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Thusly_Boned

Thusly_Boned

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Thusly_Boned
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  • In solo? For me it's Pinhead. Everyone just seems to assume someone else is going to get the box. So I just go for it every time it spawns, even if it's on the other side of the map.

    That's obviously not ideal, but but better than spending the whole match in a chain hunt.

  • It depends on a number of factors, like the killer, the map, tactics (like tunneling) etc. And the matchmaking, obvs.

    A 4K by tunneling with Blight on Grave of Glenvale? Not even a little impressive.

    A 4K without tunneling with Pig on Badham? You've done some serious work.

    And everything in between.

    And yeah, most of my solo queue games and in a 4K (at least the ones I spectate after I die), but painting the whole killer experience with a broad brush is missing a lot. But the problem is that like a quarter of my games are against sweaty Blights, it seems.

  • @Halloulle said:

    How do you determine whether others are "in on it"? — Which I understand as them loading into the match knowing what is going to happen and with that knowledge decide to willingly participate in it. What do you expect survivors to do upon realising there is a cheater in the match when they were, when loading into the match, not aware another survivor was going to cheat?

    I've only been part of a group where one (I think) person was applying cheats to the whole team one time, and I tried to sandbag the player and reported them. I suppose noobs might not recognize that they're playing with an unfair advantage, but any experienced player should. And if so, they shouldn't just go along with it.

  • Okay, I'll take a swing:

    1. Remove perk tiers. There are so many now it's just too much
    2. A proper perk store with all perks available for shards/cells (for new players)
    3. Increase BP/shard rewards (see again the huge amount of content)
    4. Legendary cosmetics for reaching P100. Not having any kind of reward is a joke
    5. Add a "going for save" option for solo queue
    6. Re-work old, boring moris. We're seeing a lot more of them, and so many suuuucccck.
    7. Make Sadako a true stealth killer by removing her "lullaby"
    8. Revert (at least partially) CoB. It's completely useless now
    9. Add weather
    10. Get rid of daylight on Eyrie and Coldwind; don't remove them, just make them night/twilight
    11. PH add-on pass. Long past due.
    12. Fix aim dressing
    13. More controller/peripheral customization
    14. Myers model rework so he doesn't look like he's from a PS3 game
    15. Basekit Kindred
    16. Stop putting bulky backpacks/etc. on survivor skins, or allow them to be toggled on/off
    17. Equalize survivor volume. Don't need to change the VA, just dial down the volume on some of them

    And some trivial ones

    1. More Rebecca skins, plz
    2. Young Ash skins, and another surv from AvtED
    3. Give Yui a butt please. No one that muscular should have a concave booty
  • @Lixadonna said:

    SWF wouldn't be complained about if SoloQ was more competent. Killers seem perfectly complacent with easy wins.

    It still would be, because there is no substitute for comms, and so long as there is any difference, people will make it into an injustice.

    But playing in a SWF is an advantage; arguing otherwise is just cope from people who want to be believe that SWFs aren't greater than the sum of its parts. But most often they are.

    But that's fine, whatever. SWF isn't going anywhere and there's no way to police third party apps even if BHVR were inclined to do so. And on the relatively rare occasion when I play against a really well oiled machine of a SWF and lose badly, I'm unbothered. We're talking about a like once or twice a week occurrence, and imbalance is the name of this game. It's what we signed up for.

    But generally speaking I just wish some of these really good squads were just more humble because their comms are doing a lot of the heavy lifting for them. I would never suggest someone not play with friends and have a good time, just that they have some self-awareness.

    And on the very few (like 2-3) total times in my six years in the game that I faced (got curbstomped by) a real comp-level SWF (one in particular where there a couple names I recognized from the comp scene), they didn't BM me.

    Really good players, the best, act like they've been there before, as if it's business as usual.

  • I don't think there's anything going on, but I have been given Treacherous Crows like 10 times. It feels like the randomizer is a used car salesman trying to sell me on an obvious lemon

  • @Coffeecrashing said:

    I don’t like that it’s the number of times a killer hooked someone, because it’s purposely hiding the kill rate.

    It’s also arbitrarily giving killers a penalty if they use the killer mori instead of always hooking the last survivor.

    It's not really "giving a penalty", as it's just numbers. It's not like we're being awarded anything (or not) based on these stats or anything.

    As far as how they categorize these things for their internal use (calculating MMR), we're not going to get that because then we'd know (as if we already don't) that SBMM is effectively useless.

    For my personal use as a killer player, if I had to choose, I prefer the hook count because it tells me more about how I controlled what I could control. Kills are messier to interpret. But sure, I'd loved to have seen total kills, hook sacrifices, egc sacrifices, bleedouts, and moris broken down.

    But I think it's pretty clear BHVR didn't intend to give us stats that allow us to suss out the internal statistical machinations of the game, just a superficial look into how well we played.

    And lets not even get into how utterly useless escape count is to determine anything on the surv side. And seeing the high escape rates from people who admit to only playing in SWF versus people who play mostly solo makes me highly skeptical of BHVR's stated numbers for overall escape rates for solo vs. swf.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874488#Comment_3874488

    It's just weird that the stats give escape rates, but not kill rates.

    Like, for reals, "Number of survivors killed" should have been in the stats.

    There wasn't a ton of information given, disappointingly. A lot of things should have been on the report, but alas.

    But if I had to choose, I'd rather have the hook count than the kill count, because it's more indicative of the work you've done as a killer as it doesn't factor in bleed outs, survs dying to the egc, and survs going next on hook.

  • @danielmaster87 said:

    There's no real point in playing other killers. They physically can't get good survivors, and are still playing on hard mode otherwise. That's why the smartest and least stubborn of us switch to those 3.

    When y'all frame killers sweating as something that's somehow bad, it gives off major "clueless casual" vibes, just a heads-up.

    I just don't get this mindset at all. If playing non-S-tier killers is "hard mode" as you say, is only playing on "easy" mode really anyone's idea of a good time? Because that seems to be what you are implying.

    I would argue that only simple minded people religiously stick to those three. I mean, how fun is it to do the same thing on repeat? It'd bore the crap out of me. At a certain point of playing the S-tier killers for thousands of hours it becomes like burning ants with a magnifying glass, especially in public matches.

    DBD played at its highest level is DBD at its most boring, imo. Same killers, same tactics, to the point where it almost plays out as if scripted.

    The closest I ever got to quitting DBD altogether was when I was playing mostly killer and winning the overwhelming majority of my matches. Every game felt like the last, especially if the survs were good. Tactics get really predictable the better everyone gets, as it becomes about going through the motions of the most established tactics. Less about skill, more about rote memorization of game mechanics (which I guess could be considered a kind of skill), repetition, and coin flips.

    I mean everyone is free to do what trips their triggers, but for me variety/fun > winning every match (especially in this mess of a game, where winning really doesn't mean that much). Knowing my opponent(s) are essentially at my mercy within the first couple minutes of a match is not my idea of fun.

    I like variety and unpredictability, but that might just be my ADHD, lol

    Of course the overarching problem is that all of us and our various sensibilities all get thrown in the same pot, which leads to threads like this one where everyone has divergent but equally valid positions. It's less the fault of players than of BHVR trying to cater to everyone.

  • I played on it 2-3 times just today (PS5). Generally relatively rare for me so far, though.

  • Yes and no. I'm curious for sure, but I play a very relaxed style so I know they won't be great.

    But I worry that becoming aware of them will activate the comp brain I try to keep out of my DBD experience. I've never really tracked my own DBD stats (save to occasionally detect trends in my games) for a reason.

    I don't want to become the thing I ridicule - someone who cares too much and tries too hard in a game where skill doesn't really matter and most of the variables are out of my control.

  • @Interrupt_Vector said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872256#Comment_3872256

    >This type of slugging has only become prevalent over the last few months

    Not sure if you're living through Groundhog Day but this stuff has been going on for years.

    I took a break, came back and said "Neat, literally nothing at all has changed"

    Eh, I generally agree with you here but slugging (particularly the excessive sort) has spiked recently. I chalk it up to the fact that its efficacy or lack thereof has become a talking point, and invariably when that happens, people lean into whatever it is, at least for a while. Make a few YT vids about a small thing, and then it becomes a big thing. Monkey see, monkey do.

    Even with that being the case, I still see it in decided minority of my matches, though that rate is still well above what I had experienced up until recently. For years being party to a four person bleedout was like a semiannual event for me. It's been like once or twice a week as of late.

    But it will likely pass organically and be replaced by a new annoying fad, and so on. And as you say, nothing substantive is going to be done about it regardless.

    Sad, pathetic people will continue to be so, and there's really nothing to be done for it. And I also believe that some people come out of the woodwork to play grinch during events.

  • I think WoO is definitely a "training wheels" perk, but saying "it plays the game for you" is an overstatement. Its certainly no worse than loading up on aura reading as a killer; it'll make the game easier, but it will seriously stunt your growth as a player if you don't wean off of it.

    That said, there is a good case to be made for its use in solo queue (where it's harder to track used resources), but I still find more value using that slot for something else.

  • Yeah, unless you hook everyone, the effect isn't that strong at all.

  • I get about as much use from Distortion as I ever did, mainly because it still gives me a heads up as to what aura perks the killer is running. Blocking the reading is nice, but knowing when you're being seen is almost as useful, at least to me. I'm not bothered by the nerf.

    But part of the reason (the biggest part) for why people are viewing aura reading differently is that there is undeniably a ton more of it than there used to be. When I started playing killer years ago, there were a couple of aura reading perks that you'd see with any frequency, and the most popular one (BBQ) was easily counterable (and it still is) because you know when it would proc and could just jump in a locker.

    Now though? There are 6-8 strong aura reading perks to choose from, and more middling ones. Seeing a killer running 3-4 aura perks in the past was simply not a thing. Now it's not uncommon. Anyone who runs/ran distortion consistently can tell you that you might have lost all your tokens in the first 30 seconds of a match. You could earn new ones easily enough, but it illustrates just how common aura reading has become.

    Not to mention we're seeing a wave of newer killer players who can barely function without constant aura reading.

    It's not just that people see aura reading as being different, it is different. And much more prevalent.

  • Yeah, this is all shady as hell. If their system won't allow it, they need to fix the system. And I refuse to believe no one in support has the authority to make this right.

    And the items appearing erroneously in the wrong regions' shops is entirely the fault of BHVR, and they need to be raked over the coals until they remedy the situation. When your jank systems actually cost people money, you have a problem in need of fixing.

    A "whoopise doodle, sorry about that but we can't give you a refund" is totally unacceptable.

    I am a huge Ito fan and I've bought two of the cosmetics and planned to buy them all, but I'm holding off on the rest until I hear the affected parties are duly compensated.

  • I'm gonna bet it's political rather than racial.

    I read (or heard) somewhere that Ito themselves dictated it, but I'm not sure it's accurate. Maybe a combination of factors depending on the countries/regions in question. Regardless, it's not BHVR's doing (though the way they've handled it in store has been totally dubious).

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868370#Comment_3868370

    True, but money can also come in from gaining new players. Not those who will come and then leave, the new chapters/events do that, but keeping them here. And this can only be achieved by making the game more enjoyable, a.k.a focusing on quality over quantity.

    Absolutely, but it's fairly obvious that they aren't thinking long term, building the barriers to new players higher and higher. It's all about hawking the new shiny toy and ignoring that the game is starting to look like a metaphorical horader's house.

    And really, that's kind of emblematic of the current state of business generally; everyone seems concerned with the next quarter or year's outlook/profits and not the long term.

  • @RpTheHotrod said:

    I usually CAN escape half the time as solo queue, but I prefer taking risks and going for endgame collapse saves to get other people out even if I end up getting sacrificed in the process. I'm the weirdo solo queue guy who uses shoulder the burden and does bodyblocking, ha.

    I'm also that person, it's more fun to take those risks than to slink out the gate. I probably lose 3-4 escapes per surv play session due to me re-engaging when I could just leave. I play for the fun, not the escapes.

    I only do rough tracking in my head (unless I notice an unusual trend and decide to keep the numbers), but my escape rate (all solo) is somewhere between 20-25%. It used to be higher, but the recent rise in "go next" jerks has taken a substantial bit out of that. I'd say at least 10% of my matches are over before they really even get going.

  • All very true, but the money is in new content, not so much in fixing old content.

    So I don't think anyone should hold their breath waiting for DBD to be "fixed".

    But to be totally fair, I think what people mean by "fixed" varies greatly, especially when it comes to balancing. This game is simply too all over the place for everyone (or even most people) to be wholly satisfied with it.

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868336#Comment_3868336

    You're. not. playing. comp.

    Please, enough of this. Unless you're playing in tournaments, what happens in the comp scene is completely irrelevant. Of course survivors in the comp scene have a huge advantage, because:

    • they're on comms
    • have thousands of hours of practice
    • know the maps they're playing on
    • know the killer they will be playing against
    • know what perks the killers are/aren't allowed to run
    • know the teams they're playing against and what strategies they will use (given that they've likely competed before)

    This is not true of the majority of public matches. Yeah you might get a SWF with high hours, but odds are they are just playing for fun and not doing clock callouts and all that nonsense. Comp is such an artificial environment that you cannot make any judgements of game balance from it.

    If we balanced the game around comp, the game would die in like a week because no casuals would want to touch it anymore.

    Exactly. It makes me want to roll my eyes out of the back of my head when people mention comp in balancing discussions. We're talking about like 0.5% of the game, and essentially not at all in public matches. I've been playing for years and if I'm being honest with myself, I'd wager I could count the total number of times I've faced a comp level squad in public matches on my hands and feet. Maybe just my hands.

    What makes sense for comp simply shouldn't be considered at all when balancing and adjusting the game at large.

    I am very sympathetic to killer issues, as I play both sides evenly and was essentially a killer main for the first ~1500 hours I played, but calling for the elimination of check spots is just absurd. Like I actually laughed when I read the title of this thread. The fact that survs are stronger in comp is irrelevant to the 99% of players.

    As you say, balancing around comp (or even just the top 5% of players) would be tantamount to taking the game out behind the barn and shooting it in the back of the head.

  • @Lixadonna said:

    His stream title is always something about High MMR. He believes he's constantly playing sweat squads. Key point to how he plays.

    It's not just him, but many killer players who think that way. It's not true of course, but adopting that mindset allows for two things that some people like to really lean into:

    1. It allows you to rationalize playing as sweatily as possible without second thought
    2. It helps feed the ego to believe you are playing at some god tier of SBMM where only the best of the best face off.

    It would make one feel more accomplished in your wins and better about your losses if they convince themselves that they're constantly playing against golden gods.

    Now people at very high MMR certainly tend to face better players more often, but the idea of "TOP MMR" as people like Tru3 define it (and throw it into every thumbnail) has essentially been debunked. And I mean most of us know potatoes when we see them, and they are sprinkled in everywhere, including Tru3's matches.

    Not that people like that will hear it, though. Messes with the self-delusion.

  • @not_Queef said:

    He clearly doesn't really like the game any more but he's forced to play it because he knows that's his audience.

    Plus his competitive mindset and giant ego mean that he really can't take losing, so he's more than happy to make the game a worse place for everyone else if it means he gets to win.

    It's really sad because he was the first DBD streamer I ever watched. I used to watch him all the time, but if you go back and look at his videos from 6-7 years ago, it's like a completely different person. He just seems dead inside now.

    I'd bet a not insignificant amount of money that many (or most) of the biggest DBD streamers/content creators are absolutely sick to death of the game. Some of them just exude disdain for DBD. And I mean how can you play the same game day in and day out and not get sick of it? Especially when you feel like you have to.

    But when build your audience (and living) on one game, change is a dangerous game. Like most people in other fields, you stay with what pays the bills even if it makes you miserable.

  • @JPLongstreet said:

    Its a product of tons of content in a game from 2016 that is still adding more, and changing most of what is already in it since then. Saying DBD is not new player friendly is a gross understatement, and in the last two years or more it's no longer casual friendly either.

    Takes hundreds of hours and 14 YouTube videos to get to the point of not sucking at the game. It takes hundreds more and 114 videos and many many losses to gain good game sense and be knowledgeable in most situations.

    There's just that much to learn and retain, and then apply correctly. If most of the overall playerbase doesn't play more than a couple of hours at a time 1-4 days a week, well...

    And I think those with much more knowledge and hours than me often forget that.

    Yeah, when you've been playing the game consistently for years, you have been afforded the luxury of learning in bite sized pieces as content is added. New and/or inconsistent players don't have that, they just face a wall of information to process.

    Hell, I've been averaging 2-3 hours a day for going on six years and I don't feel like studying like Otz's apprentice, most days I just want to queue up and play some low effort matches. If I came to DBD now instead of 2019, I'd probably get a couple hundred hours and then say f- it and quit.

    I'd go so far as to say I consider the threshold for a beginner in this game to be about 1K hours. That's insane. Just about every other game I've ever played (save some fighting games), I've mastered at half or less than that. And it's not a skill thing; take the Soulsborne games for example, those game require a lot more skill than DBD, but I became exceedingly good at them far, far less time than I have played DBD.

    That's because in addition to being an imbalanced game not designed with clear parameters, DBD's goalposts keep getting moved. Memorized all the perks? Good news! We're gonna totally change like 30 of them. Memorized the maps? Guess what, we've overhauled them all. That's well enough for people who play the game constantly, but for people who don't, that sort of thing is a big deal, demoralizing, and a deterrent to play.

    Of course the developing problem for BHVR is going to be that old vets aren't what is going to keep the game alive, we're going to drop off eventually. Attrition and burnout are real things. It's going to be new players who stick around, and keeping new players coming in. And if they make the game increasingly inaccessible, that's a recipe for disaster.

    In addition to a more robust tutorial, I would (and this would make a lot of veterans moan, whinge and wail) cull a lot of the existing content (perks, items, etc. that have essentially become clutter) and cut back on the amount of new content coming in (not characters, but perks). You can keep the game fresh without just loading the game up with and overwhelming amount of junk content.

  • Yeah, I think a lot of people would prefer the game be dead simple. As in all the killers would work essentially the same way, and the game mechanics wouldn't vary all that much. That way, they don't have to think all that much. That's not to call anyone stupid (well, maybe some people, lol), but because a great many players play DBD very casually, and for those, added complexity makes the game feel somewhat inaccessible.

    The same with new players, who I imagine must find it intimidating when the scope of the DBD's convolutions and idiosyncrasies (I'm being polite there) becomes apparent.

    And then you have the lazy people, who just want a one-size-fits-all strategy to use, and who can't be bothered to learn anything.

    For survs, that might mean learning how to play against anti-loop or stealth killers, learn counters for killer powers, etc. For killers, that might mean learning to track survs without aura perks, play meta, win without tunneling every match, etc.

    Some people just don't want to put in the effort, and to be honest there are some days I kind of get it. Not often mind you, but on occasion, like when I just want to chill but get hard tunneled out by a 10K hour nurse or stomped by a 40K hour SWF and it feels like little of the ~6K hours I've put in the game matters all that much.

    But by and large I think complexity is a good thing. Now there will come a time where the game's increasing complexity proves to be a serious barrier for new and casual players, if we're not there already.

    Which is why I agree that a much more robust tutorial mode is very much needed.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865806#Comment_3865806

    My main thing about knowing MMR is that it allows people to reflect more accurately. If you have low MMR but constantly play against people with high MMR, win or lose you have absolutely zero way of directly knowing. Even if you don't know your opponent's MMR, just knowing your own and point gains/losses per match would give you a relative perspective to your opponent: If you lose and your MMR barely dips, you know you were playing against an opponent with high MMR, which allows you to make assumptions around them being more skilled at the game. If you win and gain next to nothing, you'll be able to assume you pub stomped.

    This info might not seem like it matters, but it can be very helpful concerning learning from your matches. If you know you lost to someone who is better than you, it gives context to actions and strategies they might have applied, considerations for things like their build choices, etc. This can help games a lot with off-meta exploration: I know my fighting game comparisons are ever so popular, but Street Fighter 4 had a great example of this, by having both general and character specific MMR ratings that were both weighted like normal. If you played someone using a garbage character with both a high general and character MMR, you knew they were a specialist with that character. If they had high general MMR but low character MMR, you knew they most likely weren't using their main, maybe trying out a different character or playing casually. If they had low general MMR but high character MMR, they probably like experimenting with other characters but are falling back to their main due to something like a losing streak or an off day.

    All of that type of data can be used to read into your opponent's mindset during a match, but it also gives you context on why they might have done some of the things they did during the match. If a specialist does something that seems completely stupid, there's a good chance there might be more to the strategy than you realize due to less familiarity. Likewise if they play a little bit of everyone and its not their main, they might be just trying things out or playing less intelligently than they normally would at their best. Most of this has nothing to do with your average player's feedback loop of "win = better, loss = worse," but it can make a pretty big difference for people who try to learn from their matches and especially from other players they face.

    I also like to compare DbD to fighting games, but to illustrate what a skill based game is, and what it is not. To me, fighting games provide about the purest form of skill v. skill a video game can offer. In the PvP arena, DbD is about the furthest from that; a PvP game where skill means very little. At least it is down the list of factors that lead to a win or loss.

    Not to mention that matchmaking in fighting games is light years more accurate than the practically nonexistent version we have in DbD.

    So I don't really agree that the added context that knowing your and others' MMR rankings provides anything of substantive value, beyond what you can glean from the matches themselves. And again, I don't think knowing everyone's MMR score would add anything, since:

    1. The criteria that go into MMR are wonky as hell, and won't necessarily tell you who is "better" anyway
    2. You can tell easily enough from the gameplay and loadout of your opponent whether they are winning on their skill or other factors (provided you are capable of being objective)
    3. Even if you're not objective you can just rationalize by saying your opponent's MMR was probably gamed somehow
    4. You can tell easily enough what you need to work on from the matches themselves. If you are struggling to hit a curveball, whether the pitcher is a major leaguer or a minor leaguer is secondary to the fact you couldn't hit the pitch. Likewise, if you're going down in 10 seconds, you need to work on your looping, regardless of the MMR of the killer. KNow might help you morale-wise, but in terms of informing your improvement, I just don't see it. Not in this game of variables.

    But for me the decider on whether I want MMR to be visible is this: it will lead to increased toxicity and belligerent discourse, and it will change nothing in terms of matchmaking. People will just be able to see how ineffectual SBMM is and get really salty about it. BHVR making SBMM better just because people can see it's bad is a pipe dream. It isn't gonna happen at this point.

    I don't think any potential benefit would outweigh that.

  • @Pulsar said:

    Probably not, but it's easier to do so.

    Players will always take the path of least resistance.

    I agree. It's rarely necessary*, even at higher MMR.

    But like many things, it's prevalence is due to its ease/simplicity, and people who do it consistently make it a habit because stopping after doing it for a protracted period makes not tunneling seem harder than it is. It becomes the proverbial crutch. Tunneling to start every match as a rule is playing killer with the training wheels on, imo.

    If you always do it, you'll almost never know if it was actually necessary, because getting to a 3v1 will almost always result in a win regardless of the quality of the team you're facing.

    And of course this usually goes hand in hand with the "but at my MMR you have to" self-delusion that is so often used to justify the practice. Admitting that you don't need to do it is tantamount to admitting that you just might not be playing at the top of the SBMM pyramid (for what that even is).

    It's why I have never done it; I'd rather lose a few more matches than I otherwise would than play like a soulless robot.

    *I am defining tunneling solely as tunneling out the first surv down in every match as a basic strat

  • @Ryuhi said:

    While true, this applies to everyone in the game, due to the lack of user end confirmation. Many killers also assume they are playing at a much higher level than they actually are, just like as happens with survivors as well. The most unfortunate part about this is that people don't have a stable foundation to compare with, as their ego will generally be the determining factor of where they think they are, with no concrete way of actually knowing. You either understand the game enough to be able to accurately estimate your placement, or rely on your self esteem and/or narcissism to fill in that gap for you. Unless you have been keeping count of every single kill and escape in every one of your games since SBMM was introduced, you just aren't going to have an absolute reference to work off of.

    One of the most accurate statements I can think of regarding DBD as a whole is that the vast majority of the userbase has absolutely no idea where they actually stand in terms of skill/ranking, their presumptions of such are generated (logically or illogically) by themselves, and this is all by design (presumably in an attempt to cut down on the "As a red rank player…" comments and mindsets that preceeded the change, ironically.) Ego will forever be one of the biggest obstacles for balance in the game.

    Yeah, it's like the Dunning-Kruger effect: I'd bet 95% of all players think they're at a higher MMR than they are, and 95% of those who hear that would think they're in the 5% who know they're at a high MMR. Most people will presume they're more competent than they are in just about any scenario, and because DBD's MMR/MMR criteria (hell, most of the game parameters in general) are so poorly defined, it's pretty much anybody's guess.

    But it's very easy to imagine a newer player who is just getting their arms around the game and winning a bit but not having hit the soft cap might think that they're near the top, when they're lower-mid.

    But ultimately, it doesn't matter all that much because SBMM is gonna throw everyone in the pot together most of the time anyway.

    That's why I am not a proponent of showing people's MMR; because unless they tighten up SBMM, it's just a number with little meaning. What would knowing your and others MMR do, practically speaking? Not a damned thing. And it will give people even more incentive to sweat, lobby dodge, and act elitist.

    I'm not interested in my own MMR beyond a mild curiosity because I don't think it would change my experience one iota, except that it might lead me to start chasing numbers, which is exactly what I don't want to do in this mess of a game.

    Though it would be gratifying to know that a whole lot of people who think they're top tier would find out that they're just middle of the pack.

  • If your MMR is high, I think you have three options:

    1. Just grind it out until you draw a crappy group of survs (which will happen eventually)
    2. Play at really off hours where the lobbies are even more of a mixed bag
    3. Just suck it up and play like a dbag until the task is done

    I always try to get adepts the day the killer drops, but that's obviously not an option in your case. Just be glad a 4K gets it done automatically now, it used to be worse.

  • @CountOfTheFog said:

    Remove Tier 1 and Tier 2 Perks.

    You're certainly not the first to suggest this, but it only makes more and more sense as perks continue to be added to the game.

  • Remove the exit gates, they just sit there doing nothing for most of the match

  • @hermitkermit said:

    Ah many of these replies make me kind of sad :(

    Ah, well to answer your question, I like adjusting my playstyle to the pace of the match! If i'm getting my butt kicked I will try my absolute best. If I'm stomping I will ease up. I can't speak for everyone's experiences, but I've noticed that simply being aware of the pace of the game and adjusting accordingly can make it more enjoyable for both sides. (I do this as survivor to, though it's limited because as survivor i can't really control the pace of the game, but I can do a totem or a chest or small things like that to help)

    Yeah, this is generally how I play; I always read the room a little before I commit to how I'm going to play things. If I can tell quickly cthat I'm faving a team of juicers, I put the pedal to the floor. If they seem like potatoes, I back way off. And everything inbetween. I try to win regardless, but I know the game is imbalanced and SBMM is trash, so I don't want to curbstomp people unnecessarily.

    I'll still 3-4K really bad teams, but I won't demoralize them. This game is unforgiving enough to new players as it is.

    And sure, I lose some games against good teams because it's too late by the time I realize how good they are, but I can live with those occasionally. Going from game to game with the volume cranked up to 11 all the time is just boring to me.

  • My favorite thing to do when I just want to have fun with survs is SM Myers. I'll play an indoor map offering, and go only for jumpscares and thematic fun, but won't kill anyone.

    I just want to scare the absolute crap out of some people, and it usually seems to go over well.

    During this event I've been doing a similar thing with different killers by using the snowmen. There's something delightfully absurd about a killer like Nemesis or Dredge suddenly popping out of a snowman.

    But generally I don't go out of my way to make games fun for survs, but I do actively try not to make them miserable (unless they are being BM-y). You can play to win without totally disregarding the experience of your opponent.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864514#Comment_3864514

    My poor Amanda Panda's blades are so scuffed from smacking rocks, trees, walls, thin air, anything but a surv! I must be doing it wrong not taking full advantage of this abuse thingy...

    In my experience, playing as The Pig is an exercise in self abuse, lol

  • @Eelanos said:

    I think you should check your recency bias, because I haven't had that experience at all. You got one or two bad weeks and suddenly it's a problem? Come on. We all have bad streaks. Take a break from the game and move on.

    I think you're just exaggerating a problem that isn't there. Especially the humping thing, because I haven't had that experience in literal months.

    I'm usually the one to say what you're saying (almost verbatim, as you can see in the original post), but the whole reason I made the post was because the past couple of weeks have been so far out of the norm from my experience, like way out. I'm a relatively objective person and I keep waiting for the trend in my games to regress to the mean, but it hasn't.

    I understand trends and outliers and have certainly had bad stretches (and very good ones), but never 2+ weeks sustained like this. It's totally possible I've just been profoundly unlucky in my matches, but in 5+ years I've not seen anything like it. At least not for more than a day or two.

    And I have a very narrow definition if tunneling; it pretty much has to be a hard tunnel of the first downed surv or I don't think of it as tunneling (at least in the pejorative sense a lot of survs think of it).

    But it's no exaggeration at all to say I've been humped more during this event than in all my previous games combined. Granted, that's not saying a lot since I didn't use to see it much at all.

    But hey, I've played two matches so far today and neither had a tunnel, so maybe the tide is turning, lol

  • @sizzlingmario4 said:

    Agreed. Teammates have no idea if it's close to being full and will try to save when all they have to do is leave and the killer will fill the camp meter.

    I know some have voiced concerns over it being too abusable if visible to all survivors but I really don't think that's true considering SWFs basically already get this information anyway, this is exclusively a solo queue improvement and that's it. Furthermore, the system is extremely limited, it rarely activates and killers still have a LOT of leeway to remain near hooks without triggering it. I really don't think making it visible would be an issue, nor would it suddenly start punishing killers that it wasn't designed to affect.

    You don't even need to make a new HUD element for this either, you can just have hooked survivors have a hook icon as their current action on the activity HUD and have the anti-camp bar shown as the current progress of that action.

    Yeah, this issue is one of the things that keeps the mechanic from being more effective. And as you said, it's not information SWFs don't already have, nor would it make them any stronger. I don't see any potential complications here.

  • Earlier tonight I was the last surv alive and got caught trying to open a gate and slugged and humped for like three minutes and 55 seconds and then mori-ed just before I bled out.

    Good times.

  • @Xernoton said:

    Not that I disagree but what exactly does the anti face camp feature have to do with tunneling?

    Well, that's what I get when I post in the middle of the night, lol

  • Most of mine are already mentioned, but:

    Underground cavern/cave system/mine

    80's/90's Shopping mall

    Summer Camp (Jason plz)

  • @ShanoaLegendaryPlz said:

    I believe they kinda bugged things up by making instant snowmen and snowmen roaming around the trial into 2 different types without specifying which in the challenges. First thing i did was go to a snow pile, made a snowman, walked a step and jumped out of it, challenge done.

    Yeah, I think this one is what is messing people up. It got me the first match I tried it, too.

    Can't be a snowman you find wandering around; you have to build it at a snowskull pile.

  • @Nazzzak said:

    My queues were a few minutes long a couple days ago but they're better now

    Mine were like 60-90 seconds a few days ago, but generally I don't have to wait more than 30 seconds, usually less.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/435620/a-weird-problem-with-dbd-or-am-i-crazy

    Because DBD is not a "skill based" game it is a knowledge based game. The person with the most knowledge likely wins the game. And because of the fact that we have hundreds of perks, 38 killers with 20 different addons (some that completely change their power making them almost a new killer), 20 realms with 59 different maps, RNG map generation on many of them making learning how maps are generated matter, it takes thousands of hours to understand all that.

    If i'm an FPS player, playing call of duty and have 500 hours, i can probably still click heads about as well as someone with 8000 hours and have things come up closer to even because knowledge isn't as important in those types of games and clicking heads in one game isn't much different than clicking heads in another game. And in DBD very few of the "skills" you use carry over from other games.

    This. It's not a game that requires or reflects standard gaming "skill", and other than rudimentary ability to operate M+K/controller, almost none of one's previous gaming experience translates into it in any meaningful way.

    What it demands is that you learn all of its intricacies and idiosyncrasies, which are unique to DBD. And since the game is constantly changing and expanding, that requires a massive investment of time, and that learning/adapting never really ends. Plus I think most people are used to games with clear parameters, but DBD lacks those.

    I think even at 1-1.5K hours people are still essentially beginners.

  • It's not my favorite, but since they blocked of the top of the library, it's pretty inoffensive to me. Plus it looks great.

  • Yeah, let that gen go, preferably right away. You don't want it there late, or god forbid it be one of the last three. You can down survs in there and defend it, but it's just not worth the effort.

    And in solo queue, much of the time at least one of the survs will go for it first because it's so safe to work on. Let them have it.

  • I started in 2019- things I miss:

    1. Dark maps, especially Coldwind. Daytime Coldwind just isn't it.
    2. Spirit before the directional audio. A lot of people will disagree (understandably), but I am hard of hearing, so I had to rely on outguessing/predicting where survs were rather than listening for them. This was a lot easier before her phasing sound was directional, and I just can't use her as effectively anymore unless I run the cherry blossom every time.

    That's about it. People talk wistfully about old DBD, but for the most part it was comprehensively worse than it is now. I mean having to deal with OG DH and the old bloodweb alone would outweigh anything positive we've lost, imo. There are so many things about old DBD that are better dead and buried.

    Nostalgia is a hell of a drug.

    @GeneralV said:

    Well, my fellow 2018 DBD player, my best memories from when I started playing are, naturally, Freddy.

    Nothing in DBD was as fun as playing Old Freddy, and nothing will ever come close. He was my killer, my reason for playing. I loved that character, and I still love him.

    I never got to experience old Freddy, but I am sorry for your loss. I will say that as a huge fan of 80's horror, his current moribund state is a travesty.

  • @Triplehoo said:

    Don't bother to do a ticket if you're on a console. It's a complete hassle. Just do a in-game report and move on

    Eh, it's not that much of a hassle. I play primarily on PS5 and I've filed a few reports that apparently resulted in action. Just have to capture and export the video.

    That said, a lot of people don't think reporting works because they try to report stuff that isn't against the rules. Everything I've reported has been obvious and blatant cheating.

  • It's actually worse than the normal queue because there are actually quite a few people in the event queue just trying to goof off a little bit, which makes for easier wins if you play like a dbag.

    It's just an even clearer example of how some people only care that they win, and not how they win (which to me is just as, if not more important).

    Which is why I guess a comp queue wouldn't be that popular; a good portion of the people act like they want high level play but will just take the path of least resistance every time.

    1. The game is a neverending grind, especially for new players
    2. People want to get to P100
    3. The bloodweb is clogged with useless crap no one wants but has to buy anyway
    4. Even though there are always BP events, in terms of time investment, the relative value of BP is lower than a third-world currency
    5. If you use a wide array of characters, the BP need is even greater
  • @mecca said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860784#Comment_3860784

    If the game was fixed both issues would go away. Yes, that is the devs fault.

    Man, I am so beyond sick of hearing "I can quit because the devs won't fix their game".

    The game will never be "fixed" to the point where people can't find a reason to quit if they're looking for a reason to paint themselves as a victim. Operating with a mindset of "I can justify quitting in just about any scenario because X is wrong with the game so it's not my fault" isn't acceptable.

    We all know what the game is, what is wrong with it, and what we might encounter. If people aren't willing to play the games out, they shouldn't queue up, end of story. There is no excuse for quitting whenever it suits you. People need to accept that this game is flawed and will remain flawed or move on.

    That's not to excuse the devs at all (the game is a hot mess in many ways), but a recognition of reality. Everyone quitting all the time isn't going to fix anything, and just makes everything worse. It's not a protest to the devs, it's a middle finger to your fellow players. Don't screw me because you're mad at the devs.

    Now that that's off my chest, to the issue in the topic - there should be a solution that doesn't just give the survs a "quit" option. Or at least it should be conditional, like having to be left slugged for 2+ minutes (which rarely happens unless the killer is doing it out of spite). And there absolutely should be an option to pick yourself up after a reasonable amount of time.

    But the reality is that the frequency that you'll encounter a pathetic little codpiece like the Billy in question is really, really low. Infuriating when it happens and unjustifiable, but a relatively rare occurrence.

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