dugman
dugman
About
- Username
- dugman
- Joined
- Visits
- 4,706
- Last Active
Comments
-
I actually enjoy his Torment trail and cages more than his ranged attack personally, even though his ranged attack is probably the stronger part of his kit. His cages are actually great time savers.
- It takes about 10 seconds or so on average to pick up a survivor and carry them to a hook compared to 2 seconds total to cage them. That means if you cage a survivor you have 8 additional seconds to find a new survivor and chase them. Since you can cross half the map in 8 seconds that’s almost always more than enough time to find someone new to chase, especially if there’s a generator they’re working on in your half of the map. Of course, I’m not going to claim caging is ALWAYS the optimal play, but when in doubt if you cage this time savings alone is quite useful and a lot of people seem to overlook it.
- Caging avoids any possibility of the survivor being save by a pallet or blind or decisive strike, etc. This aspect in fact is often the main reason a lot of people cage, and they intentionally don’t cage after the first down just so they can specifically avoid a Decisive Strike on the second down for example. Personally I don’t honestly bother thinking it through that much, I’m satisfied knowing if I cage someone it will 100% work.
- The animation for the cage and Final Execution is pretty good. 👍
- Finally cages aside, the trails aren’t bad because of killer instinct. Having killer instinct midchase is actually pretty handy since it makes it harder for them to juke you and easier to aim your ranged attack.
-
I think a lot of complaints about gen speeds stem from a false expectation that the gens should only all be completed 50% of the time if you play well. But the devs actually aim for median results to be 1-3 kills per game, which directly implies that they design the game so that the gens are all completed most games even if the killer plays well provided the survivors play as well as the killer.
In addition some people make an incorrect assumption that gen progress is linear when they say things like “three gens were done and the match isn’t even half over”. What that overlooks is that by design the first few gens are the easiest ones for survivors to complete because they’re all active and spread out. Later in the match, though, there are fewer generators the killer needs to defend and they probably have a survivor or two on hook or slugged or even dead which significantly slows the gen progress from the start of the game.
I don’t know for sure if the gens are too fast or too slow since there’s no public match data to look at. But I do know that I see people complaining about gens because they’re expecting them to not be finished as often and not have gens go quickly in the early game and both of those are bad assumptions based on how the devs actually want the game to work.
-
I keep seeing posts about how Legion is having a rework coming up? It’ll be interesting to see what comes out of that assuming the posts are still true.
-
@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/2705668#Comment_2705668
Legion literally takes 5 seconds to learn. Find person, frenzy, look around for shiny red things and go to them. I don't think you can even be bad at Legion, they're just bad themselves.
I admit the extra speed while Frenzying throws me off sometimes when a survivor is juking, I’ve whiffed now and then just out of having bad reflexes with them. Totally not a weakness in Legion, though, just my bad twitch skills.
-
@ScottJund said:
Legion is the only killer in the entire game that does not have a power to help actually down someone. They're awful. Even if we compare to Myers in the sense that Legion can keep people injured, at least Myers has an extremely small TR to down people.
And a longer lunge
-
@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2706472#Comment_2706472
One more side note though before I bounce.
Your total BP means nothing to the point I am trying to make. If you play all day yes you can hit those BP everyday but just remember this.....You could of had that same amount in half of the time/games with BBQ.
I don’t play all day. I play whatever killer I have a mission for each night to do the mission and fill in a bloodweb before each match. Between missions and rift challenges and bp offerings and all the bonus bloodpoint giveaways they do and other people using streamers, etc, I have way more than enough BP to do that.
-
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2706436#Comment_2706436
But as soon as True catches on to that strat, he catches one off guard, picks them up while having his camera clip through a wall, and he still got blinded.
That smells more like hacking.
Yeah, that through the wall flashlight was sus. Could have been a weird stretched res angle.
-
@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2706472#Comment_2706472
You are clearly missing the point. Do you. BTW that doesn't even get one character to level 50.
Funny, I think you might be missing my point, gets it’s all relative. 🤷♂️
-
@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2706274#Comment_2706274
Who tf said that? I don't believe @Sludge or myself said anything close to that. I did say the perks you want....But idk how you keep coming to your conclusions. BBQ helps no matter if you want one perk or 200 simple as that.
I have 900k to 1million bloodpoints consistently and never use BBQ.
-
I haven’t had too much trouble with Shadowstep, at least I don’t think I have? It’s certainly possible someone evaded me because of it and I wouldn’t even know for sure I suppose. 🤷♂️ But generally speaking I tend to track people as much by sound and seeing them directly as I do by scratches or auras so it’s not like I can’t find and chase people in Shadowstep range.
-
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2706360#Comment_2706360
Flashlight saves aren't broken game mechanics.
Just because you lose doesn't mean the other team was using stretch resolution. Most likely he lost because he was using a crap killer against a coordinated SWF group. If those groups are even difficult to face as top tier killers, of course Legion is going to struggle.
Nobody is saying flashlight saves are overpowered or broken. The issue in this video is a very specific combination play involving a specific locker on a specific map where it’s virtually impossible to down survivors if they play it correctly.
-
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2706323#Comment_2706323
Lightborn exists. You cant get blinded with Lightborn.
You dont know if the survivors are using stretched resolution, you only see the killer POV.
Flashlight macros are annoying, but they do not win you matches.
- You shouldn’t need to use Lightborn (a not so great perk normally) to avoid a situation where the survivors can potentially stall a game indefinitely. The problem isn’t “not using Lightborn”, it’s a specific issue with this particular locker in this location on this map allowing for an exploit.
- You can sometimes tell if someone is using stretched res by the direction their head is looking as they move. If they’re always looking down at their feet they’re almost certainly using stretched res because of the weird angle it puts their camera to allow them to look over objects.
- Flashlight macros don’t win matches but they are annoying, yes. Personally I’d love to see the game limit the sound effect on flashlights to only triggering once per second so it doesn’t make that horrible loud static noise, but that’s just me. 🤷♂️
-
@Firellius said:
Dude, that's just a hacker. That's not how the game works.
It’s not a hacker. They were on comms and have a loop where if one person dives into a specific locker, and the killer opens it, then a survivor on the second floor can drop down and get the blind 100% of the time. No hack needed.
-
@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2706385#Comment_2706385
When you look into balance, what you should look at is player experience. I know a lot of people complain about anything and everything. But there is a lot of players that criticize the game on two major problems for each side; there might be a reason behind it. I just think that survivors being able to make gens fly in early game isn't right. As much as i think that a killer being able to spawn kill a survivor of the hook isn't right either.
I get that a lot of players think it “feels off”, including experienced players, but again a lot of people (e.g. Tru3ta1ent) are literally arguing from a perspective of “I played well and they still got to 1 gen” or “I played well but only got two hooks”, etc. Tru’s opinion is that the game’s balance goals should be different from the dev’s current goals. But that’s not a sign the devs have made a game that doesn’t meet their own goals, though, it just means that Tru is advocating for a different type of game altogether. Hell, he would frequently say things like “I got 6 hooks so I’m 50% to my objective but the survivors finished the gens so they’re 100% done”, showing he actually believes that he should have a 50/50 chance of stopping the gens against decent opponents.
Certainly I never claim the game is flawless, I have things I don’t like much same as anybody else. But I do think a lot of the complaints about gen speed stem from not realizing that it’s an inescapable necessity to have the doors open most of the time. And that if gens were significantly sped up then it could, if the current median results are 1-3 kills, skew things too far to the point of it being 2-4 kills per match.
-
My wishlist includes
- Supernatural DLC chapter. Winchesters as survivors, Demon who can briefly posses survivors as a killer
- Medusa - A killer that if survivors look at her too long they are slowed or exposed, etc. I think a killer survivors are actually trying to avoid looking at while running away from them would be pretty sweet. 🙂 (In fact I’m kind if hoping that maybe, just maybe, this is how Sadako works in the upcoming Ringu DLC, but who knows?)
- Evil Ventriloquist (I’ll even accept a legendary skin for the Twins where Victor is dressed in a tuxedo)
- Final Destination - Play as the environment itself trying to kill the survivors. Probably would have to be an invisible avatar that lays traps somehow but doesn’t directly “chase“ survivors per se
- The Thing - Shapeshifting killer able to mimic people or objects
- Werewolf - Has a lunge similar to Demogorgon and a way to track survivors by scent or killer instinct. Also maybe faster than normal movement
-
@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2706327#Comment_2706327
You say the game is balanced how it is currently. So yeah, we have very different point of view on what balance is.
I don’t know exactly how balanced or imbalanced it is since there isn’t much in the way of game data to go on. All I’m saying is that, given what the devs goal apparently is in terms of balance (i.e, 1-3 kills the most common results) then gens being completed most of the time is in line with that. I don’t know for sure that the median results are 1-3 kills since there’s no data to go by, it might not be in which case there is an issue. I’m just saying that you can’t simply say “the doors are usually open even though I played well” as proving there’s an imbalance because even if it is balanced the way the devs want it that would still happen.
-
@Chordyceps said:
https://forum.deadbydaylight.com/en/discussion/comment/2706289#Comment_2706289
Ok, but just take my point about the 3 hook 1 kill match vs the 8 hooks no kills match. The 8 hooks match is the one that's typically fun match, but the one the the 3 hooks is the one that's more likely to happen, and I think that's a big problem.
I agree there, if they can find a way to shift people to more hook based strategies that makes for more fun games overall.
-
@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2706293#Comment_2706293
People that play it on a professional level use it consistently. Maybe it says something about the game's balance.
It says something about how good Corrupt Intervention is maybe?
-
@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2706283#Comment_2706283
Look at competitive dbd... killers always run corrupt for a reason.
I understand why Corrupt is popular, it’s a slow down perk. That doesn’t invalidate anything I said though.
-
@Chordyceps said:
https://forum.deadbydaylight.com/en/discussion/comment/2706244#Comment_2706244
For me, it's not so much that I'm expecting to have games where I kill everyone without a single gen being done. I've had games where all 5 gens get done and the game ends in a 4K. I've had games where only 2 gens got done and it was a 4K. But I've also had gens where 4 gens get done and I've gotten 1 hook. At that point I just camp the last person because why wouldn't I at that point, if this game is going to be over soon, I want at least one kill out of it. That would be a match that falls into the expected 1-3 kill range, but I'll have had absolutely 0 fun doing so. On the other end of the spectrum, I've had matches with 8 hook states and 4 escapes. That falls outside the expected 1-3 kills range, but is infinitely more fun than the match with 3 hook states and 1 kill.
What I want is some room to breathe. People complain a lot about camping and tunneling, which isn't fun for either time, and a fair amount of the time that happens because the killer notices that the match is ending too fast and they need to do something to get the match under control immediately. Most of the time, that thing is tunneling and/or camping. My theory here is that giving the killer more time to breathe could result in less tunneling and camping, as it lessens the amount of those "I need to secure a kill RIGHT NOW" instances. This would in turn hopefully make the game more fun for everyone, cause neither side enjoys camping.
To clarify, I’m not saying people think they should deserve to have “no gens done half the time”, I’m saying they expect “the exits to be closed half the time”. People who think the Exits should only be open in half the matches aren’t getting the math of why that’s not the case.
-
@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2706244#Comment_2706244
Gen shouldn't fly that easy in early game, as much as killers shouldn't be able to spawnkill a survivor that just got unhooked. It is not a misconception, it is fundamental flaws within the game design that some perks deal with: corrupt intervention and bt.
https://forum.deadbydaylight.com/en/discussion/301010/an-idea-for-early-game
Maybe, making BT and Corrupt base kit (instead of creating mechanics that haven't been tested) would actually make the player experience more fun and more fair to each respective side (or should be looked into at least).
Actually it’s totally reasonable for gens to be easiest to complete earlier than later since as gens are finished the killer has fewer to defend and also presumably has someone on a hook or slugged not working on them most of the time. If gens were significantly harder to complete in the early game than they are now you could easily end up with the game getting to a point the median kill rates shift into the 2-4 range which is too high.
-
@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2706247#Comment_2706247
If you don't have every perk you want on every character you use then you are wasting time not running it. Double BP helps with the insane grind and is mandatory if you don't want your time doubled to get what you want. Is it a top 4 perk and mandatory to run because of it's game effect?....No. Is mandatory for grind help.
I don’t feel the need to grind every perk on every killer. If you do that’s a “you issue”.
-
@Sludge said:
Make BBQ stacks basekit so we can have 4 gen slowdown perks
I never use BBQ and Chili, if you think it’s mandatory you might need to rethink that.
-
I think there’s a common misconception that there should be a 50/50 chance the gens get done on a given match between equally skilled sides. But in reality the game is designed so that the most common results are some survivors live and some die, i.e. most matches are in the 1-3 kill range, which means it’s intentionally designed so that most of the time the gens will be completed so some survivors get out. Therefore it really shouldn’t be surprising that gens are completed fairly quickly early on and most games get into a state where the biggest conflict is happening when there are 0-2 gens left to finish. This isn’t an indication of imbalance or gens being too quick, it actually needs to be that way assuming the goal is 1-3 escapes being the bulk of the results.
So I think that’s actually what drives a lot of complaints about gen speeds, it’s this mistaken perception of how often they should be completed and that “if I play well they shouldn’t be finished”. But if the survivors also play well then no, they probably will get finished anyway and that’s intentional.
-
I only player killer but off the top of my head
- Blast Mine - It’s not even that the perk is all that good, it really just slows you down a few seconds a pop. It’s just super annoying getting a virtual pie in the face whenever you kick a gen in matches someone is using this.
- Head On - Again, not a great perk, but it’s annoying when I fall for it because it’s such a stupid gimmick play. Can’t really blame anybody but myself for gettng suckered into it. On the plus side I’ve also gotten a lot of free locker grabs where I just randomly guess someone is trying it. 😄
- Iron Will - I rely quite a bit on hearing survivors to find them and keep track of them during chases. Iron Will 3 sucks to go against for me because of that.
-
@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2706123#Comment_2706123
The thing is there are plenty of ways to counter this type of play and hook this team. It’s not always easy and obvious but there are always things you can do in these situations.
He played extremely bad, was getting looped at the most unsafe pallets, he was pulling out of lockers at the wrong time, kept chasing the wrong person, he even had a power that can force them to be unable to use lockers.
For me personally these games are the best games as killer against a squad like this. This team of SWF would 4man escape nearly every game if they played to win even against very good killers who are try harding. In games like this you can chill out more as killer and still get kills
I agree he got looped elsewhere in the video at what looked like a gameable pallet. I think he was slighted tilted by that point.
You mentioned a counter to the guaranteed locker blind at that specific locker when the flashlighter is on the second floor. Sorry if I’m overlooking it but what is it exactly? Other than maybe just chase them and hope they mess up the loop It seems like if the survivors don’t screw up you can’t catch them if they all do that. The only thing I can think is maybe Legion can Deep Wound someone before they hop in a locker?
-
Are you thinking of popular among players with presumably high ratings or just popular in general? Because there is some variance between popularity among “power players” and more casual players. Like I don’t think Trickster is all that popular with the competitive scene killers, and Nurse is probably used more at competitive level than casual.
-
@jarjargist21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2706120#Comment_2706120
Thanks for agreeing. I have my reasons why I don't like Scott. But it's fine if you like him.
Sure thing. I don’t know Scott either way and don’t really watch his videos, I just hear his takes sometimes and think about them since he’s a solid player and pretty analytical.
-
It has to be either a licensing issue or it had to do with the off color jokes about the line or both, I can’t imagine any other reason to bother removing the voice line. We’ll probably never know which though since I doubt Behvaiour would want to comment on either scenario.
-
@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2706078#Comment_2706078
Yeah he’s a solid player there’s no doubting that, but he’s also not as good as he thinks he is. He acts like he’s one of the best killers in the game and he’s far from it. Games like this show the difference between him and genuinely too killers. There was just a skill gap between these survivors and him which other killers would have been able to deal with
That video was more than a skill gap, though, from what I can tell it’s a situation where if all four survivors are doing the same thing on comms the killer can’t hook them unless they mess up. They won’t win the game doing it but they can stall the game as long as they like.
As far as how good or bad Tru actually is, I just know he’s a better killer than me and plays thousands of hours and alternates killer and survivor evenly with a high win rate. I don’t know exactly where his MMR is for instance but I’m sure it’s quite high.
-
@jarjargist21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2706094#Comment_2706094
I was telling about a game I had where survivors was using the locker for safety blinds and cussed me out and gave threatened my life I used lightborn so couldn't bully. I was also telling people don't let other people tell you what perk you should play. There is no shame in perks you wanna play with.
I agree, no reason you can’t run Lightborn if you like it.
-
On a side note, the one thing I have a bit of trouble with on Eyrie was the ramps having no railings inside the main building. I sadly admit I’ve fallen off that second floor and messed up a chase a few times.
-
@jarjargist21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2706075#Comment_2706075
He attacks anyone who disagrees with him. I honestly don't care what he thinks or what his opinion is. I don't really care about him
Fair enough, certainly not saying you need to like him or whatever. 🤷♂️ I’m just saying from my outside perspective I didn’t see where he personally attacked you, I think he just thought you were overestimating Lightborn’s value overall.
-
@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2706008#Comment_2706008
Lmfao true is so bad at the game it’s actually funny. It looks like he’s deliberately making the wrong choices and playing terribly just to show his fan base that survivors are strong. That game would have been a 4K for any competent killer and if the survivors actually wanted to win it would probably have been an easy 4 man escape against true.
I stopped watching Tru because I got tired of him complaining all the time. But to his credit he’s a very solid player, his win rate is quite high with every killer.
-
@jarjargist21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2706031#Comment_2706031
Yeah I know he try to attack me but I honestly feel honored that I got him to make a video
For what it’s worth I didn’t read anything he said as attacking you personally. He just was saying Lightborn is a bad perk in his opinion.
-
@OverratedFool said:
A flashy save from a locker grab is an "exploit" now? There is no truth to this whatsoever. Stop acting like a baby.
I personally believe that the game is in a decent spot right now. Both from a survivor and killer perspective. It's far from perfect, but if this is the kind of **** that people are crying about, then no wonder everybody thinks the game is broken. Adjust your expectations. This is pathetic.
Not everybody is insulting you. Not everybody is exploiting the game. Grow up.
It’s not that the flashlight on a locker grab is an exploit, it’s a combination play involving a specific locker on Dead Dawg in conjunction with a full team on comms. If the entire team is at the saloon and ducking into that one locker then they can indefinitely stall the game. If the killer tries to grab from the locker the upper floor survivor drops down for a 100% guaranteed save. If the killer tries to chase a different survivor they just loop back to that same locker. Since no survivors are doing gens and the killer can’t hit or down them it can go on as long as the survivors want barring them screwing up the timing somehow.
-
And Scott posted a video on Lightborn in response to this thread
https://youtu.be/C8eCJdmuTWMScott’s main point above is that Lightborn is detrimental to the killer because the moment the survivors realize they can’t blind you it forces them to just do gens which is a more time efficient playstyle than going for blinds in the first place. I definitely agree with him overall here, generally speaking if survivors are trying to blind you they’re playing sub-optimally so as a killer I’m typically happy when I see them do that.
There are a couple of minor technical points worth noting though that he skipped over
- He only mentions flashlights, but keep in mind Lightborn also protects against Flash Grenades and Blast Mines, both of which are annoying in their own way. Again, I don’t think either grenades or mines really does much other than lose you a few seconds here and there, it’s rare for a grenade or blast mine to actually save anybody. But they’re also harder to avoid than flashlights (aside from flashlight blinds at pallets and maybe lockers) and it can get a little annoying if you kick a generator multiple times and get blinded by Blast Mines each time and have to rekick them. I admit that I’ve considered running Lightborn sometimes just because I get tired of being punked by Blast Mines. Again, this is more a quality of life benefit, not a strategic one.
- While Lightborn does encourage survivors to play smarter, prior to that happening it does often result in a free hit or down or two assuming someone is trying to blind you. It can even potentially save a hook that you could have possibly lost against a really well timer blind. And it does save you small amounts of time occasionally picking someone up since you don’t have to worry about a blind at all. I don’t really think a potential extra hook is probably worth the survivors being enticed to play more efficiently on gens, but it’s significant enough to at least keep in mind when evaluating the perk.
- Personally I sometimes run Lightborn as an all in gimmick build with Brutal Strength and a combination of Agitation or Fire Up or Enduring. It’s basically a free hit or down after a pallet drop or during a carry if they try and blind you. Again, absolutely not a great build, it’s just funny catching flashlighters offguard with it. 🙂
-
For reference, Tru3ta1ent had a game his week where a swf was doing exactly what the original poster described. Basically they jump into a locker midchase and a partner is on the second floor waiting for the locker grab. The instant Tru opens the locker the person drops down and gets a 100% guaranteed blind save. If Tru instead ignores the locker and goes upstairs they just loop around and jump in the locker again. All four of them are at the building so the game isn’t progressing while this happens.
https://youtu.be/8TJSvaDTrWA -
@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2705521#Comment_2705521
Its long, but rather narrow. You can basically always see the other side of the map.
I like to think Eyrie is most similar to Ormond. They’re both the same size, have bright outdoor terrain with little grass, and a strong central building with two floors, god pallets, a couple of breakable walls and a first floor generator
-
@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2705500#Comment_2705500
Those are all really big maps, though. They might not be Red Forest size, but all of those minus Sanctum of Wrath are survivor-sided, and most of them heavily so.
That said, I haven't really noticed issues with Eyrie except that it sucks for Trapper and stealth killers (and there's some hanging branches that foil Demo and Billy.) It's a big map, but the gen spread is surprisingly tight and visibility is very high.
No, they’re actually about the median size. Literally about half the maps are larger than Eyrie and the others I mentioned above.
For reference, Eyrie et al are 9984 square meters. Here’s the area counts of the maps in order (excluding RCPD since the wiki doesn’t have its area)
7264 - 1
8448 - 1
8704 - 2
8832 - 1
8960 - 2
9090 - 1
9216 - 4
9472 - 2
9728 - 1
9984 - 7 (Eyrie of Crows is here)
10240 - 3
10304 - 1
10496 - 2
10752 - 4
11008 - 1
11264 - 2
12032 - 1
(I’m not sure why people keep believing Eyrie is a larger than normal map. It’s like some urban myth that won’t go away,)
-
@BreadTube said:
No offense to tru3 but he complains too much to give him much merit anymore. Most other killers that aren't treating this game like a diamond match on OW don't think survs have too much power.
Yeah, I stopped watching Tru a couple weeks ago, he’s a good player but I got tired of listening to him whine all the time.
-
@Percival_nxs said:
https://forum.deadbydaylight.com/en/discussion/comment/2705487#Comment_2705487
The map is very cool aesthetically, but is one of the largest and also having a lot of loops
It’s not “one of the largest”. All the maps below are the same size and there are maps larger than all of them.
- Groaning Storehouse
- Fractured Cowshed
- Temple of Purgation
- Both Yamoka Estate maps
- Ormond
- Eyrie of Crows
-
What does the video have to do with MMR?
-
I liked Hawkins, it had relatively fair pallets and a cool aesthetic. Hopefully they make a new map someday with a similar plan.
-
@TripleSteal said:
I quite frankly don't understand this poll.
They’re basically asking if you consider DbD to be game where the survivors are a team or are all out for themselves. (Although I don’t know the difference between 4v1 and 1v4?)
-
I like the overall theme and the killer gameplay, along with the large variety of abilities and maps. I also play whatever killer I have a mission for each night for a few games and that’s about it so I don’t get burned out as quickly.
-
A lot of people assume that if they get what appears to be a mismatch it’s because the MMRs are inaccurate. But even if the MMRs are 100% accurate you still will get mismatches because any time someone takes a long time to get into a match the system eventually puts them in the next available slot. And similarly if a match is forming in a lobby and a person leaves the lobby it will put in the next available player to avoid having four people waiting. Moreover this presumably happens most often for players with the highest ratings because they have the fewest people in the pool that are close matches.
So it’s definitely possible the MMR itself is perfectly fine. Of course we also have no data either way since we can’t see player’s ratings for comparison, so it’s all speculation. But since perfect MMR still leads to high rated outlier players getting mismatches there’s really no reason to assume anything else is going on.
—
Personally I think I got worse matches under the old system myself, especially after rank resets. The new one seems a little more consistent. Then again I never claimed to be top rated so I’m probably in that larger average rating bucket which helps.
I also see some people complaining because they get “sweatier matches”. Well, … yeah! You’re supposed to get tougher match ups because you’re supposed to be playing against players who can play as hard and sweaty as you. If you’re winning matches without trying then you’re not facing opponents of your own skill level. If you are getting tough matches, but still some survivors live and some die most of the time, that’s a sign the matchmaking is working well.
-
@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2705051#Comment_2705051
Given that the boon totem mechanic is fundamentally busted they need to overhaul the lot, not just CoH because it happens to be the worst of a bad lot.
The Boon totem mechanic isn’t fundamentally busted, it works fine. Circle of Healing is overpowered but the other two don’t seem to be that bad.
-
There’s a lot of possibilities, but one I’m hoping for is that survivors who have her in their field of view too long suffer a curse or condition like being Hindered or Exposed or hallucinating. A killer that you actively try to avoid looking at while running from them or doing gens, etc, could be pretty tense and plays into her theme pretty well maybe.
Two other possibilities off the top of my head
- She can actively Curse survivors, or possibly automatically curses her Obsession at the start of the match, and inflicts a Condition on them or can periodically see their aura, etc. And after a while of being cursed something bad happens.
- They could have televisions on the map similar to how they place Jigsaw boxes for Pig and the killer can teleport to them a bit like Freddy teleports to generators. They also could tie the televisions to the above Curses, where a survivor is Cursed until they interact with the television (which has a VCR under it)
-
For reference the mobile version of DbD does let you play custom matches with bots. And it works reasonably well! The bots aren’t as good as human players but they do gens and vault at loops, etc, so they’re ok if you’re looking to practice and learn the game a bit or just want to explore the maps. Also if someone disconnects from a Mobile match a bot replaces them, so at least the team isn’t totally down a player.
That said the mobile development team is apparently totally separate from the main PC and Console game’s team, so they’ve made no indication they plan to develop a similar bot system for those. I’d love to see them bring bots over personally, but I’m not expecting it.