burt0r
burt0r
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I always laugh at myself when I get jumpscared by a survivor rushing around a corner while I am leasurely searching for them.
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@steezo_de said:
This comes up so much that BHVR should consider having a message pop up saying something about it in the end screen. It could even be something vague like how the entity wasn't entertained enough.
"The entity is displeased with this small offering of despair and suffering" or something.
Too bad that the Mikro managing of ones attention against good survivor or swf makes playing the killer a bigger suffering (aka more stressful) the longer the trial goes.
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But in which region , on which platform and which time of day did you play for a 46 Minute queue time?
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And there you have the problem in your own post.
The longer you have to wait in queue the broader the search limits get.
If you had to wait 2 hours you can get matched to rank 1s as a rank 20 and vice versa.
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The thing is that the devs still take all of community as their base for claims from what I heard.
They always average over all ranks which makes nearly every statement they post watered down to irrelevance.
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@DudelPumaAce said:
i dont give a f... for t-bagging but i see most people have a problem
a idea is they can do the tactic from csgo, you can do fast 3-4 times t-bagging and then you are very slow t-bagging, also the t-bagging slowly doesnt bother anyone and has never had an influence on the game...
It is not the action itself but the intention/meaning behind that.
Many just want to express something positive but then two quick taps are enough and seen as friendly. They do it because the game only provides so many forms of expressive social interaction.
But lengthy rapid usage of emote no matter the game are meant as a taunt and therefore are done with a "competitive" intent.
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@Cable2486 said:
https://forum.deadbydaylight.com/en/discussion/comment/1670133#Comment_1670133
That's LITERALLY what OP is saying they're doing. Slugging all and forcing them to wait while they slug everyone else to start hooking. Even as a killer main who only plays survivor with a friend, I find it extremely obnoxious.
Dying state is a time limited state thanks to the bleed out mechanic which means your game lasts maximum 4 minutes. Even if this situation is boring for both sides it has a fixed end for the trial and is thereby no real hostage situation without end in sight.
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@Hex_Llama said:
https://forum.deadbydaylight.com/en/discussion/comment/1670593#Comment_1670593
I disagree. I think that, when five people agree to play a friendly game together -- meaning, a game that's not a professional sport or an organized competition -- the most important thing is that they all have a good time. So, if you play in a way that makes it miserable for everyone else because you're more concerned with winning than with the social interaction you're having with the other players, I think you've missed the point.
Calling hacking, stabbing, sawing or sludging people and putting them on meat hooks social interaction made me laugh XD
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@aEONoHM said:
Please stop smacking survivors on the hook. You'd hate it too, if you ever played survivor. You don't, so you see nothing wrong with it. But this is just a game, I'm not out here to ruin your lives. I get ######### killers mad that they get run for more than 15 seconds even in games where I didn't do anything they could possibly perceive as "toxic."
Why? I'm just trying to play a fun game after a long day at work. Why do you explicitly want another human being who did you nothing wrong to suffer? Why are you so mean to me?
Please stop hitting me on hook. I'm really begging you. I can't take it anymore. This game just makes me so sad to play.
Way to go to turn someone else's post and turn it for the other side -.-
Either you really have a problem with this issue or are just immature and try to make fun of the other poster.
https://forum.deadbydaylight.com/en/discussion/197015/please-stop-teabagging/p1
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@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/1670668#Comment_1670668
This is far from bullying. Speaking from personal experience, this is nothing.
Tbagging in the exit is not much more than bragging or taunting. Since it is mostly done when multiple people stand there it can be perceived as a group making fun of the single individual.
Of course this is not equal to cyber bullying or bullying in school but because of the high frequency of this occurrence, the "stress" will pile up.
And personal experience is subjective. I was also bullied nearly all of my school life. Some of that damage still lingers up to day and I can understand what kind of impact something like this can have. I personally just ignore butt dancing and vault spamming, just to watch them escape into my face. I let them waste their time and do something productive so i can book this as a mental win for myself to feel better without taking anything from their experience.
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Just a joke proposal, if all gens are done it resets progress on doors that are not progressed right that moment. If the doors are open it closes them again for 30 seconds and any survivor in them is either killed or ejected into the exit. The doors close slowly so either commit to a save or run.
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As others already stated a simply "GG" after a game symbolizes for me a form of handshake and nothing more. Add "wp" for a positive note or write more to show respect/sportsmanship.
An added "ez" would be again definitely toxic.
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@Moundshroud said:
My first suggestion is to purge the word "toxic" from your vocabulary. Ignore people who use it, avoid using it yourself, and play the game using all available tools as indicated by the direction of a particular match. Chances are those really well-coordinated SWF are using the 5th Perk (Comms) which provides more information to every member of the group than all the in-game Perks combined. Weigh that carefully when find yourself holding back because someone convinced you something is the so-called toxic.
For my own part I will camp, tunnel, slug, and us the Mori whenever they are appropriate in a given match. Every match is different so these special use tools are highly conditional. If you want to tie your own hands behind your back and refuse to use Perks which will slow down the Gen-Rush, then you YOURSELF are responsible for your losses. You will not defeat a well-coordinated SWF by avoiding things which slow them down, upset them, or play into their hands. They are counting on you trying for three hooks, avoiding going after the same person in a row, not using a Mori, and acting like Santa Killer. So, if you like losing, keep coddling your Survivors.
Calling swf comms "the 5th perk" has a nice ring to it.
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@HittingOnHook said:
https://forum.deadbydaylight.com/en/discussion/197015/please-stop-teabagging
T-bagging is a form to express laughers since we don't have the emoji #3 that would do so, so NO
Too bad the other side interprets rapid spamming of actions/emotes as a form of taunt in most games.
Also laughter can also be felt at the cost of the other side without context or further interaction?
I know a survivor that butt dances after I drop them at the hatch is a thank you but the same after each pallet or in the exit does just not seem as friendly.
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@Babyyy_Boyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1670660#Comment_1670660
I do it if the killer is toxic during the game so I do it as a way of “I can be toxic too”.
And the circle will run forever.
"An eye for an eye and the world will end up blind.'
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@Mr_Madness said:
I usually just sit by gates so I can give a Killer one more hit for extra BP if they were not Toxic [aka head banging, camping, hitting hooked people.]
Would be funny if there was a hidden patch so that if you kept trying to T bag aka crouch non stop then Crouching would be disabled, That would be so funny as heck.
Then you are like me in a minority (I make the effort to not camp or hook as killer) but most often survivor dodge into the exit to feel even more in control of the game by even denying those pity hits.
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@Talmeer said:
No matter how they teabag - they always move out of the gates, as soon as you move in. They still recognize the danger that moves closer to them. Isn't that more satisfying as the anger about the survs that use the more as comedial looking teabagging animation? :)
Not really since most toxic survivor book that as a denial of additional hit points and so on.
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@HEX_MalusGrey said:
https://forum.deadbydaylight.com/en/discussion/comment/1670668#Comment_1670668
I had this exact situation 30 minutes ago playing as nurse. Im a baby nurse. The teleporting is fun but very hard to perform. They tbagged me at the gate with 3 healthy and one injured. I acted like i would go away and they started healing. Guess they didn't thought about nurses calling ;)
In the end i got both red ranks and the others left. One was laughing how stupid they were, the other one was crying what a ######### killer i am. They deserved what they got. I have done similar moves with PH and Spirit. Extremely satisfying.
But usually i never go to the exit gate. When i know i can not get a down i will wait until the timer runs of. Devs realy should add some mechanic that prevents survivors from stalling the game and holding the killer hostage this way. This is not an exception or some players who do this. It is every single match (that is not a 4k) and it's extremely annoying. And then the tbagging. I feel stupid to walk all the way to the gate just to watch them tbagging me, so i stopped doing it.
Maybe devs should add a perk that will block all exits for 2 minutes when survivors are camping there. Should also work with hatches. This would teach them a lesson and change this behavior.
Ehm the egc was implemented exactly for this, to drive survivor out of the game instead of grieving a beaten killer. That's also why killer are able to open the doors and trigger egc.
I feel the same and just look for unbroken pallets or the open hatch for extra points, go get something to drink, go to the bathroom or simply watch something on my second screen.
Waiting in the exit is most often used as a flex against the killer and sometimes to get additional chaser/hit points but not enough to give the toxic people satisfaction to watch them leave in your face.
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@PigMainClaudette said:
Yep. And if you keep on slugging them, and farming them, it's also holding the game hostage as you are not allowing them to die.
Unbreakable was made meta because of situations like this.
Unbreakable was implimented since this situation became more prominent due to permanent breakable hooks and sabo squads.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1661286#Comment_1661286
The problem with it is that it makes strong killers who have great mobility and map pressure even stronger, whilst not giving as much benefits to slower killers. Have you played against a nurse or blight with this build? It's literally unstoppable unless ur in a stacked swf or the killer is bad. I know gens can sometimes be fast especially in swfs but u gotta remember if they balanced gen speeds at base for good swfs, can you imagine the effects it would have on solo p[layers, casual swfs and killers with already good slowdown perks?
Welcome to the balancing problem in this game. Not even close to all killer are equally viable.
Also (just to give another one side vs the other argument -.-) the same logic can be applied to ds/bt. It eases the problem for the lower ranked survivor but high skilled survivor and coordinated swf become nigh unbeatable due to such strong perk synergies.
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If you just started playing the game then you are getting matched against people around rank 20 which is giving you a fitting chance with any killer even at level 1 without perks.
Watch a few YouTuber playing the game to get a feel for good plays or overall strategy and just play. Bloodpoints farming is an overall chore in this game and won't really get better no matter which killer you play.
Legion is even one of the better killer to just farm bp from his power just like doc. But if bp are a concern for you I would advice you to get Barbecue and chili from leatherface.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1670522#Comment_1670522
I aimed towards a Claudette (she is in the centre of my screen), but hit the tree to my side. Where am I supposed to aim if I want to hit a survivor?
Well from my perspective it looks just like it should. Claudette would have been too far away to get hit.
I only play killer so I have no idea how it has to look properly on survivor side, but I had several times were I hit at the shown distance and got the hit at the really last frame of my hit and was surprised since I'd didn't think I hit them properly. And yes she runs back into your hit but the tree covers roughly a forth to a third of claudettes hit box with its own since the hit box of trees is not exactly the same as the model.
I would call this example a preemptive lunge and a little bit of unluck.
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@SimplyNotFun said:
https://forum.deadbydaylight.com/en/discussion/196974/quiting-penalty
Quite honestly it needs to be reworked so that survivors and/killers have a chance to rejoin. If they choose not to within an allotted amount of time the ban goes into effect. Any game that implements a dc penalty should have this kind of feature. Because it is unfair to the people that disconnect due to internet issues or game crashes and then come back and see a 1/2/4/8/16/24/48 hour ban on their account. That’s just about the most deflating thing to see as a fan of a video game where unintentional disconnects get you banned and keep you from playing the game you spent your hard earned money on for quite an extended amount of time. Makes you want to quit playing.
Yes this system would make most things better. But be honest if they stacked up a multi HOUR ban with their faulty internet/system, then they should not play online games in general since they leave their team with one man less on often occasions.
I know dbd is buggy but in my several hundred hours I have probably been disconnected or the game crashed less than 10 times.
And having a stable internet connection is even a condition to play multiplayer online games and not the responsibility of the developer.
If people can't get access to that then that's their problem and if they still intent to play nonetheless they do so while knowing that they will potentially ruin the fun for multiple other people, which is partially selfish.
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1670248#Comment_1670248
Yeah good thing youre even rewarded to be scummy as killer. LOL
Oh yeah the instant dc against a player with less than 200 hours on a killer you don't like was truly because the killer was scummy. -.-
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@Zayn said:
Mories and Keys are incomparable. Mories are easily the most broken thing in Dead by Daylight at the moment and have been for a long time. More overpowered than old DS, old infinites, instaheals, old balanced landing on Haddonfield ETC.
Franklins is probably enough to deal with keys.
How would you even mori when infinites would still be in the game and every survivor knows about them? They would all run the infinite and never be hooked at all.
Just to pick this "mori more overpowered than infinites" from your comment. The rest might be true.
But only for ebony. Ivory might be balanced and cypress is useless with hatch and more so with hatch dc.
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This game is balanced for the masses and not from the top like other team PvP games so it will never be completely fine.
Tools that are meant to ease problems for the average will always evolve into weapons for the experienced.
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It would compensate the imbalance between solo and swf just like in other games that have it implemented like overwatch, rocket league, league of legends, rainbow six siege and so on (just the games I play and know they have it).
But it would also allow more griefing and toxicity between survivors in form of playing loud music, screaming or making other distracting or annoying sounds play (happened to me in rainbow as well as in rocket league).
So you would net a fast method to mute others and in turn again widen the gap depending on human behaviour in an forgiving/uncontrollable environment. And we all know what happens to many people as soon as they are hidden behind/protected by online anonymity.
Killer on the other side would have to be buffed accordingly to the always "swf" situation. If not it would probably kill the game.
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@Volfawott said:
I won't go through my top 5 most hated.
5). Hook rushers- Personally I don't give two craps what emblems or challenges you're trying to get can you please for the love of God not farm me. ( no borrowed time does not mean that you didn't farm me unless there are exit gates for me to run to you still left me in a sticky situation all you did with borrowed time was protect your bloodpoints and emblem)
If you pull me off hook before the killer could even take 3 steps I can't really blame the killer for immediately downing and hooking my butt again. Would it be nice if they didn't go after me yes but when you're practically feeding them free kills I can't really tell them off.
PS it's also very annoying when I'm playing killer and I can't even get my devour hope and make your choice to work because you don't let me get away from the hook
4). Clickers/ notification spammers- Can you please stop doing this most killers with more than 2 brain cells are going to realise if you want to be chased you're not someone they want to chase currently.
So in the grand scheme of things all you're doing is wasting time that could be spent on a gen. Also if you do this don't complain when you suddenly get tunneled when they killer finally start paying attention to you.
3). Hook loopers- Please stop looping the killer by the hook if the killer is chasing you try to get as far away from the hook as possible.
All you're doing is making it even harder for people to save the person on the hook ( keep in mind that person is on a time limit) and even easier for a killer to suddenly start tunnelling if they so choose to.
Also survivors common sense if somebody is looping the killer around the hook you can't really say the killer is camping.
2). Megheads- yes I know it's incredibly generalized.
This goes to all the people who explode your generator and then run leaving you to take the heat.
All the people who think their sprint burst is worth more than my life if and will literally crouch or walk their way to the hook when I'm about to hit second stage.
To all the people who stand in front of vaults or pallets for some stupid reason when they're not being chased which pretty much only results in person actually getting chased getting hit or downed.
To all those who don't use their common sense and will run into areas they are fully aware that have people in there usually resulting in rubbing the killer off on those was people.
Nine times out of ten it's always a Meg
1). Insta dc'ers or Hook suiciders-
Just because you get down first it does not mean you need to disconnect you ruin the game for everybody when you do that.
Same goes for if you encounter a killer you don't like.
Or an add on
Or a perk
Or map
Or if your teammates make a mistake they're human
Or if your teammates bringing a perk you don't like.
I could go on with more of the BS reasons I've actually seen people disconnect but I think you get the idea
Lastly if you're being camped please please please please just take the camp so we can get generators done.
If you ######### on hook all you're doing is making it easier for the camper to camp more people.
I know it's annoying but please just endure it.
Damn I would love to up vote more than once here. (Btw your first sentence says you WON'T go through but then you still elaborate your top 5? xD)
But on a side note, isn't something in point 5 and 3 contradicting?
In point 5 you say you would not blame the killer for going for the easier/more efficient kill and in point with the difference of 2 survivor doing bad plays (hook looping and doing a save with the killer in close proximity) the killer could start "tunneling" (a term associated with a certain negative note).
Just as a question and not meant as attack on you (written text without intonation is hard to understand in subtext).
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@Steel_Eyed said:
Just Nurse and Spirit. DS needs a buff because of this issue amongst other issues. Five seconds isn’t enough to get away from these two.
And that would be they way to get 20 of 22 killer in the dump.
Same logic as if the devs would buff all killer up to swf death squads and leave casual swf and solo in the dirt.
Edit: to get good with Nurse takes dozens to hundreds of hours so it should be rewarded. Spirit on the other hand .... Just look at the forums and you know the overall opinion on her.
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@Rivyn said:
Be it killer or survivor. No matter how the match turns out in the end, what is it that makes you sit back and believe that match was well played? You could be a killer and have a 4k escape, but feel the match went well. Or a survivor, where the killer 4ked at 5 gens.
To you, what about a match gives you that 'gg' vibe? Not out of curtesy, or sportsmanship, but actually feeling that match went well.
Edit: I should have been more clear. 'Having fun' is the ultimate goal for most players, yes, but in terms of DBD, what does 'having fun' mean to you? I know it can differ from player to player. Certain styles, facing certain survivors or killers. Heck, facing a survivor with a certain skin will do it. Bones? Shutting down NOED? Mindgaming a difficult tile? 4king on Ormond? Having a dance off against Ghost Face? What parts of the whole that make up a match leaves you feeling that that was a good, or fun, match?
32k bp plus 4 stacks of bbq
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/1666750#Comment_1666750
That's the point, I actually did
The thing is half of the comments focused on the point of dbd and among us being different type of game which is obvious to everybody and not the underlying point.
The point is to make an easy to understand comparison how coms give opportunities for unfair advantage. Of course they make one game just more unbalanced and completely ruin the other, but this disparity in impact is not the point.
You could use rainbow six siege, rocket league, cs go or league of legends or any other team vs team PvP game as an example that, if one side uses coms and the other does not have the possibility and no type of in-game substitute, they create a POTENTIAL heavy unfair advantage.
And yes we all know that a hefty percentage of all swf just talk about their day, it's the same with my people in lol but it still opens the potential for extrem efficient coordination.
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@BlightBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/1666545#Comment_1666545
Yes cause that's always the case. People just instantly unhook. Not the fact of most killers camp / proxy camp. Also why are you even talking about hook trading? We're not talking about the unhooker but the killer going to hit the one who was unhooked.
The problem with the use of bt right now is, even when the killer wants to go for the unhooker they get bodyblocked by the invincible unhooked person which then uses the speed burst from the hit to get away themselves. This leaves the killer either way with both survivor gone and one of them "suffering" the deep wounds.
I personally simply tunnel vision the unhooker until I get a hit and ignore the unhooked. If the latter decides to bodyblock me for example in a door frame, they get focused and slugged if they want my attention so badly. At some point I am fed up with making the effort to not tunnel.
Edit: Still love autocorrect on mobile.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/1666560#Comment_1666560
Because of course it is.
Well I would assume that the fear of ph stems from early school life trauma.
You see his pyramid shaped head, see the triangular nature and get pts flashbacks to the pythagorean theorem in algebra.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1658987#Comment_1658987
It takes time in order to change DS to satisfy all the killers. 45 seconds wont stop you from getting hit outside of tunneling. Did you ever think that a full rework takes 2 days or are you gonna continue to fall back on this bias argument?
Well first of to the topic I think the devs have sometime just no idea how stuff impacts in the game since I think they don't play dbd enough and on the right ranking. As an example I take the old occasion, I read a few days ago here, when a dev said old flashlights were fine and was instant blinded a dozen times in an exhibition match and shortly after came the nerf.
To the point of ds and rework time. Since many ask for deactivation conditions for a possible, ToT got new ones on the ptb. I am no coder but I think it shouldn't be too hard to take the used Codeline and fit them into ds. As an example, instead of "undetectable status on killer gets deactivated when survivor stops regress" make it "ds active status gets deactivated once survivor does X for Y amount of seconds".
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@DBD78 said:
Stadia? So I learned a new word/thing today. Cool!
Stadia is a game streaming platform. You don't need a powerful setup but good internet connection to play the games they provide. The games run on their server but the gameplay gets streamed to you.
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Simply implement a routine with the conditions of both doors not spawning closer than X and not further than Y along the walls (not as the crow flies). I don't know fitting values for both and the would need to be map dependant. But with this it should prevent both doors spawning in the same corner but also not at the opposite sides of the map.
But some maps are just bad for this like the one bone shaped, I can't remember the name, maybe a variation of Autohaven or macmillan.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1658498#Comment_1658498
I think Fortnite has cross Progression
BHVR will make special accounts where you can link your different platforms. I guess an external account is required for this to work. Problem is that when purchasable DLC is linked as well, platforms will miss out on those purchases..
We know it’s currently not wanted by Sony and Microsoft for DbD, but we don’t have any official statements from them..
Well i think that would be the sole exception then.
Also doesn't fortnite have buyable skins? And what progress is there even in that game (Edit: Except their version of season pass)?
I never played any battle royale except one round pubg and a few rounds battlefield firestorm.
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/1656923#Comment_1656923
I stopped reading after you said "competitive game". Dead by daylight, like it or not, is not competitive
Fun fact even an original party game like smash bros has a competitive character and a professional competitive brand.
But party games in general are not one side vs the other but origin in free for in a group of friends like worms, smash bros, mario cart and so on. And even their people get competitive.
Dbd is PvP team vs "team" only and you want to tell me it is a casual party game. Sorry but even the if the devs called it that it isn't.
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Since I don't I would love to know if there ARE any games with crossplatform progression?
It would probably take a linking of steam/psn/xbox and other accounts and I don't know if this is possible or wanted by each platform.
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@TATAHARAMBE said:
https://forum.deadbydaylight.com/en/discussion/comment/1657109#Comment_1657109
Ok. The killer closes the hatch. 10 seconds to go to the gate (if you aren't already there). you touch it. you hope that the killer is far away. you start going to the other door, being careful. in the best case, if the killer doesn't play good, he will remain at the first door to search you or he will realise it's a bait and go to the second exit gate.
This seems all to be under the assumption that the killer closed hatch before you managed to reach either door.
If you are talking about the last man standing scenario, the chance that the killer goes for the hatch or either doors is in itself equal as long as neither the survivor nor the killer found hatch prior to the 5th gen popping.
But the killer will mostly prioritice finding hatch, since the survivor can escape instantly, in which time they can tap one door and then go to the other. After that it is luck which door the killer will visit first.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1658336#Comment_1658336
Honestly, I also think that they should scrap MMR entirely. It will not really work out, because the system cannot calculate every aspect of the game (Map-RNG, Perks, Add Ons) and will most likely not be working that good anyway. Let alone that nobody knows how it will be calculated, Information are not given (and will most likely never be available) and it is all hidden, which leads to the assumption that there is no MMR and they are just trying to "fix" Matchmaking by pretending to fix it. Yes, this is most likely not the case, but I can see this being brought up.
Personally, they just should keep the Emblem System and tweak that a little bit. And then bring back a meaningful Rank Reset, because the problem in Player Skill Levels is mostly due to the small Rank Reset. Players get to Red Ranks/Rank 1 way faster, since they only get reset to Rank 5, which leads to Killers which usually would take longer to get back to Red Ranks being there against Survivors who are really good and also to Survivors having Potato Teammates, since those get faster into Red Ranks as well.
Yeah like I said the ranks need to be made wider like from 50 to 1 to fit all individual skill levels.
Again lol has iron, bronze, silver, gold, platinum, diamond, master, grandmaster and challenger and atleast up to diamond they are divided into 4 divisions. So minimum 24 ranks with promotion games between levels and only yearly reset by I think two categories. (And of course the working MMR.)
Also the pip system let's people rank way to fast. A few good games and you are suddenly 5 ranks higher (atleast until purple). In league you have to collect 100 lp per division to reach promo games. 15-30 lp on win and something in the same range on loss depending on your performance but don't ask me how they calculate any of that.
The emblem system and most of the ranking system does not really work in dbd and was set for fast success in the beginning to bind player.
I can go 0k but 32k bp in green ranks and still sometimes double pip while I read that other people go 4k and depip in high ranks (without a Mori according to them). This whole system is convoluted and unintuitive.
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Make it so that undying only reveals aura while cleansing like thrill does with the visual and sound. Now the killer has to pay attention to these auras and might miss them during chases and stuff.
I don't see why so many people have a problem with this combo. The only really new thing is the aura reveal. Ruin still does the same as before, nothing if a survivor sticks to their gen. You don't even have to cleanse it to work around it thanks to the rework.
Ruin by itself and even with undying is not oppressive at all it just increases the value of pressure a killer can put into the game.
While yes it does not need effort from the killer to activate like pop, so do many perks on both sides not require any effort. So I don't think this should be an argument and if you still want to make one of it I put out the point the effort a killer has to make is to get survivor of their gens in the first place.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1658310#Comment_1658310
Yes, it should be the average. They changed it to the highest Survivor at some point, but this just killed the queue times, because more players were in the Red Rank Pool, despite not being Red Ranks.
And average should be ok, if a Rank 1 teams up with a rank 15, they get a Rank 8 Killer. They will have a hard time against the Rank 1, but an easier time against the Rank 15 (assuming no Smurfs), so it should even out.
But in the end, MMR will be active at some points, so Ranks would not mean anything anyway. But of course it depends on how MMR is calculated for the Matchmaking, since it can be roughly the same experience for the Killer or Survivors (either the low-MMR Survivor will have a hard time or the Killer will be low-MMR).
The thing with mmr is it has to be build over time. Games like league of legends (yeah I know my staple example and the game I play the most) have had mmr since the beginning and had to tweak it over the years to end up were they are now. They even hard reset it very other year in the beginning to give a fresh start, which was horror in the first few weeks (just like dbd red ranks) of every reset.
Dbd is already 4 years old and the community is already worn out/stressed as is from bugs, imbalances and the asymmetrical nature of this game combined with disparity between solo and swf.
To implement a working MMR now is near impossible in my eyes. Veterans don't have the endurance to tolerate several months of smoothing out and new player will be put off by unfair matchmaking.
Shadow creating an mmr might ease these problems but can't get rid of them since the base balance isn't given in this game (again the highest potential is stacked from swf over killer over solo).
I am also one of the people that say buff solo survivor up to swf by giving them tools that won't do anything better for swf (mostly information) and then buff killer to the same level and make all killer roughly equally viable. Only then can a fair and useful matchmaking commence.
But since this would take more work than two people on the balancing team and behaviour needs to release new skin twice a month, I don't think we will EVER see this paradise.
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Well the maybe best way would be to take all your ranks or other indicators of experience and average over all and match killer accordingly.
For example 3 rank one plus on rank 18:
1+1+1+18= 21
21:4= 5.02
So the matchmaking should start searching for rank 5 killer. Hard for your new guy but able to maybe hold his own against you other 3.
But also rank lost its value as indicator of skill since I read that people can get to rank 1 in less than half of their first year while rank 1 is also home to people with hundreds to thousands of hours in this game.
This is one of not THE biggest problem with balancing and matchmaking in dbd. The solution would maybe be the implementation of broader ranks up to maybe 50 with harder ranking up criteria, longer periods of time between rank resets or something like this. Old ruin was something like a noob filter for survivor ranks since it took the "skill" or rather experience to constantly hit great skill checks to smoothly rank up.
In my opinion an alternative indicator for experience used for matchmaking could be devotion level of the account, but this would be problematic for people like me who never played the other side and would have to start on a high "ranking". Or maybe the overall level of all survivor/killer character a person has combined with prestige level. Probably a mix of both.
Edit: I still love autocorrect. -.-
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@Xyvielia said:
Experienced killer’s know all the survivor exit gate strategies and tactics
When I’m in a match with a killer who I can see or sense has experience, or who can trap the lever, or who has a clear/easy line of sight to both gates, or who is stealthy or fast enough to patrol them, then I usually will try and get us both some free chase points, since they’re most likely going to catch me eventually within the EGC allotted time.
Sometimes I won’t bother giving them the free hook, and I’ll just stand nearby (the best for me is utilizing the high ground, if they haven’t already done so) to watch them incessantly, frantically racing back and forth, thirsty for their kill and me knowing that they’ll never get it w/o the entity’s help.
That’s what’s so amusing about this game.
EVERY KILLER IS BOOSTED by the Entity
Players never take the time to appreciate (admit) the fact that the killers only have special abilities/ powers/ speed/ weapons etc. because of the entity.
Especially when 1 or more survivors are mori’d early on, or Randoms/ other solo survivors not doing anything or playing less than “SWF par” are basically securing the killer’s 4K.
When there are 0-2 gens done and it’s already 2 survivors down and the killer still has all the super abilities/ powers/ speed/ weapons etc. at their disposal to easily guarantee the 4K, then those exit gates spawning so closely in proximity to one another is merely like an extra knife in the back for the Solo survivors who know it’s another match where SWF May have won, but themselves being solo have to work even harder to compensate.
DBD is way too SWF sided; not enough Love and attention to helping Solo survivors on the part of the devs.
That's the problem on point.
Potential wise swf trumps killer while killer stomp solo.
But it should be all on eye to eye level with skill making the difference leading to a useful matchmaking.
My go-to example many other games like my staple league of legends. The champions are equal for all parties setting an even ground for "skill" and teamwork to be a decisive factor.
But dbd doesn't have this even ground due to be asymmetrical and the disparity in potential between swf and solo.
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@FrootLoops said:
https://forum.deadbydaylight.com/en/discussion/comment/1656374#Comment_1656374
oh I know, I was just being silly. On a serious note I think the concern @BioX raised about being a free escape if the doors are open is valid, as well as it making BT useless. there are also those situations where if 2 people are hooked then a third unhooks both the 2 phasing survivors can split to opposite ends of the map and work on gens, pretty much guaranteeing that one of them will finish. I'm sure there may be other exploits/concerns that I haven't thought of.
I know you are going for a guaranteed safe unhook to eliminate camping/tunnelling, but personally I would like to see a perk "Stolen Time" where if you are unhooked within 16 meters of the killer then for 30 seconds any hit that would put you into the dying state injures the unhooker instead. so if they unsafe unhook with BT we're good, if no BT then they suffer for it
That's similar to a version I proposed a few months ago. Instead of letting other decide your fate they get punished for farming you, but if they have bt they are good to go.
And this might also circumvent problem during egc while not completely.
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Someone made a calculation prior to silent hill I think for all killer and (I think) one survivor P3, all teachables unlocked and all perks on every p3 character was around 1.5 billion at that point. Now with 2 new killer and 12 additional perks so maybe 1.6-1.7 billion?
At least if you want to p3 all killer and your favourite survivor but I gave that up a long time. Not worth for some blood covered cosmetics and higher chance for rarer addons/items.
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A little annoyed when I get denied my BBQ stack.
After that I don't care, I just go easy on the rest to farm my points, sometimes with or without them. Last can get hatch if i am satisfied with my bp (which I am most of the time).
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Well they either have to balance around the highest potential of both sides like most games do when they balance around pro play. And yes I know dbd is no report title.
Or they have to balance around the masses.
The first might lead to new player to be stuck in the mud while the latter will result in abuse and unbalance on a high skill level.
This means they should either balance around swf or bring solo up to swf on the survivor side. And on the killer side either lower all killer down to m1 trapper Niveau or bring all killer on nurse level.
Nurse level vs swf balance
Trapper level vs the masses
Problem with method 2 is that swf and their higher "potential" will keep existing.
Edit: Right now they are doing neither and a little bit of both, atleast at the killer side. Some killer are valid on the highest skill level while 60-70% of the roster can't really keep up. While not the other hand the other 30-40% stomp survivor in low level where the other killer are still valid.
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@Customapple0 said:
Not sure what the point of this thread is? More propaganda against survivors?
I and many others could go on & on about all the times killers have brought moris with Iri huntress, tunnelling, camping, killer BM etc...
Well tbh the problem is the asymmetrical nature of dbd. One killer might see up to 4 toxic survivor while 4 survivor see only 1 toxic killer per game.
So if 10% of let's say 100 games are really toxic rounds, one side sees 10 toxic killer while all killer see up to 40 toxic survivor.
The group bullying one will most often feel worse than a 1 on 1 harass because I don't really think you feel much when another person gets camped if they are not premade with you.
Tldr: the amount of people one friendly killer can please is four while on non toxic survivor can only please one killer.
And be honest, the amount of survivor sacrificing themselves or feeding into the killer to be nice is far outweighed by the number of killer giving the last guy hatch etc.