bobateo
bobateo
About
- Username
- bobateo
- Joined
- Visits
- 3,476
- Last Active
Comments
-
The probability of success/failure does not change attempt to attempt. Each one is still at 4%.
-
Mine was a Feng and Myers. I was low level at the time and couldn't figure out why the Myers found me three times so fast. Switched to spectate and saw Feng pointing in the direction of other surivors to Myers. In the after game, Feng was running Bond and something that I can't remember that probably let them point out the other survivors.
-
@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1056521#Comment_1056521
I don't use it because I hate walking around trying to preserve my exhaustion perk. So yes I can see why it is balanced from a survivor perspective. BUT when playing Killer there is nothing more annoying then finally finding someone, and the first thing that happens is they sprint burst into a safe loop - you know full well at that point you're not gonna catch them, but if you don't chase them at that point they are just going to jump right back on that gen and complete, while 2-3 other survivors are out there also doing gens.
It's a gross manipulation of the amount of time the Killer has to complete his objective, and imo should be either reworked or nerfed.
Are you saying that sprint burst, able to managed on any map, is more reliable to survivors and more frustrating to killers than Balanced-very-situational-use-Landing? Just to be clear, I'm not being antagonistic here. Only that there are a lot people in this thread trying to compare SB to BL. The two are not comparable. SB has use anywhere and when to use it is entirely up to the survivor. BL on the other hand is entirely dependent upon the map to gain to max benefit.
When you add in the questionable hitboxes, BL was potentially OP on a few maps at best and mediocre to pointless on many others.
Now it's a 'meh' perk at best when a survivor either has no other options or wants to try something as a lark. Or the Killer is so focused on Meta that it can be made use of.
Tl"dr people are by in large going to pick perks that are useful on any map as opposed to situationally useful/OP on some maps.
-
@Sinister0208 said:
https://forum.deadbydaylight.com/en/discussion/comment/1519404#Comment_1519404
If that is the case. Is the system better or worse now? Because the forum is flooded with MMR complaints. Only positive is that MM has been a lot faster for me.
Sure it needs time to settle for everyone but if the system allows for rank 1s to play vs rank 20s then its broken.
I didn't see high ranks vs low ranks, on either side, as much before.
My experience is limited, but for what it's worth, the new system is worse. I hadn't played long before MMR, but as a survivor (felt better for trying to learn the basics) I'd sometimes get matched with either groups of survivors way more experienced than me and/or killers who were. Still, that felt like the exception and not the norm.
With MMR, it leaned heavier, as a survivor, to either lvl 1 killers or lvl 20 killers with very little in between. Since I was halfway through my first tome, I decided to switch to killer to finish out the other pieces.
All I can say is WOW - every game I played as a lvl 20 killer, completely new to killer and a player with less than 50 hours in the game, every single match was at least 3 red ranks and a purple (sometimes green). I had one match with 3 lvl 1 survivors. There's not even anything to 'learn' from matches that extreme.
They happen too fast to develop much in the way of map familiarity.
"Chases" are almost non existent because of the lack of perks to compete with the survivor perks and still learning how to utilize a killer's power.
There's no chance to learn to 'apply map pressure' beyond the very basics.
Getting even a single hook felt like a victory, but a sad one.
I'm sure the experience was just as bad for the people who had to play against me and I thank the ones who were cool about it in the after game chat.
But the tl;dr here is that if 'new' killers are expected to slog through 10+ games *with each killer* to even begin to start getting matches that come close to their skill level, it's really going to turn off new killers. Their powers work fairly differently from what I can tell and it's going to take some experimentation for most people to find what suits them. But they can't even tell what suits them in matches like that.
I can only imagine what it's like for the vets to have to deal with it.
-
I am pretty new to the game (just shy of 50 hours) and I have to say the MMR as killer was pretty harsh. Today was my first day trying killer and I played maybe 5-6 matches. All of my games had at least 2 if not 3 red ranks (one game had 2 lvl 1s) with the final slots taken up by purple with the exception of 1 green.
In one game, and only one, I had sacrifices (surprising to me, two in the same game, but I suspect that was them getting sloppy at the end). The rest, I got anywhere from 1 to maybe 4 hooks before they escaped and barely managed one hook in the last game.
Am I understanding this correctly that we will theoretically need to play multiple games, possibly up to 30, with each killer (assuming you want to play a specific killer) before we matches that align with our skill? That seems like something only vets that love the game will be willing to put up with doing. Killer lobby wait times are already longer and getting repeatedly thrown into games with entire teams who are so obviously beyond your knowledge and resources in the game is meh at best. It also slows down player progression as killers will likely gain less bloodpoints meaning less perks and add ons that they can get/try. I can say that I probably won't invest more time into learning Spirit who I was looking forward to playing more, much less bother with the rest of the roster of killers sitting out there.
I get the match making system is new and there are likely issues to iron out, but I do think some kind of 'hot fix' needs to come out sooner rather than later.