TicTac
TicTac
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@Wraff said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976399#Comment_3976399
Tell that to the Legion release, Twins release, Nemesis release(mostly for console players), and patch 1.9.2.
BHVR has a long history of just shitting out things without properly testing or listening to the PTB. This patch is no different.
If they expect us to sit through their parade of half ass attempts and mistakes. Then they need to step up their gameBut why would you play with all those bugs? Like whats the point of playing and dcing? For the one match where everything works and then someone else dcs? I literally quit Dbd for a year after the nemesis release.
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Probably because they cant last long injured. Sometimes its because there are maps with too many deadzones or some killer perks, but most of the time its bc survivors are bad.
Dont get me wrong Ghoul is a strong killer. He can keep everyone injured, traverse the map extremely fast, pressure gens and can make rescues insanely hard. All in all he is a really good macro-killer. But most Ghouls dont do that. They just chase, take the free injure and expect a down quickly after. If i get a good team, they lose 3 gens or more with the first down.
Its kinda always the same with this kind of killer. Noob stomper, survivor hate him, killer take him for easy games. The killer gets easy wins (giving up is also ok the table), but gets demolished if he gets the rare good teams, bc he isnt ecperienced in chase.
So to summarize: he gets easy wins against average survivor, even if you are an average killer. That means high pick rate and more hate.
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You see it the wrong way.
There are not many 4ks bc the goal for the killrate is 60%. Its the opposite.
Bc there are many 4ks (and 1ks to some extent) the killrate needs to be 60%. Otherwise on 50% survivor would "win" (0k, 1k) more often bc they dont get enough 4 escapes to even out all the 4ks.
Hatch is often called "free escape" but in reality the killer decides most of the time if the hatch is even an option. Slugging for the 4k is pretty effective.
I agree with your point of having more close matches but its hard to accomplish with the current win condition. A 4k with one gen left can be a close game, but it counts the same as a complete annihilation. 8 hooks without a death could be a close game, but in truth its a misplay of the killer bc killing someone early is better for the win condition.
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Its kinda helpful for new players. They only need to learn a few perks instead of an impossible amount.
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970307#Comment_3970307
Everytime i end up with good rng with my scourage hooks and i hook early and game does not go their way they always 100% scatter in edge of maps and hide in lockers and accumulate crows.
I have to get really close to even hear the crows by like 4m.
And since they hide in open behind walls, this was on that west gunslinger map with desert and cowboy stuff, they hid there for probably 7 minutes until my vanity mirror picked him up, prior that i patrolled gens they didnt want to repair at all.
I did save the match on ps5 but they mainly had like hyperfocus, botany, one of them ran boon, rest had sprint burst and mainly healing + gen repair perks.
Like im not joking when i say my every match with myers is with people who run only that.
I wish they make it so crows make them scream at 2 crows and 3
Yh sounds annoying. Luckily i rarely get some matches. When i started to play i had them a lot more. And Dead Dawg (Western) was a common map for it.
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970277#Comment_3970277
Cheers! I appreciate your time writting this down, i will look into it and experiment further, usually i just do custom match to try out perks before buying characters, i do have all apart from plague and chucky but i got everything else.
Also oh my god the weeping wounds is a god send, i was in my ew2 right with vanity mirror, it has so much better value than CoB, i had them all on 2nd hook state by the time they hit 3 gens the 2 survivors were dead and only 2 remained.
They ended up camping the match for 20+ minutes or so until abandon button was avaliable and were hiding with 3 crows of course.
But yeah i have to see other perks that wont really force them into hiding its not fun at all.
Im pretty sure their heals were interupted all the time they had boons of healing and self care and botany lol, they were mostly injured the entire game but in start they were healing but losing their repair speed which is a god send.
Either way gift of pain aka now weeping wounds is amazing
Yh holding the game hostage or even progressing extremely slowly, is really boring.
Did the new crow-sytem not help with finding them? I luckily hadnt a match like that since the changes, so i couldnt test it.
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970179#Comment_3970179
I switch between scratched and vanity mirror regularly depending how often it drops from bloodweb, but i was talking about vanity one that locks u to ew2.
I honestly try to not to play for hatch by trying to keep last two survivors injured but they tend to heal fast lately so i decided to run weeping wounds perk and it helps get 3k.
Not sure if i whould replace it with PWYF perk though as i prefer punishing them with healing + repair speed if they do decide to heal asap.
Replacing it with PWYF could work, but for reliable results you need atleast one obsession-switch-perk.
You should probably use perks which fit your playstyle, but if you want to try the pwyf-playstyle:
The most widely used build is:
PWYF: farm stacks while you farm stalk. Ending the chase with the distance requirement is a good way. Best case are 3 stacks with T3 for atleast two free downs. Can be combined with the addon for faster obsession-stalk.
Nemesis: use it if you dont find the obsession. Good survivor will then know you have PWYF. They become oblivious + you see the aura.
Friends til the end: If you dont hook the obsession, you can use the aura to find her and farm stacks. Sometimes the exposed saves you one T3, but its not the important part. If you hook the obsession, the obsession changes. This has synergy with Nemesis bc now you see their aura (normally it would be only the scream-notification) and they become oblivious. Now you can farm them for stacks or use your T3 for a second down.
Surge: Myers always uses M1 + with this build people die near gens. You also dont need to kick gens and can use the info from "Friends" after a hook immediately to get your next chase. It also makes the Game-map easier which can be annoying bc the god pallets are hard to outplay.
Alternatives are:
Corrupt: helps with the zero start pressure.
Enduring: you get stunned for Nemesis anyway. But on some point people will try to not stun you. Myers T3 lunge can make it easier, but there will be matches where you cant get a stun anymore.
Important:
Its a strong chase combo, with 3 stacks pwyf you can literally pick which survivor goes down and they cant do anything. Even after predropped god pallets, you catch up quickly. But its an finite ressource. (Except the obsession is a chase-me-guy and feeds you the entire match, while you are chasing others) So if you follow the obsession-switch from Friends you will probably lose bc you spread the hooks too evenly and the gens get done. Surge is nice but you wont hold the gens forever. But you also shouldnt tunnel. Protection like BT, DS, DH, OtR destroys your PWYF-stacks quickly and will lose you the game.
Tips:
Sometimes more PWYF-stacks are more important than a down on a survivor with zero hooks. Dont chase too long without stacks.
A free injure on the obsession can be nice, but if they are healthy they are sometimes more cocky and let you farm more stacks.
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It would help to see the perks in the lobby, but most player wont change their build for that. So if they dont change anyway, showing it ingame could be enough.
I dont need perfect synergizing builds, i just want to see things like deli.
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969937#Comment_3969937
Yeah its mostly always close call its high risk high reward type of thing with michael where his viable playstyle is still risky but leaves him with 1 to 2 gens and sometimes none left.
Thats basically the only thing i complain about with him as a killer i love myers dont get me wrong as a character in lore and dbd but as you said mirror michael is hit or miss, i often get players who feel comfortable looping me even with bloodlust they dont panic or loop elsewhere until they blind or stun me or when i break pallets.
He does lack a unique ability on top of his EW that will close in that gap of player fear and him becoming like a viable killer where you dont need to run the said perks for him
So that is something im looking forward to seeing what they do with him, EW should stay its honestly really fun mechanic ability, i just dislike that you need to really run only specific perks with him to make him lethal where you dont want to really mess with him for too much
Do you mean the mirror for T2? Bc you dont have bloodlust with the Mirror for T1.
Yh infinite T3 has this flaw. And if you have no chase perk, its pointless. I can waste over 30sec on a shack with only the window against a T3 Myers. So you cant chase me bc you will lose your last gen for it. And its a infinite looping spot if you dont force three vaults for the block. And then there are strong pallets on the map, maybe even a main building.
Thats why pwyf is the only viable playstyle against good players. You are still in trouble against really good teams but you win almost every match. Myers is my third most played killer with an 76% killrate and i dont play for hatch.
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969850#Comment_3969850
Hmm, honestly justice needs to be done for Tier 2 too a bit, not too much but there are lots of people who refuse to play michael i met many streamers and friends who play dbd and said nah michael is only worth if u run perma tier 3 and focus perks for lunge increase so yeah it makes sense for that, but again tier 1 and tier 2 should be buffed too.
Again for that mobility thing ability idea would be good for just that as i mentioned that part he requires absolutely maybe a bit different in vision of devs but other stuff needs justice too as you said
I dont know. T1 and T2 buffs would be nice, but at the end of the day both are just there to reach T3. Mirror myers is a nice gimmick and maybe he could get a normal lunge basekit, but with the changes to stalking T3 is fast and easy reachable.
Thats not really the strongest Myers. The best way to play him is always with PWYF. Now you can combine this with infinite T3, but the time needed to reach that can lose you some matches. With stalking speed + duration you can have it almost all the time and dont waste as much time.
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Dont get me wrong its a nice thematic idea, but its the completely wrong buff direction.
It makes him stronger against weak survivor (where Myers already shines) and does almost nothing against decent survivor.
Myers in the movies is a relentless killer, but in dbd his basekit doesnt do this justice. Without the help of perks he is no threat at all with T3. Even infinite gets easily countered by a good team (well, its a good camping tool).
Compared to power-up-killer like Plague or Oni, i dont feel threatened if he uses his power. (It shouldnt be as strong as them bc T3 is easier to get).
It sounds boring but i would like to increase the stats of T3. Longer lunge and faster vaulting is good, but faster pallet breaks, lesser stuns, even maybe one-time spirit fury per T3 or more movement speed (if Draculas wolf can do it why not Myers)
A map mobility tool would also help but i dont know how it can fit with the lore.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969609#Comment_3969609
Genuinely even on my main Killer, which I dumped far more Bloodpoints into for the event, I still got far less compared to last year.
Demogorgon's Prestige went from 21 to 38 (17 Prestige Levels) and I only have around 251 Coconut Scream Pie from it.
Meanwhile Prestige 6 to 18 (12 Prestige Levels) from last year netted me 525 Terrormisu.
Thats really weird. Did you use bulk spending or not? I leveled a lot of characters (around 30 mio bp) and bulk spending always gave me 40-50 cakes per prestige for killer, 25-40 for survivor. (Noone was P100)
Would be really unfair if the rate is different for some.
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@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969073#Comment_3969073
midwich is a highly specific example and even there nurse would have to cross the entire map sometimes.
I said "the only killer which is a BIT problematic" is nurse. Bc she has SOME instances where she can blink on top of the survivor. I made ONE example.
What do you want from me? A thesis which shows the probability of an insta hit with nurse with lethal?
I dont understand the point of your replies. If you want to counter my point you can do it. But then you would need to show that there is never a occasion where nurse blinks on top of a survivor. Otherwise you just agree with me.
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@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968954#Comment_3968954
nurse doesnt traverse this fast.
it's blight.
Its not about the speed, its about spawning positions. There are maps like Midwitch where a nurse can blink on survivor in the lethal duration (helps when the survivor moves closer).
If a blight reaches me quick with lethal, it doesnt really matter for me. Its still a quick chase start with a S-tier killer, but he wont get a free hit with his first rush. So its fair perk value.
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The only killer who is a bit problematic is nurse. But only bc she can sometimes get a hit 5sec after the match started.
All the others are completely fine. They are only op against people who hide in unsafe places. I understand that not everyone wants to run in the killers face but then hide near a pallet and not behind a rock if you hear the tr. And pls dont go into a locker.
If were honest killer use lethal as a weak link check. Most of the time they ignore the survivor who run boldly in their face and go for the ones which are still crouching/walking in the spawn.
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@solidhex said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966674#Comment_3966674
Very good killers (for example from the comp or scrim realm) don't run aura perks because it is wasted perk slot for them. If you have good game sense you know what every survivor is probably doing right now, especially in a more restricted comp setting. I still play them because survivor behaviour in public matches can be quite unforeseen and it takes away some of the guessing.
While i would agree that some killer dont need much info, it can sometimes increase their lethality enough to slow gens down more than a fourth gen perk. It depends on the killer like how chase perks are neccesary on some, but useless on others.
Comp players dont use them for many reasons.
- Perks like Nowhere to hide are banned. Otherwise it would be a good pick on nurse. In the end survs would adapt and run away instead of stealthing near the gen. Its also banned bc it limits survs choices. If for example Lethal was allowed nobody could stealth corrupt anymore, bc it would be too risky.
- The gameplan is different. If you want to tunnel someone out/camp, info isnt that important.
- Survs are limited too. You couldnt use the comp strategy if they have anti-tunnel and other strong perks against average killer. Well, info perks wont help either. Except you play against players who cant loop and just hide + bash gens.
- And yh they have a lot more gamesense. They know which gens to protect, when survs need to rotate. And the survs need to be on those specific gens or they lose. BBQ would be a complete waste most of the time.
So an info perk can be the most optimal pick, but it must be the right one for the killer and too many are just so people can autopilot and are detrimental.
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You have a talent as a comedic ranter.
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All survivor spawning together should make the gens go slower. Except you somehow chase in your spawn area and the survivor can repair three gens in their spawn area.
Its probably just survivor prioritzing gens. Maybe bc the event, maybe bc they cant go next that easily or some other reason.
In a "normal" match survivor waste a lot of time. Just look at the hud as survivor, sometimes only one survivor sits on a gen after one minute. So if survivor just do gens the match is a lot faster.
Its not unwinnable, but chasing a survivor too long, checking the wrong area etc gets punished hard.
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@100PercentBPMain said:
Dissolution and Enduring are goated on Legion. Mindbreaker is almost mandatory on Springtrap, and very appreciated on Vecna as his items reveal his aura.
All Shaking Thunder pairs very well with Freddy. Artist and PH make great use of Zanshin
Interesting. Yh Legion with good chase perks feels so much stronger than full regression.
Im curious where is the synergy between All Shaking Thunder and Freddy?
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Those addons are fine against a good team, but they should go. I dont think its the strongest myers playstyle. Myers would benefit more from a chase boost, he should be an unstoppable force of evil. (Buffs in T3 like partially basekit enduring, brutal, maybe one-time spirit fury, more speed )
They just make it a lot easier against newer players, even if they are decent. There are 40 killers and you cant expect people to know every addon. So they will fall for it. And if people are too new to loop an m1-killer they will die really quick.
For reference: Myers is my third most played killer (according to the tracker but its missing my early years) and i win most of the time.
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@PigWithTvs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965368#Comment_3965368
tbh noed got nerfed and now reveals itself, it also tends to spawn in the most open areas for some reason
but yea it kinda get a lil crutchy depending on the mmr
Yh the only real use as crutch is if you get a hook next to it. But then you could just play Bubba.
The real use of noed is to get a boost and finish the match with it. But that only works if you are good. You need to get hits, track the survivors and use their rotation to down everyone.
Bad player just hope to get one lucky kill with noed.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964197#Comment_3964197
Dark times are coming I should start to main blight to be ready.
Maybe not enough. Had a full meta blight who wanted to quit and only play Nurse.
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@PigWithTvs said:
perks are there to help you, some more powerful than others, tho imo i don't don't think there is a perk that makes you lean on it too much on the killer side (if there is please do name it cuz i can't think of any )
but on the survivor side…..well…i don't have to say much
Noed clearly does. I dont say its too strong, but it can get you kills which you wouldnt get otherwise.
Thats not really a problem if you go after results. You get a decent killrate and success and the survivor failed to outplay noed, so its the right matchmaking. And Endgame builds are fair game.
But it can hinder your improvement, bc you are completely outclassed in "normal" gameplay.
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@Chiky said:
As a killer I have fun by going full tryhard no mercy until I have 2 hooks on each survivor, no killing. I try to see how fast I can get that done, usually at 5-4 gens. Then i just chill and toy around with the survivors and i'm just friendly and they leave (unless they blind me or BM me, then they die).
As a survivor I don't have fun. It's miserable to play and I only play survivor to do the challenges...
Thats an option. Like that you will always play against weak survivor. Its not the best option if you want to get better, but only playing at low mmr is less stressful.
I see far too many killer which have no chance but have noed or something else what gives them a kill. A kill is a kill and all is fair, but then they will get a good team again and again. And its honestly pretty easy to get into "high mmr" too quickly.
Another thing from my experience: teabagging survivors are most common in the middle. When i started killer and got more successful, i got so many ez messages after losing. (mostly from 1k-2k hour players). But now i rarely see that. Yh there are flashlights clicks and other stuff to get my attention, but teabags at the gate or ez messages are extremely rare.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964893#Comment_3964893
You're right, I did forget that part.
I guess I discount it a bit, just because people who really want to go next will find another way. But it does depend on the person.
Yh but the majority who really want to go next just dcs. So there are really not many who try to play around the system (i also dont see luck offerings).
Most suicides are a knee-jerk-reaction, people get triggered and do dumb things without calming down.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964845#Comment_3964845
I mean, the go next was turned off within days of the patch launching because it was so flawed. So unless you're talking about the first 3 days or so, those metrics aren't impacted by "go next".
And just to make sure we're taking about the same thing, I'm referring to the disconnect penalty for the "game detecting giving up".
That was causing false positives, especially for brand new players who know nothing about the game. There was a post on the forums here with a clip from a streamer who is fairly popular from other content, and was trying DbD for the first time. He was brand new. He wasn't playing well, taking to chat, so distracted, but trying to have fun in a new game. He got hit with a "you were trying to throw" warning. For playing the game poorly.
Now, you might be seeing an impact in your metrics from the afk crows update. That was eventually tuned down as well after a couple weeks, but could have had that impact on your escape rate.
But the crows change launched with basically "do gens or the killer will get your location for free", so I'm honestly not surprised that literally punishing players for not touching a gen might lead to more escapes. Hard punishing players for valid side objective like, say, doing quests and seeing an uptick in escaping more seems like a pretty obvious result.
The crows system also had a bunch of false positives, because the game can't actually detect if you're "playing" based on circumstance either. Both of these are highly flawed systems that, honestly, should never have gone live in the state they did.
Ah, no im talking about the part of the go-next-prevention which stayed: Removing the option to suicide on hook.
Thats more effective than it sounds. If you have to wait 2 minutes to leave, you have time to calm down. Most continue playing then.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964807#Comment_3964807
Oh I missed one point I usually address:
Survivors have been quitting for years
Yup. Petty people have always existed, and quit for whatever reason.
The question is "why did it get worse?" Why did it go from occasionally to a "go next epidemic". People have not become more petty over time.
The reasons are balance related. When survivors lose hope that the game is winnable early on then the natural reaction is to try again, literally: better luck next match.
Getting tunneled out first, or even just having your teammate get tunneled out early means a lost game, go next. When those issues aren't addressed, then people give up. And with the buffs I was taking about, excessive tunneling, camping, and even slugging have gotten easier also.
It's why the "anti go next" and "crow updates" should've been after phase 2. Let's fix some of the reasons that games feel hopeless and then see what needs tweaking.
Instead, the devs listened to the loudest voices screaming "punish them" and just shoved out a half baked, not at all thought through, mechanic that lost them a metric ton of new players with the fnaf release.
The game often feels hopeless bc people have a bad mindset. There is occasionaly the unwinnable game bc the slugging nurse got a great map, but most of the time they just thinks it hopeless and lose bc of it.
And if someone gives up, it really is pointless. Not even suiciding, doing dull totems/chests instead of gens is enough.
Now we could say thats a subjective opinion and i cant 100% prove it. But with the anti-go-next-update my escape rate jumped from 40% to 56%. No new builds, i always play solo and i didnt get suddenly extremely better after playing for 7 years.
So for an always solo player like me the go-next-prevention was great.
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I dont know why but im getting really good teammates most of the time. We rarely have a weak link and my escape rate increased from 40 to 56%.
Could be luck, different matchmaking, go-next-prevention, no clue.
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Like others said its really easy if you already look at the trap while triggering it. So if the player wants to trigger the trap, he can easily do that.
And they are safe if they only trigger it at the edge. On an accidental trigger you can immediately swing for the hit, but in this case you will just miss.
There are addons which reduce the trigger range, they could work. But bc i didnt play hag much after the changes, i never tried them.
What always works is a distance-trap. For those you dont swing immediately, but the placement guarantees that you can catch up until they reach safety. But its obviously still problematic for your other traps and a smart survivor could wipe the distance-traps or have sprintboost.
So to summarize: its intented and a team that can do it, will make you suffer. You will slowly, but surely lose those matches. You can take PWYF to have a bit of Chase-hag in your mix, maybe they arent prepared for that. B
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It does not really exist. Well, if you compare it with the stay injured meta a long time back (DH, IW, Resi, later Made for this), survivor nowadays prefer it to be healed.
But its not really a meta. Yh medkits are the strongest item, but thats not really new. It wasnt rare to play against 4 medkits two years ago.
One big change is that one of the favourite juicer builds (Finesse + Dramaturgy) requires you to be healthy, but its not really the meta build.
If we go after pickrates WoO is king.
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I see them rarely. Could be a regional thing, on which server do you play?
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@MDRSan said:
I'd be curious to see if they have internal data showing whether enough players even bother going back for their items to matter one way or the other.
Killer players are acting like this destroys the perk or something but in my personal experience few, if any go back for dropped items anyway. I doubt that's going to change all that much with this perk's update.
Well, it depends. If you continue to chase them or hook them, then nobody cares. Almost all charges are lost (even worse with medkits where you need them for one heal), so theres no point.
But if you play hit-and-run, many players come back. I got quite some success with hag traps and franklins. There are always some, who forget after ten seconds, where they got hit, but others just dont take it bc they know its not worth it with the missing charges.
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Isnt that plain wrong? Yes, the yellow bottles are harder to use, but you need both to be good in chase.
A clown who doesnt use the yellow bottles will never be a good clown. So you should invest the time if you want to play a strong clown.
For example: i suck at Billy. Or better said at curving. So i get better results if i never use it and only backrev the chainsaw and use it for mobility. But thats my fault. I couldnt complain when they removed the charge addons and made the killer harder to use. (Well, was a overnerf at that time, but current billy is stronger than instasaw billy).
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You made a big mistake. You used the word competitive. Now people will try to lecture you that dbd isnt a competitive game and hijack this thread.
Why? Bc they think competitive = E-sport. Something where no rng is involved, skill is the only factor. But competitive means every game, where you play against other players, even if its only for a place on the leaderboard.
I mean they are kinda right, the Esport-scene is normally called Comp, but if they would read the text and not only the first three words.
But maybe im wrong. Do you want fairer matchmaking or do you want a complete "comp" environment? (What about rng after the lobby like maps, perks, addons?)
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Yh solo que could be a huge factor. I have only 40% escape rate with it.
But i really think it would be worse without the go-next-prevention. Had one guy bodyblocking me in the corner for one minute at the start of the match bc i got to the party totem first. Then he threw the shack pallet. But he played until endgame where he left me to die on hook. Normally they would just quit.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955999#Comment_3955999
This is what is in the FAQ:
What matches are being included in the stats?Only regular 1v4 matches are currently counted toward your stats, with aggregated results for Seasonal Events (e.g. Blood Moon, Winter event, Anniversary, etc.).
I am not a native speaker, so I actually struggle why it is stated that there are "aggregated results for Seasonal Events", if they are included normally. Because I would believe if would be redundant in this case.
I also dont understand the wording, but it must mean they are included. I only played the event the last 30 days and i have stats.
I think they dont include real modifiers like 2v8, Lights out, etc.
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@DragonMasterDarren said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955239#Comment_3955239
New players would never so much as attempt to play ranked and if you think a ranking system would protect new players from experienced players then you haven't seen how bad the Smurfing issue in games with a ranked system is
A ranked system does not fix anything, it has never fixed anything, and it never will fix anything, stop suggesting it
You really are an expect in a constructive conversation. But i will let you in on a little secret. If a player creates a smurf account, he will always play against new players. Doesnt matter which mode it is.
Funnily enough there are smurfs in dbd without a ranking system right now. Shocker! Why? Bc the mmr is a ranked system. The only way there wouldnt be smurfs is a completely random matchmaking system.
So how do you combat smurfs?
- Flexible rating-systems with massive gains if you win all the time like the mmr in dbd. If you dominate with a new account, you will almost immediately play against better players. Like you could see in a famous Hardcore-survivor-challenge. But you could avoid it. Dominate your opponent and let them win (escape/kill you) in the end.
- Difficult repeated entry. Not feasible with dbd. You can share the game and not pay again, its cheap anyway and you dont need progress. Perks etc are nice but you dont need them to dominate weak players. Other games force you to play quite some time until you unlock ranked, so smurfs need to invest time, but you cant do it with one mode. And it wouldnt help new players.
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955396#Comment_3955396
The trapper from the tutorial should be much worse than the 2vs8 bots, but I assumed you meant them because only playing against trapper would be pretty boring and kinda pointless. However you're right, they can be changed pretty easily probably. Don't know how good they actually are to teach you the core gameplay, but I also don't know what you count to that - as soon as it goes to general things like looping (in my head still coregameplay to a certain part) they will struggle hard to teach you, because they don't really mindgame.
Its for the first hours (50-100). Thats far from mindgaming and counter mindgames. Players at this level struggle to find pallets/windows, to identify maps/structures and even run sometimes into a corner of the map.
If they get mindgamed, they dont even understand what happened and cant learn from it.
There may be exceptions, my sample size is only like 8 players, but almost everyone needed that time. And most of them are quite good in other competitive games.
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/449835/add-bots-to-the-lowest-mmr-bracket
Honestly the bots are arguably stronger than the players they'd get - as killer they are close to impossible to mindgame on some loops (of course you can destroy them completely by knowing when they vault and how to manipulate them, but obviously not as a new player xD) and as survivor they are actually pretty good at using their power depending on the killer, sometimes even better than players xD
Don't know if those soulless feeling bots would actually catch your attention for long enough to keep you playing xD
They can easily change them. I cant really compare them, bc i have too many hours, but the tutorial trapper feels weaker than the 2vs.8 killer bots.
But its not about playing regularly against them. Its just to get a feel for the game. Not getting tunneled (feeling powerless) in the beginning, makes it easier to understand the core gameplay.
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@DragonMasterDarren said:
Completely agree with the idea of revamping the tutorial, completely disagree with the idea of a separate casual and competitive queue
Nobody would play a queue where people have to actually try to win, most people just want to relax and win with minimal effort, ranging from content creators, normal players, and those sweaty players who bring every bit of cheese and overpowered stuff they can to secure a win
The idea that a Competitive queue fixes anything is a patently and demonstrably false one
@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953806#Comment_3953806
Right? And who's to say that the competitive players won't queue for the casual mode? You know they will.
Thats not how it works. New players should play the ranked mode, not the casual one.
"Casual" is misleading. In every game i played the casual mode is more like a free for all. One time you play against new players, some time against pros and then everything inbetween. That means that this mode benefits good players the most, because they get easier matches.
As new player you want to play ranked, you want to play at the lowest rank against other bad players. You are safe from the good players in the high ranks.
But to be fair we have only a ranked mode right now, a hidden one (MMR). So why doesnt it help? Bc matchmaking time. So i wouldnt have thought i said it ever, but maybe they should fill the low mmr brackets with hidden bots to create a safe environment for new players. It would also deter smurfs bc nobody wants to play against bots.
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@MaTtRoSiTy said:
I have to say, I personally don't get the idea of forcing people to play matches they don't want to. Even with the new attempt at preventing go next, it still isn't really working as I can very much tell when team mates don't want to be in a match and they just creatively throw the match to get out, rather than just DC and go next.
For me the biggest reason my heart isn't in a match is the killer, I just do not want to verse a Trickster or a Knight etc. Now I can try to play for the team but my heart isn't in it, as I don't want to play these matches and making it so I am stuck in that match doesn't miraculously create motivation for me.
I wish there was a system where you got more points and shorter queues if you played against a roster of killers, as I would take less points and far longer queues to NOT have to verse certain killers, as I think the match will be better for all involved if I am not in it.
That sounds good at first, but we shouldnt forget that its not like every survivor dislikes other killer.
So if many survivor dont wanna play against knight for example, every knight player will have to wait too.
I would understand if its an old Skull merchant case, but some killer have just an subjective "unfun"-marker. Some others have complicated counterplay anf if everyone dodges, they will not learn.
Like i would gladly ban every teammate with selfcare, but that is not good for the game.
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Countering Endurance would make tunneling stronger. I would prefer some additional buffs like faster pallet breaks, but not really.
What i really want is buffs for Myers chase power. But with your idea strong killer like Spirit would benefit too.
Killer sounds get designed with undetectable in mind. While i not always agree that it makes sense (and some skins are quiter making it weird), changing it would impact many killer. All S-tiers would need counternerfs for example. Also lullabies need to stay anyway.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946919#Comment_3946919
Hostage situation doesn't exclusively refer to bodyblocking. If there's even one gen left, and only one survivor left, there is nothing stopping the killer from keeping them from doing gens and just indefinitely holding them in the match without the hatch.
That's why the hatch can't be removed.
Yh its not only bodyblocking, but your scenario is not a hostage situation.
The killer cant hold you indefinitely in the match bc he cant stop you. Either you repair the gen or he downs you and you can dc.
There are some rare ways to extend it a lot.
Spearing wirh deathslinger and not downing. (Only works if all 3 gens are in a weird position and you still would get it done)
Bodyblocking exit gates switches with wraith or another fast killer. The new anti-bodyblocking would work, but it would take some time.
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@AlreadyTracer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946663#Comment_3946663
Oh no, I'm not talking from a balance perspective lol
Nurse doesn't need buffs, I just need to step up my hatch game 💀
And thanks so much for the kind words!!
Im also trying to get my killrate higher, but isnt it kinda pointless if we have hatch in the equation? Yh you could slug, but i dont want to do that and it sounds like you also dont want to do it.
Like my best killrate is on wraith (80%) bc he is better than most at the hatch game. But even with him i lose them a lot.
It would be great if we get the amount of merciless, ruthless killer, bc for me both is a win.
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@killer_hugs said:
Event: 2 survivors are alive but one of them is downed
Recommendation 1: downed survivor has the option to abandon
Recommendation 2: the hatch immediately opens when the survivor is downed. killer can mori, hook, or play for the hatch.
Goal: expedite the end game, no more slugging for 4k nonsense that everyone hates.
Thats not a bad idea. But i would only open the hatch when the survivor dcs/ better has an option to bleed out immediately after 10 seconds.
An instant opening would just make it worse for killer who dont even want to slug. They need to hook and give the other survivor a insane head start in the hatch game.
If the second survivor isnt dead, it can create some weird situations, with two alive and a hatch for only one.
Also the hatch game should already count as a 4k for killer(survivor can still get a tie) Why? Bc if not 100% some killer players will figure out how to waste the time with another strategy. (Like first 100% injuring both survs for better tracking in a hatch game, delaying gens until they know the position of both survs, etc) J
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946690#Comment_3946690
Hatch exists to prevent a hostage situation.
Not really. If you are not bodyblocked (and then hatch wouldnt matter), you can easily force a down (repair a gen) and then dc.
Yh repairing all gens would take time, but the hatch doesnt make it better. The killer can stand on the hatch and force you to do it anyway. So hatch doesnt help.
Hatch exists as secondary escape bc otherwise it would be pointless to continue playing in some matches. But that wasnt even the first intended goal.
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@Soma_RTA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944911#Comment_3944911
The security room grab its the only way to get deviousness points clearly it was intended to happen a lot unless all those brutality score events for using the power are supposed to be deviousness
I think you dont know the devs well. Some killers getting a lot more point in one of the categories or even the emblems is completely normal. They dont want it to happen, but it happens quite often.
But this is so extreme, they will probably fix it quickly.
Just think about it: how unfun would be a match if a killer tries to get max deviousness like that.
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You are kinda right with the grabs, but you are missing the point.
The door is a great map pressure tool and the security room grab is just a nice gimmick. Correct. But thats the intention. Getting reliably downs with that, would be insane. The grab with the axe is also just nice to have.
So, you are right, they just there to give the killer some flair.
But thats ok, bc you get a killer with good map mobility, undetectable and a strong chase ability.
Yes, the axe is a strong chase ability.
- Your goal is not to grab them. Most of the time you recall the axe to throw again.
- You switch to 115 when the axe is thrown, so throw it somewhere and recall it later.
- When your next to the survivor you throw instead of hitting bc you want a shorter attack cooldown.
- Close range its the same as huntress.
- You can see survivor behind walls with the axe.
- You can do some insane shots above walls, but they need a lot of practice.
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@KA149108 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938262#Comment_3938262
Well he stands still when M2ing and he only takes one health state so if all 4 survivors are injured and standing in the perfect line the..sure..
Yh its possible, but highly unlikely, so its the same like Bubba. I mean, against Bubba every not braindead survivor could use a pallet/window, that doesnt work against Pyramid.