dugman
dugman
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FYI The mods said this afternoon that the devs are currently working on the matchmaking issue. No details yet.
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My favorites to watch are OhTofu, Jaee and Tru3ta1ent. Otz is good but I never really got into his videos for some reason. Yerv is ok too.
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The mods have already said this afternoon that the devs are working on the issue. No specifics yet.
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I've grown to like Midwich as a killer, I think it's my favorite right now. I like how I can open up extra passages between the floors by breaking down the walls, and once you know the layout it's not that hard to navigate the place. Plus it has some neat aesthetic touches. (I do kind of wish you could hit the piano to make a piano noise though.)
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It's hard to say exactly when a build "irritates" people, but I did have a survivor call me trash for "using mori" when I got a 4-kill using Devour Hope. 😄 (I mean seriously, if the survivors let Devour Hope get to 5 tokens it's kind of their own fault.)
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I'm a killer main and use the default bindings personally. However I know a popular setting for Hag mains is to swap their Ctrl-key power to be Mouse Wheel Down. That way they can just turn the mouse wheel down to very quickly teleport to a trap the instant it triggers.
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They haven't made any announcements yet on the timing other than in the 4th anniversary stream when they said it would be rolled out in phases this year. So first phase soon hopefully? 🤷♂️
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1518391#Comment_1518391
No it doesn't but the game does allow you to click on them at the end game and report them. Do it. System doesn't work if people don't use the reporting.
I agree, if someone is being abusive to you in chat then they're also probably abusing other people in other games. The only way to stop it is to report them.
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Rank is based on how you do in four categories, after a game you can click to the emblem medal screen and hover you mouse over the four medals to see exactly what you gained and lost points for during the match. That should give you some insight into what you might or might not have done that kept you from gaining a pip toward the next rank.
For details on everything that helps you earn credit toward a higher rank in each category, check out the wiki article
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@ShansImmortal said:
The survivors don't know how long you've been playing the game, OR how new you are until after the match. Unlike killer, that can see survivor info prior to the match starting, survivors cannot see any killer details til later. We can';t read your mind to know that you're new or not until after. Sorry that this has been your experience, but its probably because the MMR is messed up currently and you are going against experienced players when you should be going against players that are not that good yet.
None of that excuses insulting people in the chat after the game.
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@Erk said:
https://forum.deadbydaylight.com/en/discussion/comment/1515662#Comment_1515662
I literally didn't understand the rest of the answer that you gave. You didn't respond to anything I told you and didn't say anything so I just answered what I saw. You are changing the subject and you are not adding anything. If you, honestly, think that maps don't hurt the Trapper, you are just delusional and you hate playing against the Trapper because you don't know how to counter him besides a stupid item that requires no skill at all.
https://forum.deadbydaylight.com/en/discussion/comment/1515731#Comment_1515731
Say that to the legacy SWF groups I get that just rush gens.
https://forum.deadbydaylight.com/en/discussion/comment/1515754#Comment_1515754
Thats actually a good idea. Thank you.
https://forum.deadbydaylight.com/en/discussion/comment/1516508#Comment_1516508
Have fun setting traps in The Game, Hawkins, Haddonfield or Badham. You can't control which map is going to get picked, you have to be prepared for everything. Of course you don't need the Tar Bottle in Autohaven or MacMillan but you don't know if those maps are going to get picked (even tho the Tar Bottle helps even in Autohaven or MacMillan, its just a must have).
https://forum.deadbydaylight.com/en/discussion/comment/1516535#Comment_1516535
That makes sense tbh. You could do stuff like that but that sacrifices a perk slot just because of a single item which I don't really fun.
Don’t think of it as sacrificing a slot, think of it as using a slot to patch a weak spot you’re encountering. And even if they don’t bring a map you’ll still probably get value out of it by removing toolboxes and medkits and keys.
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When someone is intentionally following me around clicking the flashlight and teabagging I just turn my back on them and look for someone actually doing gens. The clicker obviously wants me to chase them so the appropriate play is to let them waste their own time following me around while I pressure someone else who's actually helping their team win. Not to mention the clickers are usually confident in their looping ability so why chase someone who is probably a good looper and ready for me to run after them when I can instead go after someone who is out of position or not a good runner? (Plus it has the added bonus of really frustrating the clicker, I've gotten really mad comments from people like that after the game sometimes calling me "trash" because I didn't chase them.😂)
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@IIITweedleIII said:
Who you gonna kill when you're alone??
Nobody, he just wants to practice vaults and explore maps. (Which I wouldn't mind being able to just explore maps myself, just to see the art assets in more detail.)
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@gatsby said:
DBD has a lot of different maps and I, personally, feel that there's enough variety for the Devs to prioritize other things than a brand new map every chapter.
Graphic updates, balancing the Survivor/Killer lopsidedness and maybe expanding on the existing realms is the direction I'd like to see with maps for a while.
What's everyone else think?
Behavior isn't a single programmer, they're a company with 600+ employees. They probably have a small team that works on map design and others that work on character design and balance. And updating the graphics for the art assets is a different group. So don't worry, working on maps isn't keeping them from working on the other things.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1516453#Comment_1516453
Ranks are a much better indicator of how frequently that person has played in the last few rank resets than they are of experience. I've been down to rank 20 after an extended break, despite having a ton of experience.
We should be looking at hours played instead of ranks when it comes to the matchmaking. Right now, if you post a screenshot showing ranks, it'll be dismissed as "not an issue" because that's expected behavior for the MMR. It's like complaining that your lamp is broken by posting a picture of it turned on when the issue is that it keeps turning itself on and off.
I agree with looking at hours played. There was another thread for instance where I saw someone posted a screenshot of their game with them as rank 16 or 17 versus higher ranked survivors and complaining. I checked their profile and they had 550+ hours in the game. I commented on that and they said something like "well I haven't played in a while". Sure, I get being a little rusty, but come on dude, I don't care if you've been gone six months or a year or whatever, you'll still play way better than an actual brand new player who is rank 17.
Also some of these cases seem to be because the system is averaging the ratings of the survivors as a group to pair them up with a killer. Averaging it out means that a high rated survivor teamed with low rated ones will be considered overall a match for a low- to mid-rated killer. That would happen even if ranks were 100% accurate. And this isn't necessarily a bad thing, the game can be close in that case, it's just that the new survivor player(s) will probably do the worst out of everybody while the high skill survivor tries to carry the team.
But yeah, just posting snapshots of ranks doesn't really so much since people derank intentionally or just by virtue of not playing for a few months. Plus the killer ratings are killer specific so it's quite possible an otherwise skilled killer can have a starting rating that is low for a killer they don't usually play. And finally even if the system works properly you're not going to have a bunch of people posting screenshots of close matches, almost everybody that decides to post is in the group of people who had what they considered a lopsided match.
If you really wanted to evaluate if the system is working properly or not you need to actually get statistical data over many games which currently only the devs have access to as far as I know. (I do know there's a Steam user leaderboard website where you can view total statistics for any player but unfortunately I don't think it can be filtered down to just a certain date range and view data by match.) Otherwise everybody is kind of just shooting in the dark at how good or bad the matchmaking really is.
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If maps are a huge concern when you play Trapper then maybe swap in Franklins when you see a map? You can't change your killer but you can change your loadout in the lobby. And as a bonus Franklins will make them drop toolboxes, etc as well, plus you can trap the dropped item if you really want to annoy the person who dropped it. 😈
In addition, you could focus on chasing the map holder when you spot them. Just tunnel them down and hook them to keep them from avoiding your traps. It might cost a little extra time but odds are it's only the one survivor with a map to worry about. (Kind of like a Trapper variant on how you might want to tunnel down a survivor with Object of Obsession.)
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@SirCracken said:
If I were playing clown I, too, would want to drink a hazardous batch of chemicals to end my suffering,
You might be thinking of being a mime (shudder!)
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@Sadsnacks said:
https://forum.deadbydaylight.com/en/discussion/comment/1511551#Comment_1511551
It's my anti toxic SWF build.
I can manage all the bullying tactics now
You’re missing Bloodwarden for the teabagging Exit dwellers.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1511295#Comment_1511295
But you'll get the line of people claiming that a 1, 1, 10 and 20 being matched against a rank 8 is "fair."
Actually that one might be a close match. Two top tier players plus a mid tier player could possibly beat a mid-tier killer in a 3 on 1 game.
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@WTBacon said:
https://forum.deadbydaylight.com/en/discussion/comment/1510946#Comment_1510946
Even with that build though, it still isn't doing much for you.
Distressing - disorientating
Coulrophobia - very strong anti-heal
Overwhelming Presence - just stop using item lmao
As a counterpoint, though, considering how good tools are, saying that survivors "simply don't use tools" when they could be using them is actually a useful effect. To measure the true effect of Overwhelming Presence you need to compare how much total time the survivors could have saved by using their tools when they had the chance versus how much time they actually spent doing actions because they either didn't use their tools or their tools expired early. Note also that it's a passive effect that hits potentially up to all four survivors simultaneously in your terror radius so even if the benefit is modest the cumulative penalty over all the survivors over the course of the game could be significant (e.g. four survivors each losing 5-15 seconds of time is 20-60 seconds lost which is the equivalent of 1-3 kicks from Pop Goes the Weasel passively gained.)
Mind you, I'm not saying it's a "great" perk or anything, I think it's mainly something you'd throw in with a "I Want Them To Hear Me Coming" build like Distressing/Unnerving Presence/Overwhelming Presence/Courophobia. But in that scenario it's probably decent. 😀
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I don't play survivor, I don't find it very fun, but on the rare occasion I have I played Ace because I think it might be fun to do a plunderer type build where you pick up items during play and use them right away if possible.
With the killers I basically just play whatever killer has my oldest daily mission for a few matches, I don't really "main" anybody in particular. I think my best killer is either Freddy or Doctor? I actually have fun playing Fake Pallet Freddy, even though they're not actually as flexible as his normal snares I always get a kick out of watching someone fall for them. And Doctor's tracking is awesome, you're rarely not in a chase when you play Doctor simply because it's so hard to stay hidden from him.
Least favorite killer is definitely Nurse. I can't stand her blink stuns, they're super annoying! Other characters like Legion have stuns or power downtime but you only deal with those about once per minute typically. With Nurse you're stunned pretty much every 10 seconds since you have to blink so frequently just to even hit survivors. In fact when I play her I intentionally use either her Red or Green add-on that suppress her blinks to give her faster movement speed just so I don't have to blink as often. I'm literally playing a variant of Nurse that is weaker than the normal character simply because wheezing is so irritating. (Maybe if they made it so you could still look around while stunned and slowed down the blink refresh to compensate I'd like her better? I'm not sure, either way she could really use a ravamp to make her more fun to play.)
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@[Deleted User] said:
He is streaming right now and it's comically sad to see him getting matched with lobbies full of green and yellow survivors. For anyone who doesn't know who he is... Are there such people? He is one of the best killers in game and he is rank 1.
What I find ironic is Scott Jund and some other high rank streamers were complaining prior to the matchmaking going live that it would mean that if you were "top 1%" or whatever you would only be facing super sweaty survivors all the time and be paired against only top killers like Spirit and Freddy and top Nurses.
Instead I'm pretty sure what the system does is look at something like the average of the survivor's ratings to assign a rating for their team and pair that up with a killer of similar rating. So a low-to-mid-rated killer might go against a high rated survivor plus three low rated survivors, for instance. If I'm right about that then you could easily have someone like Otz teamed up with a bunch of low rated survivors going against a mid-rated killer; basically the newer players are "Otz's matchmaking handicap" in a sense.
And that's fine, assuming the matches they get overall are still reasonable and the queue times are short.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/1509819#Comment_1509819
It was running in the background but it wasn't used for matchmaking at this time, so because of that the current MMR is not fully accurate as you've seen - which settles within around 10 matches (10 matches with each of your various killers)....the system has been out for only a short while.
@SpaceCoconut I believe all this will remain hidden, if people can see their MMR it will be pretty easy to figure out what increases/decreases it so it will possibly be open to abuse at that time.
I definitely don't have a problem with hiding the exact MMR to avoid people abusing how it's done. That being said, you could probably give people a roughly rounded MMR number to give them a rough idea of where they currently stand. So if the ratings are, say, between 1000 and 3000 then don't show the exact number but you could show the number rounded to the nearest 100 (e.g. 1500 instead of 1533.56). It's not likely anybody would be able to parse much detail out of that.
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The thing is it's hard to tell what's going on by just looking at ranks. For instance:
- Are any of the players in a swf with the rank 2 in that pic?
- Is it trying to match the killer against something akin to the average ratings of the survivors? If so you could end up with a relatively high rated killer being paired with a single high rated survivors and some low rated other survivors if that's the closest match available at the time.
- Are there smurfs involved? (I don't know that there are in this case since the ranks are all under 16 but in general that's another consideration)
- Since killer ratings are killer specific, it's possible the system is starting out your killer rating at a lower rating than it should be if you haven't played that killer recently or if it's just starting you off at kind of an "average" rating. (If this is the case then it will probably take 10 or more games with that specific killer for your rank to rise or fall to where it ought to be.)
- If there aren't a lot of players available at the time then it may just be mostly open "first come, first serve" matchmaking so people aren't waiting in queue forever.
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When you log into the game there's a brief news post that the new MMR system is live and a link to the blog post that it was activated today (August 3, 2020)
@Peanits said:
https://us.v-cdn.net/6030815/uploads/LFYVZLBFOZE7/matchmakingchangesstatusupdate.png
Today, we have enabled the first phase of our new Matchmaking System for all regions on Xbox One. Read on for more info on our next steps for rolling out the new system!
Update August 3, 2020 : NOW ACTIVATED ON PC AND CONSOLES.
We have been running smaller tests of the system on select Xbox One regions for the past few weeks, and the results have been encouraging. The rollout on all Xbox One regions is the next step in testing the system on a wider audience. If all goes well, we are planning on rolling out this feature for all platforms in a couple of weeks.
The next phase that you will notice goes live with the upcoming mid-chapter update: We are no longer allowing Killers to switch their character while searching for a match, or once in a lobby (excluding Custom Matches). This will allow the new Matchmaking System to track player skill with each killer individually and match them against more appropriately skilled opponents based on their killer selection.
To put it simply: If you are great with The Oni but you struggle with The Nurse, you will now be playing against stronger survivors when you play The Oni than you do with The Nurse.
What does this mean?
The most obvious thing you will see when the new system is active is that there will be a greater variation of Ranks in a single match. Rank 1s playing Rank 20s? It’s possible, don’t panic when you see this, as Ranks are not a true indicator of a player’s skill and are no longer used for matchmaking.
Additionally, this system comes with a revamped algorithm for matchmaking as a whole. This should improve wait times for finding matches, and we will continue to tweak this part of the system to improve them further over the coming months.
Why replace Ranks?
Ranks are not a great way of figuring out how good a player is at the game, because it primarily focuses on "How often you play" and not on "How skilled you are when you play". Based on our matchmaking studies, there are a great deal of “low” ranked players (15-20) who can easily play just as well as “high” ranked players (1-5), but they simply don’t play enough games in a month to increase their rank before they reset on the 13th. And as an inverse, there are Rank 1 -5 players who perform at levels more typical of lower ranks but they play so many games that their rank is higher than expected. This results in unpredictable games: All five players may have the exact same rank but wildly different skill levels in practice, making matches unbalanced.
How are Ratings better?
The new Rating system is focused on measuring a player’s skill and predicting how they will perform against a given opponent. This way we can build matches that are more objectively fair for everyone in the game. We have analyzed over 3 million games (at last count) during our tests, and the matchmaking system is proving to be extremely accurate at predicting the outcomes of matches.
By using this new system, we will be able to place players into more balanced matches more often. When a match is unbalanced, the system will know exactly how unbalanced it is and adjust the player Ratings accordingly.
Why are there still Ranks?
Matchmaking has been and continues to be one of the hottest topics we hear about, and we have been listening! To get this implemented as quickly as possible, we have decided to roll it out independent of a rework of the Rank system. That doesn’t mean we don’t have plans for Ranks, however! We are exploring different ideas like turning them into a monthly activity tracker and reward system, when we are ready, we'll communicate more about that
I still have questions!
That’s great! We are planning on doing more posts explaining the system in detail, as well as Q&As with the developers who have been working on it. Keep your eyes on the forums and official Dead by Daylight social media channels to learn more.
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I'm not sure why your new MMR rating isn't visible, it would be interesting to see it though.
On a related note, I kind of wish they would hide the emblem ranks of other players after a match now. Those ranks aren't relevant to the matchmaking system any more and I think having them visible is just confusing people who think that when they see a disparity in the ranks in a match it automatically means something is wrong. They should probably keep the emblem rank on your personal character and loadout screen but hide the ranks of your opponents.
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There are a couple of possible reasons for matches like
@BloodMoneyMerc said:
Alright, now I'm a red rank solo survivor that has about 1.6K hours in the game. I would like to think I'm decent at survivor, as I usually end up carrying my teams that struggle doing gens or that can't hold chase for that long. I'm not trying to say I'm a god tier survivor, but I think I should at least be ranked as competent & efficient according to the MMR system. Apparently that is not the case though. This new system is matching me with some very questionable survivors. Like I'm getting paired with yellow & brown ranks consistently today. & they aren't playing like high rank survivors, not in the slightest. Even the killers I'm being matched against don't feel that skilled as killer, but they keep winning because I'm getting paired with some very bad teams. It feels like its a 1v4 where I'm up against a killer & 3 lackluster survivor teammares. If the MMR system really ranks me this low, then what the heck is going into determining someone's MMR? Because I think I'm at least good enough at chases & doing objectives & helping teammates enough to not be this low ranked in the new system.
There are a few possible reasons you could get matches like you're describing even assuming that the matchmaking is working correctly:
- If the matchmaking is starting with a killer, and then looking at possible groups that could have a "close match", it's possible to have a low- or mid-rating killer matched against three low-rated survivors and one high rank survivor balancing out their team.
- Depending on the time of day there may not be enough survivors to pull in four people of relatively equal rating in which case it would probably pull in two or three of equal skill and then fill in the rest with whoever is available.
- SWFS with a high rated person playing with a low rated friend or two could lead to disparities in the ratings in a match
- If you are playing a killer that you haven't played in a long time or really infrequently play then it's possible your rating with that killer is different than it should be. They've said that when you first play a new killer, for instance, your initial rating would be something like the average of your ratings among all the other killers, which is probably reasonable most of the time but not always of course (even otherwise good players get curb stomped the first time they play Nurse for instance.) They've also mentioned it takes about 10 matches on a new killer for you to be adjusted up or down to about where you should be.
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@MonsterInMyMind said:
Hey man people called it and were told that oh you can't judge the system yet its not even out well its out and its just as dogshit as predicted.
I don't see that it's out on anything but X-Box yet?
P.S. Never mind, I see it's announced ingame today, must have just gone live.
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Nurse: Make Plaid Flannel (the add-on that shows the spot you're teleporting to) part of her base kit. The reason is that this add-on mainly just helps new players who haven't played Nurse before learn to judge the distances correctly. Experienced Nurses to my knowledge don't bother running it because they know where they're going to land. So since Nurse is already one of the least popular killers with new players, and has such a steep learning curve, make Plaid Flannel just part of the blink ability. It will help new players learn Nurse more quickly without having to sacrifice an add-on slot to do it and without significantly improving how skilled Nurses perform.
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On a related note, they should consider adding a timer where if no player scores points for, say, five minutes then the endgame collapse automatically starts. That would prevent these corner cases where you have two survivors, neither of whom wants to do gens and is just crouching and hiding hoping the other dies first but aren't actually afk, and a killer having difficulty finding either of them, making the game go on for a ridiculously long time.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1492399#Comment_1492399
I thought Hag was one of the best killers in the game, arguably better than Hillbilly on some maps and certainly better than him on others.
I agree, basically I'm saying the "tiers" are :
Tier 1: Freddy, Spirit, Nurse, maybe Billy?
Tier 2: Hag, maybe Billy?
Tier 3: Everybody else
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Just a minor point but Clown is actually fairly lethal since the Silent Hill patch buffed him. He's one of the best one-on-one chasers at this point, certainly more lethal than Legion who can't use Frenzy to get a down for instance. He definitely lacks mobility though.
But the top killers certainly do combine map mobility with something that helps them in a chase (Freddy, Spirit, Nurse, and even maybe Billy still since it looks like the nerf he got was considerably toned down before going live.) Everybody else is in this "good enough" category where they are good enough to win if you play well but are either hampered by map movement (e.g. Huntress, Deathslinger, Clown) or a lack of a way to chase people down efficiently (e.g. Legion, Demogorgon).
P.S. I'm not quite sure where Hag fits in here, I think Hag might be on the upper end of that "good enough" bucket because her traps effectively give her sort of a "virtual map movement" and quick chases. But her movement speed is slow enough that it takes her a little time to ramp up at the start of the match, so not quite top tier but a little above average?
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Gen speed probably isn't actually that far off from where it should be when you consider that the devs intend the average kill rate to be around 2+ kills per game. Consider for instance that over the course of balanced games you might have a distribution something like this:
- 0 kills 10%
- 1 kill 25%
- 2 kills 25%
- 3 kills 25%
- 4 kills 15%
I'm making up numbers here but basically assuming that 0 and 4 kills will be the least likely and the average is going to be around 2 kills. In the above example then 60% of your games will end with 0-2 kills and almost all of them (give or take an occasional key) will have the Exits open and all the gens completed. So you would expect that just a little over 1/3 of the time you'll have stopped all the gens from finishing at the end. Thus gens being finished isn't a sign of a bad killer or great survivors, it's just a natural part of having the game balanced around some survivors escaping more often than not. Therefore if a game is expected to last about 10 minutes you'd expect that on average you'd have one gen done every 1.5 - 2 minutes with some extra time at the end for the Exit door portion of gameplay.
And in fact a solo survivor can complete a gen without tools in 80 seconds, which is roughly in line with that. When you take into account that in the beginning of the match it can take 20 seconds to find someone, 20 seconds to chase them, they run away for 5 seconds and then you chase them for another 20 seconds and it takes 10 seconds to carry them to a hook, by the time you have a first down you're looking at 75 seconds elapsed, just shy of how much time it takes all three of the other survivors to do one gen each solo without tools.
That might sound bad but bear in mind that as gens are completed the job of patrolling them becomes easier for the killer because they are typically closer together and at least one survivor will be down or on a hook by the time those above first couple of gens are complete. That leaves fewer survivors active to work on the remaining gens and less time needed for the killer to drive people off them and get additional downs, making this portion of the game where you have only 1-3 gens left to complete the longest part of the game on average.
Now I don't know the exact statistics to verify if gen speeds actually could use a fine tuning, but based on my thinking above I suspect they're probably around where they should be more or less. You just have to realize that the game expecting some people most matches to escape is going to make stopping all the gens the exception and not the rule.
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1492055#Comment_1492055
Wraith isn't "fine"; no killer should be 100% addon reliant.. Without Add-ons, Wraith immediately drops into F tier. He has way too much counterplay; that even with his best addons makes it difficult for him to win.
He is fine, he's consistently in the middle of the pack in terms of kill rates in the stats (e.g. https://forum.deadbydaylight.com/en/discussion/106566/stats-november-2019 ) both among new players and high ranks. And this notion that you should ignore add-ons when discussing a killer is silly because add-on slots are intended to be used. 99% of games will have add-ons being used so why would you ignore commonly used add-ons when comparing killers?
That being said Wraith, like every other killer, has some duds in his add-on selection that could stand improvement. If the devs decided to buff the add-ons that are terrible to make them more useful I'd certainly be down for that. 🙂
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1492055#Comment_1492055
Wraith isn't "fine"; no killer should be 100% addon reliant.. Without Add-ons, Wraith immediately drops into F tier. He has way too much counterplay; that even with his best addons makes it difficult for him to win.
He's fine, he's consistently in the middle of the pack in terms of kill rates among the killers at both all ranks combined and high ranks (e.g. https://forum.deadbydaylight.com/en/discussion/106566/stats-november-2019 ). And the argument that "no killer should have to use add-ons" is silly because add-ons are an intended part of the killer's loadout. You have two add-on slots for a reason and brown and yellow add-ons are easy as dirt to get even for brand new players. You should look at how killers perform with commonly used add-ons, not without any, because in 99% of the games killers will be using add-ons.
Now all that being said I do agree that some of Wraith's specific add-ons are pretty terrible. This isn't a problem unique to Wraith, mind you, I think probably every killer has some duds in their add-on choices. But if they tweaked some of his really bad add-ons to make them actually useful I'd be down with that. 🙂
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@fernando2590 said:
https://forum.deadbydaylight.com/en/discussion/comment/1492055#Comment_1492055
I would like to read the opinion of other Main wraith, I respect your opinion
Thanks, nice to be respected. 😄
If you want a second opinion from a top streamer, check out Tru3Ta1ent's videos where he plays Wraith. A couple of months ago or so he was doing a whole bunch of games with Wraith and constantly talking about how Wraith is underrated because he can use his stealth and speed to hit and run and juggle multiple survivors fairly efficiently. (The problem is a lot of people play him by just tunneling a single person which is doesn't make good use of his ability. He needs to use his stealth to start a chase closer to the survivor and get a quick hit, but if he just follows one person at a time he's losing that advantage.)
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I'd get the two you think look like the most fun to play. Watch some gameplay videos of them to help decide. I don't recommend buying killers just for their perks, you'll get more fun out of your purchase if you actually play the killer than if you buy a killer in the hopes of unlocking a teachable perk that you might get on another killer's bloodweb to make that one slightly better (maybe).
In terms of how effective all those killers are, Freddy is definitely the best of them. He has both quick movement around the map and abilities that help him in a chase. The rest are in the "good enough" bucket where they are good enough to win if you play well.
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Wraith is fine, he's pretty much in the "good enough" category that most of the killers are in (as in "good enough" to win if you play well.)
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I don't care about Charms. The only charms I use are the ones I earn for completing Rift chapters because at least I feel like I kind of earned those a little. Beyond that they're pretty inconsequential.
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1491531#Comment_1491531
What's the point of the Ranking system if the MMR system overrides it?
They're keeping the ranking system in place for future possible use such as maybe giving special cosmetics or bloodpoints if you reach certain ranks.
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Green Mori is fine as is. Ebony is overpowered and Yellow is underpowered.
Personally my suggestion would be:
Yellow Mori - You can kill any survivor that you've hooked/caged twice (similar to Pyramid Head's Final Judgement). This would be modestly useful compared to the current version which only lets you kill the very last living survivor.
Green Mori - You can kill one survivor that you've hooked once (same as it currently works)
Red Mori - Both effects above. You can kill one survivor that you've hooked once and any survivor that you've hooked twice. This would be less powerful than the current version but still a bit better than Green.
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I like all the new Greek skins, including Clown. And especially the Minotaur Oni skin, that one is terrific! 😄
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There are Westerns about a guy who is screwed over by someone and takes revenge, sure. But hey, I'm down for a good anti-hero Western movie with a bounty hunter who makes his own harpoon gun.
P.S. Now I want to go back and rewatch Payback with Mel Gibson, that was a pretty solid anti-hero seeking revenge movie.
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I would have no issues if they got rid of the offering screen entirely. I never really understood the purpose of seeing what offerings your opponent used in the first place. If I use a bloodpoint offering they're not going to care, and if I use something like a Mori some people will just ragequit or whatever. Plus there are so few "secret" offerings that everybody knows what they are anyway (survivors only have one type of secret offering to group together at the start of the match, and killers pretty much only ever use the Mori offerings and not the Shrouds.) They should either:
- Get rid of the offering screen entirely, just show quick tips or something
- Only show the offerings for your own side (killer sees their own offering, survivors see the survivor team's offerings)
- Keep the offering screen as is except either don't show an icon for "secret" offerings or show a fake random offering in place of the secret one. (So if you use a secret offering it shows the other side something random in its place instead of the real one.) That would at least make the "secret" an actual secret and a surprise during the match.
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@Khalednazari said:
Yes, I saw that too. When was it turned off though? I never heard of it.
It was turned off for a few weeks because hackers figured out how to trick the game into thinking another player had disconnected and that person would get a ban. They were getting the game to give streamers huge automatic dc bans. Thankfully it sounds like they finally must have patched that exploit and are banning the ragequitters again (which I have no problems with at all.)
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Deathslinger done as a grindhouse style movie ala Quentin Tarantino. And just call the movie "Deathslinger". 🤠
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@zoozoom6 said:
https://forum.deadbydaylight.com/en/discussion/comment/1488934#Comment_1488934
when im not short i pick discordance over it but the points keep bring me back. whithout it its can get pretty grindy
Yeah, I guess I should clarify, I totally get that some people use it for points and it does have a nice bonus. Bloodpoints are pretty easy to come by though, I was constantly hitting the million cap all through the 4th anniversary event for instance and had to go out of my way to spend extra. Between daily missions and rift challenges and bloodpoint offerings and occasional events there's more than enough points per night to buy one or two bloodwebs per game.
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I just thank survivors in chat with "gg" or "that was close, good game" or whatever. If I can't catch a survivor though I don't chase them at the Exits, it's a waste of time that just gives them points. If they want to stand around and wait while I go close the hatch or break pallets great, it just helps me maybe win on score at that point.
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You're missing the option "I already don't use BBQ and Chili". That's where I fall in, I don't need the points and I like other detection perks better.