Tsulan
Tsulan
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- Tsulan
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They should give a penalty to rage quitters aswell.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2498421#Comment_2498421
*proceeds to nerf every single slowdown perk in the game*
"we did a pretty good job"
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Probably nerf gen slowdown perks. "There has been an increase in their usage. We don´t know why exactly, but we will do something about it."
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Killers are testing different ways to slow down the game. Gen slowdown perks don't really break it. So NOED it is.
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I can already see the patch notes:
"People complained about having to stack gen slowdown perks for a decent match. We heard you loud and clear! In our next patch we will nerf Ruin, Pop and corrupt. "
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Yes, this update was kinda slow. At one point i considered uninstalling and downloading the game again. Probably would have been faster.
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@raze_ said:
i dont belive you, not a single bit.
everyone who says that are either looking for an excuse after they made mistake after mistake or they're just bad.
sorry but.. how am i going against 20k hours lobbies in total and still win or the worse case get atleast 2 kills with 2 hooking the rest?
"but everyone using meta perks" even before the MMR everyone used meta perks, i know what is going on, you're upset you dont get these baby megs anymore selfcaring and playing like a pepega and can tunnel them out of the game because they're the weaklink. now you play against people who know how to play the game and you need to play more strategic you call it sweaty i call it challenging.
the MM was very good and fine when you bullied the baby clauds and megs but now the game isint balanced anymore? where were you when you tunneled and bullied every baby survivor without the MMR at the sudden you want a fair game? sorry but i dont belive nothing what you say.
the game was never better for killer, i can say i lost to good gamers, i can say i didnt lose to 4 baby megs because i had a lil bit of merc or made a single mistake
"but they get carried by their meta perks" so do you my friend. you think your ruin, undying, tinkerer doesnt carry you? ofc not perks only carry the bad bad survivors.
be a man and take the challenge and if u lose one match out of 10 it doesnt make the SBMM unfair and if u lose more matches then usual maybe you shouldnt play against these players.
this whining is actually embarassing, how dare there is no baby survivors anymore in my lobby. yeah sure mate sure, you probably never make a mistake what ends up with losing, you play so perfect that survivors only get carried by their perks.
seriuosly i wanna see a gameplay against what kind of survivors you play, i mean if we belive what you say you play against tournament squads everygame without making a mistake, show the experienced killers a gameplay lets see how good the survivors are you play against.
play more strategic, play more carefull, dont chase a single survivor because he tbagged you and it hurted you so much that you decided to chase him for 5 gens and then complained about gen rush.
sorry but either you play seriusly against the best survivors in the world or i play against baby survivors with 5k hours each.
/end rant
Killer is more stressful than survivor. Now with the SBMM it became more stressful for everyone. Both sides.
Maybe those 20k hour lobbies wanted to "depip"/lower their skill rating because they were tired of only facing the same 3 (sweaty) killers.
People that faced baby megs on purpose were usually the same people that depiped on purpose. So it´s not that.
The game also was never better for survivors... so?
Undying Ruin is a trash combo. If you have survivors that fail to this combo, then i got bad news for you.
People wouldn´t complain about losing 1 in 10 matches. People wouldn´t even complain if it was 5 out of 10 matches. Just saying.
Now that you talk about seeing that gameplay. Care to show those matches against the 20k hour lobbies? I´m really curious on how those survivors played.
Killers lose 3 gens by the time they get their first hook. No tunneling. Just the other 3 survivors ignoring the Ruin regression and holding m1.
Or you just play against survivors that want to trick the system by playing bad...
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"Q) As you've added more perks to help the killer control generators, have you seen any change in gen speeds?
A) The perks are, of course, useful- but they don't want to make it something they absolutely have to equip constantly. And if people are feeling forced into generator slowdown perks, then it's not good for the game and something needs to be done."
This part right here. Killers have been struggling with gens for over a year. Feeling forced to stack several gen slowdown perks and the devs did something about it, by nerfing Ruin, Undying, Pop and Lullaby.
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@InnCognito said:
The purpose of my response is to come up with a POSITIVE outcome for all players.
My suggestions are:
That an Itemized "in depth" report system be built. Since there are players out there that use bond then they sandbag and then assist the killer in making kills while ruining the match for others. So much so that they trap plays in corners and the only thing that they can basically do is essentially NOTHING. The penalty for this action should be the player should be suspended from ONLINE matches unless they can find 3 other FRIENDS to play this game with and be suspended for X amount of days for doing so.
new suggestions:
- Ranked public matches - With Penalties for poor behavior. (Early pulling, DC'ing, idling timer where the entity consumes the player like it does in ECG).
- Unranked public matches - WITHOUT penalties. (This would be ideal for streamers, since streaming software randomly crashes games).
- Post-game Abusive chat penalties which lead to MUTE BANS vs the current game ban.
- RANKED matches having Hatch Closing
- Unranked Public matches WITHOUT hatch closing. But instead a 60 minute game timer that starts at the beginning of the match.
Thats why you had to dig up a 3 year old thread?
Are you a Necromancer or something like that?
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@KingFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2496082#Comment_2496082
Doesn't sound like survivors will be able to interrupt them so much as prevent them. Which could potentially be a secondary objective of sorts.
Just listened again to it. So it sounds like the killer has to work for a mori. Prepare it in a way that survivors know whats coming and survivors can prevent it.
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The interview just shows how out of touch they are. I mean, come one. When they talked about gen slowdown perks, he said, that players shouldn´t feel forced to use them. Killers felt forced to equip Ruin with other slowdown perks for over a year. But instead of doing something in that regard, they nerfed Ruin, Undying, PoP, and Lullaby.
Moris are also going to get nerfed hard, when survivors have a way to interrupt them.
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2493328#Comment_2493328
Killer queue is much longer than survivor for me
I mean... there was just a new killer released. It´s to be expected that people would like to try him for a few weeks before going back to their preferred role.
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Fascinating.
Usually its survivors that struggle when a completely new killer is matched with completely new survivors. This seems to have shifted with the introduction of sbmm. I´m curious on how this evolves.
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Upload it as private video on youtube, than file a report with the link on their report page.
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2489585#Comment_2489585
Nope he 100% spoke about the previous version and how they weren’t done with changes to it. Time stamp on this is at the 1:36:00 mark where the design director discusses this. Please rewatch that specific part of the anniversary livestream because clearly you missed it.
He talked about the new moris and i quote here:
"We´re also looking at revisting how moris are triggered in the game by Killers. We´ve been listening to the fans and seeing the effects that they can have in the game and despite the recent changes to Mori Offerings, we feel that there is a less toxic way that we can approach this element of the game and thats something that we are going to be working on in the future."
Timestamp 1:35:46
They still see Moris as toxic, despite the recent nerf.
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2488496#Comment_2488496
He called the old version toxic and said thats why they wanted to make mori's a natural part of the trial rather than the killer bringing an offering to be able to mori people.
Nope, he spoke about the new version.
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Moris got nerfed twice since their release and keys got buffed by adding hatch offerings.
I'd say it's save to assume a key nerf will take a looooong time.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2487706#Comment_2487706
Since this topic is jumping all over the place now. Seeing as you can’t answer my question. Let me ask a more simple question.
Do you think that choosing Hillbilly and getting a map like Lery’s Memorial, which arguably is one of the worst maps for him as with most indoor maps are. You are going to tell me that this isn’t just bad RNG for him? You are still going to tell me that once 3 gens pop on that first chase, it’s just bad game balance and the map had nothing to do with it, when in fact it does seeing as it basically handicaps his main power?
Yes killers should pressure gens but there are checks and balances that come with that. They aren’t saying ONlY focus on gens, or ONlY focus on one survivor. I am just trying to shed light to the fact that every move, every choice that killer makes… counts.
Many killer’s 4K at 1 gen, others at 2 gens. Those with a lot of skill and better add ons 4-5. Etc etc.
Good example. I personally had never problems with Billy on Lerys. Sure, I'm not zooming around. But you can still get insta downs with him. At least until his unnecessary rework.
I give you a better example. Clown on the underground complex. There he'll have problems with the throwing ark of his bottles. Which is a problem. Chases will take him longer than usual. But for the sake of the example, it still takes 45 seconds to down a healthy survivor, who just holds shift w. It still takes at least 30 seconds to traverse the map and it still takes 5-10 seconds for the hook.
If the killer doesn't camp, the unhooked survivor will instantly go for a gen and complete it in coop before even thinking about getting the heal.
Now that only 1 gen is left. Survivors usually change their behavior. Since doing only gens gives no points or pips they actively go for the killer to get chases. This is a point where the killer might get 2 or 3 hooks. But not because he turns the match around, but because of the survivors greed.
The only thing that slows survivors down is their own greed or altruism (surprisingly often the same).
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2487470#Comment_2487470
Where are you coming up with 20 and 30%?
Let’s back up a second because now you are starting to confuse me.
In a post earlier you claim that killers are more inclined to camp/tunnel when 3 gens get done because of the “unbalance” that exists.
So I ask again. Where are you concluding this without it being more than just anecdotal evidence?
If you don’t think bad map RNG is a thing and a player whether survivor or killer has the ability to f*ck up pretty bad in a match, then we are not playing the same game.
Also, I could care less about a streamer’s sbmm. We aren’t talking about them we are talking about you, and your analysis.
I have 6,000 hours in this game and I can’t tell you how many times I get campers in red ranks, and not all of them are trying to “pressure” they just want an easy kill, after most of them ( the ones camping) never bother to break chase with me.That is a mistake and no amount of finished gens is going to correct that for them. That is my personal observation based on the amount of time they chose to chase for. Not the 3 gens that popped in their face.
Whenever killers complain that gens fly to fast, survivors answer with: "just apply pressure". Tunneling someone early out creates pressure. It's just the killer doing what survivors recommend him.
As I said before, if the killer would have killed 2 survivors + 1 hook. While you are still sitting on the first gen. Would you feel cornered? Because that's how a killer feels when 3 gens pop after the first chase.
A killer tunneling you at 5 gens is just a way to prevent getting cornered by survivors.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2487359#Comment_2487359
So there is not any part of you that thinks that many some of those killers are just… bad?
You seriously think they all got hit with bad rng where survivors spawned next to a gen? and how do you know that they decided to camp because of that? Did you ask every single one?
I don’t buy it.
Many of my matches have included killers camping and slugging at 4-5 gens, does that mean all of them play like that? No. I’m just not the one generalizing.
No, YOU think that they got hit by bad rng or are bad players. But if it were bad rng, then it would be maybe 20% or 30% of my matches. Not over 75% of my matches and 75% of my matches having bad killers (even before the sbmm) also isn´t something really believable.
For example. I fast forwarded Otz last stream. Where he played solo survivor. The majority of the killers he played against got an underwhelming amount of hooks/kills. Is he only facing bad killers? With his sbmm?
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2487167#Comment_2487167
Does it happen in every single match to warrant it a “balance” issue? No.
What if the opposite happens and you have 4 gens in a tight area? Did the killer’s skill get them the pressure or was it a map situation? Cuz I think I know what you’re gonna say…
Stop making it sound like it is a one sided thing. Let alone an issue.
All I am saying is you generalize too much. It’s evident that you either only play killer or don’t even know how messed up RNG is for survivors sometimes too.
I honestly don’t even know what you are going on about now, because my comment was very direct. To your notion that as long as the killer is losing 3 gens feels inclined to camp which is not true. You also aren’t factoring other things (yes like mistakes and rng) that play a part in the match.
It happens in almost all of my solo survivor matches on red ranks. If you want, i can spam you with screenshots of killers having 3-5 hooks by the time all gens are completed.
Survivors completing 60% of their objective while the killer completed 8% of his objective isn´t an issue?
To make it more comparable, a killer completing 60% of his objective would be like the killer having 2 kills + 1 hook at the time survivors completed half a gen. Would you feel cornered as survivor?
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2486771#Comment_2486771
Lol sure because every killer who loses 3 gens has balance problems. Nothing to do with their own mistakes AT ALL.
What mistakes? Survivors spawn next to gens. Killer spawns at the other end of the map. Lets say the killer takes 30 seconds to traverse the map and find the first survivor. Who starts running away as soon as he hears the heartbeat. Getting 2 hits to down a survivor who just holds shift + w and doesn´t loop at all takes 45 seconds. Piking that survivor up and hooking him another 5 to 10 seconds. Congratulations, you just lost 3 gens due to the "skill" of those survivors.
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@Johnny_XMan said:
I mean, you make it sound like MMR is making these type of killers more potent, when it’s been that way for a long time.
Anyone can Camp and Tunnel for instance, it’s a matter of player choice not bound to a specific killer.
Its a matter of balance. A killer who loses 3 gens in the first chase, will be more inclined to camp and tunnel.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2486588#Comment_2486588
And then Oni came...
And yet he´s not on the list anymore.
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@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2486567#Comment_2486567
A killer who fails to kill 🤣 yeah must be a pg horror movie...depending on your sbmm this seems to be how you gauge a win now.
Played trapper main yesterday (rank 6 sbmm equivalent)and yup 4 stacks of bbq to show for the game🤣
This should be enough. After all, Trapper is a representation of DbD.
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@Sypherpathic said:
https://forum.deadbydaylight.com/en/discussion/comment/2485649#Comment_2485649
https://forum.deadbydaylight.com/en/discussion/comment/2485651#Comment_2485651
Pick one, you guys. Either everyone doesn't like it or some do and some don't. I'm getting a mixed message here from the community.
Survivors = happy
Killers = not happy
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@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2486153#Comment_2486153
I wouldn't put it past them to see it that way 🤣 how do we nerf the top tier killers it's less work than fixing the other gameplay problems?
Since the devs haven´t explained the win conditions, i wouldn´t be surprised if they say "you got 4 hooks during the whole match. Thats a win!"
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Devs probably interpret the data like "We have 3 killers that overperform in comparision to other killers. we don´t know whats the problem with them, but they need nerfs"
On totally unrelated news: usage level of other killers dropped significantly "we are still investigating".
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2485955#Comment_2485955
How do you know kill rates are dropping significantly? Source? Games have felt very balanced to me. Killers are not meant to 4K every game. You win some, you lose some.
Correct. But people have been claiming kill rates of 75% and those are far from true. Now more than ever. That´s why i say the kill rates will drop across the board.
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@ObscurityDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/2485955#Comment_2485955
Theyll see the kill rates drop to 50% and be like "yeah we did à good job, the game is balanced!"
I think the kill rates will drop even further.
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2485955#Comment_2485955
How many years will take them to notice it?
I expect some significant changes by late 2024 and I'm being optimistic here.
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@PressM1 said:
https://forum.deadbydaylight.com/en/discussion/comment/2485961#Comment_2485961
Not only that, but so many killers on the roster are unfortunately just not good enough to compete with really good survivors. Its why so many people in other posts on the forums have been talking about seeing nothing but Nurse, Spirit, and Blight. They can compete, whereas every other killer simply can't.
https://forum.deadbydaylight.com/en/discussion/comment/2485964#Comment_2485964
This is something I neglected to mention in my post. I did notice a lot of survivors not only bringing strong perks, but also bringing some ridiculously strong items. Flashlights with odd bulbs, red keys with blood amber, red maps with duration, ranger medkits with charge addons, and of course brand new parts on yellow toolboxes. Map offerings and hatch offerings happened almost every other game throughout my several hour session of playing. Its one thing to run some good perks, its another to also run the best possible item and bring an offering to a very surv sided map like Lampkin Lane.
One last thing I didn't mention but probably should, a large portion of survs I went against were also very toxic and bitter in the end game chat, especially because I did win a good number of games. They seemed to be the types of people that don't lose very often. If the vast majority of my games include these types of toxic players in them too, that's just adding more fuel to the fire.
And that's where the devs need to start balancing.
Their old statement that not all killers are meant to be competitive, needs to be scrapped and most killers need a buff.
Which crashes hard with the "nerf Wraith" threads. In other words, survivors seemingly only want to see 3 killers.
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The sbmm works as intended. It matches decent survivors with each other. Which results in problems for killers, because the game is so terribly unbalanced towards survivors.
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Sbmm is a good thing. Because it finally shows to everyone how unbalanced the game is.
Kill rates are dropping significantly. Now we only need to wait until the devs notice and do something about it.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2480935#Comment_2480935
Fair point I actually don’t know what any do besides Marvin blood
Increase the zombies movement speed or let the survivors take longer to open the box with the cure...
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/2480938#Comment_2480938
True. But usually people tend to hate from one side or the other.
Killers could hate him, because he is underwhelming and survivors could hate him, because he´s annoying.
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@Dwight_Fairfield said:
To play as or against?
Why not both?
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2480471#Comment_2480471
No better example than new Freddy. His add ons might as well not exist
Nemesis. No addons for his tentacle only for the zombies and useless.
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Devs were the most creative when they made the addons for Myers and Hag. Addons that completely changed their playstyle.
Since then, most addons are either completely useless or have so little impact that the killer could also play without them.
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2479673#Comment_2479673
That's your opinion, the majority of the community considers Twins to be A tier.
I´m curious how Twins will perform once the sbmm goes live. I´ve a feeling that they won´t be as strong as most people think.
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With that amount of bloodpoints, you got 7-8 hooks and maxed out chases, hits and power use.
That's obviously how the score screen of a camper, who doesn't move during the whole match, looks like.
*facepalm
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@Ludicris said:
https://forum.deadbydaylight.com/en/discussion/comment/2479632#Comment_2479632
Catch up. It goes live tomorrow, and we already know what it's like from the testing, and background testing (I guess you didn't notice, experienced players noticed when they were testing it without an announcement). Solo Survivor, and playing Killer is dead.
It's going to be glorious. Can't wait for fair matches.
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Grades replace Ranks and will reset every month back to "20". Giving out bloodpoints depending on the Grade you reached during that month.
Grades are not used to determine your skill level. They are just to determine how much you played (good) during a month. Thats why you can´t lose a Grade.
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@Pulsar said:
Hello,
This is meant to facilitate meaningful discussion on some valid criticisms of the new MMR system.
Firstly, we still do not know what a win is. They make numerous references to it in their Dev Update, but BHVR refuses to define it, however, we do know that it isn't based soley off of Kills and Escapes. There are apparently other metrics involved, but we don't know what or how they are weighted. BHVR has decided to hide this information to attempt to dissuade people from abusing the system. However, that is a moot point. People will suicide on hook or go AFK/farm as Killer.
Secondly, there is no visible ranking. Having a visible ranking would do a ton of good for the system and it would allow players to see when the system may not be working as intended. There really isn't a good argument for why it shouldn't be implemented. If you don't take the game too seriously and don't mind having a lower MMR, then it shouldn't bother you to see it. If you take the game more seriously and enjoyed staying at Rank 1, this would help give you a goal to shoot for.
Thirdly, only three Killers will be viable at high MMR. This is actually more of an issue for Survivors, but it does affect everyone. The Killer variety will plummet as you get better at the game. High Ranks will only see Nurse, Spirit and Blight because every other Killer is an almost guaranteed loss. This gets old for both sides FAST and needs to be addressed. Additionally, due to the overabundance of Survivors, less experienced Killers will likely still be matched with these good Survivors due to matchmaking times which defeats the purpose of the system.
Lastly, the system doesn't differentiate between perks, add-ons, offerings or items. If you run Tinkerer, Ruin, PGTW and Corrupt on Nurse and get a 4K, it's the same thing as running perkless Nurse and getting a 4K to the system. There's no difference, despite one requiring a lot more skill. This goes for Survivor as well. The Claudette with DS, UB, SG and DH with a Red Key who gets out through Hatch would be given the same score as a Jake with only Sabo who gets out through Hatch.
Anyway, those are the things I can list off of the top of my head. I think it's important that we talk about these issues, as they are legitimate criticisms that me, and others, have shared.
I´m glad that you made a thread about this.
- as you said yourself, people could abuse the system. Back when the Victory Cube launched, killers quickly figured out, that 2 kills + 1 hook is a guaranteed pip while 9 hooks and 1 kill was just a black pip. Which resulted in a lot of camping. You don´t want a similar situation now. Where people figure out that they just need to do this and this to get easier matches. People being afk or suiciding would be something the system could (and should) track. So it might even backfire for them, when people try that.
- a visible rating has its pros and cons. While it would be nice to see where people are, it would also result in people complaining "yeah i got matched with this rank, its not fair! The system doesn´t work!" Which is exactly how people complained during the tests, when they had visible ranks and despite a message that told everyone that they should ignore ranks during the test.
- having only a few viable killers in high skill areas is more of a balance issue which should be approached once the system goes live and the devs can collect more conclusive data in that regard. If high skill survivors really only see 3 killers non stop, than the other killers would require buffs. Which is a good thing.
- how do you come to this conclusion? We have dedicated servers now. The devs could track pretty much everything that happens during a match. Starting from ping spikes, over how long it took the survivors to complete all gens and how much time passed between every successful hit. IF they track this data stands on a different paper. But they definetly could do it.
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@WaveyTrey said:
https://forum.deadbydaylight.com/en/discussion/comment/2476937#Comment_2476937
The answer to that doing totems before that hostile situation happens, or find/bring keys. There’s nothing wrong with keys. Especially when you use them after everything has been finished. There’s an achievement for this. It becomes the failsafe in case killer would pull nonsense. It also makes that achievement easier to attain. If a killer sees you with a key and a ritual to spawn the hatch to a certain spot they cannot sit there. If you can open the gate and leave you keep your key. If they decided to do something so lame just leave through hatch. Then they sit there salty, with entity displeased as you got everything done. Still escaped. Would be very satisfying knowing they wasted their time doing that. Imagine the salt. The chats. 😭
That would require the whole hatch/key mechanics to change, just because a perk changes.
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Fun fact: On its release, Fire Up was so weak, that people thought the perk was bugged. It hasn´t significanly improved since then.
Making it basekit wouldn´t change much. Since its so weak.
Rancor: i suspect that Rancor (or something similar) will be the planned change to moris. Since the devs want it to be something that feels natural and that the killer has to work towards to.
NOED: this could end in a hostage situation when the killer just stands in front of the last totem and goes afk.
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On lower ranks its killer sided.
On higher ranks its survivor sided.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2476837#Comment_2476837
I mean, usually when I get messages from salty survivors is when I am on a challenge. Otherwise, I get a decent amount of kind messages and awkwardly people wanting to play with me. They seem to think because I play nice that I am a survivor main. Lol... Couldn't be further from the truth and if the challenge tells me to bleed you out, you are getting bled out. I didn't want this, the Entity wanted it. Sorry!
Sometimes i get messages like "dude, you have 2600 hours and play so bad, plz uninstall" and i´m like... yeah, i´m trying to do that damn rift challenge. So please leave me alone, i hate this challenge!
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2476116#Comment_2476116
Remember, friends, there's always a human behind the killer's screen.
Exactly! Even if he kills you with a gruesome mori, it might be because of a rift or daily and not because he´s toxic. (exceptions apply)
