drsoontm
drsoontm
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@GeneralV said:
I must be honest here, my friend: I didn't understand anything.
😭 Thanks for your honesty.
In summary:
Basically the program simulates matches based on the escape rate.
And for each match, measures if the killer won or not based on the number of escapes.
With it I take the measures at 40% and 48% and give the associated killer win rates (47% and 34%)
Then I draw the graph for the full 0% to 100% escape rate range to show the full distribution.
If you can be more specific about points I need to explain more, I'll try to provide more information.
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So, I've done the math, and it gives the answer as why 40% escape rate is an excellent choice.
I'm also providing a tool to experiment.
@drsoontm said:
It shouldn't be so difficult to grasp, but apparently it is.
Here are the measured escape rates offered by BHVR:
https://us.v-cdn.net/6030815/uploads/GQZCFWUBEUV2/image.png
These are averages.
In essence, the mean escape rates varies between 40% and 48%
These past few days, many posts have questioned the rates, completely ignoring the past of the game.
Maybe this will help them think a bit.
A killer wins when he sacrifices more than two survivors. The draw and loss are implicitly 2 kills and less than two kills.
What does these rates mean in practice for the killer?
A 40% mean escape rate means the killer will win about 47% of the time.
A 48% mean escape rate means the killer will win about 34% of the time. Yes, in high MMR, against an SWF killers lose about two third of their matches.
You don't believe me? Simulate it!
The following python* code plays many matches and escapes survivors with the given mean escape rate.
It counts the escapes per matches and then computes the killer wins, losses and draws.
#!/usr/bin/python # by yours truly, drsoontm import random import sys DEFAULT_RATE = 40 SIMULATION_COUNT = 100000 SURVIVOR_COUNT = 4 DRAW = SURVIVOR_COUNT / 2 def dbdsimulate(rate, simulation_count, as_csv): killer_wins = 0 killer_losses = 0 for j in range(0, simulation_count): escape_count = 0 for i in range(0, SURVIVOR_COUNT): escaped = random.uniform(0, 100) <= rate if escaped: escape_count += 1 if escape_count > DRAW: killer_losses += 1 elif escape_count < DRAW: killer_wins += 1 wr = (100.0 * killer_wins) / simulation_count lr = (100.0 * killer_losses) / simulation_count dr = 100.0 - (wr + lr) if as_csv: print(f"{rate};{wr:.2f};{lr:.2f};{dr:.2f}") else: print(f"r: {rate}% w: {wr:.2f}% l: {lr:.2f}% d: {dr:.2f}%") def main(): rate = DEFAULT_RATE as_csv = False for arg in sys.argv[1:]: if arg == '--csv': as_csv = True else: try: rate = int(arg) if not 0 <= rate <= 100: print(f"{arg} isn't in [0; 100] and isn't --csv") sys.exit(1) except ValueError: print(f"{arg} isn't an integer and isn't --csv") sys.exit(2) dbdsimulate(rate, SIMULATION_COUNT, as_csv) if __name__ == '__main__': main()The program can accept an escape rate in [0;100] and —csv (dash dash c s v).
By default the escape rate is set to 40
Given the csv option, one can also look at the measured distribution:
https://us.v-cdn.net/6030815/uploads/JSYWDLTWCAH9/image.png
All in all, the "power role" (in the theme) only wins about half the time, which mean, as a team, survivors win about half the time too, on average, overall.
I'm also surprised to note that killers really tend to lose way more than survivors as a team at high MMR.
This should make very clear the balancing of the game is way better, overall, that what even the most reasonable among us think.
*python is the new basic. Even non-programmers can try it online (e.g. https://www.online-python.com/)
This should settle the matter once and for all.
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@Autharia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834156#Comment_3834156
Thing is they also left in deaths on first hook to the kill rate % and when they show the difference the largest was 3% on SM when she had a 71% Kill rate.
Yes, and that's regrettable. But it's difficult to filter that kind of data.
Many have advocated to disable that option. I'm almost convinced it would be the right move even if the next step would be sore losers running to the killer instead.
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@Autharia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834153#Comment_3834153
Really they should include all data to the kill rates. Having the AFK killers in and leaving out DC's already shifts the %
Self-sabotage would make data unusable for any kind of analysis.
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@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834080#Comment_3834080
30% escape rate in solo q. What balance are you speaking of?
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The word you are looking for is "balance".
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@Prometheus1092 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832525#Comment_3832525
But in 2 v 1 situations the survivors still hide when they basically lost. I had a match tonight where they did 2 gens. 3 gens remaining, 2 survivors remaining.... What did they do? They hid for nearly 30min. So if this situation exists with the hatch being available for last survivor then why not remove it entirely? At least not give survivors a reason to hide for so long in 2 v 1 situations
The key point is to give hope to survivors.
The problem with the ones hiding should be fixed by forcing interaction after a while (aura, instinct, whatever the devs decide is best)
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834024#Comment_3834024
The issue is that bringing anti-tunnel perks only benefits myself… and I cant really shout through the screen at my SoloQ teammates to magically get them to put on anti-tunnel perks, there is the pre-game chat, but only PC players can see it. This being said, if it gets down to a 3 v 1, especially in SoloQ, there isnt much I can do.
Also this being said, I dont mind being chased, I can handle myself in chase decently well, the issue is that it can interfere with certain archives. There is an event archive to repair Event Generators, and I cannot really do that if the Killer decides to chase me the entire game. :/
The suggestion from @A_T_E is sound. Beside, you won't always be the one being tunneled.
Here is how to help your teammates with Reassurance:
https://www.youtube.com/watch?v=gU3l8GcdGMMAnd here are three funny builds (one being pretty close of what I use myself as a Blendette)
https://www.youtube.com/watch?v=IbRH1DGL3oM -
You can get everything you need from the rift playing killer, so play that instead.
With any luck, if you never play killer, you won't get any decent opponent for a while.
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@Autharia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834053#Comment_3834053
Even in higher MMR its still killer sided only slightly less then lower brackets. With the numbers BHVR put out and if you believe the numbers haven't changed in the past year comment it still is.
Don't forget the role of the MMR is to push for these numbers. You put a high MMR player with lower MMR ones against a high MMR player and you know how it will end.
It also depend on the killer, perks, addons, tools, playstyle …
It's difficult to say one side is favored at high MMR when you get matches were you know there is nothing you could have done, except being extremely lucky. And I say that for both sides.
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The void is mostly a hindrance for the killers, unless the survivors are slow. So once I got the rifts I needed, I've avoided the void.
… and once all my rifts were done, I've not touched the event anymore.
I've also tried to play it as survivor several times but the queue were too long.
Survivors on another hand have quite some interest interacting with the event: entering the void at the right moment in a chase can be very effective losing the killer. Grenades are great. And if the killer is dumb enough to chase in the void, he has several obstacles to go around and the other survivors have free reign on the gens.
I see no reason for (decent) survivors not to take full advantage of it.
edit: nonsense auto-correct fix
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The mori hasn't changed anything significant in the way killers are playing.
Tunneling, slugging, camping, slugging for the 4k: none of this is new. And if you hear the usual gas-lighters, it has always happened on almost every matches.
The mori is ofter faster than grabbing, hooking and waiting for a sacrifice.
The mori cannot happen if there is another survivor in the match. So the killer has a vested interest to hook, or wait for a minute or so that the last one dies bleeding: not something the vast majority will want to do.
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@Valuetown said:
Picture this: eventually killer queues will be 30 minutes for a single match. In those matches, the games will be over in 5 minutes or less because the killer has so much going for them, and the survivors that are selected for the lobbies have magnitudes of hours less than the killer because the matchmaker has included 100% of the playerbase, new players included, because the queue is taking too long. Nobody has fun, not even the killers. But hey, at least that minimum 60% kill rate all the way down the killer spreadsheet looks great!
You know there are other players in the game?
You know BHVR gets statistics from the matches?
The only time killer had a long queue was in 2vs8.
As for that 60% thing, it has been said in may other posts but when the rate was lower, it was the survivors who couldn't find a match.
A friend of mine recently came back to the game, she's survivor only. She has only about 500 hours but she enjoys solo-Q. I was wondering if only veterans could enjoy it but she's proof that beginners can too.
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I'm already annoyed with pings above 90ms.
More than 150ms should be forbidden or matched with other insanely high pings.
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your them what?
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@MaddieMage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833324#Comment_3833324
lmao
it’s so funny people are actually acting like slugging has not increased exponentially when we are right smack in the middle of a new slugging META that we didn’t used to be in. Posts right here have had people saying slugging is the new META but it hasn’t increased. Sure Jan"increased exponentially"
Please learn what "exponentially" means.
That statement is ridiculous enough without it.
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@Akumakaji said:
I don't know how often I proposed my absolute favorite thing that BHVR could possible introduce: a new, general killer perk called "Just Leave!". I would equip this perk on all my killers first perk slot and never take it off, ever again.
- If survivors linger in the exit gate area for 40/30/25s the Entity blocks the exit gates, their aura is shown to the killer and they become exposed.
- The gates stay blocked as long as the survivor lingers in the exit gate area and in a 24m radius around them.
- If the killer downs the survivor in the exit gate area, the survivor can be moried.
- If the survivor leaves via the exit gates before the gates get blocked, they get a "7.000BP Awesome person" score event.
It should be basekit.
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Again with this?
It's patently false.
I often play full-detection and Distortion is as annoying as ever.
The only players who are affected by the change are the one who kept selfishly hiding.
So, like stated by others: you are the problem.
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In case you haven't followed recent discussions, slugging has currently more worth than hooking. (Not good but, sadly, true.) It has surged around the 70 seconds hooks.
This was a big subject a bit before he mori got changed.
I don't slug more than before the mori change.
That is, I still slug either the whole team or for the 4k as I would normally do.
The only difference is that now sometimes I use the mori because it's faster than grabbing and trying to find a hook. Avoiding the sacrifice time is already a big plus.
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@Royval said:
This is literally impossible at high level without playing Drac or Nurse right now
Even with Nurse, you don't really get 11 hooks at high level. Especially since against these, slugging is currently better than hooking.
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Nurse … the one tip that I'd give is to spend some time to learn how to blink into small spaces completely blind. This requires knowing all the maps in three dimensions but it's invaluable in a chase. Also, know the bugged dead-zones so you don't even try.
e.g.
- From inside some basements, blink to the outside of the window to grab a fleeing survivor (always worth a heart attack). The door works too.
- Blink inside the small vehicles, like in the corn maps.
- Blink between levels on any map, for a grab or a hit.
- In Hawkins, from the ground floor, how to blink to the top generator for a grab.
- In that map with the teleporters, how to blink from the bottom floor to the close to the exit of a teleporter (possible for at least one). It allows getting to a survivor faster than following him through the aforementioned teleporter.
- …
That's something I almost never see discussed yet it helps so much.
Also, contrary to the opinion of some streamers, both reaction and prediction are required to stand a chance against decent survivors.
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That would make the moris pretty rare, which is not the goal.
The only change that needs to be made is to allow a mori when everybody else is on hook and unable to save oneself.
Way too much time is being wasted to wait for them to be sacrificed.
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@Akumakaji said:
Interesting … I always considered 12min to be the sweet spot of a fun match that wasn't steamrolled and snowballed by either side, but seems that I am not the metric here.
15 minutes would be nice, but 12 is good too.
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@Dwight_Fairfield said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832897#Comment_3832897
I mean you took time out of your day to come here to complain about a video game. So it seemed reasonable to assume you might also keep up with the updates they put out. Honestly it's a bit rude to imply those who keep up with the game news have no life outside of it.
As for your second point, we don't know what they will and won't change about him. You asked when are they going to address him. You got an answer. It's happening this month.
Maybe it's time to burn all my tombstones.
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@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832908#Comment_3832908
This is a false argument because those long waits were before they added a bp bonus. Right now killer has a much longer wait most of the day, in EU survivor is at 150% bp bonus most of the day. Solo Q is practically unplayable with how killer sided the game has become.
Interesting. My survivor queues in EU are always way too long. Killer queues however are almost instant.
As for the BP bonus, nobody really cares about it (newbies, maybe?)
But you should know this bonus is personal. It's for you or someone at your MMR level in the game.
Basically it means the game doesn't need a killer of your level but your survivor level may fill a slot.
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If the stupid servers were already able to detect impossible states, it would be very helpful.
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It certainly feels too fast.
I was in a match earlier. Nurse against four pretty average survivors on the corn map.
I was playing casually (no camp, no tunnel, no slug) but these easy marks still managed to push their gens quite fast with a typical gens-before-friends tactic (enjoying the full 70 seconds they have). At some point I had two of them hanging in the basement (as I said: pretty average). The two others have popped two gens, in parallel, without a care while I got their friends hanging.
In the end I killed them all but they were easy in the chases and made several mistakes. Had they been a bit better, I would have lost.
Earlier, on RPD, still Nurse. A more difficult, coordinated, team of four (given the way they played, and how they were always preparing to intercept a hook without having any other way to know where to do their ambush than with coms.)
Generators made in parallel, early leavers, completely silent flashbangs: it was painful. I was able to bank on one mistake to kill a survivor with one gen left, then giving up defending the last gens I got another one on hook right on time for the end game. At that point it was barely five minutes in. Then it was a war of attrition against 3 OTR, one UB and two flashlights to try to keep that hook. They've managed to unhook three or four times and in the end I got one of them: a hard-fought draw … because they've made many mistakes during that phase.
All they had to do to get that draw was hide and do gens in parallel. I could never have got that result with any other killer.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/431514/cheaters-are-getting-no-my-nerves
I think its really counterproductive that you have to jump through that many hoops in order to successfully report someone. And that you have to bring your own outside-software-wrought video evidence and that the game can't keep tap of strange behaviours themselves.
Yes, it's so annoying to have to prove somebody suddenly teleporting or moving at high speed ten meters above the ground while being slugged. It should be evident.
And the game could verify is a blind is possible by letting the client compute the blind itself instead of getting "you are blinded" from the server.
So many cheats could be easily detected.
So silly.
So much time wasted.
And they could even not immediately take measures but detect a bunch of "flags" in multiple games from a given player to be sure he is really the culprit.
I say this because I've heard about cheaters applying cheats on other players. That's why I'm not sure there were two cheaters. The other one was outside of the map too and healed the first one, but I didn't see it use cheats during chases.
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The hatch is a mechanic that was put in place so the survivors would still be able to do something instead of hiding when they've basically lost.
The EGC is to push them out.
It's luck-based and essentially a pity-prize but it's needed to avoid more miserable game-play.
These mechanics have to stay.
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@SuspiciousBrownie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832410#Comment_3832410
Nurse is exceptionally difficult for the first 5 matches. Once you learn the basics it’s an absolute joke lol. Essentially impossible to lose. Hence why Nurse has an 1,800 game win streak as her highest meanwhile Huntress is sitting at 101 (which has no proof besides trust me bro)
Billy is not at 54% he’s at 64% as of last March, Nurse is at 61% when it comes to people who know how to play her according to Bhvr themselves (as stated to why she doesn’t need buffs) and I assume Doc is probably at 54% now after his buffs.
Huntress is much more difficult than all of those killer for sure and it’s not even close lol. Her skill ceiling is at least 10x higher minimum. And comparing her to any of them is a tough task. 2 insta down killers, 1 killer who ignores everything and then Doctor lol. Definitely the highest skill ceiling in the game as well. Especially after they removed Blights techs and Weskers next.
As for the Ultra rares, to each their own I guess. It’s super boring in my opinion and the vast majority of people agree. People DC against IRI head every single match because it’s so insufferable. And Soldiers Putee is absolutely garbage even with IRI which is the only way it’s even remotely salvageable which it fails at too imo. I get to be a 115% M1 killer with no power, a 45 meter terror radius and no options for stealth? YIPPE!
Okay, now I know you aren't worth speaking to.
If you knew anything about Nurse, you'd know what you've said is just BS.
So long.
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@Huge_Bush said:
No one asked them for a finisher mori. They just got stubborn and had to implement it somehow.
All they had to do is increase the bleed out speed so people don’t stay on the ground for too long. It doesn’t reward Survivors for failing in a chase and it puts more pressure on Killers to pick up the slug. At the very least, they should have a test weekend like they did with the no Blood Lust weekend.
Oh, I’d even throw in faster crawl speed when only two Survivors are left.
I certainly didn't asked but I'm kind of glad they did it.
It can be a satisfying ending for the match, or at least a change from the usual hook.
And I've been showing DbD to Discord friends these past few days and they loved to see the Moris (Plague was their favorite). So far I got us two new victims/killers to play with/against.
Also, many are expecting BHVR will sell us new Moris in the shop. Making them more frequent is a good way to do it. I don't know for you but until now I may have used fifty or so Moris over the past five years.
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@Thusly_Boned said:
I have noticed an uptick in slugging, but not a major one.
What I have noticed with the finisher mori is that killers almost never let the last surv go anymore. Both when I am the last one, and when I spectate.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831875#Comment_3831875
Or just do like many do and set 4k or 3K plus hatch are your win condition, because it absolutely is. Just like a hatch escape isn't a win as a surv.
I don't have the time nor inclination to scour the map for the last surv, and I don't understand people who do, frankly.
It's often faster than waiting.
Beside if you find the hatch first you can either "call" the survivor to it or close it to guarantee a collapse.
How many times I've been in a match where the survivor can't seem to find the hatch?
And if you find the survivor first, then it's a last chase you can have.
There is no downside.
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832406#Comment_3832406
it's genuinely tiring to talk to people who simultaneously purposefully ignore and misinterpret what you're saying while also taking it at face value without considering obvious implications that normally shouldn't have to be spelled out.
if the hatch/gates coin toss is replaced with a fair chase, then we can implement all kinds of solutions to stop slugging for 4k in the first place - for example by giving survivors in 2v1 unbreakable or increased gen repair speed so that going in 2v1 means aiming to kill any of them asap. It's really not that complex and Im really disappointed I have to explain what is usually implied.
How is that fair? It wouldn't be organic.
The hatch mechanic is at least fair as it is random (unless offering, and even it: someone can prepare for it).
The only way to "solve" slugging for the 4k is the immediate execution of the last survivors.
I'm not for any change mind you. I kind of like both the search on one side, and the risky chance to heal your teammate.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832153#Comment_3832153
Giving up like that is just begging to be slugged
During the match, yes, but not if it's basically already over.
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@SuspiciousBrownie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832329#Comment_3832329
That’s why in my humble opinion I think she is the hardest killer to be good at. Nurse and Blight are much harder at first but are so overpowered that once you become even mediocre at them you 4k the majority of games.
Huntress is more simple to pick up in the beginning but even when you get good at her it’s very easy to lose control of a game. In conclusion; buff Huntress plz
And yet …
- Huntress: 56%
- Ghost Face: 56%
- Nurse: 55%
- Hillbilly: 54%
- Doctor: 51%
- Overall Average: 58.50%
I play both Nurse and Huntress, they are my first and second most played killers. I know exactly how easy it was to be average with both of them. That is: Nurse, not at all, Huntress: trivial (But I've always been good at FPSes).
It is pretty evident Huntress is way easier than Nurse. The one thing I still need to learn is to do orbitals. It's not exactly hard because there is a neat trick to do them consistently but I can't be bothered: I like across-maps better than praying I guess the location on gen right. And toying with the ballistics to get some survivor slightly below the other side of an obstacle is always satisfying and hilarious.
I thought Blight was more difficult than Huntress too because, like Nurse, you have to learn about every inch of a map to play decently. Except with Blight you can based yourself on sight and with Nurse you can't and it has to be three-dimensional.
@SuspiciousBrownie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832328#Comment_3832328
I never said IRI Head was bad. I said it’s the worst because it is boring and takes away the only interesting thing about her kit. 1 hatchet? Really? Snooze fest.
And Soldiers Puttee is most likely the worst Ultra Rare in the game. I would honestly rather they just delete it if they aren’t gonna change it.
It makes her kit high-risk-high-value. I love it.
As for the other IRI, it pairs perfectly with the first one. A match made in Heaven (or in Hell as the case may be)
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I use OBS.
Steam's recording system doesn't always work properly.
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What are you talking about? They are insanely good.
So much so I don't even dare to use them if I'm not certain I'm going against a SWAT team.
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As far as I'm concerned,
- either I've watched that mori too many times these past few days,
- either I've got a hook right next to me,
- either I've forgotten about the feature.
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I presume you have checked your system for viruses?
I/O errors? (check disk)
RAM errors? (https://memtest.org , not the other one)
And you don't have one of the possibly broken 13 or 14th gen Intel cpu?
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If it was true …
So it would be either because of all the help added specifically for soloQ.
Either because removing counters for killers has naturally pushed them to their last options.
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@LordGlint said:
Something tells me if the killer could decide they didn't wanna bother when they noticed the smallest inconvenience at the start of the match, some people would have their minds changed on the topic of "just go next". You'd also probably have less map offerings get used.
That may be really worth it then.
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You have a very personal definition of "free".
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@Autharia said:
It's really clear killers here don't read the Reddit posts from all the killer mains there praising the task manager quit to dodge DC penalties.
You know that doesn't help one bit, right?
Once you are in a match any DC reason but the server crashing will give you a penalty.
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On the plus side, the killer queues are bound to be shorter.
I don't think I'll try though.
Survivor queues should still be faster and overall more productive for the associated rift.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830553#Comment_3830553
ohh we won't deny theres deniers, but how do we know whos in the "high mmr" and whom isn't. The op can prove they go against team eternal (we're assuming this is some high group since its a comp group correct?) with a simple screen shot or video of them facing said team which then in turns they are in "high mmr".
We also ask why should the "average" accept what the "high" say? Thats more for us than the topic but really now, why would we want more sheeple?
Remember that little rule about no name & shame?
He can't show any name, even if he had the screenshot.
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Prevent self-sabotage (early hook exit) would already help a lot.
When survivors are grouped with that kind of losers, they have little chance to escape and their MMR goes down. By going down they are grouped with unlucky or inexperienced players (and more self-sabotaging losers) which doesn't improve their chances to win.
It's basically the vicious circle of MMR Hell.
Fix that and things will already improve.
By extension, maybe the MMR shouldn't be lowered too much if someone is in a "no win" situation. (e.g. the aforementioned DC or after someone has been tunneled out)
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@DeBecker said:
Any proof to claim being at high mmr? I guess not.
And how is it even relevant? I'd be actually worse if he was low MMR.
That's completely beside the point.
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"Spoiled" is a weird choice of word. Do what you want.
However I need to point out by not playing enough killer, you are shooting yourself in the foot.
Even if you have a preference for survivor, you should try to play killer from time to time, especially the ones you find difficult.
It's always a plus to know what your opponent can do and how he thinks.
It'll make you a better survivor.
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Slugging in the void is the only thing that can offset of a powerful waste of time it is for the killer.
(I'm not even playing killer in Haunted because too many teams can use the void too well as a team.)
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@jmwjmw27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830078#Comment_3830078
If you harshly punish AFK, they will run into the killer. And then you have to prove that running into the killer is intentionally sabotaging the game, and not just trying to use OTR/DS or be a distraction, or just a bad play. If they make running in front of the killer punishable then they will just sit on a gen and not react as the killer approaches, how can you prove they weren't distracted, or in chase they will just go down quickly by greeding everything or running to a deadzone.
Basically, no matter how hard you try, you would end up needing to have some sort of manual review process for what is essentially inting in league. And given DBD's track record of requiring an ingame report and a recording, you would need both of those, and on top of that be able to prove that their play was throwing. I have no faith in BHVR to implement and maintain any sort of punishment system like this. They could throw together an anti-AFK system like they do for killers but once survivors learn about it they will do the method I described. In a different type of game it could probably work better but I just don't see it working here.
There would be nothing to prove.
If I see a survivor ruining it for everybody, it's slug town for him and he'll bleed to death. It could catch on.
Once the normalization of being a sore loser is over, he'd regularly get reported both by his team and the killer.
But that aside, that kind of player would be the last kind that lowers their MMR all the time and stay in hell. The perfect vicious cycle of awful soloQ (because at higher MMR, soloQ isn't that bad, FYI)
When all is said and done, I don't think they would be a problem for long.
