allMadhere
allMadhere
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@DBDVulture said:
Playing against a swf should give you bonus perks - not bonus xp.
Talking gives SWF extra information which translates to effectively extra perks.
Make the game fair or let the killer choose not to play against swf.
Perks? Such as? (Or do you just mean an extra slot?) Can't say I agree with either notion.
Letting the killer choose not to play against SWF is potentially fine, considering it only affects that killer, then. But then your queue times are going to be 30+ minutes considering the amount of 2, 3, and 4 person teams. It would need to find you 4 solo survivors within your MMR, it would take a long time.
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/3172067#Comment_3172067
If the killer can't see the auras of the boxes, then how does he know where the survivors are headed first? (Without lethal)
Oh, all I meant was that the killer would understand they'd be searching around the outer perimeter, as the fuse box switches would always be there. So this idea nullifies the issue of 'well survivors will just hide at the beginning' because they have an objective to go do. If that makes more sense :)
(this would also address the issue of survivor spawns, and immediately hopping on the nearest generator)
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@Icaurs While I think I understand what you are saying, I'm not sure I agree.
"Its far more difficult for survivors to beat a nurse then a wraith." - That is purely through programming choices by the devs. Killer designs have been, and always will be, tweaked and adjusted over time as the game progresses (as it should be). Issues with killer power and effectiveness tiers comes down to choices in design from the devs. There are no 'more / less' powerful survivor characters.
There is nothing about SWF that has been, or can be adjusted in that way. It's a static part of the game's design that has nothing to do with programmed mechanics or abilities - it does however cause great variation in playstyle and outcome.
"SWF is not unfair, it can be harder..." - If it 'can be' harder then it 'can be' unfair. It's clear, even from your own response, that there is a difference between solo survivor play and teamed survivor play.
"SWF is fine" - agreed, it's my favorite part of the game.
"You don't deserve to be compensated just because someone players better" - disagree, that's not what I was explaining. It has nothing to do with someone playing 'better' or not, that's what the SBMM is for (which is also questionable, but there are other threads for that). Of course killers beat SWFs all the time, my point wasn't that it was impossible. My point was that over the years it's been an ongoing and unaddressed complaint from both new and veteran players, that a significant advantage dynamic is often involved. Survivors lose nothing through a point bonus given to the killer. It wouldn't affect gameplay. It would, however, improve morale in a multiplayer-only space; something this game has always been severely lacking.
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I just regret buying cosmetic pieces in general with the auric cells, I only want to give BHVR money when they deserve it, and I think the shop is horrendously overpriced. I only paid for the Rift pass once, and I make sure that if I unlock a Rift I complete it, because I don't want to pay for it again (since the auric cells roll over on completion).
I bought one extra pack of auric cells once, to buy some individual pieces. I still like the items I got (I believe a shirt for Cheryl, and a Dwight outfit) - but I would prefer not to have bought them. I buy every DLC on Steam, since I feel like I am paying for the time and effort put into those. I have 3500+ hours and have never bought any of those expensive pay-only skins, I don't feel the price is warranted or deserved.
I really wanted Alessa for Cheryl when they announced the chapter, I was stoked. *But I changed my mind the first time I saw her...*
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That's a fair enough point @Slowpeach - it just seemed at first glance that OP was taking issues with the feel of the game at high ranks, not that the issue was gaining points, maybe I'm wrong.
With the new queue incentive bonuses, lowering bloodweb item costs, Rift / Tome challenges, seasonal payouts, and giveaway codes - I've been having trouble spending enough between matches to avoid hitting the cap. I've not once ever checked on my pips status since they made the changes to rank / grades. But then again I'm a big DbD-nerd who plays this more than I probably should >_>
I too prefer letting people escape, or just playing for the memes, so I get that. It's why I mostly play survivor because I'm always feeling like but I don't want to be mean lol. I've never had to adjust my playstyle to maximize bloodpoints, but I can sympathize with the sentiment. Do you think the seasonal payout would be better for game health if it truly was just about hours put in, and didn't use pips at all?
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Pips and grades have 0 effect on matchmaking. Your SBMM / MMR rank is hidden to us lowly consumers - you have no idea what ranks you are going up against, or what level you are at personally.
Regardless - in any multiplayer game whenever I see anyone complain about 'tryharding' I just hear 'I only have fun if other people aren't trying.' What are people supposed to do, take a stroll and enjoy the scenery? If you want a casual experience, play custom matches, learn to accept losses and de-ranking (which will lead to easier matches eventually), or play a different game.
"Oops I'm in Iri so I have to play like a merciless sweatlord" - you do realize that if you have a match like this and let someone escape, you will actually be lowering your rank giving yourself easier matches later right? Choosing to 'sweat' because you're 'in Iri' makes your MMR rise in level... seemingly the opposite of your goals (and also means you are engaging in the very behavior that annoys you in the first place).
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I think a separate objective might be a good idea, but then the devs just have more stuff to balance, and more opportunity for bugs (though it should be considered). Just blocking off the gens seems kind of redundant (and makes for dead play time) considering Corrupt Intervention exists anyways.
An idea I posted a while back - have 2 'fuse box' type panels on the outer perimeter walls. One of these fuse boxes must be found and activated before the generators can be worked on (maybe an instant switch flick, maybe takes a few seconds of interaction). The killer cannot see the auras of these perimeter panels. Would help to get the survivors spread out and doing something (other than gens) immediately, and the killer knows where the survivors are headed first.
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@kizuati oh absolutely - I remember being very pleased and interested to see what they did with the emblem system, I was like "oh wow, so they've literally broken down each task into different categories, and laid out precisely and clearly what is considered a skillful action vs. what you should avoid doing, very nice" only for them to go "well never mind all of that, we're not going to use it anymore, and we're going to hide the new system from you so we cannot be evaluated or criticized."
-sad Entity noises-
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The idea works in theory if you think about it on an individual basis, like 'oh I'm tired of Wesker so I'm going to opt out of his matches for a bit.' But when you think of the entire DbD community as a whole - then you have 40,000 people avoiding Nurse, and anyone who wants to play Nurse is sitting in queue for an hour. In reality it does not work, and will not be implemented. It would essentially allow the community to vote killers out of the game.
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"This just in, breaking news! - Losing some matches now deemed completely unacceptable!"
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@Nazzzak Yep I'm having the 'mixed bag' experience too. My stance is and has always been: if the devs trust their MMR system to work effectively, then there's no reason to keep the score hidden from us. The fact that it's hidden says a lot, in my opinion.
I have 3500+ hours, a decent amount as solo survivor. I get teamed with people under 200 hours. Then I also get grouped with 6000+ hour players. The nearly instant queue times are nice, however, I really feel like 'matchmaking' is completely watered down. (Which is not as big of a problem for veteran players as it is for newbies and casuals. I feel quite bad for new players trying to figure this game out...)
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Hmm interesting. I'd really like to read comment from BHVR on this as well. I've been playing every evening for 7 or 8 days now, and I've only ever seen Survivor have the incentive bonus, usually 100% - only one instance at 50%. I've never once seen it for killer. I play survivor 90%+ of the time, so all my killer MMRs are quite low at the moment.
Since all of the killer MMRs are separate, I really wonder what the devs' answer is about how it works, then.
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Oh my bad, I haven't used these forums very often so I did not catch that you posted a link there, since it's the same color as the other text.
That is indeed very strange, I don't see why it should have anything to do with MMR. Seems to me it should just be used to fill whichever role is more in need of players at that particular moment. I'll take a read through that thread.
I've been playing every day for just over a week here, and I have yet to see any queue incentive for killer even once. All of my killer MMRs would be very low, I play survivor 90%+ of the time.
Either way, all I meant was that it would be nice to have an additional bonus. So A) you have the bonus on main menu for survivor or killer and then B) if you select killer and open that lobby, you would see additional bonus options over (for example) Hag, Cenobite, and Shape - because no one has picked them at all during this 24 hour period. It would change based on what is or is not being selected in that region. (That way people aren't seeing the same 3 or 4 killers repeatedly every day). Seems like over time there will be entire chapters that just never get touched, which is unfortunate.
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@kizuati I'm not sure what you mean 'it should be like this already' just because the killers have individual skill ranks (why would that incentivize anyone to pick different killers?). Do you mind elaborating?
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Personally I don't really have much in the way of complaints at the moment, I only replied because I do think it is shady that the ranking score is hidden @BradQuackson
As for my observations about matchmaking - I have 3500 hours, survivor main (playing since 2017). I get teamed with survivors that have under 200 hours. I also get teamed with survivors that have over 6000 hours. Killers seem a little less varied, I don't often go up against new killers really, which is good. But I agree with the point @ScottJund made, what does it really matter if it broadens the matchmaking anyway to counter queue times? Just another reason I think we should be able to see the hidden score. That way we can go 'okay match A, B, and C seemed pretty fair, but match D definitely should not have put us together' or 'ah okay that makes sense why the killer struggled so much with this one.'
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My 2 cents about this is and has always been: if the devs trusted that the MMR system was accurate and functioned as intentioned, then we would be able to see our matchmaking rank. It seems to me that the only reason to hide such an integral part of the game from us, is because it doesn't work properly.
Let us see it again, at least during the end game leaderboard.
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Disconnecting ruins the match for other people, the penalty is necessary.
If you aren't having fun then take your L and move on, there are other matches after it's done, it's not that serious to lose sometimes...
"Leave with the intention of perserving the fun of the experience" - I'll never understand how people can launch a multiplayer game and then treat it like it's a single player one instead. You're not the only one in the match, 4 other players waited in queue and a loading screen in order to play. You deciding that it's not going how you want it to and bailing ruins it for everyone else. It's not all about you.
If you aren't having fun to the point where you are repeatedly leaving matches, then go play something else.
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The hooks are already linked with the killer's charms, and the hooks are used by the killers. I think it would make more sense for the generators (being connected to the survivor's experience) to show the survivor charms.
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@Youhadabadday said:
Coming back to this after getting another hour long matchmaking ban (See my Disconnect Penalty post for context), and I feel like I've kinda figured out why I'm DCing and generally shitting on the game so much: I'm playing a game casually with a community that treats the game competitively. Hence, why the DC Bans and all this ranking ######### exists. I don't want to be locked in a match where everyone other than me is tryharding, especially in a situation where the people I'm matched up with are SWFs and High-ranks that have no reason to be matched up against someone who has no idea what the hell they need to do mechanically. If Behaviour finally got around to creating solo-play, or even created an entire mode dedicated to casual play, with No DC penalties or rank progression, then maybe I can actually have a more enjoyable time playing this damn game without having to be locked in a match where the game just randomly decided that it would throw something at me that I have no way to properly counter. It would be a win-win for everyone. I will no longer have reason to complain about what the community deems is a good move by the devs and play in a match that is more suited to my tastes, and those who treat the game seriously can continue to play without my potential toxicity getting in the way.
It's not that the community treats it as a competitive game - DbD just is a competitive game. It's the way it's designed, your issue is with the game itself, not the community. If you understand how a game works and what mechanics are involved, and you dislike it, then why are you even launching the game?
"It would be a win-win for everyone." No, not necessarily. Splitting the queue up for a casual mode where D/C'ing is not penalized at all would likely create rage-quitting pandemonium (if you'd been around since early game, you would know exactly what that's like and why it's just pain). It would also increase queue time for everyone, both sides. Your issue with matchmaking / rank would also not be addressed, since even though it would be a 'casual' mode - you will still end up against people who are much higher skill level than you. Player ability would be random and all over the place (the try-hards aren't going to stay out of that queue line, just to be courteous to you >_>).
If you're looking for a casual non-multiplayer experience, then Dead by Daylight is probably not for you. There are a plethora of single player horror games out there.
[I'll repeat my earlier point too. Being frustrated is fine. Struggling while you're learning is fine. Blaming the player base and game design however is just foolish. Either accept that you have things to learn, and areas to improve in - or move on. Dead by Daylight is not easy to get into, and that's okay. If you're interested in getting better, then you can do so. If you're only interested in complaining and blaming, then you'll never gain ground. Joining a multiplayer game and treating it like a single player one is toddler behavior].
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I don't mind going against him. I think he could use some work, I see lots of people complaining about the hit box issue.
However. I will gladly take Wesker over Trickster any time, any day.
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"For me, it all boils down to... the fact that the blinding mechanic is out of my control."
It's quite literally not out of your control, though. I have 3500 hours in this game, it's my main game, and I see a successful flashlight save happen maybe once or twice a week, some weeks not at all. Even my friends who also have 1000s of hours don't pull off a successful save every time they attempt one.
If you see people bring in flashlights, you can bring perks to counter them. If they pick them up in match, then you can still take notice what is in survivor's hands. Even if you don't notice them pick one up, they should only be able to get one good surprise in, before you catch on / counter.
Watching some youtubers play this game will likely help you understand what to do in these situations. If someone is running around trying to get flashlight saves, and you expect this, then don't pick up immediately. You either go injure or down the person with the flashlight, or fake-out the pick up (face one way, then turn to pick up - or pretend to pick up, then spin around and attack). Face walls or obstructions when picking up.
"I'm tired of the pushback from the community" seems to me like "I've discussed this before and refuse to take in feedback because my opinion is the only one that counts." There is no consensus for the need to nerf flashlights - they are difficult to use (for pick-up saves), run out of batteries, and aren't in every match.
It's fine to be frustrated and even dislike a mechanic - but that does not mean that it should not be in the game. There is counter play available, you just aren't using it or haven't figured it out (yet).
"Either make flashlights harder to use effectively..." - what's your suggestion, then? All I read were complaints.
"Or give the killer some way to be able to counter flashlight usage on tasks that are MANDATORY for victory." Picking someone up off the ground after you down them is not a mandatory action, you can leave them there and still win (or leave them for a bit and come back). It's all just part of decision making in a game like this, applying pressure, being vigilant of your surroundings. Also - there are ways to counter, as people keep repeating. Perks, understanding where other survivors are, facing walls, picking off the flashlight user(s) first, slugging etc. - telling people "don't friggin tell me to "git gud" either or that I have a "skill issue"" doesn't mean that it's not, in fact, a skill issue. [And that's fine! You can improve! If other players don't have this issue, then it means you can get there too. If it bothers you so much it ruins your experience, then play survivor, play something else, or play with the perks that block that action. Best of luck].
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Yes, the only reason I'm still playing this game (since 2017) and still giving them my money for DLC - is because I see that they are actually trying. BHVR may not be perfect, but it's promising to see them making more choices that improve game health. I hope the trend continues.
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I agree that they should simply revert the change.
If not then - the progress % required to obtain the blast mine should be much lower.
If not lower, then - the blast mine should remain on the gen until it is kicked, regressed to 0, or is completed.
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I've been playing since 2017. I hate the bloodweb, and I hate the sounds it now makes (with no control over them in the settings even...)
The way that we could click-and-hold in the old system to prestige someone - I really think we should be able to click-and-hold the center of any bloodweb page to auto fill it. Or like people are saying, select the end of a path to auto fill that entire branch.
Bloodweb is one of the worst parts of this game's experience, and spending the currency you earn in a game should absolutely not give this feeling to players. I hope that it gets some love and attention soon.
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It's the most absurd and broken chat censor I've ever seen in my life... I think it's inane regardless, seeing as this is an adult game about torture and murder - but we can't say naughty words? Get outta' here with that nonsense.
At the very least, we should be able to toggle it on / off in the settings. I despise it.
The word Rancor is censored lmao. 'Butt' is censored, but 'ass' is not. It's so very bad.
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@CookieBaws said:
Even more clutter? All gens have made fully Model, if you want BHVR to adjust all and future generators to work with charms and not to cause more bugs, you are mistaken.
More clutter - the charms are clutter regardless, they're in the game though. No one asked for 'em but we have 'em. Of course generators are already a complete model - the hooks were as well when they added charms to those. DbD is filled with bugs regardless of what they are changing or not, I've been here since 2017, I'm well aware (many features, yes). I do not recall, however, any bugs specifically related to them adding charms to the hooks.
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While I'm here - it would also be so very lovely indeed to have an option in the settings to mute the bloodweb >_>
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Agreed @LapisInfernalis - with the increase in blood point cap and constant release of new DLC, it really seems like a pointless nuisance to spend so much time on bloodwebs. I posted this because I found I was actually struggling to spend enough BP between matches to avoid the cap - especially now with the queue bonus, mixed with Rift challenges, lower item costs, and faster queue times (which is nice to see lately).
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Used to be one of my favorite perks, equipped on almost every survivor. I saw it as something that, while functionally useless, was just comedic and felt good to show teammates which gen I'd been working on. I've now gone and removed it from everyone. Just like Iron Will.
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screenshot
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I get the same bug. It comes and goes (happened for about a week around Hellraiser release, for a few days after Mikaela's release, and today on the last day of the Halloween event).
When this error window comes up, it breaks swf lobbies for me. I can't see people ready-up, and they join a lobby without me. Restarting the game 'fixes' it (I still load back in to the same error window) but then after we play one match it boots me back to main menu instead of our lobby, and it's just broken again.
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I think it might be a good idea to have a weekly "Entity's Favor" but instead of making them overpowered, make it a challenge. So, for the week there would be one chosen survivor and one chosen killer, and they can only play their adept (default) perks. Bloodpoints earned from playing the "Entity's Favor" would be doubled at the end of the match!
This way it's not unfair to anyone, you could expect that people playing those certain characters would be using their base perks, trying to get the double bloodpoint score.
