bjorksnas
bjorksnas
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2052500#Comment_2052500
Let me grab a small list QoL that had massive balancing implications:
- Disturbed Ward Pallet logic reduced to 2 pallets.
- Badham Preschool fence loop: shortened.
- Haddonfield corner fence vaults: Removed.
- Bear Traps can no longer be sabotaged.
- Bear Traps can be (re-)set without picking them up first.
- Bear Traps go back to where they were originally set instead of where they caught the survivor.
- The Killer will receive a noise notification when a Survivor starts cleansing any Hex Totem.(Thrill of the Hunt)
- The Wraith no longer disturbs Crows when passing near them while cloaked.
- The Wraith now starts a trial cloaked
- the Wailing Bell ringing audio is capped at 24 metres instead of formerly sounding map-wide.
- the *Wooosh* audio following cloaking is capped at 40 metres instead of formerly sounding map-wide.
- when cloaked, The Wraith can now interact with Props, which cause him to temporarily uncloak during the interaction.
- removed the Movement Speed penalty when cloaking.
- The Wraith's can now immediately attack/interact after uncloaking instead of having to wait 0.3 seconds.
- reduced the footstep audio.
- when cancelling the cloaking interaction, The Wraith can now attack/interact immediately rather than having to wait for the bell-stowing animation to finish.
- The Wraith now only uncloaks the necessary bits when interacting with Props when cloaked, instead of almost completely uncloaking.
- reduced the Reload time from 5 seconds to 3 seconds.(Clown, just to show that making an addon basekit is sometimes considered QoL)
So yes, it would be QoL.
Quality of life is generally refered to as small buffs or changes for the enjoyment of gameplay, as many of the changed aspects weren't fair or enjoyable but didn't need to be completely removed only fine tuned
This change isn't a quality of life because it just completely changes an aspect of it
for example if this was a quality of life it might look something like this
Fathers glasses: Also applies a moderate hemorrhage effect for more consistent blood tracking
quality of life isn't nerfs to the base tracking abilities of killer powers
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@FilthyQuentin said:
https://forum.deadbydaylight.com/en/discussion/comment/2052301#Comment_2052301
Thats already a thing with licensed killers but whatever
Survivors are skins, killers are more complicated
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Thats not even a quality of life change thats just a regular change
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@TumbleElf said:
https://forum.deadbydaylight.com/en/discussion/comment/2050993#Comment_2050993
I think passives for specific survivors would give more of a reason to switch to a new survivor would could mix things up :)
its a good idea imo
Counterpoint, no because if specific survivors had passives that others didn't it can be considered pay to win with paid survivors having abilities regular survivors don't
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2051180#Comment_2051180
That's not how it works, the other user was just trying to make an anti-survivor and anti-dev comment.
I forget text doesn't convey sarcasm very well
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@Dizzy1096 said:
It has been brought up multiple times. Survivors said its fine so don’t expect anything to change.
They weakened this window in early 2020 just to bring it back in late 2020. Then they added the fat shame tree as the cherry on the cake. Its an intentional choice.
Also the small window is an infinite against Deathslinger and Huntress.
Wait survivors get to decide whats fair for both sides, that doesn't sound fair at all
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Id much rather see a new category of perks of really weak / niche passives with a single new slot to use them instead of them being tied to characters
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Can't wait for mmr until people realize that if you play really good as survivor you will eventually get nothing but nurses and spirits
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Most of my they deserved it are reactionary to what the other side does and not pre-emptive strikes because of past games
survivor working on gens dses me, go out of my way a little more to tunnel them (thankfully getting fixed)
all of my hexes get cleansed to fast and I don't think I can maintain enough pressure to keep 4 survivors juggled, get one out so I can play at a more reasonable pace in my new situation
and other stuff like that is what causes the they deserved it plays retroactively never pro actively or pre-emptive
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On midwich all pallets are force spawned, that tile has always been and will always spawn, a double pallet, but frankly neither of those pallets are very good ones
Groaning storehouse just needs a layout adjustment its 3 corner tiles, with deadzones between them, a large building and shack with 2 branches, and spawns double pallets if there aren't enough pallets in other places on the map
personally I would put main building in the opposite corner of shack and move around the tiles to fill in space in between so there is more room for pallets and stuff to spawn that isn't limited by main building
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Deception, Head on, Quick and Quiet, Redherring locker distraction build
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@Blindninja said:
https://forum.deadbydaylight.com/en/discussion/comment/2049004#Comment_2049004
Should I wait on the Crow for a little bit since I am still new to him? Really really solidify my muscle memory with the current speed?
It kinda depends, if you master double speed blight, playing blight normally will feel like slow motion and you can be very consistent without any speed
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Nah salt exists because volcanos and the ocean exists, leave those two alone for a while and things just happen
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Don't forget better hitboxes for both sides, survivor hitboxes so precise you can vault a window with just a sliver of time to spare and not get hit through it, actually able to 360 without it looking like their attack connected while they are facing the other way, as well as it feels more rewarding to play killer and actually have to hit a survivor instead of just press m1 within a city block of them and the game suddenly says you hit them
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1: your feelings don't matter in this only x's feelings matter your supposed to be the bad guy"
2: you want me to be the bad guy"
1: "yes"
2: *starts pretending to be an Italian mob boss
3: (person they are trying to defend) "what"
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@Yords said:
The problem with the Spirit is that she gives no indication as to when she is phasing. This makes it very unfun to play against her.
In Otzdarva's community-made patch notes, he talks about the spirit and the ideas people came up with. The suggestion to rework her was to make her reveal herself to the survivors every second or so during her phasing. This way, it could open up for some actual mindgames and predictions while also allowing survivors to tell when she is phasing.
This would also make it really skillful to play the spirit because you have to rely on good reads and predictions when phasing for only a short time while survivors can see you.
It would also be really cool and fix the main problem people have with her. She could probably receive a buff or two in order to compensate for this nerf, but I think this is a great idea.
Then there are her addons which also need to be looked at and changed. For some reason, the duration addons also increase recovery speed as well.
I can't think of any other changes she would need to compensate for this rn (too lazy), but maybe if there are any flaws you guys can point them out.
duration addons don't "increase" recovery speed they just designed it in a very weird but roundabout way, for example spirits power has charges = to its duration
base duration is 5 charges, and base recovery is 0.33 charges per second
but when for example you use a recovery addon you add 0.033, 0.066 or 0.100 charges per second to her recovery so the total time is 13.5, 12.5, or 11.5 seconds to fully recover
but when duration addons are included they increase total charges and change the charges per second to match so
5.5 second duration has a base .366 cps
6 has base .400
6.5 has base .433
8.5 has base .566
9 has base .600
9.5 has base .633
10 has base .666
They don't reduce recovery speed they just adjust both values to make total cooldown time the same, aka you use 50% of your power it takes 7.5 seconds to recharge regardless of duration addons
so its not exactly an increase it just takes less total power that recharges at the "same" speed
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I think it should work that after cumulative 10 seconds for every second a killer is within 16 meters of a hooked survivor 0.3 seconds is added to their hook timer up to a total of 15 extra seconds added on if the killer stands around the survivor, meaning the hook timer till take up to 75 seconds for each stage, as well as the survivors will see a visual effect on the bar that the killer won't be able to see to show that the survivor is being camped and their timer is being extended
that way,
1 camping is less effective and has a more visual cue to it
2 camping takes longer and can be more easily punished, 150 seconds between 3 survivors just so the killer can camp 1 survivor to death is 450 seconds for gen time which is more than enough to get everyone out
3 it doesn't apply when in a chase both indicator and time extension so people looping around friends is punished rather than rewarded in the new system
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Blight mains viewpoint
MacMillan, At least its not lerys
Autohaven, At least its not lerys
Coldwind, At least its not cowshed, but also not lerys
Crotus Prenn, At least its not lerys
Haddonfield, Bad but it could be worse, aka lerys
Backwater swamp, Everything is coated in Vaseline but at least its not lerys
Lerys, :C
Red forest, Temple is really fun, mothers dwelling is a bit much tho and at least its not lerys tho
Springwood, the buildings are a bit much but can be managed
The game, Power pallet breaking go brrr
Yamaoka, I am one with the grass they are my people
Ormond, Covered in ice and snow very slippy
Hawkins, At least I have compound 21
Saloon, Why is this buggy slippery
Silent hill, Running in the halls go brrrr
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@NoOneKnowsNova said:
Possibly an unpopular change but here it is.
Iron Will now trumps Stridor. After being injured, Iron Will activates for 120 seconds. After such, it deactivates up until you enter the healthy state. This 120 second timer is paused if you are in the dying state or you are hooked/caged.
Having survivor perks completely trump the effects of killer perks sets a bad precedent and if it does id rather the effect be limited to be permanently disabled instead of being permanent / reusable such as the 120 second timer being 120 seconds total of iron wills effect but it being permanently disabled after its effect lasting its 120 second cumulative duration
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Devastating combos
Legion + Stridor Spirit, Nuff Said
Doctor + Nurse, Doctors tracking + Nurses ability to forget walls exist make them pretty strong together
Legion + Oni, = Blood for the Blood God
Freddy + Most instadown killers, Asleep survivors have the oblivious effect so as long as you aren't freddy or huntress they have no good indication you are coming after them and instadowns can catch them out easily
Some of my favorites
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No I think killers still need the pressure that a hook timer creates even if they aren't camping
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Even with dedicated servers crossplay still leads to extra latency that isn't stated in the ping, if you want a more accurate experience with hitboxes for both sides the only option is crossplay off which is an overall better experience on certain platforms (pc)
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@Yords said:
Because I do, I like running addons like bloody sash + blackened toenail or cracked sakazuki + ink lion on Oni.
The bloody sash and blackened toenail make you move at 108% movement speed when using both of them while collecting blood orbs. This makes you not lose any distance on the survivor you are chasing while you collect their blood. I myself just like the extra speed since it is nice to have. Obviously it is a very weak effect, but just nice to have and I know Oni is a good killer already without good addons or any, so I run these often.
The cracked sakazuki and ink lion together make your transition to blood fury 2 seconds instead of the usual three. The ink lion also has the weaker effect of having a smaller penalty for downing survivors while in blood fury. It is just fun for me, to be able to switch from m1 mode to blood fury quicker.
Same goes for other strong killers (P head with black tape + lead ring, huntress with oak haft + bandaged haft).
So is this something only I do, or does anyone else do the same?
I understand but usually I use the other stuff for build variety + build bp and supply of my favorite addons, for example with blight I average 3 build varieties
Ring + Speed / Vigos journal (40%)
Shredded notes + varied from either iridecent, compound 21, vigos journal, or soul chemical (40%)
Double Speed (20%)
Using the weaker addons or at least the middling to strongest addons allowed me to build up a dragons horde of rings + black wards, with about 320 rings and 180 black wards, so using weaker or addons that aren't the strongest is pretty rewarding especially if you still win or do well in those matches.
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@C3Tooth said:
I like to use Green stone & Paddle jaw combo. Trapper is just that OP
wax brick + padded jaws, thats a bold combo
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2043479#Comment_2043479
I did read the post, "counterplay" is pure myth and based entirely off of both guesswork and the Blight in question screwing up. Same as Nurse "counterplay." if you want to be entitled to a miserable slog of a killer, go play her and let people that want to play a well-balanced killer actually play a well-balanced killer.
But of course, you're a "tough shite, I get my broken toys!" kind of person based on how you addressed the console issue. And you literally pointed out that you're using external hardware to achieve this exploit.
Its a 50/50 which can be weighted by how good the players are you just want simple and lazy counterplay with no options around bridging past it with a skill gap.
Sorry but unlike you some people like heavily skill based things to be heavily skill based and like being reward the efforts of putting in time and effort to both, develop new techniques and use proper gauging of when to use them, even if those techniques are taught by others the person still needs to be skilled enough to use them proper
And on top of that the survivors still have counterplay around it especially in its current state, counters to a J-flick that can be done for any J-flick deadhard, or don't stick to the wall and predict that the blight is going to J-flick because they already committed 90% of their turning capabilities of their attack into the J-flick and aren't able to turn enough the other direction to hit if you leave the wall.
But if you want to remove portions of a hard killers skill ceiling and potential just because you don't like them, maybe play another character or better idea don't use them, what you can't do won't hurt you and protect the players that you are going against from the horrors of gameplay with counterplay to it, and instead just use the horrors of gameplay with slightly easier counterplay to it.
Blights J-flick is only as broken as people don't play around it which is the same as killers are overpowered because they can hit you while standing still in front of the killer and not moving both have counterplay some people are just lazy or can't think of it, also since you still can't read posts before ranting without reading the rest im going to restate something at the bottom that you will glaze over before giving an angry rant about
I don't use external hardware, but I wanted you, yes you, to know that a majority of mouses come with built in dpi buttons as selling points.
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@MadLordJack said:
Blight's 180 removes his only counterplay and really doesn't take that much to learn, not if you're already decent at Blight. I am by no means some amazing Blight, but I picked it up in 10 minutes with nothing more than a video clip. And promptly never used it after that session because it's blatantly unfair and essentially turns Blight into Nurse But With Extra Steps. Seriously, I cannot stress this enough: it removes the only counterplay Blight has.
Also, it requires you to edit external settings/hardware and isn't available for console users.
"counterplay" you didn't even read the post which in & of itself claimed that the "counterplay" of his "counterplay" has "counterplay"
It doesn't REMOVE counterplay, it adds a more skill based counterplay in which both sides have equal opportunity to outplay each other
and no you don't need to edit anything, I can press the built in DPI button on my mouse to double by sensitivity if I wanted to J flick consistently the technology already existed and even exists on like $10-$15 hardware
and also blight wasn't designed with console in mind, tough its the devs game and if they wanted to do something about bridging the control difference between pc and console they probably would have by now since its been 3.5 years
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@Toblerone007 said:
I think people remember the times where dead hard has extended a chase more than the times it's done nothing as an exhaustion perk.
I've played killer all day today and I've went against countless dead hards and while some of them were great and extended a chase. Most of them bought them a couple more seconds. Sprint Burst is so much more powerful than dead hard but I hardly see it.
I don't find dead hard unfair but I can see where killers are coming from. I just want to reiterate that this perk is up there for most fun to use. I have baited more dead hards out today then lost to them.
That's because extending chases even a single time during the match can mean the difference between winning and losing, and having that chance on a cooldown with all survivors being able to have it isn't the best design for a perk.
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Slugging ≠ Tunneling
Camping ≠ Tunneling
They are all their own things a perk shouldn't encompass more than 1 on its own, this puts ds into both anti tunnel and anti slug which is far too much for one perk.
TLDR, no
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@Seraphor said:
Breakable vaults = Pallets that can't stun
Buildable windows = Pallets that can't stun
Ok and
Ok and
Still an excuse to have a strong "pallet alternative" instead of having a permanent god window, god pallet, or nothing
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@Masterninja said:
Interesting I have to say, very interesting. I wonder how this new ideas would be implemented in the game.
Barbed vaults could be tied to random/powers, for example Demogorgon could place a portal on a window and instead it becomes a barbed vault, other than that I though it could just replace a few windows in the game that were considered strong but not game breaking to keep them more in line
Breakable windows can just replace some random doorways in maps until they are broken, and some of them will spawn as the buildable version
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@Zarr0ch said:
https://forum.deadbydaylight.com/en/discussion/comment/2038637#Comment_2038637
Wouldnt be hard for them to edit that part of the map
Still takes effort
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Nah because some maps breakable walls are there for a reason, saloon with its old double windows open again isn't something I would revisit anytime soon
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Meh why not
Deathslinger, changes
Takes 1.5 seconds to fully ads before firing, Has 3 shots in his gun reload takes 2+0.5x seconds where x is how many shots he has to reload, range becomes 20 meters, cooldown after firing is 3 seconds
Addon changes, gold creek whisky and sheriffs badge now become add 1 additional shot, and 2 additional shots respectively
New ability, Chain pull, Hitting the environment with the harpoon of the redeemer gives a 0.75 second window to pull yourself towards where you hit in a straight line at 220% movement speed, if you get stuck on something while trying to pull to the harpoon it will break and put you into a 2.5 second cooldown, you can lunge for a normal full lunge out of chain pull, upon a unsuccessful lunge or the chain pull ends you have a 2.5 second cooldown, successful lunges end in normal wipe animation (basically makes him into adrenaline vial blight with a gun) can pull himself up onto balconies of buildings
Old ability changes, you can no longer down a survivor if they are on the end of his harpoon instead hitting them will put them into deep wounds and if they are already in deep wounds it will lower their timer by 50% of its max (can down them by running out the deep wounds timer with 3 successful hits)
This is to try and make deathslinger into a fun mobility character and less stressful for normal looping of spam ads
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@Shenshen said:
I thought about the same thing but when you think about it, it won't help at all. BHVR doesn't have the player numbers to split the community in casual and tryhard this is why this MMR system is there in the first place. In my opinion BHVR should reward players for hitting rank one (or red rank idk) so they have a motivation to play in high ranks. The issue right now is you get nothing for being high rank. Sure in the future you'll get BPs for hitting a certain rank but lets be honest, how long does it take to grind 250.000 BPs? exactly.
(pc) Dbd already has a split community, crossplay and crossplay off, mmr singlehandedly crippled that other half of the community which before mmr had faster queue time, better hit detection, and better players on average, I remember spending 10 minutes queuing just to not get into a match on crossplay off and 2 minutes to get into a crossplay on match but after the first one queue time matched crossplay off, the only thing this mmr is good for right now is adding more wait time for the same match making
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@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/2034027#Comment_2034027
You know, off topic, I haven't played Overwatch as a solo in over two years. Oh, I've played since its beta, don't get me wrong, but since early 2018 or so, I only login with the Friends & Family team. We only play QP, QPC, and Mystery Heroes. I walked away from Comp in 2017.
I bring that up because, as much as I hate SWFs over here, I do understand why it exists the way it does. I won't play Survivor here because it would have to be solo (none of my RL people care one bit about DbD).
Just a random thought.
Anyway, with BHVR admitting that their player numbers are too low to allow them to add new game modes to DbD because of what it would do to queue times, them adding extra queue options would suffer the same problem. DbD has a serious core issue. They claim it's sold over 5 million copies. Yet, the player base is so low they can't do new game modes (or your queue options). DbD has a serious player retention issue. But I'm fairly convinced BHVR cares more about short term profits over long-term gain, so that retention problem is unlikely to ever change.
The beta and first days after release was some of the most fun I ever had in overwatch just behind lucio ball, everything else paled in comparison after as they started to remove the things that were appealing to the game into nothing but a side gamemode and an afterthought and most problems in the game stem from it, once games such as overwatch stop following the fun they just aren't themselves anymore. They didn't make trickster to be good they made them to be fun. Soon I don't think that will be the case with design.
I just don't want to see dbd follow the same trend however I know that mmr isn't enough to kill dbd I do know it will worsen already bad queue times and make gameplay stale at high levels, you can only loop shack so many times against a good player before it loses its luster but seeing a rank 8 meg click a flashlight and instantly waste god pallet are some of the only reasons I can think of to keep going.
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@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/2033970#Comment_2033970
Correct. But my point is, even back at Overwatch's launch before they got competitive put in because they had to redesign aspects of it and it wasn't ready, Quick Play at launch still used a hidden MMR system for matchmaking.
Now, you say competitive drained the soul out of OW, which I agree with. But what you're proposing, in essence, is a separate competitive and casual mode. Meaning, you're asking to take DbD down the precise path that OW suffered.
This is true but its more along the lines of might was well leave some shell of its former self behind then no shell at all, some people still played overwatch because it at least has gamemodes where you don't get yelled at for playing what you want instead of goats or something
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@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/2033868#Comment_2033868
Why do you equate MMR with a hyper-competitive mode? I'm curious because in some of the other games I play, Overwatch and Paladins for example, their Quick Play casual modes use a hidden MMR system, whereas their competitive modes create matches based on player rank.
because they always find a way to drain fun from games, what happed to overwatch due to competitive play, everyone starts yelling and pointing fingers even in casual, hero stacking removed from casual and competitive, role lock in casual in a casual gamemode you can't have 6 people allowed to do what they want. Sure their quickplay modes have hidden mmr but if you played overwatch at release vs is current state, the game slowly lost what soul it had to it, and the turning point was competitive, if you think dbd is toxic now, just you wait and see what a ranked mode can do. Games with competitive usually stop being follow the fun and start being boring
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@[Deleted User] said:
like it's the same issue with "crossplay is an option, why do you have a problem with it?" thing. when you have no options at the beginning and then add in options later you are fundamentally changing the playerbase's population across the board. no change like that comes without downsides, and having 2 modes in DbD would have its own.
why not just leave well enough alone and keep making small improvements on what we already have instead of ######### around with new and unnecessary systems? would save a lot of development time and player frustration.
I play with crossplay off because it offers, better hitboxes, better players, better queue times
What mmr would bring, better players, the costs queue times, and the day it takes longer to queue into a match as either side than it does to play one is the day I drop this game
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2033865#Comment_2033865
They're not creating any problem. You'll still be able to change your crossplay settings when MMR is released.
https://forum.deadbydaylight.com/en/discussion/comment/2033868#Comment_2033868
The fact that most people play to win tells me that the majority does not, in fact, want to play casually.
if they make a mmr system and it takes longer to get into matches that is by definition making a artificial problem, I don't really care about toggling crossplay but I do care if it takes longer to get into a match
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@[Deleted User] said:
dbd doesn't have the playerbase for it and the entire idea of having a super stringent ranked mode in a 1v4 game will never not be the dumbest idea ever conceived
So mmr is a bad idea got it, because what we have right now is basically casual and they are making a ranked for a majority of the playerbase that doesn't want it
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2033827#Comment_2033827
If it already exists, as you claim, then your problem is player count, which is not something the devs can fix.
True it might not something they should fix, but it also shouldn't be a problem they create
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@Orion said:
You can play casually if you want, MMR or no. However, if you're not playing to win, then you shouldn't care nor be surprised that you lose. You need to accept that you will lose if you're not playing to win, because everyone else is playing to win.
Unfortunately, people don't want to "play casually", they want to win all the time (or feel like they could've won), even if they barely make an effort.
If people really wanted to "play casually", they'd all naturally derank to the same rank, where they could all play casually together. I speak from experience: I stay at around rank 10 as killer (when I bother to play killer for prolonged periods of time) because I play casually. Were I to play to win, I'd get to rank 1. You don't get to rank 1/high MMR by playing casually; you do it by playing to win.
This gamemode already exists, its called crossplay on vs crossplay off, casual vs competitive, I just want it to stay around after they make mmr without a 2 hour queue time
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@[Deleted User] said:
What would stop high MMR killers and SWFs to join casual mode anyway? If they want a competitive game they can just KYF already. It's not like DBD has too many high skilled players.
The point of a line in the sand between casual and ranked games would be people who are actually competitive or good at the game would probably draw more from their victories in a ranked gamemode and play more casual in a casual based gamemode. If they want to sweat in casual they would probably burn themselves out on it because just due to the exitance of a ranked high skill mode their wins are worth less if they feel their win was handed to them for choosing casual then if they actually worked for it in competitive with players of equal skill.
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@aEONoHM said:
if the outliers are so statistically insignificant then why would we need extra modes at all?
The problem with the idea for current mmr in dbd is that there are no options, you either play with mmr on or you don't play the game at all, with many high mmr matches becoming a sweat fest and killers waiting upwards of an hour queue time just to get into them the game quickly start to lose variety of gameplay as who would want to wait an hour to use a fun build at high mmr if they know they are going to lose vs current where even a fun build can stand a chance against the random 4 solo queue survivors you found after a minute of searching.
Paragraph 2, Overview + more information, Because it would be more fun and even if those outliers exist to ruin the fun they are so few and far between that saying would shouldn't do ranked and unranked game modes because of outliers would be saying 249/250 times was fine but 1/250 wasn't it so can the whole thing
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@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/2033707#Comment_2033707
You can't avoid that. It's the same thing that happens in Overwatch between sweatlord competitive players coming into Quick Play. Especially the stacked teams of them.
In the end, doing those options in DbD would solve nothing. It's still going to come down to luck of the draw on whether a casual player gets pitted against sweatlords.
Personally I have noted the last times I have faced real good competent teams in the past 6 months, it was twice, if I tally matches within the past 6 months from a single killer only I averaged 9200 blight hits, most likely 15-20 hits a game or around 9200/17.5 games or around 500 games, you are telling me that because of on average facing some one might be facing a sweaty team 1 in around 250 games they shouldn't have a split system because of 0.4% of killer matches.
In a data set where the outliers are so far away they aren't statistically significant enough to even bother with we should make an entire new unwanted by many enjoyed by few system with no choice for alternative options.
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@JPLongstreet said:
My concern would be sweat lord killers invading the casuals to steamroll them, and sweat lord SWF doing the same. How would either be prevented?
no matter the system in place sweaty players who want to do nothing but trounce newer players would always find a way, make new accounts until their mmr tells them to make another, purposely throw matches to lower it, the whole 9 yards
but that is a small fraction of the community, much like how the people who actually like mmr are a small fraction of the community, if we only make stuff with a small fraction of the community in mind while also not making stuff for the larger portion of the community because of a small fraction in mind that sounds like one of the fastest ways to lose an audience
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Mr. X is a hulking threat that looms and chases after the players in its game, spring trap just teleports when you don't look at him to give you a 3 second jumpscare, in terms of horror and design Mr. X is far superior to water damaged charles entertainment cheese
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Not really against this change, would prefer if the survivor im trying to ignore isn't being a nuisance
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/2031219#Comment_2031219
https://forum.deadbydaylight.com/en/discussion/comment/2031221#Comment_2031221
https://forum.deadbydaylight.com/en/discussion/comment/2031226#Comment_2031226
So they should update the perk description then. Got it
blights is a fatigue after breaking a pallet (or stun with addon), Demos is a stun, Onis is a attack cooldown one would assume that none of these are affected because fatigue isn't affected, stuns aren't affected, and attack cooldowns aren't affected simple as that, there are only 4 alternative ways of breaking pallets and none of them are affected by brutal strength because they simply aren't destroying the pallet they are recovering from destroying the pallet in the form of a stun, fatigue, or attack cooldown
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It only affects default pallet breaks, powers are unaffected
