anymore at high elo, because I cant beat up baby players.
I now understand where you coming from. :) have a nice day
1. I don't really understand where you want to go with this. The current matchmaking ranks system is wrong, I haven't said otherwise, and the MMR system is the "correct", because it doesn't make sense for someone with 100 hours to face one with 4k hours, the problem I see with the MMR system is constantly matching the Killers against 4 incredibly good survivors, because having 4 survivors face a Killer doesn't exert stress, not at least in this game, because you know that apart from you, you have 3 other survivors helping you. Being Killer you are alone, you have to exert pressure on the whole map avoiding that 4 survivors separated at the map from repairing 5 generators.
2. You just asked me what I've been telling you all this time: for the simple fact that currently matchmaking uses the rank system. As I told you, playing easy matches (or just slightly difficult) and then playing other much more stressful ones feel good, but playing only stressful matches isn't fun, that is why, as I have been telling you since my first comment (and it seems that you forgot), the MMR system will probably cause a lot of Killers to stop playing because of that. I have nothing else to explain in this section, I have already done it but it seems that you don't care.
3. I don't want you to misunderstand me, when I say easy matches I mean that they are much less stressful, that they simply produce a slight stress (or zero stress), for example survivors who start rushing generators at the beginning of the game but then don't know how to play correct way.
The problem isn't that there are "stomp matches", the real problem is, above all, the early with the Killers. What they cannot do is put an MMR system that makes you only face survivors who know how to exploit every part of the game, they will repair generators scattered around the map and correctly, they will loop you for a long time, they use meta perks etc. The only way to avoid this is by playing Nurse and Spirit.
In short, the general problem with the MMR system is that introducing it without fixing certain aspects of the game will make life a lot more difficult and stressful for the Killers.
As an idea for the future, I see it as perfect, but in the current state of the game I see it very wrong.
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@T2K said:
https://forum.deadbydaylight.com/en/discussion/comment/2259554#Comment_2259554
Im going to put numbers on your text boxes to adress it easier.
1. I understand that its more stressful to have difficult games if you give it your all. (Lets not forget that there are players who like this stress and they find enjoyment in it.) If you get stressed out by the difficulty of your matches in the top % and get tired of playing killer, then either you play killer too much or you are not fit to play in the top %. This is at least how it should be. The current matchmaking tells you: "its ok if you not that got at high rank, we got you with the matchmaking". The mmr would tell you: "we push you down till a comfortable level".
Im very confused about your understanding of balance. For me, balance is not the one extreme and then the other extreme. Balanced means for me that you get matches with people who are on the same level as you, throughout all the games.
2. Its easy because this wont happen. If I get sweaty 10k hour survs in x games and I like it, then theres no problem. If I get 10k hour survs in x matches and I cant and wont deal with it, I go down in mmr and get easier matchups.
3. I dont understand your point here. Top solo players will get high mmr and bad swf players will get low mmr. To be specific here I would need the stats how mmr exactly works in dbd. But I cant see a problem here.
1. Yes, there may be players who like stress, but I am sure it is much less than those who prefer to play without, at least, being ALL the games under stress. This is demonstrated by looking at the number of Killers at night (a very low number, which makes queues very long at night). Just because you feel stressed doesn't mean that you have lost the game. Feeling stressed and getting 4K is very different. And that's the problem, if I play a couple of fairly easy matches, a match with stress, honestly, it feels great, but 5 matches in a row of pure stress would be incredibly bad, at least in my case. Even doing 4K, all the stress I've felt in the match makes me lose the desire to play another one. Where I want to go is that, as much as I feel stress, I can continue to win matches, and therefore my MMR will remain or even increase, making my matches still stressful. There is no way to remove that stress unless it is by losing games and, therefore, reducing your MMR.
Your balancing concept will only make many Killers play far fewer matches in a row, since as I said before, one or two stress matches aren't bad after an "easy" or "moderately easy", but not 5 in a row without any "easy" match.
2. As I have told you, if you constantly face players with 10k hours, no matter how much stress you feel, you can continue to win matches, so your MMR will remain, you will continue to have stressful matches and you will get tired much sooner. Feeling stress isn't the same as losing matches, I think it's something that you haven't understood.
3. You haven't understood my point but absolutely nothing. What I'm referring to by that part is that, even if you aren't constantly facing SWF, if you face 4 survivors with 5k hours, it will not be exactly the same, but very similar to a SWF. What the MMR is going to do is make me face SWF and survivors with many hours, that is, I will never have a match against really bad survivors, so I will always have matches with stress, even if I win them.
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@T2K said:
https://forum.deadbydaylight.com/en/discussion/comment/2258693#Comment_2258693
But why exactly should you have easy games when you play at the highest level? this is beyond me. pls explain
It's not difficult to understand. If you are always playing games where you have maximum tension and are constantly under stress, there will come a point that you cannot follow, and therefore, you will get tired of Killer much faster, which will reduce the number of Killers and increase queue time. With Ranks matchmaking sometimes you have very stressful games, other times easy games, "balanced", but it's true that sometimes there are many easy games.
I don't speak for everyone, but I don't understand how you could be able to play the same way you do now, having to play from now only against SWF and / or people with more than 3k hours, games that would be completely pure stress .
People complain about Solo Queue, but 4 survivors who don't know each other but have more than 2k-3k hours aren't the same, but very similar to a SWF, their rapport even without communication is very high. I say this from pure experience, I have played Solo Queue games in which I have had monkey survivors and others in which it seemed like I was in SWF.
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Your art is just amazing. My congratulations!
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@PureHostility said:
https://forum.deadbydaylight.com/en/discussion/comment/2258712#Comment_2258712
Guess you didn't get it.
It doesn't nullify the possibility of survivors having their own, diverse set of default facial expressions, as they can be set in game rather than baked into the model by default.
Said Ace in the preview pic could have massive grin in the game 24/7 even though here he has a slight smirk by default.
So, to more easily answer your first question. All survivors having their own, unique expression is a possibility that will probably be used to some extent.
That's better 🤗
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@Hex_SARS_2_CoV said:
https://forum.deadbydaylight.com/en/discussion/comment/2258707#Comment_2258707
My previous name was Hex: Ebola, and then somebody pointed out the new virurs.
So I had to change.
Amazing 😂
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@PureHostility said:
https://forum.deadbydaylight.com/en/discussion/comment/2258699#Comment_2258699
Having a model with a set in stone expression as a base is a stupidly bad idea.
It is better to have a default, neutral facial animation and then set it in game to a different state.
Uhm... okay?
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It has nothing to do with your question, it is simply curiosity, but was it necessary to give yourself that name?
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2258684#Comment_2258684
It’s probably just modeled with a neutral expression so he is on par with the other survs models and animations are thus easier to create.
Since the survivors don't differ in anything except the model, do they all have to have the same expression? Wouldn't it be better for everyone to have their own expression?
The only model that I liked was Meg's, and it wasn't that I was very enthusiastic about it. I just see a very dark future for these new models.
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I think the MMR system is going to affect the game in a very negative way.
When your MMR is high, you will only face against good survivors, so you will never have an easy game, you will always play with immense stress until your MMR is reduced, this will cause many Killers to stop playing, and therefore, the queue times are even longer.
The same for survivors, with MMR they will probably face even more Spirit / Nurse, which will make survivors tire much faster from playing.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2256027#Comment_2256027
Great that it isn't happening to you but as there are others who experienced the same, I don't think you're experience is the universal one
And at no time have I said that you are lying.
From the way you've gotten defensive, I'm beginning to think that in your case it's just poor aim.
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2255950#Comment_2255950
Its not connection. I don't play slinger but Plague is buggy as hell. You often hit survivor and even survivor screams and react to it, but nothing happens
It has never happened to me to hit someone, it sounds like I have hit someone but not really.
And I play a lot with Deathslinger and the Huntress quite a bit.