cyniChris
cyniChris
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- cyniChris
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If anything, we should be earning twice the bloodpoints at all times, if only to alleviate some of the unbearable grind.
To unlock all perks on a single survivor, you have to go through a minimum of 147 bloodwebs - 150 if you haven't prestiged them yet (for unlocking the 3 teachables), and 297 if you want to hit prestige 3 (provided you don't do more at level 50 before prestiging). This is taking into account the fact that you can now get 2 perks on each bloodweb after level 40.
For killer, it's 135, or 138 if you haven't prestiged them, and 285 if you go straight to prestige 3.
And this is per character. There are 23 survivors and 21 killers currently. Without prestiging any of these characters, in order to unlock all perks on all of them, it would take 6,348 bloodwebs. And again, this is the bare minimum. Minimum for prestige 3 is 12,366.
Twelve thousand bloodwebs. MINIMUM. And you wonder why people beg for double bloodpoints and want the bloodpoint cap removed/increased.
Oh, and the next chapter will add a minimum of another 996 bloodwebs to grind through to get everything unlocked.
But staying on topic, if you want to give us double bloodpoints after this bloodlust test is done, that'd be nice.
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Bots.
It's genuinely that simple. Replace disconnected players with bots, and the match will still go on as normal. Granted, no bot will ever out-perform a player with several thousand hours, but I'd rather a less-competent teammate to keep the killer busy (for at least a little bit) than no teammate at all. And I don't think anyone would complain about a bot as killer - it'd be an easy match.
By all means, punish players for repeated disconnections, but don't punish players who genuinely lose connection or crash. And yes, their system can tell the difference between someone pressing "leave match" and someone losing connection. A sound plays for the former, but not the latter.
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We're Gonna Live Forever just got a huge buff. You can pick survivors up so easily with that perk, I'm surprised it's not more common now.
As for being downed yourself, Unbreakable, Soul Guard, and No Mither exist. Adrenaline too, for late-game.
What more do you want?
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The wiggle mechanic is to prevent the killer taking you to whatever hook they want, NOT so you can escape all the time. Increasing wiggle speed via a perk would instantly make that perk meta, and combined with Breakout (and especially Sabotage), killers would almost never be able to hook survivors unless they were downed next to a hook.
Sound fair? I didn't think so.
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If you know a killer is camping someone, stop rushing hooks and instead get the gens done and escape. If you're being camped, stay on the hook instead of suiciding.
Each hook stage is a minute. Add Camaradarie to the mix and it becomes 2:34 in total. The 3 other survivors can finish the remaining generators, or at least get very close to doing so, in this time. That's the punishment for camping.
The reason killers camp so much is because survivors rush the hook, which usually results in an exchange and wasted time on their part. If you just did the damn gens, the killer would be less enticed to camp.
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It's amazing so many new players stick with the game, to be honest.
I play with friends on a regular basis, and some of them barely know what half the status effects do, let alone perks. And don't get me started on killer powers.
The game is in dire need of a proper tutorial. One that shows all of the basics (it doesn't even cover totems, which have been in the game for almost 4 years), including status effects and all killer powers (playing as and against the killer).
The UI needs an update to show what these perks that pop up on the side of the screen actually do - if a killer with Thanataphobia, for example, hits a survivor and the perk name pops up, the survivor has no idea what it does, unless they've read the perk's description in a custom game or the Nurse's character info page. Have an option to show text that explains what the perk is doing - "-5% repair/sabotage speed" under the Thana icon, for example.
Also, starting out as a new player sucks because you'll only have access to one perk slot and one of three teachable perks per character, until you've earned some bloodpoints. Suffer through barely knowing what you're doing, with limited options, in order to potentially unlock perks/items/addons to help you do better? This is awful design. If I were less patient, I'd have given up after a few matches and never played the game again, because I'd have a horrible time trying to figure things out. And don't get me started on the RNG that goes into unlocking perks and everything...
Then there's the inconsistency throughout the game - some maps have better graphics than others due to the way the devs are implementing the updates, some killers have unique music and others don't, text is inconsistently written across the board, slightly/moderately/considerably can mean wildly different amounts, and so on.
DBD is next to impossible to recommend to new players, unless they play with experienced friends (which would put the new players at a disadvantage due to matchmaking) or have watched a ton of gameplay via streams and videos. It is not "pick up and play" at all.
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This year especially, the game has gotten worse. Things like the Freddy and Doctor reworks were good. Then, for some reason, the devs' design philosophy changed.
Things really started to go downhill with the chainsaw reworks. Nobody asked for them, yet we got them. And for what? I see a lot less Hillbilly players now - same with when the Nurse was reworked. But they buffed Leatherface to a point where he's one of the most common killers now.
Then came the Blight PTB, where we got an outdated build and people started to question why we're even given a PTB to begin with if we're not testing the latest build. Blight was negatively-received on the PTB, but somehow was ok by release - no thanks to player feedback, which you'd think the PTB was for.
Then we got the mid-chaper PTB a few weeks ago, which was almost universally hated, but player feedback was completely ignored and the unnecessary perk changes still happened. Why do we have a PTB? Why do these feedback forums exist? Is it so we have a place to vent, rather than actually provide the developers with useful feedback and suggestions? Because the overwhelming majority of feedback, even if the community unanimously agrees on it, is ignored.
According to steamcharts.com, DBD's player base has dropped by over 20% in the last month. I feel like this will continue if the devs don't get their ######### together and listen to us.
We, as a community, want to enjoy the game. I think most of us can agree on that. The problem is, each new update brings changes that make it harder and harder to enjoy. I have never known a "live service" game like this be so half-assed. Why are updates every 6+ weeks? Why do we STILL have the no survivor audio bug that's existed since what, Deathslinger's release? Where's this new MMR system the devs were so confident about? Why is it taking so long for server-side hit validation to be properly implemented? Why aren't Moris, Keys, Iridescent Heads, NOED, and Decisive Strike being addressed? Why are maps and RNG almost hilariously unbalanced? I don't even think they're trying at this point. That or they got too big for their boots and are crumbling under the pressure.
It honestly feels like the art team is the only part of Behaviour who are actually competent at their jobs. Some of the skins have been great. But I guess that's the point, isn't it? Selling skins. Balance changes don't make money. Making the game more enjoyable doesn't make money. Except it probably would, because players would stick around to buy the damn skins if they had a reason to keep playing.
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Killers need at least 9 hooks, a 4K, plenty of hits, short chases, not letting survivors heal (which means less hits, btw), stopping survivors from finishing at least 2 gens, and praying that it's enough...
Meanwhile, survivors don't even have to finish the gens to get their adepts.
Fair and balanced game, of course.
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Typical survivor bias, as usual. I wonder how fast "moderately" is. If it's more than Hope's 7%, and especially if it stacks, it's over-powered. I feel bad for killers like Trapper, Pig, and Clown, who all have no extra mobility from their powers. I feel like it'll create a lot of unfair situations where survivors should have been caught, but got away because they had an over-powered addon. And they can use it all year round. Killers are going to look at medkits and assume the survivor has that addon from now until the end of the game's life. Meanwhile, for a week or two a year, survivors have to "worry" about a slight movement increase where the killer can't even attack. Yup, that seems totally reasonable...
What I don't understand is why killers are forced to use the Blighted Rush before they can use their power, while survivors are free to trigger their addons whenever they choose with zero penalty.
I would literally never want to use this on Hag. Setting up at the start? Nah, let's go for a jog around the map first! Trapping near a hooked survivor? Not til you've run off like an idiot! It's a ridiculous concept, but that's a different discussion, I suppose.
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I think the best solution would be to make it so she can't teleport to traps within 8 metres of a hooked survivor (much more would be unfair, I think). Allow them to still be triggered and spawn a phantasm, cos god knows she needs the information (from the direction the phantasm faces) when she's on the other side of the map, but don't allow the teleport.
Allowing the unhooked survivor around 3-5 seconds of immunity from triggering traps might not be a bad idea, either. Gives them a small chance to escape, while the rescuer is still somewhat vulnerable. It also prevents the annoying issue of an unhooked survivor running away and triggering the trap(s) that their rescuer has tried so hard to avoid.
Would these changes make her more fun to play against? Probably not, but they'd make her a little bit more fair. And for those complaining about instant teleport hits, Hag is almost worthless without traps - she's got to have something that good players can take advantage of! Keep her busy, don't let her set up too much, and run around setting off as many traps as you can when she's carrying someone. The whole point of her is she can control the map - don't let her do it :)
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Fantastic idea. It makes kicking gens more worthwhile as a killer without PGTW, and 2 seconds isn't that much of a detriment to the survivors when it takes that long to kick the gen in the first place.
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Thank you for including hours in your complaint there, because the community on a whole really needs to ditch the mentality that rank actually means something other than how much you've played recently. If it didn't reset monthly, the majority of players would be red ranks, regardless of skill or overall time played.
That said, even time played doesn't indicate skill. I played a match the other day against two survivors with over 2.5K hours each, and they played like new players, hiding on corners, standing in plain sight for really easy hits, barely chasing, and so on. Later that very same day, I played in a SWF with two friends, one of whom has about 10 hours in-game, hadn't played since last year, and barely knows what to do, but they made a rank 12 (I think) Doctor give up and say "F this matchmaking" in the post-game chat. Mate, I might be a red rank survivor but you gave up on the rank 20 after missing a hit at a window...
Point is, the rank and emblem system are terrible and shouldn't be used for matchmaking at all. One could make the argument that matches are just thrown together at this point, with how large the gap in ranks is.
If the MMR system the devs are working on can ever be accurate, I'm sure a lot of players will complain about rank disparity, but at least the matches themselves should be somewhat fair. We can only hope.
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100% this.
I hate the idea of influencing the hatch spawn, but if we're gonna be stuck with these offerings, we should at least be able to tell the difference between them at a glance. Literally every other offering in the game is distinct. I don't get it.
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@GoshJosh said:
As someone who heavily plays DbD mobile as well: trust me, you wouldn't want them as a fellow survivor. I am fairly certain it removes any perks the player had, and on top of that they fail skill checks regularly. The more fair compromise would have been they don't get skill checks at all; but no, they must have just put RNG on if they succeed skill checks or not. I would rather not have my gen regressing over and over and the killer knowing where I am thanks to a stupid ass bot on a gen with me. Furthermore, I've watched as they aimlessly wander the map not doing gens, not healing other survivors, seemingly as confused as a rank 20 human survivor. They would rather let you go to second stage on the hook if the killer is near than attempt a hook trade. The list goes on.
Sometimes they run the killer for a while, sometimes not.
So it's pretty similar to playing solo then.
Jokes aside, the game needs bots. The constant DCs are sucking the fun out of the game, and bots would solve 99% of the problems. The devs can bring back the DC penalty all they want, and it'll just change how players leave games - instead of disconnecting, survivors will throw themselves at the killer and suicide on the first hook, and killers will give up and sit in a corner.
Timing them out will not stop them from quitting. Replacing them with bots if they disconnect will at least give the remaining players an actual match, even if the skill level of the bot is lower than the player it replaced.
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Not every SWF is a tournament-level team. Not every SWF knows the maps inside out. The vast majority of SWF groups are just friends playing together for fun.
But sure, let's punish them for wanting to enjoy a videogame together.
Yeah, it's frustrating when you run into good SWF groups, but at the same time, you could run into 4 really good randoms and still have the same result. If there was a way to tell if survivors were in a group together, I feel like a lot of people who complain about SWF will have their eyes opened to the simple fact that they're not always facing god-tier SWFs!
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Hate to break it to you but when the MMR system comes back, it won't change the emblem system. And the emblem system, and therefore rank, is next to no indication of skill. Even the devs have come out and said that it's more a time-based thing and it rewards what you do in a match rather than how well you do it. That's why you see so many blendies in high ranks who are absolutely terrible in chases but amazing at hiding, as well as so many campers and tunnelers because the emblem system rewards them for their "questionable" methods.
But how do you determine skill in a game like this? Is a survivor an absolute god in chases because they pre-drop a pallet, run to the next, camp it, drop it, repeat? It results in a long chase, but there's very little skill involved. Later in the same match, a survivor who can loop extremely well runs out of pallets thanks to the previous survivor dropping them all, and despite all their skill, they get caught quickly. Does this make them bad? What possible algorithm can determine which of these two survivors is the better player?
Same goes for killers. When the latest tome level came out, there was a challenge to kill the obsession 10 times. I ran Nemesis and an Ebony Mori (not proud of it) to get 4 obsession kills per match. Some tunneling to eat a Decisive Strike or two was involved when certain survivors would pre-drop pallets. You know what happened? "Merciless Killer", aka a double pip, and 30K+ bloodpoints. You know what happens in a normal game when I play fair? "Brutal Killer", aka a safety pip, and around 20-25K bloodpoints. For the record, I'm a rank 1 killer, and the emblem system is a lot stricter at high ranks.
A match I had a couple of days ago involved a survivor abusing the glitch where they can be downed under a hooked survivor and not be able to be picked up. I wanted to punish them for abusing the glitch, so I camped until they moved. Call it scummy all you want, but how was I to know whether or not he was doing it because he had Unbreakable and wanted me to give up so he could get a "free" unhook? Anyway, I ended up double-pipping again in that match. I thought camping decayed the chaser emblem, but apparently it's not enough.
Long story short, the emblem system is a joke. People are getting matched together based on the ranks it gives out, but people are ranking up through relatively low-skilled methods, leading to a tremendous discrepancy in skill level at high ranks. One can hope that the MMR system will fix the majority of these issues, but I don't think there can possibly be an algorithm complex and accurate enough to determine player skill when there are so many ways people play. And this is without even going into maps, perks, killers, RNG, etc. - you can't tell me a Clown with non-meta perks on a map like Mother's Dwelling can be judged the same as a Spirit with meta perks on a map like Wreckers Yard. You can't even judge the same killer with the same loadout on the same map if the RNG is tilted in their favour in one match and the survivors' in the next. Then there's a 4-man SWF on comms on Mount Ormond vs 4 randoms on The Game. I will genuinely applaud the devs if they can make a system that accurately determines player skill.
TL;DR - Don't worry about the rank/emblem system, and pray that the MMR system leads to more balanced matches.
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The punishment for camping is letting the other survivors do gens and escape. The only reason camping ends up being so effective is idiotic survivors who try to rescue the person being camped only to go down and be camped themselves.
If survivors learned to do gens when someone is being camped, killers wouldn't do it as often. 2 minutes (plus travel time after) is just about enough for the other 3 survivors to finish the remaining generators, provided they split up.
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I'm with you on this. It's absurd how they justify some of the changes.
Remember when "Ruin was used in over 80% of matches"? Funny how DS isn't a problem.
I get that survivors need something to mitigate tunneling, but the fact that you can hook two other survivors and still get hit by a last-second DS is ridiculous. That's punishing the killer for downing several survivors "too quickly".
And while we're on the subject of killers doing their objective quickly, the game punishes them for destroying a team early, but if survivors slam gens and get out quickly, they're rewarded. That doesn't make sense.
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Hag main here. Never seen what you're experiencing, personally. You can set traps that have their trigger radius covering the hooked survivor, but it shouldn't trigger during the unhook. The only time I've had a trap set off when someone's been unhooked is if they walk/run straight away.
Do you hold crouch while being unhooked, and keep it held until you're away from the trap?
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Do you know why this is never going to happen?
Because there's a difference between 2-4 friends playing together for fun, and 4-man sweat squads. The latter is extremely rare.
Sometimes, that "sweat squad" you think you're up against is one really good survivor and 3 others who happen to be in the right place at the right time to help.
A nerf to friends playing together would drive players away from the game. There is absolutely no need to punish friends playing together.
The real problem is matchmaking and the rank system. Rank 1 ranges from the sweatiest players in the game to absolute potatoes, based purely on how easy it is to rank up. It has never determined player skill, yet too many players are fixated on this idea that rank actually matters.
Change the matchmaking system, and you solve the problem. This is why the MMR system is being worked on, and hopefully when it's back, it works properly. Then you won't run into SWF sweat squads, because you'll be matched with players closer to your skill level.
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Regarding Decisive Strike: It's not just Decisive Strike. Everyone's saying "DS IS BUGGED, PLS FIX" but it's all non-pallet stuns on non-Blight killers. DS still stuns Blight for 5 seconds.
Decisive Strike, survivors wiggling free, and flashlight/pallet save stuns are all shortened for killers other than The Blight.
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On top of those changes, I'd have him able to turn 90 degrees when lunging out of his rush. If Oni can turn like that and insta-down, Blight should be able to turn like that. It's 90% of what makes him frustrating to me. The counterplay is literally to turn left or right, which is ridiculous.
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It just needs decreasing to 30 seconds and pause during a chase. If you're not being chased 30 seconds after being unhooked, you're not being tunnelled. Having it deactivate when a survivor jumps in a locker wouldn't be a bad idea, either. The only problems with current DS are the ways survivors abuse it (jumping in lockers, running directly into the killer with it active, taking Unbreakable alongside it so the killer can't do anything about it) and the fact that a killer can hook several other survivors and still get hit by it.
Oh and as this topic has turned into "But what about NOED?" - DO BONES. 80 seconds worth of totem cleansing isn't too much to ask.
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Absolutely. As killer, auto-aim does more harm than good, in my experience.
I've lost count of the amount of times I've chased a survivor who heads for an unhook, taken a swing at them, and either hit the person on the hook, or hit through both survivors and hit the hook itself, despite me aiming directly at the one unhooking.
And then there's the times where lunges get cancelled during a straight line chase for no reason. "Going for a lunge? Nope - tiny swing instead. Survivor gets away. Screw you for playing well, killer."
Also, as Oni, almost every time I hit a Demon Strike, I end up doing a complete 180 for no reason. This is a relatively new bug, as far as I'm aware.
Most games with auto-aim have options to turn it off. DBD should be no exception.
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Survivors scream when they trigger Hag traps.
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Removing the lights would almost guarantee the survivor a free escape, which is completely unfair.
The first light turns on when the bar reaches the S in Open Escape. Get the bar to just before that, hide til the killer checks the exit, then as soon as they're leaving, open the door. The only time this doesn't work is if the exits are too close together or if the killer is fast. In the case of the exits being too close, that's mostly due to RNG (with a couple of exceptions).
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The things you're complaining about here have nothing to do with crossplay.
The two console players either didn't know what they were doing or were trolling, which is a problem with those two players.
The hit "from 10 feet away" is a problem with latency or hit detection, the latter of which is being worked on.
The killer being stuck in a pallet is a bug, which is a problem with the game itself.
Also, there IS an option to disable crossplay.
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Set up traps at pallets & window vaults (but not directly next to them - the traps have a 3m trigger radius and you don't want them triggered from the wrong side), cover crossroads and routes that survivors take often, trap the bottom of vault drops (ie; the Myers house window, the big drops on The Game and Hawkins, etc.), and chase the survivors into the traps. Sprint Burst should not be a problem.
Do NOT use the "effective range" addons (Bog/Bloodied Water, Bloodied Mud) or anything that disables your ability to teleport. Best addons, generally speaking, are the tripped phantasm duration (Powdered/Half Eggshell, Cracked Turtle Egg), and teleport distance addons (Dead Fly Mud, Dragonfly Wings, Dried Cicada). Take one of the trap setting speed addons (Rope/Cypress/Swamp Orchid Necklet) if you want to save a little time.
Try to set traps where you think survivors will go, and chase them into them. Combine that with quick teleports and a little mind-gaming and the biggest worry you'll have is getting more than a safety pip after destroying the survivors.
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It'd be a waste of time and resources for the devs. Voice chat would likely be turned off by most players due to how toxic the community is, and it'd take too long to type with a controller for text chat to be of any use.
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Your first problem is with players, not the game. As for giving up when slugged, imagine how many players will do that instead of disconnecting. It's bad enough that hook suicides exist. That ruins the fun for everyone in the match.
Your second problem is being worked on - server side hit validation should be coming soon.
I do agree that the game needs a lot of work though. It's in a terrible state but the devs' priority is and will always be more DLC and skins.
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Ah yes, let's let killers get 12-second stunned by a 59-second DS after hooking two other people. So because the killer played well, you'd punish them even more.
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I'm glad you had a good time with the MMR system. Most of us had boring matches cos we kept getting matched with new players who we could absolutely steamroll.
We desperately need a good matchmaking system. The ranks needs to be hidden, for a start. They're no indication of player skill. I've faced yellow ranks who have performed better than reds.
Some communication would be nice. Not that BS matchmaking Q&A - we need some honest and open communication. Tell us what's going on for once.
We're getting crossplay soon. I can't wait to see how badly the devs screw it up, because we all know they will.
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A Hag who over-traps the hook is as bad as a camping Bubba. It's not a problem with the killer, but a problem with the player.
Too many survivors rush the hook. Just crouch walk in. It's really that simple.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1528269#Comment_1528269
No, not all of them are Sweat Squads but they DO have and advantage outside the game and they are all hoping to be and practicing to be Sweat Squads. This is a good suggestion, and I hope they implement it.
You're saying all groups want to be the best? So we're not allowed to play for fun? How narrow-minded of you.
@jzinsky said:
https://forum.deadbydaylight.com/en/discussion/comment/1528269#Comment_1528269
Thus punishing casual players who happen to have a friend that's good at the game
As opposed to OP's idea of punishing casual groups just because they want to play with friends?
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Not every SWF team is a sweat squad, so all this would do is punish the more casual players.
It needs to search for a killer with a rating closer to the highest-rated survivor in the team, rather than the "average" it's supposed to. Nothing more, nothing less.
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By that logic, would you want Nurse to be unable to blink for ~30 seconds after she downs a survivor? Hag to have all her traps disappear? Myers to revert to tier 1? Plague to lose corrupt purge? Oni's power to drain completely?
What the player decides to do after downing someone should not be a reason to nerf a killer.
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I agree about the low terror radius being frustrating, especially when everyone runs Monitor & Abuse on him.
As for the rest? Dropping pallets/vaulting windows while speared would render his power almost useless, and if it took longer to aim he'd never land a shot because the survivor would have plenty of time to react and dodge. Just because you don't know how to effectively counter him doesn't mean he "shouldn't be in the game".
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Even as a veteran, it's hard to want to play at the moment.
I either get boring easy matches or constant disconnecting survivors. I've had maybe one or two challenging matches since the new matchmaking system came in, and you know why they were challenging? Because they were on bigger maps and I was playing low-mobility killers. Nothing to do with survivor skill, just the gens being too spread out to be everywhere at once.
I can only hope it gets better, because if not, I'll stick to customs with my friends if I play at all. At least we'd all have a laugh running meme builds and stuff.
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@Mandy said:
We're aware that things are not working as well as we would want them to be right now, and this is being investigated internally. As soon as we have more information we will communicate this to the Community.
Sometimes "We're working on it" is enough. The lack of solid communication is what's driving a lot of people nuts about this. Not everyone reads the forums, the Q&As, the patch notes, etc. so the information should be in-game. The whole player base should know what's going on, and they don't. That's a big problem.
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So does that mean Wraith needs a John Cena outfit?
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The new matchmaking is atrocious. I have over 1800 hours in-game and was matched with someone who had less than an hour in-game the other day. I'm absolutely steamrolling new players and it's just not fun. Hopefully they fix the matchmaking system because right now there's a lot of problems with it. It was far from perfect before, but it was better than this mess.
All I can say is give it time to be fixed, or push through that initial "trial by fire". It sucks, I know. The new player experience has been awful since launch, to be honest. The game needs proper tutorials and to give players information on how perks/addons are affecting them, etc.
Don't give up, though. DBD can be a fun experience when things actually work!
Also, ignore any trolls telling you the matchmaking is working. It's not. It's very clearly busted.
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@MusicNerd_TC said:
I think we're at a point where the basement can be removed. It's an outdated mechanic, and it isn't very fun on either side.
So you want every hook to be in a safe spot? The basement is supposed to be tough to get out of. Just because you run into killers who camp it or return to it quickly doesn't mean it's unbalanced, outdated, or anything like that.
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I've been playing a bit of Oni here and there over the last few months, and in recent weeks I find that when I hit a survivor with Demon Strike, I look up facing the opposite direction. It never used to do this.
As for hitting walls, I thought I was just bad as him...
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The devs said in the Q&A that they were collecting data for months before they implemented the system and are using this data in their matchmaking algorithm. AND they said they were "happy" with the results on Xbox, which has had the new system a bit longer, where I've watched a streamer who is a rank 4 killer with over 3000 hours in-game destroy rank 15 and below survivors who were obviously new to the game just now.
It clearly doesn't work. Maybe a few people are getting lucky and having some "fair" matches, but on a whole, something is very wrong with this system. And something is very wrong with the guys monitoring this if they think the results so far are good.
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@Kumakx said:
https://forum.deadbydaylight.com/en/discussion/comment/1513585#Comment_1513585
Obviously you wont stop it. But it doesn't mean we should help them, does it?
Except with the emblem system, the info is right there on the results screen and we know literally everything about it. I don't see how knowing about the MMR system will change anything.
I think the main reason a lot of people want to know how the system works is so they can prove that it's actually there, because so many of us are running into wildly different groups of players. I have over 1800 hours in DBD, and faced a survivor with 0.7 hours yesterday. This is after 40+ matches as the same killer since the MMR system came in. If it works, surely we shouldn't be matched up like that.
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@Kumakx said:
if they "give us the math", people will find loopholes to work around the system, and get easy games against lower rank survivors
People used to purposely downrank for this reason anyway. There's no stopping that sort of thing.
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@Ebisek said:
https://forum.deadbydaylight.com/en/discussion/comment/812109#Comment_812109
This is reason for dedicated servers. Everyone sending positioning data to dedicated server and if killer sent 200ms old data, f** o*, nobody cares. As I posted to Dedicated servers thread...
https://www.youtube.com/watch?v=a90ngvOow_c
Look at the moment when killer clean the knife, how he sliding to new position to me. My position is still same, but server start correcting killer position. This is clear evidence that dedicated servers are NOT DEDICATED and killer still lead the session with his [BAD WORD] internet connection.
I don't care that the killer has a 200ms ping to the server. I DON'T CARE. This logic - Killer is always right totally ruining game experience.
The killer can move slightly while in the attack cooldown and that's exactly what that looks like. He doesn't even move far. As for the hit itself, it was absolutely fine.
If you've had significantly worse, fair enough, but that video is a pretty bad example of the point you're trying to make.
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If they've been tracking data for the last few weeks/months, it's definitely not showing. I'm a rank 1 Hag main who was getting 4Ks in 80-85% of my matches before the change, and it's putting me against rank 20s. I know they're not using rank to determine matchmaking, and that after a while rank doesn't matter, but I am facing very obviously new and inexperienced players and I'm absolutely destroying them within the first 2-3 minutes.
This isn't fun. I want competitive (ie; where I have to work for my kills and where survivors actually stand a decent chance of escaping) matches, and that's what the new MMR system promised. It hasn't delivered so far, and I have my doubts as to whether it ever will. And the funny thing is, I was getting some competitive matches before.
Also, the queue times are worse! What the hell?
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I think the devs assume every single DBD player reads their updates. That's not the case, and the new system is going to result in more complaints about players being matched with wildly different ranks.
We need an in-game indicator of matchmaking rating, or to at least be shown up front how matchmaking is determined. Even with the announcement of the new system, we don't know what is tracked. Why is this? Is it because they fear players will exploit it?
Newsflash: players disconnect and give up in order to rank down. Players will still do the same to lower their matchmaking rating. There is nothing you can do to stop this sort of behaviour, Behaviour.
So just show us the damn matchmaking ratings. Tell us what you're calculating. Stop being so vague about every tiny little thing.
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Simple number changes like this could be done on a weekly basis. If they're popular, keep the changes, if not, change them back.
I don't understand why the devs can't do something like this. It would really help with balance.