burt0r
burt0r
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All hail to our Lord and Savior Lightborn ๐
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The simple fact that I see 12 DC without any further information makes these stats unreliable.
Were those in 3 or 12 matches? At first down, first hook or 2 seconds before death hook?
Depending on such factors up 48 kills could be completely irrelevant for this statistic in terms of killer strength or balance.
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780630#Comment_3780630
I haven't seen a single Bing Bong Your Item Is Gone since the introduction of the DC penalty. I always thought that was funny.
Really? I see it regularly in discussions about hated killer perks, btw Undeddjester reminded me that I missed the topic with my suggestion ๐
Also I personally have played with it 3 years ago and always regretted using it when letting survivor escape and then accidently stealing their item when slapping them on the butt out of the exit. ๐
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780630#Comment_3780630
Suppose I wouldn't call Franklin's boring... infuriating maybe, but probably not boring ๐
Oh damn, you are right. I mixed it up with "which is your most hated killer perk" in my head. ๐
Because that's the more frequently posted question here.
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Oh the age old request. We have begged for this for years now but I don't think it's gonna happen.
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The usual straw man that hacker should be a reason to scrap the DC penalty aka "let me rage quit freely".
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I am surprised that one of the first mentioned perks wasn't franklins. I always see it complained about and got flag for using it.
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@Yggleif said:
Killers get less cosmetics in general because you don't see them in game as much and SM and Trickster get more skins cuz well....look at them.
This.
This was also the reason I never bought any skins as a killer main. If I can't enjoy my purchase, why should waste the money.
The only game I ever actively bought skin was lol because I get to see the changed effects (Btw, 154 days? Ornn mains had to wait over 3 years for a new skin. Meanwhile the poster childs like lux and Ahri get multiple skins per year.)).
The only first person game where I got skins was R6S and that only because of the currency that came with the season pass.
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@RenoPro said:
Indeed yes bc after, when they play with everybody else, the will not be different mmr but just random lobbies of player in my vision.
Oh boy, that wouldn't work. There is an immense difference between someone with 100hours and someone with 1000+ hours. In any game.
Throwing them together in random lobbies after the newbie level would be the same problem you want to address now.
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I propose to remove it completely and add a system where player with less than nยฐ of hour will only match themself until they reach the cap of hยฐ and will get trow with everybody else.
What you propose here is not a removal of sbmm and MMR but a separate newbie lobby/queue like R6S has where people under level 50 queue among themselves until they reach level 50 and can play with the rest.
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It's just a bunch of childish cowards.
BM comes 90% from people in an advantageous position like the killer that downed/hooked someone or the survivor tbagging safely behind a dropped pallet/in the exit.
They do it to feel superior in a situation where they don't have to fear any consequences for their unsocial behavior.
My go-to strategy is ignoring them ("them" being survivors in my case, because I was a killer only player).
Don't give them the attention they seek. And if they are running after you trying everything to get the attention daddy never gave them? Even better they are truly useless for their team and you can kill them after you are done with the rest.
With the added satisfaction if they rage/mald salt in after game chat because their plan didn't work on you.
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@GreatJokeBalance said:
Just had a game I lost because they had 3 flashlights and I didn't have lightborn.
I should have full control and agency of where my first person view is while picking up a survivor.
I should not be penalized for playing the objective.
Instead I am forced to slug, or lose the game.
Because I didn't slug they all escaped.
I should have full control over my camera during pickup animation.
Facing a wall does not work when your overly generous blind mechanic is allowed to work from the side, while the killer is facing an object.
Fix this bs or I am knockout slugging from now on.
Joke game design.
Flashlight battery needs to be fully depleted on a successful save.
2-3 flashlight saves can lose a game, this is trash game design.
Battery should fully drain and deplete on a successful blind save.
Flashlight being charged at end game when first aid kits and toolboxes are depleted on first use is a joke of game design.
"and I didn't have lightborn"
And this is where you made your first mistake, my child.
Always believe in the soothing shades of our Lord.
All hail to our Lord and saviour Lightborn! ๐
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@Neaxolotl said:
The glaring issue, survivors not playing for survive in a mode that is meant to be survived
Sadly there is no cure for that
I think you mixed up the words mode and game. ๐
It's the same in normal mode.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768561#Comment_3768561
Exactly. Also no duplicate killers, and certain killers are more popular. So if there are 1,000 Huntressโs queued up that means there are a thousand players who canโt match with each other.
If every single killer tried to queue up as Huntress then you would never get a match ever since they canโt have duplicates.
I bet if they released all 30+ killers the queue time would go down a bit probably.
Oh boy, there is a no duplicate rule with 5 killers available?
And people even question why killer queue is long?
Hahahahah ๐
That's the advanced form/a taste of "let survivor each ban 1 or more killers they don't like".
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Only if it would do the characters justice.
AOT is a joke in my eyes with regard to the armored titan not being 10m tall giant but a skin for a 7-8ft dude. Not remotely bringing the same feeling or image across.
But to be fair I haven't played in years and therefore never seen the skin in action and am talking subjectively out of my backside.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765693#Comment_3765693
I'm pretty sure he's saying the Trapper went afk in front of one gate and Dwight in front of the other
Ah, in front of the switch, not the gate per se. Didn't get that.
I thought the Dwight stood in the killers pov blocking the switch. ๐
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???????
There is a always second gate? Or did that magically get deleted since I stopped playing this game?
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764775#Comment_3764775
I think it's just a bug because the mechanic is used for custom games, since in custom games the amount of generators required is reduced if the game starts with less than 4 survivors
Oh, is it still? I never played customs and the mechanic for gens when survivor that left during loading screen, instead of cancelling the match, had been a thing in the earlier years in pugs.
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@OrangeBear said:
The bug is that when a survivor leaves the match (even after death) the amount of required generators is reduced by 1, so it will basically happen every match unless the survivor has some reason to spectate.
Damn, with that kind of wording I would dare to put my tinfoil hat on and speculate that one of the devs screwed up and left a trial version of a catch-up mechanic for survivor against rage quitter in the life version. ๐
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@Akumakaji said:
This would work as an analogy, if the killer could make the item, that you dropped into comp corner, re-appear on a busy part of the map, ideally with some line of sight brakers, by pressing and holding their kick button for 5s. A little bit of slowdown to reap massive benefits and that takes the other side an unreasonable long time to clean up, again.
You need to add or quote them in your original answer too. Maybe they haven't seen it.
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@Manslaughter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762553#Comment_3762553
I do then they play the sore winner move and do the "come here" wave move. It's annoying
Simply leave the exit, get some BP by breaking pallets/walls or spamming your power or go into the basement.
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No longer playing this game is definitive win for me in my book. ๐
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758210#Comment_3758210
You can say 60% killrate is not 60% win rate. I agree, because it can reach to 80% win rate with 60% kill.
In the end, survivors' average win rate is 40%. Four-ty. To make killers to have win rate that low, they never lose.
https://us.v-cdn.net/6030815/uploads/QSDJXV9WJM38/image.png
Green for escape, Red for death.
You ignored the case where in example 2 both wins are 4Ks and match 1 and 2 are 1k aka losses.
Or one of them is a 0k and the other a tie.
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@nihilst said:
still I paid for the ######### game I should be able to play it
Sorry, I can pay for a PlayStation exclusive game but that doesn't mean I have to get a PlayStation to play it on.
Buying a game without the proper hard/software and so on doesn't allow you to play without the usual restrictions.
We all get DC penalties when our Internet has a hiccup or when we get a blackout due to lightning or whatever.
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Blight, I never got the hang his bump logic and don't have the patience to learn every surface on every map where he just slides off of instead of bumping or every corner he can get stuck on.
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@danielmaster87 said:
They think it's fine to DC since they're survivors, and they get everything. If you DC as killer, they laugh at you and bully you.
I really, really, REALLY would love it if they would make an event or simply an experimental time frame like where killer could DC in matches where 3 gens are done with 0 hooks. Just to see how the survivor side of the community would like that. (Of course this would probably kill the game if it would benot optional like the event now)
Survivor have had the Speedrunner mentality for years now.
Didn't get my perfect setup (killer, map, killer perk loadout) in the first segment (first 2-3 gens done)? Quit and retry.
No wonder, they have the option of an early, penalty free exit.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753283#Comment_3753283
I have. This has been an issue that has been getting worse and worse as time has gone on and as a result I have been playing less and less.
But just because "I should stop playing" does not invalidate my opinion either. Why should people just quit or play less but not be able to inherently voice their opinion on issues?
Did I ever say you shouldn't voice your opinion?
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Embrace the shades of our Lord and Savior Lightborn ๐
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Then drop it? It's not the end of the world to switch to another game or form of entertainment.
I also dropped league of legends after 10years. Why? Because random teammates can often be ass, matchmaking not being in your favor and non of the teams I joined kept going for the long run and I was often the last one to try.
It is what it is and in the end we have to accept it or leave it.
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Oni
Bamboozle, iron maiden, brutal strength, lightborn
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@LordGlint said:
I was just curious if ppl's offerings might change how you play against them. Even if it's not necessarily farming points if they use event offerings but... do you find yourself going harder on someone if they use a map/hatch offering vs if they use a BP offering?
Nah, not really. My opponents on the other hand ๐คท
One of my last matches, back in 2022. Me on an relatively unfamiliar killer and full cake lobby. Survivor didn't care and speed run that match.
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@Qued said:
Maybe it's time that survivor's materials respawned as well like pallets or maybe even the generators you complete them and then after a few seconds they stop and you can repair it again.
Sure, but only if survivor also have to search 30 to 60+ seconds for a corresponding part on the other side of the map to start repairing each iteration of a generator.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746626#Comment_3746626
But you don't have to track any of that. In fact, a lot of killer games are 'chase the first guy you found until he's dead', and if you do that fast enough you outright win the game. No tracking, no complicated anything, just tunnel.
You seem to also have skipped the important part of my statement without answering it:
That sounds ridiculous, and honestly unnecessary. So why are we doing this with hooks?
The gens example was chosen because it's ridiculous. So why are we making this change?
Telling me " you don't need to think about all this, just tunnel" when that's one of the main complaints of survivors, isn't an argument.
Second, I only wanted to show that while your argument of "this is unnecessary and ridiculous" might be valid, it was a bad comparison.
And third, I personally don't care if they change hook respawn or not. I don't even play this game anymore, so I won't have an answer for your question.
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@AmpersandUnderscore said:
I think my issue with it is that it doesn't really seem necessary. This is basically the one thing killers need to keep track of in their macro game and that's being removed completely now.
Most everyone brings up the slugging issue... If we're targeting slugging then slug for the 4k should be the absolute first thing looked at. That is incredibly common, where hook dead zone slugging is, at best, very rare. It also doesn't do anything for slugging out of spite, and I've been slugged for 4 minutes after crawling with the killer to fully functional hook. Also rare, but why not fix that too?
We haven't seen how this affects scourge hooks yet, so that could be an issue where we're introducing 'god' scourge hook spawns for no reason whatsoever. Scourge hooks were designed to be consumable, but now likely aren't. That doesn't seem necessary either.
And finally, if we flip it: what if survivors could just complete the same generator repeatedly. Gen completes, you get full completion credit, then a few seconds later just go back and work on it again. That sounds ridiculous, and honestly unnecessary. So why are we doing this with hooks?
This is basically the one thing killers need to keep track of in their macro game
Ah yes, killer don't have to think about much else. Not the progress and strategic positioning of up to 7 gens, not the hook states on 4 survivor (with potential same characters and cosmetics), not their constant rough whereabouts, not the dropped/broken pallets and walls, not the 16 perks on said survivors and who has what...amongst other stuff. Nah, killer have it chill and easy, no attention needed as a casual player. /S
And finally, if we flip it: what if survivors could just complete the same generator repeatedly. Gen completes, you get full completion credit, then a few seconds later just go back and work on it again.
Sure, but only if survivor also have to chase down some parts or whatever half across the map, taking 20 to 60+ seconds to find.
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@Oh_deer said:
What would they be like?
Given if it would be a separate queue?
A mostly dead event not many killers would play.
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742288#Comment_3742288
The OP has 14 posts and I already know you hate teabagging. The chances I was referring to either of you is infinitesimal but I'm not going to call out people specifically.
I disagree with your stance as, in every competitive activity for millennium, the standard for sportsmanship has been to tell your opponents it was a good match win or lose. You can feel differently and obviously nobody can tell you how you feel about something but if as an entrenched custom in any competitive activity for millennium people have been saying 'good match' or something similar to their opponents as a sign of respect the odds are the person saying 'gg' to you has no ulterior motive and is just showing sportsmanship.
This is especially true in a game where your opponent could, if they wanted to insult you, call you trash or pathetic, say you should uninstall, say the game was easy, etc and unlike any in person competitive activity receive no consequences for it whatsoever.
So, if the standard for sportsmanship for millennium has been to say the equivalent of gg and anybody in DbD who wanted to make fun of you could say hateful and vile insults with no repercussions whatsoever what are the chances the person saying 'gg' is actually trying to mock you? I'd say it's pretty low.
Well, if you don't want to address anyone bette use the indirect "one/someone" instead of the easily misunderstood "you". (Something I am also guilty of.)
Also please talk don't about millennium as if we would know what the custom standard was beyond the last 100 years in general and 30-50 years for gaming. It comes across as strange.
Also, also from my pov it comes across as unempathetic to not take into consideration the feeling of your opponent. I would bet you money that for example the Brazilian soccer players that lost 7:1 a few years ago didn't want to hear ANYTHING from the Germans that stomped them.
Getting beaten hard is frustrating and nothing ones opponent says will help with that, except if that opponent is a close friend or something. Especially int he moment immediately after the defeat.
So taking your opponents feeling into account is more important to me than to give the image of sportsmanship and "force" it on others.
And lastly this whole thread is about one-sided stomps and toxic matches which op specified in their third paragraph.
Not close matches that could go either way. Those are fun and GG's from either side are valid.
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Well, I played friendly killer for 2 years and let most of survivors escape after getting 8 hooks. Most of them knew I could've killed them if I wanted.
But still it was silence the vast majority of time, from survivor that just had exited the match by exit gate and the rest was mostly GG exclusively after getting matched with survivor that I couldn't beat even if. I wanted to as a casual player.
It forms a different meaning after a long time.
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@I_Cant_Loop said:
How do you know the intent of someone typing something on a keyboard?
When 90% of the time it's silence and the majority of those 10% comes only after a hard loss it indicates a definite trend.
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@TheSubstitute said:
If I remember correctly some of the people saying that gg is toxic have defended teabagging as no big deal. So simulating an act that refers to sticking one's genitals in an unwilling person's mouth as an act of sexual dominance is just 'crouching' and 'pixels'? But saying 'gg' when the standard in sportsmanship for literally millenia has been telling your opponents 'good match', etc in competitive activities throughout the entire world is toxic?
Do you not see the logical inconsistencies with that?
Why ask the op when they haven't said any of that?
Do they agree with that?
I can say for me I hate teabagging more than anything and think GG's from the winning side aren't respectful or sportsmanlike depending on how the match went.
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@Dreamnomad said:
I kind of get where the OP is coming from. I personally only take offense to my opponent saying GG at the end of a match first if I played really horribly or if the opponent showed poor sportsmanship during the match. I think that is like rubbing salt into the wound. But if I felt the match was competitive and both players were feeling it then I don't think it matters who says it first.
Id it truly was a close match, then sure it's fine.
But when it's akin to a 50 to 10 kill endgame score in for example league of legends, then hard no if it comes from the 50 side.
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@OnryosTapeRentals said:
If "GG WP" isn't intended as a taunt then why do I ONLY ever see it when I lose? And lose hard at that.
Noone ever says this in a match I win, and that's all the proof I need that people are not being forthcoming about their intentions here.
1000% this.
I did the experiment, played friendly/fair as killer for years and 90% of the time there was nothing except when I got hard stomped, then there came GG's.
The best one was when I had a REALLY bad match and answered their GG with "not for me" which prompted them to throw some of the worst toxic chat at me I had seen until then. "Respectful" GG indeed.
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Sadly this opinion is generally frowned upon on this forum. I 100% agree with you and have made this argument multiple times in the past.
At least until this point I see a majority of agreement in the comments. Let's see how this develops once EU gets out of bed.
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740056#Comment_3740056
I literally ran to the basement and was downed there. This killer downed everyone at least 5 times each and refused to hook us with plenty of hooks everywhere. The basement in the last screenshot IS RIGHT THERE. Stop making excuses for terrible behavior in a video game. People that play like this do not deserve the benefit of any doubt. You know why they do this. Everyone knows why they do this. They do it to be toxic.
I wouldn't blame the killer at all if your team ran the currently buffed sabo stuff and plays hard hook denial. And I see at least one tool box there so from an outsider pov it's not unreasonable to think that happened.
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They should simply change it so that in this case the remaining gens go down to 1 to go (with all remaining gens staying available but their progress is reset to 0) and if that's done gates open. On the other hand if the survivor can't manage that in 5-10 minutes they just get killed by egc mechanic on the spot. No more 1 hour hiding.
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It is a simple fact you can't balance an asymmetrical 1v4 game to the benefit of each individual of the 4. You will never have the same chances to win as the 1.
The biggest problem is that the 4 never win together as a team like in other team based games but each individual loses by themselves.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738565#Comment_3738565
They've tried this numerous times to give the 'secondary objective' that people (killers) are clamoring for.
But that alternative can't be beneficial to survivors, we tried that with boons.
It can't involve interacting with the killer, apparently, because bu+ftp, BP+FB, and now sabo.
The only thing that hasn't been complained about in this regard is the invocation, which, even after being buffed, is still a killer perk.
At this point, 'secondary objective' is just code for 'they need more gens'.
@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738721#Comment_3738721
Spot on. When killer mains say "secondary objective", they mean something that puts survivors at a disadvantage by wasting their time for little or no value. The devs are, thankfully, smart enough to know that won't work and they need to incentivise survivors to spend their precious seconds elsewhere by dangling the prospect of reward or value for their efforts. That's how survivors will spend less time on their primary objective.
I would argue your reasoning is horrible wrong as to why it's complained about.
Switching fast paced matches that are stressful as killer with slower matches but survivor can deny (pick-up /hooks) and frustrate the killer is simply not a good deal for the killer side and ends with a net zero change in terms of unfun.
I have no idea what would really work in combination with slowing gen progress and still give survivor a secondary objective worth their time but you really can't expect hard denying killer progress in tandem is going to make them happy.
It would be the same if tunneling/camping/aso would be straight up made impossible but in tandem gens would take double or triple the time. Wouldn't survivor complain about that?
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So the same speed as 115% and FASTER than the 110 ones?
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737556#Comment_3737556
why? do you think hook trading is healthy gameplay? Is it fair for killers like Legion and Plague to injure everyone then camp a hook on first down? Shouldn't there be counters/risk's attached to each associated play?
And where would the risk be in a perk that gives both, unhooker and unhooked a free hit, the unhooked 60 seconds 10% haste?
There is a reason BT got changed from the double protection.
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@Souplet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735698#Comment_3735698
People just love to complain about something
Its the same as league of legends, its an endless cycle of "this is op this is op this is unfun"
Thats the way it is unfortunately
Yeah, one of my former teammates was like that. No matter what he went against in jungle or even worse on toplane, as soon as he lost to it it was "totally broken/op".
Meanwhile he mained teemo and master Yi ๐
(Or played shaco uselessly)
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@HEX_DEAD_BY_AI said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734863#Comment_3734863
No, it is the grade that you will be notified of after each season ends, and receive the corresponding bp reward. Bp doesn't matter, but you will be informed about it.
MMR system is based on it to match players with each other. Many pro killers have explained that, when someone uses bad tricks to win at low MMR, they will increase to higher MMR, then they match with higher skilled survivors, they cannot win 4K and they start blaming in this way, in that way. On the survivors side, I've matched with many hatch players, who never try to do gen, only hide somewhere, do cycle of picking & dropping their item, waiting for teammates to carry everything, or to die, then escape themselves. They escape that way, then they go up to higher MMR, meet better killers who have the technique to handle those situations, then blame about killers' basekit, add-on, etc. too OP.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734829#Comment_3734829
Great idea, bro!! I love that ๐
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734826#Comment_3734826
You're right!! Your explanation is very clear ๐๏ธ
No, it is the grade that you will be notified of after each season ends, and receive the corresponding bp reward. Bp doesn't matter, but you will be informed about it.
MMR system is based on it to match players with each other.
No it isn't and never was?
What you have in mind is the old rank system. Both are dependent on pipping and depipping and the simple fact that depipping isn't no longer a thing should be a dead giveaway that grades have nothing to do with matchmaking. They are exclusively for the extra BP each month.
MMR is determined by a hidden elo value. It is officially even supposed to be individual for all killer characters. Another indicator that grades have nothing to do with it.
Matchmaking was first based on the visible ranks but got switched to an elo system a few years back because everyone ended in red/iridescent ranks and we got the rainbow lobbies.
When it got implemented it worked like a regular MMR system but ended with "pro" players being stuck in 2 hour lobbies. Then they softened the criteria and we went back to the pseudo "rng" matchmaking.
Tldr: Grades have NOTHING to do with matchmaking and are only an indicator how much someone plays each month between reset and give a BP reward.
