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coppersly

coppersly

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  • @Almo said:

    The MMR will not be shown at this time.

    Is there any plans for it to decay slowly over time? Something like a month of not playing is a match or 2 of defeat? Something very small but will build up over long periods of time.

  • I think a change to the way perk tiers work would be better overall tbh, like just buying the perk once and it's maxed kind of change. It would address the core problem whereas this is a band-aid fix to it for 4 perks. I also wouldn't mind seeing the shrine have 4 killer and 4 survivor perks either. Not like it's über helpful to anyone but new players anyway and they should always try to help new players anyway.

  • Yes it's gonna suck and be pretty off for a while when MMR is introduced but eventually most everyone who plays even semi-regularly should be placed near or at their true MMR and when you swap to another killer you'll be very close to your actual elo instead of on a brand new killer.

    Yes that also means each killer release will go through this phase but I think ultimately it's worth it, the ends justify the means in this scenario.

    This is like the same argument for maintaining infrastructure. It's more expensive to repair and maintain something upfront but over time it's the way better option because you have both a functional and maintained system and also avoid having to spend ridiculous amounts of time, effort, and energy to build something new anyways when the old infrastructure collapses and fails finally.

  • @DrDeepwound said:

    But wait, if it never goes down at all, so in like a year or so in your main killers will be facing sweaty teams constantly? Seems like it will progress to more difficult and more diccifult over time, but Im not a game dev so this may not be the case.

    I can just imagine if you play a killer even decently for a length of time you will no longer get players you can play nice with and it will be complete sweat fest after MMR plateaus?

    This is an important question too, I think it should go down over time but not on a monthly basis as that's far too often. @Peanits can you answer this question too? Is there going to be some mechanism in place to lower your MMR over time so you don't come back after a long time facing the same elo you were when you were playing often?

  • @Chaotic_Riddle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1491531#Comment_1491531

    So why add a new ranking system that doesn't benefit anyone besides possibly making matchmaking more horrific to go through with how bad the queue times are already? Is there some sort of compensation that we will get out of this? How certain are you guys that this will even solve any of the problems that matchmaking has anyways?

    It's going to be rough in the beginning no doubt but the idea is that when everyone is settled into their actual MMR the average game will become much more balanced, including high elo players.

  • I care more about the crowns being independent of the head cosmetic tbh.

  • @teamdehn said:

    I think it should depreciate a little over time because it will be hard to maintain a MMR on every killer. Like if you played 5 matches on each killer and rotated through the roster your first killer is gonna be a little rusty.

    Yes I hope there is some slight deterioration over time but nothing too drastic.

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1491531#Comment_1491531

    What's the point of the Ranking system if the MMR system overrides it?

    I'm guessing they'll use it for a reward system since it resets. Like if you hit R1 you get a cosmetic or something to dangle off your hook. Something like that I imagine.

  • A lot of people use the argument that it took a lot of time and grind back in the old system and that's why new players shouldn't get it because the grind is much less. But, that's a dumb argument. What about people who've put in way more than that into the game but they just simply started later?

    I get the idea of rewarding those who were there in the early parts of the game. I can't really argue against this one.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1491531#Comment_1491531

    I have a terrible feeling people will still go into matches and lose for the intention of lowering their MMR. Much like people try to derank to get easier games.

    I hope that this will be much more time consuming and much harder to tell when you're actually getting the results you want. Right now it's very easy because it's based on only a few things whereas the new MMR might focus on different mechanics, and you instantly know what rank you are at all times.

  • @Peanits said:

    It does not reset. It's a hidden number purely used for matchmaking, it's not meant to be something you grind for each month/season. Ranks will continue to reset each month and you'll be able to focus on getting those to rank 1 if you'd like, but they won't be used for matchmaking purposes anymore.

    That's awesome to hear! I really hope this change immensely helps with the match making issues.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/1491394#Comment_1491394

    Yeah Nurse still has all of her bugs

    She still loses 1 blink at random

    Sometimes 2! I've had it where I can't even get the first blink to charge and it feels awful being the slowest m1 killer until it randomly returns to me.

  • @RizeAki said:

    https://forum.deadbydaylight.com/en/discussion/177135/will-the-new-per-killer-mmr-reset-monthly

    I don’t think it resets which could be a bad thing cuz at a point as survivor you will only be seeing spirit nurse oni etc cuz on killer you can only reach a certain mmr with most killers before you really can’t go up anymore cuz they are all too weak to compete with the depip squads

    Actually that's exactly why I'm excited for this MMR change. It will make the depip squads only go against killers who can actually deal with them. They won't get the choice to bully killers anymore. I love that idea. Then it will also encourage buffs for the weaker killers so they can actually compete at those levels. Everything is better in this idea.


    @LetsPlayTogether Well considering that ranks were what were used for match making and it being the pseudo MMR, it would make sense to assume they might try the same thing with the monthly reset which I hope they don't.

  • @Hoodied said:

    According to people, Pyramid Head was changed too

    Does he still have that dummy thicc vaulting animation?

  • The Entity tendrils on both of your posts almost align perfectly.

  • @SunaIIanu said:

    It was on PTB, the people were just to busy complaining about Billy.

    Are you sure? I heard nothing about auras during the PTB (which I didn't play this time around.)

    Then the patch releases and it's an onslaught of aura threads. I still haven't gotten to play yet so I'm out of the loop in this mess.

    @xenotimebong Guess it was a very small amount of people lol.

  • @Hazerino said:

    https://forum.deadbydaylight.com/en/discussion/comment/1487380#Comment_1487380

    it's not that terrible? i've played nurse post and pre rework. maybe other people have issues with it but personally i've never had any issues

    Since the bug that removes your addons after every match I've run a few games basekit and while I was able to do just fine, I had much less fun. There is nothing more entertaining or engaging than walking as the slowest killer in the game for 6 seconds before I can play again before I get halted to a another screeching stop for the next cooldown.

  • Before the change you could argue that. Now if you want to have any fun basekit is god awful.

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1487060#Comment_1487060

    You simply cannot nerf SWF without killing the game, only thing i want is more BP as killer for playing against them

    Which is why I and many others suggest bringing solos up to SWF level and then buff killers and then balance around the now stable survivor power level.

    Just getting additional BP for facing SWF is not satisfactory. They can abuse mechanics of the game, and all you get is BP? It would have to be substantial to even be plausible. Like full anniversary stacks (x500)

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1486936#Comment_1486936

    There is a downside, solos will usually not play altruistic and derp the ######### around. It's rare that I get into a SWF that says "just leave me" unless there's a NOED that we can't find ofc. I probably even die more often while in SWF due to heavy skill disparities rather than in solo.

    If solo redranks wanna play commando then they'll take a kinrdred with them and most you'll get is a 2k if they're playing correctly, the biggest info that SWF gives is against stealthkillers and which gens are being worked on.

    I'd still love a perk that lets me see genprogress as a solosurvivor.

    If the only downside is other people who aren't in SWF... that should highlight just how powerful SWF is over solos and how solos should be either brought up to SWF level or nerf hammer SWF.

    Playing with friends is understandable and fine. The game was designed around solos and not being able to share information so freely. SWF completely shits on those design ideas and is a rampant problem in high elos because they can abuse mechanics.

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1486918#Comment_1486918

    U see a 4man quite often on redranks yes, but that doesn't automatically mean they're sweating their ass off.

    "It doesn't mean I'm facing seal team 6 SWF every game but I do face SWF a lot."

    Yes that is quite literally what I said. But even despite that you're still missing the point.

    SWF is an unfair advantage over solos that comes with no downside whatsoever. It makes the game less enjoyable as a killer. It makes the game unbalanced for solos because they are considerably weaker.

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1486881#Comment_1486881

    I'm on EU where players usually are way more sweaty than on US and unless you play on korea then I'm gonna say you don't face them often as well.

    Well considering you're judging my anecdotal experience with only your own as a basis I don't think you have a point. There's no certain way to tell how many SWF either of us experience on average. All I can tell you is that I personally see SWF teams more often than not. It doesn't mean I'm facing seal team 6 SWF every game but I do face SWF a lot.

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1486851#Comment_1486851

    how often do you see those, maybe once every 20 games? You would probably not play any competitive online game then. How often does the matchmaker in for example league of legends screw you over heavily.

    YOU might experience them rarely but I commonly go against them. It's probably more common to go against 2 SWF than it is against a full solo team in my experience. I can't blame survivors, if they can make a SWF that's free perks and powers for everyone involved with no downside.

  • @NightWolfsFury said:

    https://forum.deadbydaylight.com/en/discussion/comment/1481989#Comment_1481989

    Yeah, it sounds like we're on the same page. While I personally think that new Nurse can still be a difficult foe when in the right hands, she is easier to handle versus old Nurse. At the same time, old Nurse was basically free value like current Freddy. There were no set backs for being a bad Nurse. There is now a punishment for it and a stronger learning curve, BUT I do think it was done in the wrong way.

    Adding annoying mechanics like blink recharge timer and overheat on Billy is not the way to go for balancing. It just makes it more frustrating to play as the killer and we want to keep them just as fun and engaging.

    I personally never really heard people complain about Billy, but I have heard people say that if he even needed changes to begin with, it should have just been some add-on adjustments. Same with Nurse. For Nurse, maybe a bit of a Blink functionality change, but it didn't have to be what it is now.

    There is literally nothing they changed that made using Nurse easier. It was literally only changes that made her harder to use and handle. I don't know where you got that idea from.

    There was never "free" value like Freddy has with Dreamworld. You always have to aim, time, and execute a blink (or chain blink) attack. If you miss you are punished. Nonsense argument.

    I agree though Billy didn't really need a cooldown feature like Nurse, they both had built in punishment and using their power was sufficiently hard enough to count towards that. You don't make something take a lot of skill just to do, and then throw crummy resource management on top of it.

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1486828#Comment_1486828

    It's an asymetric 4v1 game with different loadouts that gives access to items/addons that heavily tip the scale, this game will never be balanced nor is it made to be balanced, it's made to be fun or just frustrating enough to keep you playing.

    4 man swat teams are not frustrating enough to keep me coming back. It does the opposite, it makes me want to never play again.

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1486801#Comment_1486801

    still it's funny how the title of this thread is an "unbeatable SWF" which literally got beat (29k points and pip) by a suboptimally playing bubba on a really harsh map.

    Yes it's very common on these forums to use hyperbole. I won't say this is the best example but the point is still there: SWF is an unfair advantage that saps the fun out of the game for killers who have to put up with it and ruins the balance for solos because killers have to be able to contend with SWF which puts them above most solos.

  • @vogit10102 said:

    He said in the video he had never seen it before. But you can see a lot of 4k unbeatable freddys against solo surv. And sure this is not a problem for you

    Hopefully the new MMR system will put survivors up against more equally skilled killers. In that case the 4k unbeatable killers should become less common and percolate towards the top of the elo where the bullying survivors can easily handle whatever the killer dishes out.

    There are far fewer "unbeatable" killers than there are toxic swat SWF.

  • I'd replace Whisperers with Spies from the Shadows if you can. It is incredibly useful on Nurse. Visual indicator instead of relying on actually hearing the whispers and looking at the icon helps with a killer who has to read the entire screen in an instant and make decisions.

  • @ClickyClicky said:

    Honestly I think it’s garbage. They wanted to nerf Billy so they created an overheat mechanic but due to pressure they caved and made it so that he now pretty much never overheats....which begs the question what was the point of changing him in the first place.

    I wish they would have shown some courage.

    At least they made it playable and not so in your face 24/7. Nurse was the beta tester and thrown in the garbage after.

  • Conversely, not every addon has to be so horrendously bad either. I'd like more than 2 usable addons :/

  • @OldHunterLight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1484830#Comment_1484830

    I remember that DS got fixed in less than a week but nurse's bugs have been here since her rework, they gotta fix their priorities before they fix killer issues.

    Not to mention her bugs that have been out for years.

  • I'd be happy if she got more than 2 bug fixes per update (if that) and I'd be even happier if they weren't building specific in already specific maps.

  • @Raptorrotas said:

    Make her cooldown recharge while she's charging her ability, even if its at 50% rate. It doesntvget rid of the stupid cd in itself, but atleast there wont be 99% blinks.

    I've been advocating for this change since the begging. Also this thread is another suggestion for her power meter:

    @coppersly said:

    With the introduction of Pyramid Head, we see a fluid power meter that both acts as an intended limit while also allowing the user to decide to use their power whenever they please because you can use it at any charge above 0. This is by far the most fluid and well designed power meter in the game so far imo. It's actually pretty well done, good job BHVR.

    Now with that sentiment, I'd like to suggest a change to Nurse's power meter to act almost exactly as Pyramid Head's does. I suggest that instead of having a discrete charge mechanic where you must charge a full blink before you can use it, it should instead draw continuously from the total meter up to the max blink charge normally allowed for both blinks, if there is enough meter to support these actions.

    Here's a gif simulating draining 1 blink. Imagine there's no blink counter, and more meter left after a single charge that you can draw from for your second blink. I know it's jpeg'd to hell but that's the life of a free gif editor.

    https://imgur.com/oYVm22w

    This will eliminate the very frustrating "feature" of thinking you have 2 whole blinks but you're at <100% charge or the server thinks you didn't have both blinks yet. It will also reward skilled play by allowing the player more opportunity to go for attacks without full charge and risking the miss or hit. You're still punished by the cooldown but now you can actually choose your blinks instead of being spoon fed the chance to blink. I also believe this would shift the importance of running the CD addons and leave more room open for more builds. I honestly dislike greatly having to run the CD addons because I will literally blink 50% less in a game otherwise.

    Please leave your critique I honestly think this suggestion would be the best middle ground for people like me who don't like the cooldown and other people who argue she was OP and needed one.


    On the topic of another addon pass, yes she needs it. Her range or CD addons are still the only good ones, and even if the other ones that aren't good could be good they're marred by bugs of their own on top of her basekit bugs. It's a mess all around and we desperately need a mid-chapter dedicated to nothing but her and a few other killer bugs. Nothing but bug fixes. Little to no new content and whatever the cosmetic team happens to have finished.

    I also hope they change her power meter in some fashion for the better. I don't even care if we have to have a CD now because I've just gotten used to dealing with it. I just want her fluidity restored. They ripped it right out of her cold dead hands.

  • I'm of the opinion that killers should have more perks than survivors do seeing as there's more survivors, but sadly the asymmetric game was built around symmetric perk loadouts.

  • @TheButcher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1458714#Comment_1458714

    https://forum.deadbydaylight.com/en/discussion/comment/1458724#Comment_1458724

    Simply telling people to "take a break" is a dissmissive comment that neither adds anything to the conversation, nor does it make sense to tell players to take a break, when it's other players that are a problem. All that does is ignore the problem, and let it get worse.

    The problem is people. Nothing we on the forums or the devs behind the game can do to fix that. They can implement things to help reduce it but they'll never eliminate toxic people. So with that logic, the only real thing you can do is take breaks. Unless you can be like Rick & Morty and pass everyone through a de-toxicifer.

  • I feel you man. Take a break from PvP games, most of the time the other people aren't playing to have fun they're just trying to be as toxic as they can. Find some fun single player games, DbD is something you need breaks from.

  • Use killers that are good at chase like Nurse or ignore it like Hag until it's fixed is my only possible advice.

  • As a Nurse that would be hilarious if they all come to unhook and I make the survivor go away and can get there before the team for the ultimate skilled camping.

    But for multiple reasons this idea wouldn't work, it's far too inconsistent and it also gives the killer information due to the restrictions in place. If the hooked survivor isn't going away you know for sure that there are survivors within a specific range and therefore can just know to look around. It sounds like a good idea on paper but it should only stay to the optional cages.

  • Yes most of her addons need to be looked at again and they need to try another batch, maybe even have some of them work properly most of the time.

  • @calem said:

    https://forum.deadbydaylight.com/en/discussion/comment/1449965#Comment_1449965

    Literally next to no-one except SWF groups use Object. There are so many better options for solo players, and if it's a SWF anyway, Object is just the nail in the coffin to a more-than-likely already lost game. It's not so much a perk issue, it's an issue with SWF being too strong.

    Then no one will miss it will they?

  • Now that others mention Legion I'd be terrified as a survivor against a Legion and Nurse. One to make sure everyone is 1 hit down and Nurse to finish the job ASAP. You might be able to slug half of them at a time.

  • His perks could do with some love like the chainsaw bois got.

    I wouldn't mind his Shred ability getting faster wind-up. That was supposed to be his main chase tool and it's just too slow for my taste.

  • Nurse and Huntress. One can throw things at you the other throws herself at you.

  • @ohheyitsbobcat said:

    It's interesting seeing so many people suggesting a search option. I never really had an issue with finding things where I'd would personally want a search function but it does seem like a nice addition. It's quite nice seeing these other QoL things I've never really thought about.

    https://forum.deadbydaylight.com/en/discussion/comment/1444497#Comment_1444497

    Sorry, I worded that pretty badly but I meant the hook struggle phase not the killer carrying you around one.

    Personally, I would love the small refund mechanic more then a crafting one but I don't think a crafting mechanic would be all that bad depending on the costs for each thing. If things were super easy to craft then yeah, that would be a problem but I think having a small system to get rid of a ton of offerings/addons you'll never use in order to get just a few addons/offerings you will would be okay.

    Nothing too crazy like an advanced part system but just a simple recycling system like 10 of brown gets you a single yellow of your choosing kind of thing with each color requiring 10 of the previous. I don't think that would be too bad a system and it'd let people get rid of the crap they're never going to use.

    https://forum.deadbydaylight.com/en/discussion/comment/1444486#Comment_1444486

    I definitely agree with number 2. I think being able to see who was in a SWF would be a nice little addition for survivor and killer both. As someone who plays solo now and then I think it'd be neat to know if my teammates were a group or not. Number 1, 6 and number 7 are also ones I wouldn't mind seeing.

    Oh my bad, yes the hook struggle should be made into something way better. I have personally eliminated any problems with it through a macro and Logitech g600 + software. I no longer have to mash buttons for struggling on their shoulder or during the 2nd hook phase. It's so nice, I wish everyone could experience it.

  • @DragonMasterDarren said:

    https://forum.deadbydaylight.com/en/discussion/172002/im-already-sick-of-swf-and-when-finally-the-devs-realize-that-this-mode-is-a-way-to-ez

    congrats genius, you have perfect summarised why every killer main under the sun hates SWF...

    However you missed out one small problem...Not every single person who plays SWF is a 4 man with comms and every second chance perk under the sun, yes they do exist but they are very, very rare, i know you don't want to hear it but try getting good and finding ways to improve

    Dismissing a problem just because it isn't a widespread one doesn't mean that the problem itself isn't severe and needs to be addressed.

    Just because only 5% of survivors can be invincible gods that get to bully almost any killer they come across we should just leave it in the game? Just because only a small amount of people are literally destroying the essence of the game? (5% is just an example, I personally encounter a lot of SWF so based on my experience I feel it is at least higher in red ranks)

  • @whammigobambam said:

    Myers, being the only killer that can kill someone within minutes of the match with no hooks, needs a counter. And besides, if you're having trouble with an achievement making it easier to achieve, completely, defeats the purpose of the achieving it, yeah?

    It's not exactly making it harder when they're exploiting a way to never allow you the opportunity. I don't think they had the idea of people jumping into a locker to avoid it when they were thinking it up and I doubt they'd consider it "tech" either.

  • The struggle mechanic exists purely to limit the killer from getting you into the basement from anywhere on the map. It serves no other real purpose but to pressure the killer into deciding what hook is the most optimal. So on that front it's fine where it is.

    Loadouts and searching perks and items/offerings/addons.

    @ohheyitsbobcat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1444444#Comment_1444444

    I completely forgot about the refund/craft one. Me my buddy talk about that one all the time and is another I'd personally kill for. Those would all be neat additions I think though.

    The reason I don't think this would work is because then the rarer addons could be much more accessible and then subsequently have to have their power reduced in order to not just have (when they're actually good) pure red addon killers who just recycle all other addons into material for constant red addon games. But as someone who only uses the CD addons on Nurse though I wouldn't mind it because I have to spend so god damn much just to keep them stocked up.

  • I like the idea of hemorrhage being an effect that gets worse over time. IDK if action speed would be the healthiest for the game, though it would actually make the effect have real teeth to it instead of being a laughing stock.

  • I still don't support the changes but man this is miles better than what Nurse got. The only changes they did were negative. Billy is at least getting some positive changes. Whether that was pre-planned from the begging or not is anyone's guess but at least it's better than what we got :(

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