anarchy753
anarchy753
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/447343#Comment_447343
Already exists, it's called "Leave Game" and is commonly used
Yes in theory the automatic ban system should catch them but that system is obviously broken and does nothing to deter this
Yeah but at least there are consequences for that. Ban waves of serial DCers do happen, if rarely, and one person has to give up all bloodpoints for the match so their friend can gain a couple of thousand more. It at least has more downsides than adding an approved insta death that guarantees 2 survivor downed on the hatch is one escape EVERY time.
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Yeah let's add a "free hatch" button to SWF.
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@Mat_Sella said:
https://forum.deadbydaylight.com/en/discussion/comment/445787#Comment_445787
their intended goal is that everyone arrives at the same time, but since people wanted to complain about the matchmaking system that got reverted, we otherwise wouldve had that vision during the PTB
The issue with that system was that killers had a queue time before they could host a lobby. They weren't waiting to join a dedicated server, they were just waiting to be allowed to open a lobby that they still host for seemingly no reason. On top of that when they did get a lobby it was dumping people from vastly different regions in so there was still 10 minutes or more of staring at a lobby waiting for the countless red ping players to enter, see the ping, leave, and cross your fingers the next lot had green ping.
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@twistedmonkey said:
It still at and hardly.anyone one used it even with the original time as it was situational.
To leave a perk which would be ultimately its strongest in something they have been working a long time on trying to balance doesn't seem logical, if you honestly think that's a good idea to let one perk be so strong in the hatch scenario I dont know what to say.
Do you think the doors taking almost 50% of the egc timer is a good balance mechanic? Do you think anyone would escape under those circumstances?
Yes they could have made the perk stay the same and only work when the hatch scenario hapoened but woukd it change its use?
It was probably nerfed this way due to its low usage in the first place which again is logical, who knows they may change it in the future but for now it's an easy change to something very rarely used to balance the new mechanic which everyone has been constantly asking for.
I will take the egc over this perk any day.
If you honestly think taking a rare perk and removing 50% of its effect in all cases, JUST IN CASE a very rare situation that requires incredible play to reach happens, rather than making the perk scale differently is "balance," I'm worried for you.
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Nobody's scared of her they just hate her.
Because of how well her P3 clothes look (and the head to toe brown clothes someone had the wonderful forethought to add to the store :| ) she immerses incredibly on most maps. Because of that, and the fact that she's one of the first survivors people level up for self care, there's a LOT of people who play her.
Through the whole immersion thing she's developed the whole mentality that Claudettes are toxic or bad players, and often people who (when it was actually useful) ran behind chases with flashlights trying to save every single time would use immersed cosmetics to hide after the save.
From there it's grown that killers (and to be fair, other survivors like you) hate Claudettes being in the game, so beyond immersing, people who WANT to be toxic will wear bright rainbow cosmetics for attention so they can be a dick on the killer's screen all game, because just being Claudette adds a little more hatred to it.
Small note, if you run immersed Claudette, you're never going to learn how to learn to play well. Play the game, don't let an outfit play for you.
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Pop Goes the Weasel is a pretty great perk right now. Even running it on M1 killers with no special mobility I very rarely have any issues getting to opportune gens at all.
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@LastShoe said:
Remember me shouldn't have only 4 tokens because then you can fully use this perk while tunneling your obsession. When it used to be a perk with 6 stacks you were forced to give your obsession time to heal and because of this tunneling was almost impossible.
Now i won't be suprised if this perk will be used with dying light, which is a perk that highly rewards tunneling (and in my opinion this perk should be reworked).
Quite a fair point. I think their idea behind 4 stacks is that if they heal then you don't need to tunnel them after their second hook to max your stacks, but you're right, it also means as killer you don't NEED them to heal in a match at all to max out the stacks and can tunnel them very quickly and effectively.
You're also right that since you no longer need 6 hits you can tunnel the obsession faster without losing stacks and make more use of Dying Light in combination with it, which is frankly a much more troublesome, oppressive perk.
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@Slayer said:
https://forum.deadbydaylight.com/en/discussion/comment/445859#Comment_445859
So play those killers for ######### sake some killers wont be able to reach those two killers level due to obvious reasons. Nobody does what you people do here. Nobody does buy a game and says i want this killer to be strong not this nobody does that. Accept the game how it is its decently balanced.
It's actually incredibly common to buy a game with many characters and like the theme or concept of one who is weaker and not want them to stay weak.
In any game there's going to be a divide between players like that and meta slaves who will only play Nurse or Billy.
The difference for the most part is that in Dead by Daylight all killers have the same goal, there's no "support" killer that by definition should be weaker at killing for example. The big divide for us usually comes down to "does a power aid in a chase" and for the most part, people would like the gap to be closed between those that do and those that do not. How that happens is not certain though.
I personally will never feel satisfied in a game by just abusing the blatantly most strong stuff, and would prefer to play characters I actually enjoy.
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Ok, so the change concerns me a lot, it has been changed to balance it around a VERY RARE situation, which has nerfed it significantly for EVERY OTHER match. A rare, pretty balanced perk, has had its effect halved in case of one specific outcome.
How about instead of leaving it as is, CHANGE it rather than NERF it:
Remember Me:
You become obsessed with one Survivor.
Each time you hit your Obsession, you gain a token, up to a maximum of 3/4/5 tokens.
For each survivor remaining in the trial when the exit gates are powered each token increases the opening time of the exit gates by 2 seconds, up to a maximum of 24/32/40 seconds.
The killer can only be obsessed with one Survivor at a time.
This would mean: If 4 survivors are alive when the gates are powered, and you have maximum Remember Me stacks, it takes 40 extra seconds to open the gate.
5 stacks x 4 survivors x 2 seconds.
5x4x2=40 seconds.
This is compared to the 30 seconds the perk is currently, but requiring one less stack, and not requiring tunnelling the obsession to death which is already a negative behaviour caused by the perk.
The value is a bit higher, and requires less hits, but with the previous iteration you don't leave 4 survivors alive if you want RM to work, you HAVE to kill the obsession.
If 1 survivor remains when the exit gates are powered, with maximum stacks of Remember Me it takes 10 extra seconds to open the gate.
5 stacks x 1 survivor x 2 seconds.
5x1x2=10 seconds.
Note: The obsession is affected by Remember Me's time penalty. The perk already encourages going after the obsession, it doesn't also need to require tunnelling them to death to not risk it functioning at all.
In my eyes this would be VERY in line with the concept of "everyone deserves a chance." If 4 players are still alive when the gates are powered, it gives the killer a significant window to gain momentum in their favour. If one survivor is left stranded alone, and forced to open a gate by the hatch being shut, it will impact their ability to open the gate solo, not cripple their only chance of escape.
Notably, while it would be a buff in situations where 4 survivors are alive, the exact same scenario as it takes to get RM to be reliable (1 survivor dead) would have the same duration, 30 seconds.
You would almost NEVER need to open the gate with more than 10 seconds of penalty on the EGC timer as opening the gate is what triggers the collapse, not powering them. The ONE exception would be if survivors leave using a key and the killer is able to close it to start EGC, which I'm not even sure works. Even then, at least one survivor has left so you won't have the full penalty.
TLDR: Scale the penalty based on survivors remaining, maxed out RM would increase gate opening time by 10/20/30/40 seconds if 1/2/3/4 survivors are alive when they are powered.
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@moonlunn said:
https://forum.deadbydaylight.com/en/discussion/comment/445793#Comment_445793
There are somethings I agree with you on the one thing I wanted to touch on was you saying the chance for a solo survivor surviving shouldn’t be 50 while I agree with that I also think it shouldn’t be so high for a killer to be able to also get 4 kills I looked at it like this I think it should be for killers. 1 kill = great chance. 2 kills = good chance. 3 kills = medium chance and 4. = difficult chance. I feel like this keeps the game fun and not stale having to grind and figure out playstyles to get better at the game and becoming a great killer that always can get to 4 kills rather than just handing everyone it if there at 20 rank or 1 rank
Absolutely, I agree with you AND the devs that a 4k should be difficult. The issue is that that scenario IS DIFFICULT, it take a LOT of work, timing and skill, as well of forethought in perk builds. All of those dot points are different tasks the killer has to do to get to this scenario and a lot of them aren't entirely in the killer player's hands. None of those are like "right well, I'll just kill 3 players then!" You still have to be better than those 3 other players AND play in a way that stacks up Remember Me without leaving the obsession alive, nor creating a new one.
To say in that scenario that Remember Me needs to be nerfed because it doesn't feel easy for a survivor to open the gate through it and escape anyway isn't about making a 4k hard, it's about weighting the game in favour of surviving over killing.
Again, this is only one, RARE scenario, built around one, RARE perk, that is now going to be even more rare because it's been nerfed for the other 90% of matches IN CASE this once case doesn't feel like "a really good shot to survive."
At some point, you've been outplayed so hard that, yeah, it probably won't feel like you have a great chance to open the gate solo against a perk that ONLY slows the gate opening, and you know what? That's ok, because there are a LOT more common situations that feel much more oppressive as the killer player that we're just expected to sit back and deal with.
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@Peanits said:
There seems to be a misunderstanding here, by no means is a Killer not supposed to kill. The key is that you need to make sure that both sides always have a chance to win, even if that chance is very slim. To use the pig, as an example, if you got chased for a minute after the End Game started and then trapped, you simple would not have a chance to remove your trap escape by the time you get saved (especially now that the End Game timer is two minutes). You would have to win the lottery and remove your trap on the first box.
If you create a situation where someone has no chance to win, it feels like a waste of time. If you know you're going to die and there's nothing you can do about it, it's going to feel awful. You'll just want to get it over with as fast as possible. The same would go for the Killer side as well. If you were in a scenario where you could not possibly win, you would have a miserable time.
It's a tricky to strike a balance in an asymmetrical game, but it's important to make sure that everyone in the match has a chance up until they win or lose, whether losing is dying or getting sacrificed, or if losing is all the survivors getting out the gates.
See there's a serious divide between what you're saying and the reality of the situation. The perk has been nerfed in case of ONE specific situation:
- The survivors have not completed all generators.
- 3 survivors have been killed.
- The killer has found, and closed, the hatch.
- The killer has done all of this using only 3 perks, because Remember Me has no function through the main game.
- The killer has already played in a way that is considered decent or nice as tunnelling off the hook: A. Results in less than maximum RM stacks, and B. Risks DS creating a new obsession who ignores the RM penalty anyway.
- The killer has killed the obsession, which has a decent chance of meaning fighting through perks like MoM that add extra hits to deal with.
Remember Me has been nerfed so that the last remaining survivor should not find it too hard to open an exit gate, when facing a perk which ONLY functions to make opening an exit gate take longer.
I understand that you want there to always be a chance at survival, but that chance doesn't need to be close to 50%. In that case it is entirely possible, granted difficult, to open an exit gate by playing tactically and not just sitting on an exit gate start-to-finish, hoping the killer doesn't check it.
Honestly, how much does a killer have to do, how well do they have to play, for the game AND THEIR OWN PERKS to feel like the odds are on their side?
And then on the other side we have killers playing decently 2 hooking 4 survivors through a whole match, and then BANG! A gen goes off, 4 health states are recovered instantly by a team that all double-sprint-burst to the gate which can be opened in 20 seconds, before a killer can physically reach it (let alone catch and smack a survivor twice without them getting to the gate.) What part of that situation feels like the killer "always has a chance to kill someone!" to the same degree a survivor facing Remember Me has a chance to survive? Are we expected to ALWAYS bring a filthy perk like NOED to stand a chance? It's not like in the other scenario the response is "well you should have brought Wake Up!"
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@Hoodied said:
https://us.v-cdn.net/6030815/uploads/051/W95Z0K6IPN5U.png
Now lets look at its uncommon counter part
Those aren't really the same though. Pig really lacks add on tracks the way other killers have them, like a common/uncommon/rare that slighty/moderately/considerably does the same thing.
Last Will is useful because it adds another trap which causes an extra event to waste time, buying you more time in the match. The Annotated Plan specifically causes survivors to waste more time searching per trap. It doesn't make traps more lethal as they have more time to search, but it means there's more boxes to search, which means more time bought for you when you put a trap on someone. (Assuming luck is on your side)
They both fill slightly different roles, and they can be very effective together. If anything the plan just became more tempting because it's going to be very hard to get 5 traps used before all the gens go off.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/444717#Comment_444717
I'm unsure, but that seems like a fate befitting of those who do not ready up in the lobby.
I'm joking, please don't eat me.
At this point I'm starting to believe it's a mind game. The killer sits there waiting to see if there's a last second switch, you already have them panicking and stressed before the match starts, and then when nothing happens they're just left angry and confused.
Meanwhile, you get to watch 1 more minute of Netflix.
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Agreed on Rusty Attachments, only left it separate since it'd be incorrect to say it doesn't increase the stalling of RBTs or is useless, it's just far less useful than basically any other application of Mangled.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/444642#Comment_444642
I don't see how it's fair that killers get 100% extra BP for completing their main objective (yes, it promotes hooking every survivor and not tunneling, but that's already the most effective way to play in most cases) yet survivors have to go out of their way to stop doing their main objective and compete for those unhooks with 3 others. That is on top of the fact that killers already make more BP than survivors in a typical game. There are also plenty of times I take hits for injured survivors and don't get the token.
I agree that tokens should be dependent on a safe unhook, but I'm not sure why there can't be another way to gain tokens, like heals.
Furthermore, there is 0 gameplay benefit to bringing this perk. You sacrifice a perk slot, which is A LOT, to hopefully get extra BP. Half the time I do not get more than 1 or 2 stacks unless I am going out of my way to ignore gens and focus on unhooks and taking hits.
Killers, who, as said before, already make more BP, get 100% more for doing what they already need to do and get a very powerful tracking perk. Not just on first hook when you get the stack, but every hook.
I just don't see the logic behind how much better of a perk BBQ is when compared to WGLF. I'm not saying it needs to be as powerful, but I don't understand why it has never gotten any love at all.
I agree that BBQ is far easier to gain stacks on.
Your issue is seeing your only objective as getting YOU out. Like it or not, solo or not, this is a team game and you're rewarded for playing as a team through benevolence and altruism, as well as the ability to escape due to the actions of teammates keeping the killer busy or doing generators.
This is a HEALTHY change for the game as all it changes is the mentality of "Screw my teammate who I'm throwing onto the killer's weapon, I get more points!"
There are outlier cases where you won't get a stack cos a killer uses a power or perk to camp and tunnel, but those are far less frequent than cases where players lose a LOT of points because a greedy teammate got them killed for stacks.
The solution would be to find another event to add WGLF stacks to, NOT to revert this change.
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@twistedmonkey I agree that it might make some very late game catches CERTAIN kills as there would not be enough time to remove the trap (even on the first box) and get to a gate, and the hatch may be shut. That said in a case with so little time remaining I honestly doubt any killer won't camp the target in the same situation now. Due to the timing a camp in the late stages of EGC is far more reliable points than camping with the gates open was previously.
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Most of what makes the perk complete cancer is the amount of free hits that stack up over a whole match.
MoM is a freeby, first Dead Hard often is too (or one used to reach a pallet, negating the option to "bait it"), DS is at least highly conditional and avoidable, but then there's also Adren on 90% of survivors at the moment. (Don't even start on "Adren is countered by Noed" because noed being in play is YOUR choice as survivors when you choose to not cleanse dulls.)
What would happen if free-extra-hit perks gave a debuff like exhaustion that prevented others working? Like you couldn't activate Dead Hard if you had JUST resisted a hit with MoM?
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My biggest issue is that the devs had a MASSIVE patch that went through and addressed a lot of problematic maps, giving windows conditions like "if one window is opened the other one will be guaranteed to be closed."
Yet somehow, the Wretched Shop still 100% spawns with both side windows open and pallets around it, and there are no words for the abortion of a building that is the Grim Pantry.
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It's pointless. Time to mend is so low that the time it takes to run between survivors wastes most of the time that mending gains.
Killer instincts is so poor for their ability because there's no indication of how far someone is, and running for a heartbeat behind a wall could be someone 30 meters away that'll only succeed in burning your power bar.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/439993#Comment_439993
They already have the user data. If the data shows Oceania has enough players to justify putting in a dedicated server, they'll put in a dedicated server. If not, they won't.
You can demand a refund at any time without any worries, but once you get it, you'll have your progress wiped. Is it really so difficult to wait instead of claiming the sky is falling?
Don't patronise me with this sky is falling bullshit, you know this isn't a made up issue. We know the game will be in an unplayable state for Australia, so once this ######### happens I'm not going to sit on forums for a game I can't play to beg the devs to not be cheap and lump half the world on one server.
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Because part of their test included bunching us with other regions. We KNOW what connections to Asia looks like regardless of whether it's a server or other players, it's completely unplayable.
And it isn't just their own trials of shoving us in matchmaking where we don't belong, there's COUNTLESS other games where you can see the difference between a SEA server and Australia.
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Exactly like the "BHVR, please stop matching us with Brazilian players?" during the first test? That went really well, they almost replied to that.
Or how bout "BHVR, please stop matching us with Asia, we CANNOT PLAY THE GAME." Yeah that went well too, they almost even pretended to read that feedback.
And here we are, round three, but let's just be nice and pretend they'll bother to listen. Again.
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Yeah, cool, let's wait for them to kill off the Oceanic region, THEN realise they screwed up, then cross our fingers and hope enough people come back when they eventually add one 3 years from now, sounds great.
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More like:
Huntress: Hatchets max throwing distance is melee range.
Hag: Can no longer teleport to traps, jumpscares are enough.
Pig: Power renamed to "spectator." At the start of the match you begin spectating a survivor. Press M1 to swap to the previous survivor's perspective and M2 to swap to the next survivor. Can no longer move, attack, sacrifice, kill, or hinder survivors in any way.
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With the announcement of dedicated servers rolling out, why have you chosen to kill the game for the entire Oceanic region? (Which, I'm honestly not sure if you know any more, is NOT a part of Asia, nor does it have a playable ping to Asian servers.)
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TBH I think they'll lose more players from the fact that they're deleting the entire Australian and New Zealand playerbase.
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Nah, they've had MONTHS to think of what to do with Legion. Hundreds of threads, both here and on Reddit suggesting a lot of decent ideas, and we get this half-assed "just remove their power entirely and make them an M1 killer!" dumped out on us.
A lot of the time I like to support devs where they tried and haven't succeeded entirely, but this is just lazy.
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Ok, a few things.
First, I've played far more AS Plague than against her.
Corrupt Purge is a timed buff like T3 Evil within, with a similar frequency and potential to get downs. It comes with several downsides already:
- To even get it, a survivor has just got a free instaheal and removed sickness, your impact on the match has to be lowered to have it as an option.
- It requires moving around the map to go get the buff, alerts survivors that you just got the buff, and then you have to move around the map to find a survivor while they are most likely hiding as much as they can. It's very time sensitive and can waste a lot of time if you don't immediately find someone to down.
- Her base power is very slow to get a down already, she often gets you to maximum sickness which takes a few pukes if you're actually good at breaking LOS in a chase, which is usually around the same time wasted as a basic M1 killer.
If you were to nerf corrupt purge, I would say you'd also need to nerf fountains giving an instaheal to compensate.
If anything, I'd prefer to see her lose a few "+duration on corrupt purge" add ons, and in turn receive more crippling debuff add ons for her power in general. (ie, lowered repair speed while at maximum) You can't nerf the only downside to removing her debuffs without some form of compensation.
Even then, her power just becomes so survivor favoured if removing the sickness only risks a "slight" buff if you can still loop her to ######### through corrupt.
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@DarkWo1f997 said:
Which will then be used to abuse and bully honorable clean killers.
How, like new DS, you only get hit by it if you're being a bit scummy. Play nice and you don't have to worry about it.
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Yep. It's conditional, like most survivability perks, rather than just "free hits every game."
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It would work against any one hit down effect: chainsaws, evil within, noed, exposed status from perks and add ons.
It wouldn't entirely ignore the hit, it would leave you injured, the intent to be a 2 hit chase instead of 1. Again I think 1 token or all tokens is much of a muchness as the killer has to give up on you and let you heal to full after you're injured and dead on hook.
Yeah, current MoM is permanent outside a small range until you're downed again, which 9 times out of 10 is downed to go on your last hook.
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It'd be more in the line of countering one hits, rather than just tunnelling in general. Being unhooked and still injured wouldn't matter if you're hit with a chainsaw, any more than an M1 except that it's more mobile. I don't think it should additionally counter out tunnelling, there's already BT and DS for that.
I would agree on the idea of consuming ALL tokens, rather than just one, but if you have 2 tokens it means you're dead on hook. In order to use both of them, the killer has to hit you with a 1 hit down, give up on the chase, let you heal to healthy again, use a 1 hit down again, and then down you. It's far more likely to draw out the chase and still have you downed than it is to use both charges on your last life.
Aura duration could be lowered, I agree. I was just trying to give it a significant downside/scaling where the current version is infinite duration anyway.
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Right now MoM affects killers like wraith, freddy, pig the most which are accepted as the weakest.
I agree with your idea about resisting one-hit downs.
Like you said the huge issue with this perk is that it nerfs killers who already struggle to get chases finished quickly and literally doesn't affect those that are already in a strong position.
If we instead changed it to affect one-shots, it would instead become a counter to abilities that killers can bring that make chases way shorter or take less skill. It becomes like the good counter perks, ie DS is brought to counter tunnelling, MoM would be brought to counter one shots. On that though it would need to include powers and add-ons that one shot, not just "exposed," covering Noed (which most survivors hate), Hillbilly's chainsaws, Iridescent Heads on Huntress and perks like Make Your Choice which are common on Nurse. Sure, these can affect M1 killers too, but unlike current MoM it's not guaranteed to ######### them every game.
My ideal would be:
"Each time you are hooked, Mettle of Man gains a charge. Any time an attack or power would take you from the healthy state to the downed state, one charge is consumed and you become injured instead.
After using a charge of Mettle of Man, returning to the healthy state reveals your aura to the killer outside of 16/14/12 meters until you are downed again."
That would prevent it killing killer's momentum early, while allowing for 2 attack "blocks" which could prevent being one-hit downed, while not completely ignoring the attack.
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Devs already said on stream, they know Billy needs to be nerfed, but there's too many players, and too many VOCAL/POPULAR players who play a lot of Billy, and nerfing him would damage their fragile egos when they can't 4k without fail every match on the 'most balanced killer.'
They want to nerf him, it'd just have too much backlash.
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Yeah, MoM as it stands needs to die, fast.
It basically takes everything they worked towards with changing DS and flushes it down the toilet. Worse, at least DS had dribbling, there is no counterplay to "just don't hit them ever!"
My biggest issue by far is that the killers who DON'T need longer chases the most (Pig, Doctor, etc) the M1s, are the ones who basically CANNOT avoid triggering the perk at all, and the ones already sitting in the top tiers like Hillbilly and Huntress ignore the perk entirely.
I don't know who thought this perk sounded remotely balanced. I don't know who thought this nonsense should slip into the game WITHOUT A PTB. All I know is this should never have made it to the live build.
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"Now you're punishing every killer who doesn't run Enduring."
No, actually, now they're punishing killers that tunnel someone off the hook in under a minute with a perk that was ALREADY INTENDED to punish someone who tunnels off the hook in under a minute.
3 seconds was pathetic, a survivor has to be in a really ######### situation for it to even go off and 5 seconds is much more reasonable as a chance to escape the killer than 3 seconds where they basically can't even get out of sight.
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Outside of chases and anything like that, I find it really difficult to play the Plague because it's like a gong is going off every 10 seconds. I get that it's signalling an event but Jesus it's beyond distracting when you're on a timer and trying to consider options and get:
"GONG! a survivor touched a fountain"
"GONG! a survivor finished purging themselves"
"GONG! a survivor touched a fountain"
"GONG! that survivor misclicked and had to touch the fountain again"
"GONG! that survivor finished purging themselves"
"GONG! all your fountains drained"
All in the space of 10 seconds.
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I love using exhaustion add ons and getting shittalked in the post game chat cos someone sucks at actually playing survivor and goes down instantly without their free extra dead hard hit.
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@Eveline said:
I didn't play Hilly but watching other people play him it looks like you need to be skillful with him, steering and everything. Maybe I am wrong but I think I wouldn't perform very good with him.
You do need some practice to play Billy well, however compared to a vast majority of killers he takes a fucktonne less skill to get value out of his power, a lot of the "skill" to play him goes into making exceptional plays. Even a noob can jump on Billy and do well with how strong his power is. On top of that he has no speed downsides like EVERY other mobile killer or killer with map control, and doesn't even go slower than a survivor while holding a 99ed chainsaw. Even with perfect play survivors only have a 50/50 shot to luck out and dodge a chainsaw if a regular 115% speed killer gets near them.
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"It's not camping, I was just staring at the hook revving my chainsaw."
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Yep this matchmaking is garbage, we're having ALL the same issues as when they tested it last time and none of them are remotely better.
This may single handedly kill the game if they don't revert it because waiting half an hour for a killer lobby while 700 ping players from across the globe enter and leave my lobby is ridiculous.
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Wait, Nea's a female?
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I honestly don't know what hole they pulled their stats from for the announcement that the longest queue time was 3 minutes.
I did NOT get a match in 3 minutes, I got dumped in a 500 ping unplayable lobby within 3 minutes 5 times, and 15 minutes later got a match where I could jump a window without finding myself dying in the room I just left.
I did NOT find a killer game in 3 minutes, I watched 25 people from BRAZIL enter my AUSTRALIAN lobby in under a minute, see their 700 ping, and leave to wait for the next batch of Brazilians, when I can look at my steam friends and streams amongst other things and see that there's a tonne of Australian survivors at my rank on. 30 minutes later I get to play one match against a 4 stack SWF who stomp me trying to do a daily on a killer I don't like.
Try fixing your matchmaking to even slightly accommodate PING, RANK and LOCATION rather than literally removing all ability to play the game so that "oh maybe killers won't dodge lobbies as much."
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I completely disagree. You make it sound like it's going to magically fix toxicity. I feel like you've completely misread what's in the changes to rank.
- It is FAR harder to gain rank as your rank gets higher.
- It is FAR easier to gain rank as your rank gets lower.
These two things combined are going to push a majority of players into a mid-rank area.
This seems to be an effort to make high ranks an actual achievement, probably to add a reward system to rank in future, HOWEVER, without one, this will simply take all of the current issues with deranking players and make it the norm across ALL players.
- It takes a phenomenal effort to gain and keep rank 1 now, on either side, it is similarly difficult to stay at low rank without being incredibly new to the game.
- This means queue times at either end of the spectrum will be absolutely huge. Following this, the matchmaking system tends to give up and pair you with anyone as long as it can give you a game.
- This encourages deranking to the mid ranks, and makes it much easier to do.
- The mid-ranks are going to be populated by a majority of players, not only due to deranking, but due to pipping/depipping players more easily for not playing perfectly, or using a strat that isn't rank-efficient (ie a rank 1 nurse player who slugs a lot will almost always depip now.)
- Queuing in the mid ranks will be a complete mixed bag, compared to now, it will be a complete mixed bag if you're against a week 1 killer who thinks camping is how you get kills, or a god tier nurse player mowing you down and tunnelling off the hook every time.
All in all, I don't believe this will have the slightest effect on toxicity, all I think it will do is bunch everyone together in the same matchmaking pool and remove the small amount of association between rank and skill bracket that exists now. Yes, very high and low ranks will be more accurate of skill, but the new system will make that redundant as there'll be no one there, as it's far better and easier to get into mid ranks and stay there.
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@Nobsyde said:
it's much better than DS though :P. As said in another topic:
quick and quiet + dance with me + head on = vault a window without getting noticed + don't leave scratch marks while you move away from the window and hide in a locker.. You should have gained 3 seconds of confusion in the killer: IF he's smart enough to look into a locker, you still have Head on!
I wouldn't burn Dance With Me on the window. Fast exiting a locker with DWM triggers the effect too, so I'd prefer to stealthily run while the killer is stunned in front of a locker, giving me a good shot to break the chase or at least search entirely.
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"Sole Survivor" is a perk built around the theme of Laurie Strode. It isn't the best currently but Laurie, across all of horror, is the iconic "Last Girl" that survives while all of her friends die around her.
Sole Survivor is designed to follow that trope, increasing your odds of survival as your friends die around you. Your perk concept lets you aggressively bodyblock the killer which completely ignores Laurie as a character.
You didn't "make it fit," you just made up a new, unrelated perk and slapped the name on.
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I like Sole Survivor, I just wish it blocked against long range stuff like BBQ when the last survivor dies. I happened to have it on against a T1 mirror Myers this week and he struggled so hard. Can't say I understand the point of an exhaustion perk that goes off when you're guaranteed not in a chase. Like you can run into BBQ range or away from the killer, but that's an incredibly underwhelming perk slot, especially over other exhaustion perks.
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Have a movie on your second monitor?
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That's why games come with age ratings, so you can blame parents that glaze over and let their offspring buy whatever.
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@ThirdSealOPplzNerf said:
No I want the chainsaw nerf to be reverted no asked asked for this exept the crying survivor mains.Hello, killer main here. Billy is gross and I feel dirty using him. Nurse at least takes a lot of practice, Billy is strong even when someone barely knows what they're doing.
It's like all the Billy mains got together and went "just yell in all the threads that suggest he could be nerfed that he's balanced, then we can keep going with these easy 4ks and one-shotting people we didn't even know were there!"