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TicTac

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  • Those chests have one big problem. They are valued differently by every player. Nothing is stopping me from ignoring them if i value a win more. And while some players need whats in there, others have over 100k shards, plenty of addons and bp.

  • @azaxydbd said:

    Knightlight and many other good killer players said that public killer is ultra easy, aside from myself im over 12k, killer is public overall is easy, the only problem we currently have is cheaters dsync map rng and mmr.

    He is one of the best killer in the game. Not like 0,1% or something, more like there is maybe 2-3 players in all of dbd which are better. Of course public lobbies are easy for him. I myself am vastly better than the average player in dbd and i wouldnt have a chance against top tier comp players.

    But if we reverse all that and let those players play survivor they have it also extremely easy.

    How is mmr a problem for killer? Its a pain playing with a weak killer against comp survivor bc you stomp the average lobby often, but most matches are easier with faulty mmr. Easy matches are boring, but i wouldnt want to sweat everytime without a reward.

  • @MagixD said:

    A common sentiment I see alot is "I get 4ks without tunneling and slugging and camping, killer is easy" and you check their post history and they mainly post survivor main takes, and some of them even admit like a week ago "i barely play killer but…". Anyway some of the people that have said they get 4ks without tunneling/slugging/camping are streamers. Perfect! Now I can get some video proof of this person in action and maybe I can learn something from this person, right? After all the best way to get better is to watch better players and see what they do (this applies to literally every video game). So I go to their twitch and check their vods and see how they play killer.

    These "killer mains" are playing on default FOV, no hiding their red stain, not looping tiles correctly, barely hitting with their m2 power, getting pallet stun at every pallet, falling for window fakes, and even getting spun.

    Can someone explain this to me? These "killer mains" are apparently really good and the rest of us need to get better at killer since we tunnel/camp/slug, but the way they play, they play like they just installed the game.

    @Aven_Fallen said:

    I have never seen that any of those people who claim that Killer is hard are actually skilled.

    I think both statements are pretty pointless bc they use the term killer.

    There is a vast difference between a nurse and a trapper. And even if you dont count the extremes, there is a big difference between the different killer.

  • Did they have a lot of gen perks/toolboxes or was it mostly pure gen efficiency?

  • @ImWinston said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060936#Comment_4060936

    • That's why I said "decently"... if you don't last long in the game, you'll earn fewer "purple coins" or at least more slowly. If you have a long and intense game, you'll automatically earn a few more "purple coins."

    "Also, if you play decently, that is, you score a lot of points in a single game,"

    If you knew it you would have said: that is, you stay a long time in the game.

    Mate, its not the end of the world to say something wrong. You dont need to start a discussion. You said it wrong, i corrected you, its fine. Everyone makes a mistake sometimes.

  • @ImWinston said:

    • Simply by playing (regardless of whether you're a killer or a survivor). Also, if you play decently, that is, you score a lot of points in a single game, getting the "purple coin" (as you call it) is slightly faster.

    Not that i know. XP depends only on match time (10min should be the cap) and the bonus for the first match on each side. There were also xp-events in the past.

  • I dont understand it completely. When should he get undetectable? After a teleport?

    I also dont understand the second point. Should the time get doubled? Sorry i think we are both no native speaker, so im really struggling to read it.

  • Do you only lose a PWYF-stack if you deal damage with your blast?

  • @cogsturning said:

    I enjoy playing against Springtrap. The only thing I don't like about him is when the doors spawn right on top of the generators (meanwhile my guy Dredge has multiple generators with no lockers in sight.) Krasue I don't like playing against at all, but luckily I've probably had 20 total matches against her. I do really enjoy her music and visual design though. Henry is a beast with good players but I haven't seen much of him lately, but I'm also playing 2v8.

    I didn't buy Springtrap because he doesn't really appeal to me, and Krasue was so hated I haven't even unlocked her. She doesn't look fun either. Henry, on the the hand, is healing me. I suck with him but I find him so fun. It's the most unstressed I've been about performing well in awhile. The vine hits and World Breaker activation are so satisfying. I love the voice acting on the Rift skin too.

    The doors seem like a heavy rng-element. Not only their placement, even the direction they are facing.

    A door right next to the gen is easily outplayable if its facing the gen, but if its facing the other way its really strong.

    Map rng is fine, but for some killer (Springtrap, Dredge, Sadako,…) the elements should probably be manually placed.

  • @Trex_Crazy said:

    Now I almost always play killer (as in the only recent games of survivor I've had are for 2v8 priority queue) and I do understand where you're coming from. That said actively pickinga fight on the forums is a good way to immediately shut down any sort of discussion on the matter and just bury the topic.

    I do think that the killer should have more options when it comes to survivors just waiting at the exit gates. the problem is that there, at least that I can think of, isn't really a perfect solution. Some ideas I've had are to block the gates if the killer is within a certain range, if a survivor loses a health statein the gates, etc. And I do think your idea has merit, similar to the anti camping charge up. I also think another way to curb it would be to lengthen the collapse and have the collapse start as the exit gates are powered.

    (side note I dont think letting the killer leave immediately would be a good idea, it would make any sort of end game build almost impossible because the onlykillers who wouldnt leave would obviously have a trick up their sleeve. Though I also think survivors shouldnt be allowed to leave either...)

    But here's the issue with any sort of discussion down this avenue: While I try to see issues from both sides the truth is that the game is survivor sided, has always been and will always be. (With a few exceptions like nurse.) The most apparent situations would be noed and dead hard. Noed is just an alright perk, a last desperate gasp before the game is over, a perk slot I could have instead used to help prevent getting that far into the match. It is also the source of salt within the dead sea and has been changed (nerfed) so much I'm honestly surprised it still has the same premise (you know, like how knock out's description doesn't even make any sense anymore) whereas deadhard was so powerful and prevalent for an extended period of time without being touched. To the extent that I feel that the devs were just ignoring the issue hoping it would go away. Again I'm not saying killers never get anything nice, Im just saying that the games balance is skewed towards being survivor sided. The counter argument oft said is about soloq but Im here to tell you that as someone who's been playing since the game came out almost 10 years ago, in high mmr it doesn't matter if you're in a swf or solo the teams are very coordinated and not often inefficient. (though there are a few survivors who are outliers throwing the game sometimes) My point is that, unfortunately, I doubt any amount of discussion is going to make the end game less miserable for killers. inherently due to the 4v1 dynamic there will always be more survivor players and therefore more complaints if things dont go their way. (like when they changed the movement so survivors had to move more within the bounds of reality and couldn't change momentum on a dime or spin around at mach 10) So my advice is this: pull out your phone and watch a video or something while you wait for the collapse to push them out, beats giving the survivors what they want. (or break pallets and stuf if you want/need the bloodpoints)

    Just give the killer the option to dc if the gates are powered. Replace him with a simple bot. Why think about some weird mechanics which overcomplicate everything?

    And no that wouldnt reveal endgame builds. I dont understand this give-up-mentality and wouldnt do it anyway, but if survivor are already safe in the exit gates, its already too late for your endgame build. And if you mean that killer would immediately open the gate themselves and dc, they should just quit the game. Its not healthy for them anymore.

  • Its still a 50/50 if they are about to reach a tight space or corner. Bc its obvious you will shoot, they are more likely to expect it and dodge. But a 50/50 is still a good chance.

    Sad part is even with the nerf to zoning its still really effective. Just fake shooting a lot and close the distance. It also makes survivor dodge less and easier to hit if you shoot after many fakes.

    One thing: deathslinger is one of the killer which is underbuffed for 2vs.8.

  • @JoshuaGraham said:

    legion is in dire need of some love from the BHVR team. His kit doesn’t work creating enough pressure on players and the maps are too stretched to make his power useful. He needs some serious love and I would be ecstatic to see him get some buffs or a rework.

    About that buff/rework: what is your reason for playing Legion?

    I play him bc he is simple. Classic M1-killer.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057997#Comment_4057997

    In current state of the game I think its crime that legion cant see scratch marks while he is in frenzy because there are way too more powerfull new characters and things.

    As you say its not big of a buff but its nice quality of life change.

    New players are episode of itself like everyone is good against them because they are way worse than bots but thats doesnt change anything only if you stand behind idea of balancing game around new players but I dont think you have such twisted idea.

    Same can be said with wraith like back in 2017-18 they buffed him a lot like make him break,vault,open lockers while he is cloaked and one of things they did was to give him bloodhound (his perk for tracking blood) by making blood on the ground be seen brighter (not longer). It was that taken away but than 4 or what years after the dracula came and his wolf form has this same form of tracking so I ask again: Is it fair to not give it to way weaker killer?

    Simular thing as with legion and ghoul one is just him but a upgrade so atlest what they can do before they come up with some solid buffs or reworks is let these quality of life changes go through but that would be wanting too much from devs that barely play these killers against competent survivors that can loop.

    My thing is just that it wouldnt help against good survivor. Legion and also kinda ghoul will always depend on the survivor skill.

    Thats why they thrive against average survivor. And you would think player of this characters would excel at m1-gameplay, but they are often even worse than the average player. (you will lose as pure m1-killer against good survivor, but its still an important skillset) Worst offender is Iridescent button legion. You could play smart with it, but most Legions just mindlessly break every pallet and charge their Spirit Fury.

    Recent example: had a P100 ghoul at a car loop who only ran in circles, vaulted over the pallet and was shocked he didnt get a free down. Then he started to break every pallet. He didnt know which one was outplayable, how to force a 50/50, etc. And Ghoul can even use his power for a down, Legion cant.

    But im talking about other things again. Seeing scratch marks would be fine, but i think it isnt even a bad idea if you "outgrow" some killer and they are only good for new killer player. In a perfect world Ghoul would be harder to use and he would be the character for experienced Legion player. Better case even: a Legion buff gives him an ability that downs survivor, but is really hard to use, so new players cant handle it. But doesnt that kinda defeat the simple-killer-design?

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058119#Comment_4058119

    IMO those stats are more reliable than people claiming that they run the Killer around for 10 minutes and nobody did a Gen.

    Or people claiming that they face Survivors who do 4 Gens while they are chasing one Survivor and down that person quickly.

    Yes, they are more reliable than hearsay. But thats a pretty low bar.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058095#Comment_4058095

    This was the same when they last released stats like that. The average chase time per Survivor per match was 60 seconds on all MMRs and 66 seconds on high MMR. Which to me is a really low number, because it means that each chase is around 20 seconds.

    It is obviously only the average, so there will be chases which are longer and others which will be way shorter, especially if tunneling is involved (since this means that there is only one health state to deplete aka shorter chase).

    But it shows that the stories of Survivors at high MMR being able to consistently take chases for 3+ Gens is not true at all.

    Thats not completely correct. 20 secs would mean every survivor does get 3 chases. But sometimes you escape without a chase, you get one-hooked, etc.

    But that also works the other way around. If a killer abandons a chase, it still counts for the stats.

    Another factor are killer: a wraith "chases" without chasing. You even can lose chase with every killer while in a "chase".

    In short: thise stats are highly unreliable. They are maybe good to compare mmr-brackets.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057997#Comment_4057997

    you kinda need the explanation if you're not understanding how big scratch marks are; try facing shadowstep and see if that affects your gameplay at all.

    the current system heavily discourages using power without LoS. this buff would let legions be more liberal

    You dont understand. The question is not if scratch marks are an important tracking tool, its when you need to use them.

    The question is if Legion gameplay should be just using his power non-stop. I mean Kaneki exists, so it doesnt matter how free the injure is. But it still takes away another skill expression from a pretty simple killer. Its just autopilot. And like i said it doesnt matter against good survivor, but in a low-skill-scenario a bad killer destroys bad survivor with legion.

    I play sometimes with new survivor (around 100-200 hours) and they have a different idea which killer is strong. Me saying playing injured is no problem if you can loop, isnt really a solution.

  • @JoshuaGraham said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057754#Comment_4057754

    I think saying "play another character" is not the healthiest of ways to view it. I get your point but that's why when you load into a survivor game and you get the same 4 killers to face each time it dulls the game and makes the killer rotation bland. If characters now have 3-4 gimmicks or capabilities, then legion and all the old school killers need that opportunity to be revamped or given some type of changes to make them a challenging killer.

    That would be old dbd and yh even with only 10 killers you could have picked always Nurse. And you still should (+Blight). But we have over 40 killer and if we include every strong killer, you have around 15 killers to choose.

    And i think its really healthy. Bc i was someone who wanted 100% viable killer and even now i have still ideas for changes, but its just not realistic. Its always great when it happens, but the chance is really low. And there are basekit changes which would probably more important to invest work in it.

    I still play Legion, Wraith, Myers (lucky one with a rework), Bubba, Nemesis. Sadly less Ghostface, Hag and Trapper. But if get destroyed (rarely) im fine with it. Bc i knew that they have their weaknesses and if i want to compete against better survivor i should play other killer.

  • @DevLinky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057752#Comment_4057752

    Then you wouldn't need to see the first survivor to activate your power (you could be roaming around with it and still be able to track people) and it would make it easier to track good survivors on indoor maps.

    Plus, the fact that you can't down during frenzy (without counting 5th hit) makes it a stupid decision to remove your tracking ability. But it's a decision that comes from the dark ages of DBD.

    Oh, and the fact that we can still see pools of blood makes this decision even dumber… We're allowed to track injured survivors (more inclined to die) but not healthy ones?

    Healthy survivor have more to lose. Its harder to track them bc you want to find them with frenzy. With the changes its also a good catch-up-tool for injured ones, but its still better for survivor.

    Its really counterintuitive that your power works against you and i have no idea if it was intended, but lets look at the other side. Survivor have a killer which they cant loop. And now you want to make stealth harder? Good survivor wont care, but whats with the weaker ones? Maybe a simple killer, a noob stomper, shouldnt be stronger against them.

    In a perfect world every killer would be balanced around every skill level (in that case everyone would play simple killer like Legion, also not good), but thats really hard to achieve.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057752#Comment_4057752

    You miss the point here, his power makes him blind to scratch marks and pools of blood when he is in frenzy but you see survivors that arent in deep wound with killer instinct on some distance.

    The thing is sometimes there isnt point of getting to others marked by killer instanc because they will keep running away and you wont get anything so if you use his power to injure one guy and want chase him you can easily loose him on some indoor maps or when you didnt hit anyone and use hid power which is something I dont think low tier killer like legion needs if I compare him to to killers like spirit,dracula which have something simular in their powers.

    You are seriously explaining their power to me? I play Legion quite a bit and maybe i didnt make my point clear:

    You could add the scratchmarks to help newer players, it just isnt really a buff bc decent killer dont need it. And a buff was what the original post wanted.

    On a sidenote if we talk about newer players: legion is fine against them bc they cant loop. So maybe the scratchmarks thing allows them to get away and balances the killer on that skill level.

  • @JoshuaGraham said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057554#Comment_4057554

    he still struggles with chase, map control and generator control. His ability cannot traverse the map unless you have high end add ons. I believe his speed or distance needs a real good buff to be competitive and some type of special strike for actual pressure

    Use perks for the chase (i use pwyf and coupe) and you have a decent simple killer.

    He isnt strong, but you can play the stronger version called ghoul. There are over 40 killer, some characters will just be weaker. It would be great if everyone was strong (and balanced for weak and good players at the same time), but thats a lot of work. Better used for some general things. And even for killer are some who need it more than Legion.

  • @DevLinky said:

    Just allowing us to see scratch marks during frenzy would be greatly appreciated.

    How would that help? You activate the power with visuals on the first survivor and everyone else has killer instinct. It wouldnt change anything for me.

  • More zombies would be fine if you could remove them better. Right now the zombies are a huge rng-factor of his power. And if you add more zombies it could get more extreme. 4 zombies swarming a 3gen vs all of them stuck or in some corner of the map. Balancing a killer around so much rng is just bad. I play a lot of Nemesis, but i mostly forget that i have zombies.

    If survivor could kill/stop them without items/perks/pallets, they could also be stronger: faster, better detection, maybe Nemesis could even call them to a specific place.

  • I think it has a lot to do with the skill level. Like you said its the most common for a new player who was successful at beginner level. You also get them as experienced player (mmr is kinda random), but they are not toxic bc they lose. Most good survivor are not that toxic, so if you only lose against them, you dont see much bm.

    Maybe the problem is that they lose often and they vent it on the baby killer. Or they are toxic bc some killer was also toxic (bc someone else was toxic and so its an endless cycle) and some killer/survivor are just toxic without a reason.

    Its also not a great new player experience. Tunneling new players who cant loop well on 5 gens, makes them frustrated. And there are a lot of other things which are confusing and frustrating. And frustrated players can easily become toxic.

  • @thrive2survive said:

    It's fine. Let's not start complaining about something that NEEDED to happen. Nemesis was trash in 2v8 and he needed a buff of some type. Having more Zombies is the least they could've did. I'm just glad he got something. Just blind them with the new Torch Bearer class. It really isn't bad at all. Now I feel a like Nemesis pulls his weight while on my team.

    Instead we can focus on the fact that clearly the game engine can handle more than 2 Zombies and they lied initially when they said it couldn't. What? Did the game engine get better over night?… -_0

    Well, they probably did something. Otherwise it couldnt handle 8 survivors and 2 killer at the same time.

  • Others explained what the content is. But they are called midchapter bc they release in the middle of the chapter.

    Chapter > 1,5 months > Midchapter > 1,5 months > Chapter

  • Normally escapist. But right now i play with friends and use medic. Taking a hit for an injured teammate and then instahealing with two medic charges is really strong.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055364#Comment_4055364

    Interesting way to say "I can't think of anything specific in the game that suggests dbd is one of the "normal" games lol.

    I didnt think i needed to explain the "sun is hot"-fact, but fair i shouldnt judge capabilities.

    In simpler understandable terms: DBD is not Among Us or any other traitor-game. One obvious fact: there are no hidden roles.

  • I see you like a toxic community. Its pretty easy to spread it in DBD. Just screw one guy over. Then they ruin it for some other people and then they multiply again.

    And if you do it as killer to survivors or the other way around, it works even better. I know some players who really hate the other side. Every single player on the other side. I could argue, but some people just like a toxic environment, so what can i say?

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055123#Comment_4055123

    And people wonder why people go next, with teammates like this.

    Yeah and those people think they are so special and funny bc they screw their teammates over. There are plenty of games with the goal to betray, but people who do it in "normal" games are just weird.

    Then they say its just a game, but that also applies to many outdoor hobbies. It would be like playing football and your goal is to kick the ball over a fence, so the others get screwed over. Nobody would think thats acceptable.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054897#Comment_4054897

    if we are going strictly by MMR standards then hatch is redundant because you can draw simply by being last man standing, i take a draw over a loss any day so if i get 3 useless team mates im good with a draw to maintain my MMR until i get better team mates. last player can standing can never lose according to MMR. So as long as i make sure im the last player standing my MMR will never drop as a result of my team mates.

    If they changed it so MMR is effected by the team then its highly likely that the team losing will cause me to lose too….unless they keep abandons as a draw in MMR terms which would defeat the purpose of scoring everyone as a team.

    My own interpretation of escape = win is based on the fact that every other aspect is scoring people as individuals…so its logical to follow that pattern and consider it a win when i escape. If it was changed to team based scoring for MMR then its a slow road to team based blood points and truly makes the hatch pointless, then there would be very little logical grounds to go by for a personal escape being a win which means a team could could cause me to lose, not draw as it currently is, but actually lose.

    Not only that but disregarding the hatch, i have escaped via gates many times after killer has closed the hatch…gate escapes are a win according to MMR….making it a team based MMR scoring would mean that potential win would be impossible due to my own team mates throwing the match.

    I understand. Losing no mmr in this matches is my only goal. Bc i play for fun and i have less fun if i get useless teammates.

    But there is a limit for me. If its too unfun. For example i wont stealth against the other last survivor to get the hatch. Doing that for minutes is more annoying than the worse teammates i get for losing mmr.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054820#Comment_4054820

    A couple of things to point out here...

    1. There is no win/loss according to the game...it's simply sacrificed or escaped. True, hatch is neutral MMR but do people care about an invisible number? It's more common to go by the escaped/sacrificed, even when looking at escape rates, hatch escapes are included regardless of MMR.

    2. Hatch escapes count towards adepts and other challenges so I wouldn't consider it a draw when the hatch escapes grants you a completed challenge.

    3. It seems that people create their own win/loss criteria in dbd... There are some that only consider a 4k a win, some consider 3k a win. Some people consider it a win if they die but 3 other survivors escape (even though the one that died loses MMR), some consider escape via any means a win, some consider hatch to be a draw, some consider it a win because they escaped. With this in mind, if you consider escaping via any means a win then it's very much possible to win even with useless team mates.

    4. When considering the hatch as a draw and neutral MMR, you need to bare in mind that abandons are neutral MMR too. Why bother trying for hatch when you could throw yourself at the killer, get downed and abandon to get the same result? This is why I consider hatch escapes a win.

    This is how I view the game, escape via any means necessary is a win for me, gate escape is survivor equivalent of killer getting 4k. Unanimous win. Hatch escape is survivor equivalent to killer getting 3k....a win but not as big of a win as the 4k or the gate escape. The draw is being last man standing and failing to get the hatch due to being able to abandon. That's my view on it anyway. Others will have different views.

    You did write a lot about it and it would be maybe fun to argue about it, but here its pointless. This is a mmr discussion.

    It doesnt matter what you feel about wins/losses/draws. A hatch escape is a draw in the mmr system. Thats a fact. It doesnt matter, whether people care about it or not (pretty pointless to write a post for a mmr-discussion then), its just a fact.

    So why do you care if (in theory) they change the mmr-results to team-results? Its just an invisible number. You can still freely decide your win-condition.

  • @Skeleton23 said:

    What i did was very Simple and not hard to set up.

    Step 1: pick a Survivor or Killer and remove ur perks, Addons/Items and Offerings. Bring nothing

    Step 2 : remove all Expectations and focus on ur Instincts and Game experience.

    Step 3 : play with this for about a month.

    The reason i play this way is that im not relying on anything im not expecting anything. Im focused on my skills with what I can find.

    Trust me you will improve in ur games. It will take time to get used to so give it some time.

    What helps is to use the killer power even if you could get a down with a basic attack. Even if its means that you lose bc you are still inecperienced.

    And yes relying on clutch perks can hinder your improvement. But more gen regression also means more time to practice in a match.

    One problem: if you make it harder for yourself and lose a lot (which is fine), you get worse opponents which cant counter your power. That makes it harder to improve.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054715#Comment_4054715

    nothing has changed, mmr is still scored per individual, bloodpoints are still scored per individual, escapes are still counted per individual. Therefore it is possible for the killer to win (3k) and 1 survivor to win if they escape.

    Personally its this individual aspect of the game that makes it playable…. we all know how soloq is awful with having bad team mates that cant last 10sec in chase or people simply doing challenges instead of gens… luckily this does not effect me as much due to being scored as an individual not a team. i dread to think what would happen if it was based on the team, 1 griefer and its all over. 1 guy goes next, its over. 1 guy does totems instead of gens….good luck team.

    Its already like that. If my team sucks, 5 gens wont get done. I could try to get a draw with hatch, but thats completely reliant on the killer not slugging. And its really boring.

  • @Grabovsky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054502#Comment_4054502

    It's still there team based matchmaking, it counts as a draw if they escape

    Are you sure? Did they change it again? Last thing i know is the change that you lose less mmr if your team escapes.

  • They should remove lobby shopping. People quit too often to find a better lobby.

    Maybe they should add an optional que for stricter mmr. So you can decide between fast or better matchmaking.

    And lastly maybe they should count the team result for the survivor. If i die and everyone lives, it should be a win.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054130#Comment_4054130

    Well guess it's a good thing i have 1,100 hours in the game and then maybe know a thing or two hm?

    It wasnt trying to be disrespectful. DBD is just a really big game. Knowing all perks, powers and maps is a lot of information. And then there is techs, macro gameplay, synergy and so on.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053855#Comment_4053855

    Ah guess I'm not familiar, i don't play killer at super high level. I base that opinion off of what I see on the forums, lot of killer mains complain about how OP survivors are, and i tend to assume most of the forum players are pretty dedicated.

    They are pretty dedicated to the game, but DBD is also a time-consuming game. 1000 hours in DBD would be dedication, but you count still as new player, who doesnt know much about the game.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053818#Comment_4053818

    It's a bit more nuanced than that Game has 4 sides: high skill survivors, low/mid skill survivors, low/mid skill killers and high skill killers.

    Low skill survivors have the worst time and get stomped by the vast majority of killers, high skill killers have it almost as bad since they end up against sweaty survivor swfs most of the time, but can sometimes outplay them or get the dd easy game. low/mid skill killers vacillate between good and bad depending what mmr throws at them, they either get rofl stomped by good swf teams or bully low skill solo q games. And high skill survivors and the best time and win more than they lose.

    From my experience that isnt completely correct.

    High skill killer are completely fine result-wise. You win almost every game, but you lose some that badly, that you question your skill. (depends obviously on the killer played)

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053479#Comment_4053479

    I use that often but it never registered with me that that happened lol

    Collision is not a much known factor. For example: for months killer had no collision while picking up survivor. So it was impossible to bodyblock a pallet safe. But almost noone knew that and they thought they couldnt reach the pallet through the killer.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/463707/killer-vs-survivor

    How long have you been playing out of interest? It does sound like new player syndrome. The game is pretty punishing for new players. Many regular survivor players have been playing for years and know a lot of tricks.

    Killer gets a LOT easier once you learn to counter bully squad tactics and torches. The lazy option is use the perks. Lightborn completely eradicates any threat from torches, and mad grit, iron grasp, starstruck and agitation or any combo of these punish bodyblocking while you're trying to hook.

    But you can counter them just with gameplay, avoiding torches you just need to look away, try to face walls when picking up survivors, and listen. If you break a pallet then a survivor will easily blind you, but if you have a good headset you can hear and follow the sound of their footsteps. I've got plenty of hits after a pallet blind using this trick.

    Bodyblocking is generally easy to circumvent, just ignore them until you get to hook. Position yourself right in front of the hook and then hit the blocker. They'll either run, allowing you to hook, or commit (maybe try to sabotage the hook) and you down them, so even if your previous victim struggles out then you'll just hook the blocker instead, and probably still be on the trail of your first down. Another one is just go for a different hook. If a blocker is in front of you then turn around. They will struggle to get past you to get in the way. Sidenote if you try to hit someone while carrying, time your swing, you can't lunge so don't waste time trying to hit them when they're dancing in and out of range. Make sure the hit is guarenteed

    Hope this helps some.

    Important to know: if you hit a healthy survivor, they lose collision. So you can hook through them for some seconds.

  • @MechWarrior3 said:

    Every game is a gen rush. Its super boring. Gen speeds are insanely fast right now.

    How fast are your chases? Which killer do you play with which build?

    Sadly its a lot of work to make 40 killers viable. But the good thing about a lot of killer is that you can choose between 10-15 strong ones.

  • @CatFish said:

    https://forums.bhvr.com/dead-by-daylight/discussion/463731/i-think-we-need-another-meta-shift-generator-perks-and-s-tier-039-s-should-be-nerfed

    When a solo survivor with hyperfocus can repair a generator in 40 seconds, and three survivors with the new perk can do it in 17 seconds, despite the fact that the killer gen perks are in one of the weakest states in the entire game…..
    nerf pig

    Which new perk combo makes a gen 17 seconds?

  • @Sp00kyb0b said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052374#Comment_4052374

    Well, that works, but sounds boring always to use the same perks. I like to experiment with perk combos and finding new builds that work for me.

    Well, they are new. So they need to keep track with all the killer powers and perks.

  • @Sp00kyb0b said:

    https://forums.bhvr.com/dead-by-daylight/discussion/463007/how-do-i-keep-new-players-playing

    One thing that would hold me back from returning is that after 2 years i would be short of 8 DLCs with 3 perks in each, thats 24 perks (for both sides) that they are short of, and with the older perks getting killed off and forgotten, they need those perks to be in the game.

    And this is why the pay to win is bad for DBD, because your friends needs a huge investment to get back into the game, that they left out of frustration. (i would not make that investment if i left for those reasons)

    If you REALLY want them back, you can offer to buy them the missing dlc if the come back.

    Dont worry they never had every perk. They have almost no paid dlc and not even all shards-character.

    They use Windows, Lithe, Deja Vu, Alert, Adrenaline etc. Which perks would you get?

  • @Surströmming said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051020#Comment_4051020

    Then you hopefully get only Blights in your games. I can act petty too.

    Im not petty. Im realistic. I dont care if he gets nerfed or not.

    I really would like it if they made killer which wouldnt be changed so much afterwards. I didnt play Kaneki, Krasue or Vecna in the release-week bc whats the point of learning a power if it will get changed.

  • @Surströmming said:

    I will never buy another DLC again.

    Then you hopefully have no auric cells left. Bc he gets 100% nerfed.

  • @Moodyy said:

    why would you want to see the profile of the killer in the lobby?

    Lobby or in this case killer shopping. Honestly, they should take the opposite way. Take it away from survivory, too. Nobody should be able to check anything before the loading screen.

  • @FerrousFacade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049393#Comment_4049393

    I don't like matchmaking either but until it changes and stops placing you against/with that player then it is relevant data for what you should expect when queuing up for a match. The actual trial balance doesn't matter if the matchmaker is going to decide the outcome for you. If that changes I will change my opinion. If matchmaking changes and if it then changes kill/escape rate stats I will also change my opinion about those. I would personally prefer a win/loss/draw rate stat broken down by killer and whether or not the survivors are grouped up and by mmr but for some reason BHVR doesn't.

    But i just wanted to point out that your ideas about chase time and match flow in low and high mmr are probably not realistic.

    I don't think anything else makes logical sense though. I think we would both agree that generators get completed faster when the survivors are higher mmr. Yet the escape rate and kill rate remains relatively constant (high mmr four mans being an outlier). The only way for gens to be completed faster but the other stats to remain the same is if the killer is keeping up, meaning faster chases. If your average chase time against a given survivor is beyond the average then that survivor is likely better than you (or getting very lucky). You will likely still win against that survivor team if you drop that chase and find someone with a chase time against you closer to or below the average. I think this is the true reason high mmr four mans have that outsized escape rate, mismatches from the matchmaker but there isn't someone else on the team closer to your skill that you can target out and if every member of the survivor team is better than you, you should lose. I don't like that meaning the killer gets stomped but a below 50% escape rate means these teams are still losing regularly. A truly skilled killer overcomes them by continuing to have short chases against these teams.

    I guess its good for streamers with their winstreaks. But if they (and every veteran player) wins 90% of their matches on high mmr and the killrate is only 60% (well to be fair kill rate is not a reliable stat bc of hatch), who balances it out? Which player group gets destroyed that much in high mmr?

    We don't know how wide this "high mmr" bracket really is, we only know that its above the soft cap. The stats that broke out this high mmr also stated that both escape rate and kill rate went up for these players. That's only possible if they are more commonly being matched against players outside this bracket than with each other. These streamers are likely the very top of this high mmr bracket and have outsized results because of that. Its not these players that get destroyed, its the players they get paired against that are above the soft cap but not in this high mmr bracket.

    On the survivor side you still can't truly relax at high mmr because one subpar teammate (compared to the killer, they are not necessarily actually bad just not as good as the killer) and you now need to work extra hard to win. On the killer side you just need one of those subpar survivors (again compared to the killer) and its gg. Its why every survivor video from these creators is often them trying their hardest or specific things they are going for outside of actual escape wins while the killer ones are them adding some ridiculous extra challenge on top and still needing to win.

    Its possible to get opponents under the soft cap if someone dodges the lobby. Refill ignores mmr mostly. So it still could be that everything over the soft cap counts as high mmr.

    But about chase times. Old data from July 2024 shows that average chase time on high mmr is 6 seconds longer (1:06). Interestingly average pallet drops was 1.5 and 1.6.

    That seems a bit low (chase time counts also chases without a hit) but chase time is already weird. Losing the chase indicator while being in an active chase is a skill from good survivor to reset bloodlust.

    And i wouldnt bet that gens are faster on high mmr. When i learned one thing from chaos shuffle is that perks make a big difference. Im always forgetting it bc i played this game for a long time, but most players dont have all perks. They dont have the best gen defense perk. So yes, high mmr survivor are more efficient on gens, but they need to power through Corrupt, Pain Res, etc. But i cant say for certain, dbd is game with many factors.

  • @FerrousFacade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049156#Comment_4049156

    I would love if they gave this stat and all other stats spread across MMRs and broken down by killer and group size and everything under the sun. I would happily reconsider every opinion I have about the game if they did so.

    Here is what we do know. Escape rate is largely constant across all MMRs and all group sizes while total required generator time doesn't actually change. The only outlier is high MMR four mans, a tiny fraction of the playerbase. Given that those teams still have an escape rate below 50% we can surmise that killers are still winning more than they lose against these teams. That means that even when generators are flying these killers can keep up which is only possible if the killer is keeping their chase time short, thus it is safe to assume that average chase time doesn't actually change that much between MMR levels. The only other possibility I see is that chase time actually decreases at high MMR as killer players need to keep up with more generator efficient teams, which means even faster chases.

    Put another way, becoming more skilled at survivor increases chase time against killers less skilled than you but killers at your new skill level still keep up. Becoming more skilled at killer decreases chase time against survivors less skilled than you but survivors at your new skill level still keep up. The overall result is roughly similar chase times across MMR with changes only noticeable when there is a skill gap.

    Do you think we are actually going to see real improvements in matchmaking? I don't and if we do content creators will complain about their queue times or that all their matches have become more difficult and the changes will be reverted or loosened. I have seen too many killer players with incredibly high kill rates claim that the game is survivor sided to believe that they are OK with only winning half of or slightly more than half of their matches (the result of a fair matchmaking system while maintaining a 60% kill rate). Until matchmaking changes these skill gaps matter. Its not like I can get into a non-custom match without going through matchmaking. The current matchmaking implementation may suck but unless that changes the data it produces is valid for the current state of DbD and what you can expect when you queue up for a match, a game that largely favors the killer side despite all the protest and claims to the contrary.

    Matchmaking will probably stay really bad, but how can we take that as data? Should i just accept that 300 hours claudette who shivers in a corner bc she heard the tr is on the same level as me? Just bc matchmaking puts us in the same match?

    A bit more serious: if we are speaking about a scenario with four good players, we should not use official stats. But we can say this scenario isnt relevant for balance discussion bc it almost never happens bc of matchmaking. So we should balance around those stats/kill rates bc thats the realistic approach. I can agree with that.

    But i just wanted to point out that your ideas about chase time and match flow in low and high mmr are probably not realistic.

    You can win and win and win as killer and you will probably still play against the mentioned Claudette. And it also goes in the other direction. So its not the same match over and over and the killer wins those matches more often. Its killer stomp, survivor stomp etc and it happens more often for the killer side. And yes, its roughly balances out. But should that be the goal? Is that a good gaming experience?

    I guess its good for streamers with their winstreaks. But if they (and every veteran player) wins 90% of their matches on high mmr and the killrate is only 60% (well to be fair kill rate is not a reliable stat bc of hatch), who balances it out? Which player group gets destroyed that much in high mmr?

    Its frustrating for everyone except the top. And for the top its probably boring. So yh matchmaking will probably not get better, but thats a big problem.

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