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dugman

dugman

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  • I have no idea what it means, but it would definitely be cool if The Observer accidentally created an evil version of himself as a killer, or became a survivor - or both!

  • @MrPeanutbutter said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892202#Comment_2892202

    I don’t understand this rationale at all. You’d rather have no information at all rather than loosely correlated information? Loosely correlated information is still better than nothing.

    I disagree, unreliable information is worse than no information in this case.

  • @Tiufal said:

    If it doesnt matter if you see the grade or not why even asking to remove it? Makes no sense.

    Because there are a ton of people who see gaps in grades and post about how matchmaking is broken when grades aren’t even used for matchmaking in the first place and are only loosely correlated with it. I wouldn’t mind seeing a rough MMR bracket indicator, but no indicator either way is preferable to a misleading one.

  • @Rivyn said:

    @dugman Didn't mean to imply it wasn't legit. My point was that little effort is applied. Just like being able to Urban Evade the killer all match and make it out the exit gate. My point was that even the least amount of effort can net you an increase in MMR, while the old system would have black pipped, at best, with the same strategy.

    Who cares about how much “effort” you think something takes? Matchmaking isn’t about trying to match up people that use a particular strategy against people who like that strategy themselves, it’s sole purpose is to make it so average kill rates per match among equally rated players falls in the 1-3 kill range with an average around 2 kills. That’s the balance metric the devs shoot for, so it makes sense the MMR is measuring kills for balance.

    Everything else that assists people getting kills or escaping is secondary in that regard and kills already indirectly reflect a lot of it on average anyway.

  • @Rivyn said:

    @dugman I'd say 'accurate' is a stretch. Since it just takes the most simplistic route to matching, there isn't any nuance in the results. You can sit in a corner while your team does gens, then escape. Your MMR goes up. You can wait till all gens pop, then hook with NOED, MMR goes up. At least with the old system, you actually had to do something in order to pip and rank up. Not perfect, but a lot more in depth than what we have now.

    I have little hope with this weeks 'tests,' if anything even comes out of them at all. It took them, what, over a year to give us SBMM, which again, went backwards in my book. Any results this testing has won't be seen for a very, very long time.

    MMR is about averages, not corner cases. Also, FYI, winning with NOED is totally legit, same with winning by slugging and zone defense and so on. Implying that someone who wins by using those things “didn’t win” is nonsense.

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892128#Comment_2892128

    At least the old ranking system dealt with more than kills/escapes. The devs went backwards with this, instead of forward.

    Right, the old system was busted because it tried to do some frankenstein thing involving a bunch of things that weren’t necessary. Plus it reset every month so it was totally useless that first week.

    The current MMR is actually pretty accurate, if you have people that are all the same MMR you actually get a close match. The issue has been the system’s balance between using the MMR and waiting for a close match versus it giving up and putting people in whatever slot was available. These tests this week are presumably tinkering with that part of the matchmaking system.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891403#Comment_2891403

    Categorically not. I feel like I'm the only one who remembers how awful the emblem system of matchmaking was.

    You’re not the only one. People who think the old rank system was better are delusional with nostalgia or something.

  • I like teleporting. 🙂 But I doubt the next killer will be a teleporter or stealth killer since it would be mechanically too similar to Sadako who just came out last month.

    Personally I'm still rooting for a Medusa style killer that, while survivors are looking at her, they build up negative conditions. So it would be a killer that you're actually actively trying not to look at during chases and on gens.

  • Unfortunately the devs said a while back that they experimented with flying and hovering killers and eventually scrapped the idea because it was too problematic from a balance perspective. On outdoor maps being able to fly above the obstacles and see everything and take shortcuts is a huge advantage, but then on indoor maps flying is mostly useless. I think the closest we'd probably get to a "flying" killer might be something that doesn't a wing-assisted lunge mechanically similar to a Demogorgon leap attack.

  • It's tricky but there are a few things that help a little

    • You can still hear footsteps with Iron Will so listen for those
    • Against an Iron Will gamer don't try to land right on them, just use the Phase to get closer to them and do the chase normally from there. So for instance, if they drop a pallet against you, break it and use Phase to follow the scratches until you're close then do a normal chase.
    • Don't be afraid to switch targets early in the match when you realize someone has Iron Will. Odds are decent only one or two survivors has it so focus on them first.
    • As far as Perks go, Predator actually works kind of ok on Spirit since you can still see scratches while Phased. So in particular, when you're against an Iron Will survivor, if you have Predator you can actually just follow their trail really easily, at least as long as they keep running. Again, as above you follow it until the trail stops or you think you're close rather than going for a hit right out of phase.
  • @Mandy said:

    Hopefully once the tests are fully over we'll be able to share further information on what exactly was tested.

    That'd be awesome, thanks! 🙂

    P.S. As an aside not much to say on a personal level about the tests so far. I only play one or two matches a night so it's kind of hard to gauge the difference for me.

  • @malloymk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891277#Comment_2891277

    Most of my games that I lose as killer are games where 3 or more run dead hard. Period.

    I know it's anecdotal, but I'm not at all surprised that there is a correlation between running dead hard and increased survival rates.

    I'm not saying that's the only reason I lose, btw. Many games I just don't play well or the other survivors make some really good plays. But the games I get rekt almost always have 3-4 DHs.

    For context in that 400 game sample they had something like a 70% kill rate against groups that had no Dead Hard and then each survivor that had it dropped the kill rate something like 5-10%. It was pretty dramatic.

  • It’s too bad you didn’t have time to track the perks people were using, it’s interesting to pivot out escape rates versus counts of perks in the match. There was a post a couple months ago where someone posted a data file of 400 matches that included how many survivors ran Dead Hard, Borrowed Time, etc, which revealed a really strong correlation between Dead Hard and escape rates compared to the other perks they tracked.

    I kind of wish DbD just has a public database of match results, it’s fun to fiddle around with the numbers.

  • @Fnatic47 said:

    The most funny thing is they do surveys but in the end nothing Change... XD

    That’s actually not true. For instance they did a survey a while back asking if people wanted them to change the wiggle mechanic to be like the skill checks on the cages. I think the response was positive and eventually they did change how wiggles worked (albeit they’re slightly different than the Cage checks but still a similar idea.)

    So they do listen to the surveys, it just can take a while for concrete changes to happen from them.

  • @FrostyEyesSusie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2886422#Comment_2886422

    Because unless you're activelly de-mmr-ing you'll get to that range very quickly due to the way mmr is calculated. Add to that the killer shortages, and you're facing top mmr survivors pretty fast.

    I’m skeptical about that. Every time someone escapes your MMR goes down, and if they are lower rated it goes down even more than if they are equal to you. So if you actually somehow got to high MMR when you shouldn’t be there then every escape would be significantly lowering it back down.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2888870#Comment_2888870

    I don't see exactly anything wrong in that statement tbh, you will lose because you are unlucky, you will win because you are lucky, there is no real skill factor in pub matchmaking as game is not meant to be fair in those environment.

    The problem is about averages over multiple games. Yeah you can have a lucky matchup but on average over many matches luck is diluted and player skill determines overalll win rate more than other factors. You don’t win as often and as consistently as Red and Otz by “luck”

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2888181#Comment_2888181

    yeah...................... the first minute of that video tell me everything i need to know about the survivors he gets.

    Lucky guy.

    Right, he wins because he’s “lucky”. 🙄

  • @IlliterateGenocide said:

    I like Julies music, but isn't the addon like bottom tier garbage? speed of breaking doors right? that seems bad even for a yellow addon

    Yeah that add-on definitely sounds kind of map specific and not great. But to be fair, their Frenzy timer doesn’t go down while breaking a wall with that add-on so in essence you can just blast through the walls during a frenzy as you come across them probably. I guess it would be fun on something like Dead Dawg or Midwich? 🤷‍♂️

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2888414#Comment_2888414

    ...

    Why are you here to argue about 4 iri addons?

    This is not a thread about 4 iri addons. This wasn't a thread about 4 iri addons until you brought it up.

    Why not make your own thread about 4 iri addons?

    https://forum.deadbydaylight.com/en/discussion/comment/2888479#Comment_2888479

    I think he overvalues that green - the Condemn gain is minimal.

    Yeah, I'm not saying that she doesn't have a kit - but watching that video, I'm not convinced the stealth is doing anything whatsoever even with that yellow. It mostly looks like the survivors are playing pretty normally, and he's just a very talented killer playing bog standard M1 style, doing a lot of slugging.

    Honestly, he'd probably have an easier time on Wraith or possibly even Pig.

    He also does a similar strategy with Wraith and it works ok there too. The difference is that he doesn’t have the alternate way to threaten a death if the survivors are heal heavy with Wraith.

    And the Condemn gain with that strategy is not minimal, you’re underestimating the time the survivors are spending running to their TVs and not healing or being on gens.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2888181#Comment_2888181

    Hah! I've watched him play with her - honestly, it mostly like he's playing her as a pure M1 killer and just going for a lot of slugging and tunneling. He'd probably be even more effective on...almost any killer. He's certainly skilled though.

    There's more to it then that, there's certain things about Sadako that he's taking a lot of advantage of:

    • Her strong map mobility helps his slugging strategy because, after he downs someone, he typically has a good idea if there is another player nearby to chase normally or if he should teleport to a farther location out to chase someone there. A killer without that type of mobility has a harder time doing that kind of long range pressure
    • As silly as it might seem, the Condemned stacks are actually helping him as well because, by doing a lot of slugging and constant chasing and teleporting, he's not giving the survivors a lot of time to both do gens and also still remove their building stacks. To accent that he's been sometimes also running her green add-on which makes it so when a survivor heals someone who is cursed they also gain another stack of Condemned. That makes the pattern down, slug, survivor comes in to healing the dying survivor and gains a stack themselves. It's not as rare as people might think for him to actually get kills with Condemned simply because the survivors are stretched in too many directions to think about their stacks in time if they're also juggling gens and healing dying survivors.
    • He does use the stealth to get close to survivors without teleporting when he can, but he also uses it a bit in chase, typically to for instance be Demanifested while the survivor can't see him on one side of a wall at a loop, Manifest, change directions, and the survivor doesn't know he switched angles because of the short invisibility and runs into him or gets caught waiting at a pallet or vantage point.


    Now all that said, he does also play other killers using this sort of basic strategy too. I'm just pointing out here though that when he's playing Sadako he is taking advantage of things that are specific to her kit.

  • I can't speak to how good or bad Otz is with Sadako, but if you actually want to watch someone who is really good with her I recommend

    RedsGamingGears . He's been putting on a clinic with her all this month. I don't know what his kill rate is exactly but it seems quite high and he is definitely taking better advantage of her abilities than most of the other streamers I've seen. He even gets Condemned kills against otherwise good survivors not infrequently simply by virtue of how much pressure he can exert with her. (He tends to use a lot of slugging and constant map wide pressure with her. So the first part of the match is usually a lot of downs and breaking of pallets but few hooks, followed by eventually hooking one specific survivor three times in a row to eliminate them and then cleaning up the rest since all the pallets are gone by that point.)

    https://youtu.be/23jxb5D-o9U


  • Welcome aboard! Just FYI even though the current Rift is "closing" today, all the challenges from the current tome and all the past tomes are available in the archives and you can still get all the bonus bloodpoints from them. Also completed challenges in old tomes still opens their journal pages to listen to. (The journals are actually maybe my favorite part of the tomes honestly.) The only thing the Rift closing does is you can't get access to the special cosmetic items in it. So there's no rush on doing tomes unless you really, really wanted some particular costume or charm or whatever.

    Also even though the Rift and Tome chapters come out together, you automatically gain levels in the Rift simply by playing the game. So even if you are doing old Tome challenges or no challenge at all you'll still gain progress in the current Rift if there is one.

  • Yeah, if I had to pick one thing I wouldn’t mind seeing being removed from the game entirely it would be map offerings. They just exacerbate issues with map balance problems and cause more annoyance than any benefit they give.

  • @Juicyman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2886561#Comment_2886561

    True, I'm taking the OPs opinion that they were playing just as good as the Survivors at face value.

    And they could be just as good as the survivors, after all they got the 3k and the survivors had bad loadouts. For all we know the results could have been 1-3 kills if they had better perks.

  • @Raccoon said:

    Blows my mind how some people are happy playing only half the game.

    Most people do play both sides, though, in some capacity.

    It becomes very clear when someone does not, based on their wording and post history.

    I can only speak for myself but I don’t play survivor because I just don’t find it fun. For me there’s too much downtime between working on gens or being downed or on a hook, and I also am more comfortable with the first person perspective than the third person perspective. Also I only play the game solo and killer is the side that’s clearly specifically designed for solo play. And finally there’s a much greater amount of variety in playstyles and abilities among killers than survivors which are all just the same character with different skins aside from the loadout they pick. (Not that loadouts don’t change things up of course but killers have just as much variety in loadout choices as survivors do.)

    Obviously if I played survivor more it would help me with my looping, etc, but in terms of actually enjoying the game I’m perfectly happy not bothering.

  • @Juicyman said:

    As others are saying, showing a 3k for your argument nulls the point but everyone seems to be missing that there was almost zero perks in play from the survivors and it was apparently still excessively stressful.

    Who cares that he got a 3k in a match that should be in his favour, 3/16 perks is not the norm. Imagine how scuffed this would've been if they had even bothered to bring 1 exhaustion perk each, let alone another 12 perks.

    Player skill and strategy outweighs perks. If you play well and your opponents don’t then you will almost always win even if you have no perks. It’s why streamers have consistently in the past done long strings of 3-4k games with literally no perks, they simply play better than average players and the old emblem system was less consistent at matchmaking high skill players against other high skill players.

    So it’s quite possible the survivors played at least as well as the killer did in this match which is why it felt close despite the lack of perks. Perks make a difference when opponents are otherwise evenly matched in skill but they don’t do as much to help a weaker player beat a stronger one.

  • I've never had a problem with MMR, when everybody's MMR is in the same ballpark it's a close match. The main issues have always been the matchmaking system itself trying to balance "close MMR brackets" with "quick queue times", and also the possibility it doesn't make good estimates for the net MMR of groups of survivors when they vary (e.g. a high rated player in a swf with a low rated friend, it's quite possible if the system is just taking an average of the two that could be a poor estimate.)

    As far as these recent tests, I'm sure they're getting good statistical data. How useful the "feedback" is, though? 🤷‍♂️ Part of the problem is nobody actually knows what their or their opponent's MMRs are, so there's no way to tell when there seems to be a mismatch in skill level in the players if it's an actual gap in the hidden MMR ratings, or if it's someone who is significantly underperforming or overperforming compared to their assigned MMR, or if it's a case of a backfill in a lobby or a swf, etc.

    And honestly the bulk of what they'd probably find useful would be in the data. Like looking at actual queue time statistics, pivoting out how often specific individual players randomly get assigned to the same match (which could be a sign the brackets are too tight), and variance in the kill rates at very loose matchmaking versus very tight matchmaking. All of that is probably good data they'll be able to collect from these tests and none of it would be from player comments.

    To be fair, some people are taking the survey very seriously, tracking all their games and posting as much information as they can write down which I'm sure is really appreciated by the devs. 🙂 Me, though, I play one or two matches a night, I have no idea what my MMR is on any of the killers, and I have no idea half the time if me winning or losing had anything to do with matchmaking in the first place versus me just having a good or bad night at the controls. So if they do manage to cull anything useful out of the forum posts, great! But I'm betting the really useful part will be the behind the scenes data collection.

  • I'm confused, you're using this as an example of "all the gens being done" but you got a 3k. It's not a good example.

    Also if you and your opponents are evenly matched than the gens are supposed to be done most of the time. The game is designed for 1-3 kills being the norm which means if the survivors are playing well they probably will finish the gens before it's done. That's not a sign the balance is off, it's how it's intentionally set up. If you're expecting to stop all the gens 50% of the time against teams as good as you are (which in your case is apparently 2500 hours) then you're putting yourself at an unreasonable expectation.

  • The player count did go up. It was down in the weeks leading to Ringu's release and the last two weeks increased the total player base from there. (That's why when you looked at Steam Charts three weeks ago it was showing a 5% loss over 30 days but as of tonight it's showing a 2% gain over the last 30 days.)

  • @Shaped said:

    They also said they are going to adress the grind in a better way than removing the perk tiers. If I'm remembering correctly.

    When is this happening?

    They said it was still in the early stages of development in January, so probably not until at least this summer.

  • I’m pretty happy as a killer main. Sure there are some things I wouldn’t mind seeing but nothing really makes me mad with the game itself. (I do get frustrated with myself sometimes when I play terribly, but that’s on me.)

  • I actually think I get plenty of points from missions. That said, I definitely wouldn’t mind if they made it so you has two mission logs, one for killer missions and one for survivor missions.

  • If she likes horror movie characters and thinks the idea of what is basically a game of tag with meat hooks sounds fun then she’d probably like it. 🙂

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2884500#Comment_2884500

    It's a terrible analogy. Hockey players alone don't win games. Teams do.

    Talent scouts aren't going to ignore good players only because they happen to have teammates who suck.

    It’s a good analogy, comparing MMR to talent scouting is a bad analogy.

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2884486#Comment_2884486

    And it was a very bad analogy.

    Coming from the most senior dev.

    And it was never retracted.

    And it failed to address the feedback about mmr.

    While highlighting the disconnect between devs and community.

    Of course, the community are going to cling to it. And with every right to do so.

    But it was actually an accurate analogy. All he said was that hockey players who win games tend to also be good players so winning games is a good statistical proxy for skill. Which is totally true.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2884476#Comment_2884476

    Didnt say any of that though did I? I didnt mention once in this post I should win every game or be able to win with no perks (or bad ones).

    I said it's not fun for either side, and the games should be fun regardless of the side I play. I gave example why each side sucks at high mmr and making the mmr strict just highlights that issue.

    Games should be fun. I also stated it shouldn't be an easy win for either side.

    But you did imply that you’re not having fun as a killer because you’re not winning as often when you “play casually”.

  • This hockey dead horse is so dumb. People act like the dev said DbD and hockey are literally the same thing when all he did was make a simple analogy. It’s like if you watched Forest Gump say “Life is like a box of chocolates, you never know what you’ll get” and then complain endlessly that Gump is saying people live in cardboard boxes and get eaten by giants.

  • Obviously if your MMR is currently really high then you should be playing against survivors with really high MMR, and if you are then why would you expect to be able to easily do well against skilled players using optimal loadouts if you are not also as skilled and using as optimal a loadout? Nothing prevents you from playing using whatever you want to use, and if you do play suboptimally “for fun” that’s perfectly ok, but it’s unreasonable to expect to not lose games and have a lower MMR and face lower MMR survivors as a result.

    This notion that as a killer I should be able to play using literally any loadout and just kind of chilling as I go without strategically thinking about what I’m doing but still win enough games to maintain a high MMR doesn’t wash. Just play how you want, take the short term losses if the way you want to play isn’t the best strategy and setup, and eventually your MMR will put you against survivors that you can still beat that way. If you only have “fun” when literally you win all the time then that’s not a problem with the system.

  • I know what you mean, there’s a couple of perk icons that were an object or something that I didn’t realize what it was until I looked at it closely. Like I didn’t catch that the skull on Haunted Grounds is smoke coming from a totem candle.

  • Hmm, according to my current list on Flickchart.com my top 20 horror movies are

    1) The Shining

    2) Alien

    3) Event Horizon

    4) The Omen

    5) Shaun of the Dead

    6) Get Out

    7) 28 Days Later...

    8) Predator

    9) Tucker and Dale vs. Evil

    10) The Exorcist

    11) Aliens

    12) The Ring

    13) A Quiet Place

    14) Zombieland

    15) The Lighthouse

    16) The Wicker Man (1973)

    17) Army of Darkness

    18) Cube

    19) Arachnaphobia

    20) World War Z


    Note that this site is basically a bunch of this-or-that comparison. You just keep seeing two movie posters side by side and pick the one you like better ad infinitum. It’s kind of addictive! 🙂 The above list also isn’t too bad, I do like all those movies quite a bit. (Child’s Play and Saw are the next two on the list, of those I could maybe see Saw edging into 19 or 20?)

  • Then you're in luck, because every time they show broad stats the overall kill rate is around 50-55%.

  • @jaawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2883570#Comment_2883570

    I am not talking about "being on a hook," that's a strawman. Read any of my other posts more closely to see the specific thing I'm talking about.

    I don't have to "read all your other posts" since what you're talking about is already in your original post

    Singling out an individual player, hooking them, and then standing there until they die on first hook is absolutely interfering with others' ability to enjoy playing the game.

    And then you go on to incorrectly claim that this is against that bullet point in the EULA which is isn't. Because as I just mentioned above, that bullet point is in the context of interfering with access to the service, not with this nebulous idea you seem to have that if something "feels unfair" it's against the agreement.

    You're conflating something being "dull" with "interfering with enjoyment", and confusing "imbalanced design" with "cheating".

    Which, by the way, that bullet point you pointed to doesn't even mention "cheating". In fact the word "cheat" only appears once in the EULA and it's only in the phrase "“cheat utility” software program or applications." So if there's any strawmen here it's your declaring your own personal weird definition of "cheating" and then claiming that the EULA, which doesn't even reference cheating in the first place, somehow makes what you defined as "cheating" to be against the document.

    So TLDR:

    • Your definition of "cheating" is both bogus and materially irrelevant to the EULA.
    • Your definition of "interfering with the ability of others to enjoy playing on a Behavior service" isn't the one the company is using for purposes of this document. They're referring to interfering with people's ability to access the service, e.g. DDOS or somehow forcing the game into a state that it literally can't end, etc.
  • @jaawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2883532#Comment_2883532

    You are incredibly off base. I'm not "just mad" or something lmao. This is pure logic. The EULA is clear, the specific type of camping I highlighted is clear. They contradict, that's it. I think the EULA's language is the right thing to uphold here. Everyone should have the ability to enjoy playing the game. All killers, all survivors, no exceptions. If they don't like the game, that's fine, but that's not what this is about. No one gets guaranteed fun, obviously. We're only talking about their ability to play. Stubbornly facecamping someone to death on 1st hook removes a player's ability to play. It is simple. I understand it all perfectly fine.

    No, being on a hook doesn't at all make you "unable to play". You're playing the game, it's just that part of the game happens to have a really boring aspect to it where you're stuck on a hook sometimes. Part of the game being dull though doesn't mean players are violating a legal document when it happens.

    What the EULA is referring to is primarily exploits and hacks and actual literal harassment in chat. In fact the bullet point you're referring to

    • Interfere with the ability of others to enjoy playing a BHVR Service or take actions that interfere with or materially increase the cost to provide a BHVR Service for the enjoyment of all its users.

    Is entirely within the context of other points that are dealing with people actually either cheating, hacking, harassing others in chat, and so on. This bullet point isn't talking about "camping a hook", it's talking about things like DDOS'ing the Service (note the word service in that bullet point) so that players can't access it.

  • @Valik said:

    There's a difference between potency and fun.

    The Artist and the Twins both have the same problem, though - which is interesting.

    The best way to counter them is to hold W and leave loops.

    Act unpredictably to avoid the skillshots (Crows, Victor)

    If hit, bait the survivor by keeping the crows/ Victor on you

    If killer comes for you - run to loop.

    Use the pallet or window.

    Leave with crows or victor as bait.

    Rinse, repeat.

    it's up to the killer player to determine how effective this strategy is. Which can be agonizing and not at all satisfying in the least.

    Both of them have a 4D chess level aspect to their power - but have a low skill ceiling. This means that their power needs a lot of constant thought, anticipation, and skill to pull of reliably - but it doesn't yield fantastic results.

    It doesn't help that neither of these killers LOOK compelling in any way. They don't have the traditional killer vibes and lack a certain air of terror.

    They're just kind of gross - aesthetically and practically.

    Just FYI holding W doesn't work against Victor. I'm assuming you're talking about Twins players who chase more with Charlotte than they do with Victor (which isn't how I play them, I mainly chase with Victor and use Charlotte mostly to pick people up.)

  • @Config said:

    https://us.v-cdn.net/6030815/uploads/WBIWTPXUOEYB/img-20220402-185308.jpg

    CONGRATULATIONS, apparently if u hear the community and make the right changes u gain players (who would say that???). Jokes apart, congratulations, the last changes have been really good for the games health, coh nerf, pretty good killer perks, and a chance to get MMR removed, that's truly amazing, thank u bhvr <3

    Sadako came out 3 weeks ago and there was a jump in players from that and the resulting sales. The 30 day running average is only now starting to reflect that because there was a loss prior to Sadako's release.

  • As a killer your MMR goes up or down per kill you get. If you kill two people and two people escape your MMR goes up twice and down twice. The amount it goes up or down depends in part on your relative MMR to the specific opponent. So if you kill someone who is lower MMR your rating will go up less than if you kill someone whose MMR is higher than yours, and vice versa for escapes. Also, if I remember right, I think the order of the kills matters, so the first person to die shifts MMR more than the second or third person to die (since once one survivor dies it significantly raises the probability of others dying.)

  • @Msterflex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2882065#Comment_2882065

    And killers are supposed to kill the survivors hench why they chase the most vulnerable survivors and camp to secure to kills

    Right, although camping can be counterproductive, a lot of the time you're better off hooking or slugging a survivor then immediately going and chasing someone else to maintain the pressure.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881499#Comment_2881499

    Thats true. some killers even claim survivors are gen-tunneling. I still have no idea what that means

    Gen rush is also a pretty silly complaint. So what do you expect the survivors to do, not work on gens? I never understood that one.

  • @EvilBarney666 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881572#Comment_2881572

    But why is it ok for the killer to be punished? Swf especially with comms is unfair to the killer player. Sure, you may be just friends having fun and not a sweat squad.

    But, at the end of the day it's still an advantage. You can call out locations, you can pre plan loadouts, you can coordinate during the match. A perk like knockout is useless against swf. "Oh guys im down at the killer shack."

    So the killer gets punished but, it's ok for the survivors to have that advantage. The killer should at least be givin something to compensate for swf.

    Is swf “unfair to the killer” or is solo queue “unfair to the solo survivors”? Is it that solo survivors are too weak or that swf survivors are too strong?

    I think the devs currently want to try and buff solo survivors with additional information to help bring them more up to where swf survivors are in escape rates. Then if that turns out to be too much in the survivor’s favor maybe help killers across the board somehow (e.g. very slightly increasing the time it takes to finish gens). They may be ok statistically with where the swf groups are but think the solo survivors are having too hard a time.

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