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asergioam

asergioam

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asergioam
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  • Yes it does, I just like bouncing things in outfits and feel it could be a bit more :)

  • Guess I'm the only one that actually likes the hat! Just a petty that the hat doesn't bounce...

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1049902#Comment_1049902

    But what if I'm hag or trapper placing traps, or huntress going to a nearby locker for axes and it takes me more than 10 seconds to leave?

    Damn...

    Well, you will loose a bit which won't take that much points away. If they had an option not to loose points if you were placing traps, killers would abuse it to camp so, just take a small loos of points. If you really just placing a trap, that won't take that much points away or they could just had a few more seconds for killers that can place traps. Huntress however, might be trickier.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1049886#Comment_1049886

    It's an actual sistem to punish face campers, I'm talking about losing emblem points when someone unhooks and you're next or close to the hook as a camper punishment, and that's the problem that made this be implemented; but the fact that insta unhooks done by dumb survivors take points away from me when I try to go away is just dumb...

    It only triggers after a few seconds:

    • -3 points: deducted each second you are within moderate proximity (16 metres) to a hooked Survivor (only applied after 10 seconds)
    • -7.5 points: deducted each second you are within extreme proximity (8 metres) to a hooked Survivor (only applied after 10 seconds)


    But to fix this, they should also consider other survivors camping. If there are other survivors at the same distance from the hooked survivors, the loss of points would pause.

  • It's actually a very logical option... I agree with the OP.

  • Great job, looks very nice man

  • Still shows up in my inventory and i can select it.

  • No... it's Ash... what else needs to be said? I grew up enjoying those movies... don't take nostalgy away from me!

  • Has it been released already? Harley Kate?

  • I know what you meant because lets face it, survivors are just skins and sound packs ;)

  • @Elvenmonk, I was thinking of making a topic on friday explaining why this system can be a lot better so thank you for beating me to it because I couldn't probably explain better myself.

    Just a small note:

    "...let's be honest survivor skins don't matter (says the surv main). "

    Although I get what you mean, they can also, further along the way, apply it to survivors in relation to how they perform against each killer.


    @Smeagol said:

    Let's wait and see how they will handle this new system. I hope they realize we have high expectations now, and if they come up with a lazy ass system that is based on the emblems that's not gonna cut it.

    By the reasons the OP explained in is OP, they can easily keep improving the system without having to continuously explain them to the comunnity. The ranking system has a clear emblem system where you know exactly what you need to do to level up and any change needs to be informed so that people know in what they need to concentrate go get to high ranks and get that feeling of self acomplishment.

    This system being hidden means you will have to continuously do the best you can in all aspects of the game if you want to raise your MMR because at any point in time they can had more conditions that can contribute to it to improve it and make players experience more enjoyable.

  • That would be nice indeed.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1046167#Comment_1046167

    I actually had 2 weird experiences yesterday, this was one of them, I'll post the other one later. :)

    I have the video of both, but I can't post them here cause of GT

    What's GT?

  • I agree, it would certainly diminuish the grinding requirements and people would be able to keep up with character growth.

  • When I spawn next to an hex totem, the killer comes:

    "Damn it... almost had it"


    When I spawn next to an hex totem, the killer comes but i still have time to finish it and only take a hit for it:

    "Damn it... it was Haunted Grounds"


    When I take an OP medkit and the killer is the plague.


    Or the most comon one this days: "Damn it... that guy just DC on first down after 20s."

  • @[Deleted User] said:

    I agree with Peanitis for the most part, but the grind of the game has been getting pretty intense for new people coming in because of the constant addition of perks.

    I think it is a very important point to be honest. I was thinking of actually making a tread suggesting bloodpoint gains increase with each release. The amount of blood point when the game released was probably ok although still grindy but with the constant grouth of characters it really needs some kind of bloodpoints increase or it will come a time when it will be impossible for new and old players to keep up with characters aditions.

    EDIT: The Challenges helped a lot, that much is true.

  • This is so stupid, you didn't think it throught xD

    Now seriously, similar things have been suggested has a new game mode but with the player base the game has, I don't think it would be healthy for the game... at least for now.

  • They said they are not removing ranks. What they said was that in the future they are planing to remove ranking from the Tally screen but you will keep having a rank and a goal to fight for every month.

    They wrote:

    "Ranks will remain visible only to you for bragging rights and a goal to work towards, but will be a reflection of your dedication to the game rather than skill for the time being. "

    It doesn't mean they might not even improve ranking system in the future and maybe even throw some prizes in it. It just means you will no longer see other peoples ranks. I honestly think they should keep ranks since it will be independent from matchmaking but I understand their concerns in terms of people trying to erroniously judge their matchmaking system based on an independent system (Ranking).

  • Just a small tip, Feng Min cosmetic will be available through iridiscent shards when the rift closes so, even if you don't get the last piece (I believe it's the head) you will have enough shards to buy it if you don't spend them.

  • I think the new system will be similar to the ranking system emblems, and the main different will be that a rank color will not have the cap it has right now. Example:

    Red ranks have 16 levels:

    4 with 0 pips

    4 with 1 pip

    4 with 2pips...

    So, instead of seing the rank has 20 being lowest and 1 being heighest it will be the higher the number the heighest the skill/rank. The fact that it is hidden is acctually irrelevant. In terms of matchmaking, what it will do is that they will gather lots of people that are waiting and sort them from high skill/rank survivor to lower and high skill/rank killer and then pick the 4 highest survivors and match them with the highest killer and so on...

    You still might have rank 1 and 2 survivors playing against the rank 10 killers (like they are ranked right now) in some cases but the "best" survivors will be paired up with the best "rank 10" killer available at the time. The thing that will happen is that instead of pairing 4 survivors and1 killer that are more rapidly available, they will do it after having a greater number of survivors and killers available trying to make the matches more balanced. It doesn't mean they will always pair up very good survivors against very good killers but you will level/rank up more if you play against stronger opponents and level/rank up more if you play against stronger opponents.

    Think of it has the current ranking system: a rank 3 survivor would gain 1 pip when facing a rank 10 killer and gain 3 pips when facing a rank 1 killer but since there isn't the 16 levels cap in red ranks or the cap across the actual ranking system, they can go to levels, lets say 500.

    I know, the fact that the new ranking/MMR might be based on similar permisses as the actual one is might not really reflect what skill is but in this game is almost impossible to do that and so having MMR or ranking system like it is now doesn't really evaluate completly correctly the skill of the player but it certanly will be a lot better than what it is now by the simple fact that there might not even be a limit for what your MMR might be and for that alone, matches will be less unfair than what they are now and since they will have a waiting time to poll togherer lots of players and sort them by mmr will make it even more balanced.

    Is it a perfect system? NO, theress no such thing in a game were RNG plays an important role. Will it be a lot better than what it is now? I have no doubt about that, I've just explained why: No limit to ranking or at least a much higher limit than what we have now.

    Everyone knows that inside red ranks alone there are great players and "noobs", by having an MMR the "noobs" wont be paired up with great players that often. The fact that it is hidden is actually a good thing because people won't abuse the system. For example, right now I know exactly what needs to be done to get to pip and so I get to rank 1 without any major dificulties, if people knew exactly what to do to be considered great players (and we kind of do) every potato could get to high MMR levels with less effort. But I truly believe that the MMR will award points like the actual ranking system through emblems or something similar to calculate how you did overall.

    I see people asking, but how they know I'm a good looper because I went down after someone else had dropped all pallets?

    That's 1 match... is like the actual ranking system, 1 match or 2 don't make a big difference... long term you will go to MMR number you should be by their standards and to be honnest, everyone more or less knows what those standards are, they might not be much different than the emblem system we have now. Plus, it will be easier for them to had lines of code like, if this happens, more points... if that happens, less points. The way the ranking system works, if they had to had those ifs to improve it, they would need to change the piping system and it's balance (and have I mentioned the number limitation of the ranking system?, red rank alone only 16 diferent levels!). Would be worst for them and would have to inform about those changes.

  • They didn't remove moonwalking. I played last night and saw teammates moonwalking.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1043137#Comment_1043137

    https://forum.deadbydaylight.com/en/discussion/comment/1043111#Comment_1043111

    Things that have been hidden in the game files?

    Also, we had "leaks" before that were wrong.

    And again, hed still be a clone. A M1 that goes through walls. Well NEVER have complaints about that....looking at you, killer shack and every other lovable thing or building in game.

    Lastly, if that IS the case, then we need xenomorph. That was another one they used "changing game mechanics and environments " prevented from happening.

    About the wall thing: They can be seen on new Lerys after the rework ;)

    Some vaults have bricks under it that are shown.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1043073#Comment_1043073

    You can get picked up while slugged for a minute by a teammate.

    Yes, and you can go down immediatly after that like it usually happens because if the killer wants to tunnel, he won't get far while the minute passes. In my honnest opinion, DS will never really be only an anti-tunnel perk and will never really be a good anti-tunneling perk. I don't think they will change it in that regard.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042814#Comment_1042814

    What about my idea? DS stays as is except deactivates when you heal, repair, or unhook at all. That means DS can't be used as free objective time or free unhooks.

    The problem with that is that the killer can slug you, wait a minute, pick you up and you still got tunneled and ruined the game for you. It doesnt do much if the killer really wants to tunnel you.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042741#Comment_1042741

    That idea is even worse though? Just because you got someone else down doesn't mean you aren't tunneling. I get tunneling is the new meta for killers but the only anti-tunneling perk in the game not working in some tunneling scenarios just sounds ridiculous to me.

    Please read my suggestion first. I don't think you read it. I'm a main survivor and I don't use DS because I think it's a bad anti-tunneling perk. My suggestion is to make it a good anti-tunneling perk and only that. No free escapes at the end... that's what the killers mostly complaint about.

    The perk would only activate if you get down before anyone gets hooked but I guess you make a point there so... why not consider DS to be bound to the same hook so, if the killer immediatly hooks the rescuer on the same hook, DS would still activate unless there's only you left unhooked.

  • I've finished level 1 but haven't closed it yet so I can't see the level 4 yet. It's nice you have posted the prints but they seem the same as what as been leaked on steam a few weeks back so I assume all other levels are correct too. They don't seem that hard like last Tome level 3 and 4 before the changes. All challenges seem pretty doable, I'm glad they did it this way from the start.

  • @Waffleyumboy said:

    Too many people are calling for DS to deactivate when another survivor is hooked. This would enable tunneling and make the perk useless.

    Survivor gets unhooked, killer downs them, killer downs unhooker, unhooker gets hooked, unhooked gets hooked aka tunneled.

    I've actually suggested that change and I still think it would be better because it wouldn't activate when you get unhooked but when you get downed so it would only activate if you got downed before any other survivor got hooked and it would potentially activate 2 times per match. Here's my suggestion for what DS should be as an anti-tunneling perk ONLY:

    @asergioam said:

    Last month I proposed this in a topic:

    "After being unhooked or unhooking yourself, if you are not the last survivor left and no one else gets into the dying state for 40/50/60 seconds, Decisive Strike becomes active if you get into the dying state."

    After reading this topic I would propose this (also, would correct the pontuation of my previous sugestion, that I have now realized it wasn't correct and the order it gets written so it's less prone to error):

    "After being unhooked or unhooking yourself, for 40/50/60 seconds, if you are not the last survivor left and no one else gets hooked, Decisive Strike becomes active if you get into the dying state. Decisive strike deactivates if you get healed from the dying state or if you become the last survivor. Decisive strike will not activate if you start performing another action or get fully healed."

    The phrase in english might not be clear so I will explain what I mean:

    Decisive strike would be able to trigger 2 times per match (1 time per unhook).

    There would be no time limit for decisive strike, if you get into the dying state, you would be able to to use it if the killer picks you up.

    There would be no free escapes at the end as long as you are the last survivor. This could also be changed (Instead of last survivor) to "If the exit gates or the hatch is oppened).

    This would force the killer to actually hook the rescuer before hiting the unhooked survivor. BT would probably become pointless so having a time limit to DS after activating might not be that bad.

    If a survivor performs an action like healing someone, do gens, open chests, cleanse a totem, unhook someone, etc... it will not activate thus making it only an anti-tunneling perk. The unhook someone is for those cases where there might be 2 survivors hooked and the unhook should be left for the original rescuer. Because if the rescuer does an unsafe hook rescue he will probably be downed while doing it or immediatly after so he would better have BT otherwise the first unhooked person might suffer for it. Instead of that, maybe something like, DS only activates if the unhook is done outside of the killer terror radius or if the killer is at a distance greater than a certain value making so that BT would work to prevent camping and DS to prevent tunneling only.

    An insidious killer camping would have to be aware of BT and DS. A camper would have to deal with BT, since it's hard to know (programming wise) if a killer is camping or if the unhook was just unsafe and DS would be punished by unsafe hook rescues. A tunneler would be punished by DS.

    The point is, DS should only prevent tunneling and Borrowed time prevent camping.

    EDIT: An insidious camper would actually only have to deal with DS.


  • @Sinner5Gonn4Sin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042676#Comment_1042676

    So a perk slot should single handedly win you the game ? Weird flex but okay.

    https://forum.deadbydaylight.com/en/discussion/comment/1042663#Comment_1042663

    Devour is pretty good, it rewards you for being good AND not camping, that's the kind of playstyle we should promote. The fact that it remains a secret perk is kinda needed.

    On the other hand NOED should be seen by everyone, not only if you played enough to spot the 4% movement speed increase, they are no prerequisite whatsoever, just gates being powered. "You failed at protecting gens, but here you are with a instadown on your M1 and a movespeed boost"

    About what you answered to my post: Sarcasm/joke my friend... Sarcasm/Joke ;)

    Thus the xD at the end

  • @WastelandSociety said:

    No no. NOED is preforming as intended. As it prevents survivors from escaping once the gates are powered. Putting them in dying state with m1 instead of giving them sprint burst to make it out. It helps killers to not lose time trying to down survivors around loops while two other survivors are opening the gates or 99% it.

    Closing the hatch with 2 or 3 gens left to be fixed, instantly causes end game countdown and gates are powered. Which is fair. It punishes survivors for wanting to escape early without fully completing the objectives first. Blame the survivors who opened it, for putting you in that situation without giving you a sign that they are about to open hatch.

    So NOED punishes 3 things that I know of and that’s gen rushing, opening hatch without completing remaining gens,and body blockers.

    No, NOED is not performing as intended. The name literally is: NO one escapes death and still I escape more often than not when the killer is running NOED xD


  • @Camophlo said:

    After a match I checked the tome to see if I had any challenges for surv left and instead was brought to the fourth part of Tome two. Some of these challenges sound.. Pretty fun and different to be honest (with same ones being brought back and having larger requirements) these are a few of the ones that stuck out

    *Succeed Five Consecutive Skillchecks in one match

    *Fall from a great height while being chased four times

    *Stun the killer using Head On (can't wait for that one haha)

    *Get a 4k with Spirit/Doctor (two seperate ones with same requirement)

    *Knock down 8 survivors in one match

    *Get a down with your basic attack while Hex: Haunted Ground is activated

    I kinda like how there are a few different ones when compared to the other level. Of course not all are new as there's still the "do x amount of this" but variety in what we gotta do is a plus in my book.

    Isn't the last one: Hit a survivor with your weapon while that survivor is exposed 1 time while using the HEX: Haunted Grounds?

    Because that's very different from what you said... Haunted Ground doesn't need to be active, you just need to have it equipped! It can already have been cleansed and you hit them while exposed from noed for instance. It would work like the challenge of 2 sacrifices while using NOED. I did it after noed had been cleansed because it never said it needed to be activated!

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042390#Comment_1042390

    You’re right about that, you need to look at multiple games but what do you mean by “perform more or less like you?” We go back to the root problem of not knowing what is considered skillful.

    Again a few examples, you lead the killer on a 7 minute chase (extreme) to start the game during which two survivors do all the gens and open a gate. You get hooked any everyone bails on you so you die. Exactly how “skilled,” was everyone? On a scale of 1-10 how do you get ranked? The two people who did gens? The last person who literally crouched all game but escaped? Now keep in mind your rating may not be the same as BHVR and they won’t tell us.

    Now let’s look at a totally even game, everyone does a little more than 1 gen worth of progress, gets chased about 2 minutes total and everyone manages 1 safe unhooks then you all escape. Did the order of chases matter? If I got chased first and used all the pallets then you had to rely on looping windows for the same length of time shouldn’t you be considered more skillful?

    How about your perks, if I played DS BT DH and adrenaline but you ran a goofy plunder, ace, open handed and no mither are we equal skill? I would argue you are more skillful because my perks carried me whereas yours almost hurt you.

    Well, you're absolutly right about all that and I don't disagree with you, plus, not knowing what is considered is a bad thing and that's why I don't agree with the new changes and you can read my post about that on this topic where I agree with the OP:

    @ScottJund said:

    I'll start by saying I don't necessarily think this will improve or impair the actual quality of matches, so its not a change I'm particularly worried about unless it kills queue times.

    That being said, its extremely easy to see why an MMR system cannot ever work for this game: There are too many variables. It is impossible to design a system that accounts for all of the variables that go into the outcome of a match. People have thought of solutions for years and there still are none. You just simply cannot do it.

    Here's what I mean, with a line from the update:

    "Going forward, we will use a hidden skill rating for matchmaking purposes. Your skill rating will increase when you do well and decrease when you do poorly."

    Already this is now flawed. You cannot determine what "doing well" and "doing poorly" in this game is, so the system is based on a premise that is impossible to define to begin with. What killer are you? What addons did you bring? What map did you get? What perks do you have? What perks do the survivors have? Is this map bad for this killer? Did someone kobe? Did you get bad map RNG?

    There are an infinite number of variables that result in the outcome of each match, and you cannot account for all of them, or even most of them. You're not a bad player because you got Blood Lodge with Wraith and everyone can see you at all times. You're not a bad survivor if you spawn in a deadzone with a Billy that comes right at you. With an automated MMR system like this, the game will simply draw the conclusion though, without taking anything into account. How do you even determine who is good at survivor? Is an escape good? If so, hide all game, get the hatch. You're now a God. Is altruism good? What if the killer is facecamping and you literally cannot save in any way. Are you now bad at survivor? What if its tied to how long the match goes? Billy slugs for the 4k in 2 minutes and is now a bad player.

    What if I run Iridescent Heads 200 games in a row? Am I now a godly Huntress? Is this Huntress being compared to an addonless Clown with the same system?

    The thing is, you CAN tell when a player is good. A person can spectate and KNOW "this killer is good, this survivor is good." A SYSTEM cannot ever do that because its impossible to code for every variable that happens. A good survivor might perfectly know the distance of a lunge and run through a pallet, baiting a swing, saving the pallet and wasting the killers time. A system is not going to be reliably able to record situations like that and assign a skill rating to a play.

    You can't even determine how good a survivor is based on how long they last in chases. What if someone uses every single pallet on the map. Just straight up camps them. He makes the killer chase him for 3 full minutes. Now no one else has anything, they all go down instantly. Are those other survivors now worse?

    Yeah. Its impossible. It cannot ever be done, and its not because the developers are bad or anything. No one can do it.

    What I was responding in this topic wasn't about that at all, I was just answering to that specific question you asked:

    "Also how would players be aware if they're being matched with an opponent of an equal skill, except your word that the system is working as intended?"

    And I just said you will know the same way you know now, nothing will change in that regard. By playing a lot of matches you will just have pretty good feeling if you're playing with better or worst players overall. I wasn't disagreeing nor agreeing with you or the new system, I was just genuinely just answer to that and telling an advantage that comes from it (the legitimacy for asking for balance to your own experience).

    The Win/win meant: if the system works, great, everyone stays happy and the need for buffs and nerfs will be easier to detect. If the system doesn't work, people will still be asking for buffs and nerfs but nothing really changed from what happens now but at least, since we don't really know what the system is based on, we can legitimatly ask for buffs and nerfs without any regard for other players experiences since we are suposedly playing with people of the same skill level.

    But once again I say, I was only talking about that and the fact that you will know if you're being paired up with people of the same skill level. For my opinion on the system itself, well... that's a different story and you can read the topic I "quoted" above ;)

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042330#Comment_1042330

    But you’re saying once they confirm the skill system works we can ask for buffs/nerfs how will we know the skill system is working fine?

    Let me wan you through a scenario and you tell me your thoughts, I’m open for feedback. you’re going to play a game and notice two of your teammates are potatoes, but the killer is really good and so is one other teammates. So do you think the MMR is working based on this game?

    If you say no, why? It’s possible those potato teammates Are SWF if the good player. It’s possible they are good but are screwing around for some reason like a Rift challenge or maybe they’re a streaming doing something like Puppers playing blindfolded.

    My point is that you can never be sure if it’s working or not, and while like you said currently the emblem system is right there the new skill system will be hidden. So you can never actually prove to the devs if it isn’t working, therefore it never needs “fixed.”

    Sorry, thought I was answering to another thing (it was on another topic about the subject were I stated that I don't think the changes will be good and explained why).

    But answering to this one, never mind the last response since it was based on something else:

    @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1041969#Comment_1041969

    Except there are at least two problems with that . First they can just say, “well yes Meg played poorly on your team but her last 10 games she was very skillful so this must have been a bad game for her it happens.”

    And that leads to the bigger problem, what did Meg do so skillfully the past 10 games? Did she escape and do gens because her team carried her? Did she play against a lot of killers trying to farm blood points or trying weird challenges?

    The problem is everything is hidden, including what is considered skillful in the first place.

    I understand what you're saying here, but you are also basing yourself on one game only. What I meant with my answer was that if they confirm the system is working fine and you find a Meg that performs poorly and all other games you find people that perform more or less like you, than you know for yourself that that Meg probably had a bad match and the system is working. If you constantly find yourself playing with what seems to be alot better or a lot worse players than you, then you know the system doesn't work properly.

    BUT, even if the last one happens, lets say you are constantly being paired up with people that are worse than you making you "lose" almost every match, you have the legitimacy to say that killers are too strong or too weak because the devs stated that the system is working.

    For what I meant by legitimacy it is irrelevant if the system is working fine or not, what is relevant is if the devs consider it fine or not because of what i said in the last paragraph ;).

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1041969#Comment_1041969

    Except there are at least two problems with that . First they can just say, “well yes Meg played poorly on your team but her last 10 games she was very skillful so this must have been a bad game for her it happens.”

    And that leads to the bigger problem, what did Meg do so skillfully the past 10 games? Did she escape and do gens because her team carried her? Did she play against a lot of killers trying to farm blood points or trying weird challenges?

    The problem is everything is hidden, including what is considered skillful in the first place.

    That’ why I said it is impossible to have a perfect ranking system. We just wanted a better one that could be adjusted after adjusting the matchmaking.

    Ando no, everything is not hidden, in the current ranking system you know exactly what needs to be done to rank up. It will be hidden in the new MMR system but not in the current one.

  • Another point to further back up this tread is the killer different MMR. Although is the best thing and the only thing I liked about future changes, it still ignores the fact (I assume) that the same thing happens for survivors. A survivor might be good playing against a certain killer but bad playing against another it it will still not be considered nor it can be considered since the killer might change after the lobby is created. Hell, even the killer might choose a different one after the lobby is created unless it is blocked from the lobby search. If that happens, and all 4 survivors have toolboxes, the killer might want to put in franklin's demise, but wait, he doesn't have franklyn's with that character!!! Now what? Perks themselves are choosen, many times based on what killers see in the lobby so lobby dodging might be a more frequent thing.

    I've always said and I stick to it that the best way to adjust matchmaking is just making it color based instead of ranking number. It will make bad survivors and bad killers out of the color more frequently. Than rank reset wouldn't push people out of the color but to the lowest number of that color so, a red rank survivor would go to rank 4 with 0 pips. Some small adjustments to the piping system would be enough to improve it after the color base matchmaking system is in place. Changing the matchmaking to color would improve the player experience by itself a lot in terms of being paired up with similar skill level players. The idea behind rank reset doesn't send people to the previous color is that whenever rank reset happens, people that get to the highest rank first don't get stuck without anyone to play against.

    A small amount of "if's" would aslso help a lot like:

    If a survivor survives, he safe pips.

    If a killer gets 4k he safe pips.


    Oh, but if a guy does nothing he escapes through the hatch and safe pips. Yes, it helps in the short run but in the long run (after a few matches) he will depip because it will basically be 3 against one continuously.

    They can always adjust the game from there and I honestly don't think the changes their planning will be good because they will try to measure an unmeasurable thing: Skill. Too many variables to rightfully measure it.

    I honestly think that BHVR missunderstood everyone when we said we weren't having fun because of matchmaking. We all know that there will never be a perfect matchmaking system in an assymetrical game with a lot of RNG. We only asked for an improvement so that matches don't feel so unbalanced. The current ranking system might not be bad (I've actually always said that) the problem is that matchmaking system is based on the wrong premiss: Rank number instead of rank color. All 5 players should have the same color (except for survive with friends were there's nothing to do about it but for that, basing the killer on the high rank survivor will do the trick since the others won't be able to keep up with him and the red rank survivor will be penalized in terms of rank for it has he should).

  • @HellDescent said:

    https://forum.deadbydaylight.com/en/discussion/comment/1040301#Comment_1040301

    I did read the entire thing. And it's complete opposite from what we were told about a week ago regarding ranks in the endgame screen. Also how would players be aware if they're being matched with an opponent of an equal skill, except your word that the system is working as intended?

    They never said they would never remove ranks. I also read the hole thing and they stated that they would not remove the ranks with last week's patch as it was first intended so they didn't lie... the ranks are still shown.

    About your last frase/question... are you seriously asking that?! How will you know? The same way you know it now, by playing and analyzing by yourself ofcourse! If you get payred up with players a lot worst than you or a lot better than you you will notice it. If you get paired up with players with more or less the same skill level than you, you will notice it too... Once they confirm the skill system is working fine, you will have all the legitimacy to ask for nerfs and buffs! In my view, it's a win/win situation!

  • I agree that killers should even be slower than survivors so that everyone can have their happy ending like in the movies xD

  • @hex_genrush said:

    i got my 5 stacks of d hope when there was 1 gen left as they were gen rushing and I mori’ed all of them and they all kept saying in end game chat I could be banned for a 4k mori lmao

    Yes, it's true, you banned all 4 from the game xD

  • @kucerka said:

    It's nice to see that by the end of march we'll receive the last chsrm in the rift, which is Christmas themed one 😂😅

    Well, it comes earlier this year ;)

  • It would be nice if he shopped of the head and spill it... it's an horror game after all... why not a bit of gore ;)

  • When you open the game, go to news and the dates are there. The 2nd will be 4 february, and the 3rd I think will be 18th.

    But just open the news, it says at the end of the tome II "patch notes"

  • The devs already stated that bodyblocking a teammate intentionally making him get caught by the killer is bannable (grief). However, there needs to be video evidence for it and a proper report by submiting a report ticket.

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  • @rikaa said:

    https://forum.deadbydaylight.com/en/discussion/124558/survivors-using-self-care-is-literally-helping-you-as-killer

    That is the reason why good survivors almost never use self-care. When killer is legion, it is unneccessary to heal. Against billy who actually uses chainsaw instead of m1 or Michael myers. Sometimes killers use sloppy butcher and thanatophobia. It is wasting a lot of time. Also there is another choice to heal up. Other survivors or better perks like "Inner Strength". So In my opinion self-care is not that much useful at better ranks

    And if it's plague, it's literally a useless perk slot. Lots of killers have been 1 hitting survivors moving from one to another. Survivors waste time running until they realize killer changed target, then self care themselves. Someone goes down and gets hooked, they go for the save, get hit in the process, etc... and leaves 1 person doing gens. Self care, like most perks, is only good when used correctly and that's why I actually think it's a bad begginers perk because it creates bad habbits.

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