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fogdonkey

fogdonkey

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  • It is unfair because it is a lot stronger against solos compared to swf.

  • If you want interesting matches where both sides can feel like they have some chance of success, then no.

    If the killer is doing well the killer doesn't need even more help so that the survivors can be destroyed even faster. On the other hand if the killer is doing bad some help would be useful so that it is not completely hopeless for the killer and end up with 5 gens done and only 2 hooks.

    These badly designed perks tend to move the game to the extremes: killer will be doing very well or very bad. Instead these perks and game mechanics should try to balance it and keep it somewhere in the middle.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2801269#Comment_2801269

    Gen slowdowns and info perks only reward killers that have skills.

    That's actually a correct observation. I wanted to post for some time about this: Most killer perks are not well designed, they help you even more if you are doing well and don't help you at all if you are doing bad.

  • @Majin151 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2801146#Comment_2801146

    I mean my survivor search times actually take longer now no joke last night I waited 25 minutes to find a match solo que

    You could have the world's best MMR system, if there are too many survivors queueing and not enough killers you get long wait times.

  • You can always try to buff your own skill.

  • It is just an upside down killer shack.

  • Depending on the time of the day (which affects the ratio of killer survivor players in the queue). It can range from as bad as the old system to a lot better. So overall it is a better system. Just don't play during times when the survivor queue times are high. Also if a survivor player leaves the lobby I usually leave as well to search for a new lobby. According to the devs, in these cases the system is looking for a quick replacement instead of a good replacement, and I don't want a team with a quick replacement in it.

  • What would prestige mean with this change? You would just auto-Prestige (get the bloody cosmetics) on levels 50, 100 and 150?

  • Usually more than 100%. I let them wiggle out, unhook their teammates and then I start over.

  • Playing against SWFs is usually better, because they make nice altruistic moves, go for protection hits, try to divert the killer from the injured player, want to prevent tunneling, etc. It is good to see a well cooperating team. It is also nice to see some fun survivor builds, like some double head-on builds, etc. It is also a better challenge for me as a killer.

    When I go against solos, it is often like this: I go back to the unhook location where I see nobody only a loud crying injured survivor and then I unfortunately have to tunnel.

  • And why is it good to add the requirement of playing X amount of matches before it moves to the next tier? What is the reasoning behind it? For me it makes no sense, just another unnecessary grind.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2798152#Comment_2798152

    Too bad for you. Not only did I make a forum post about toxic SWF's to survirors... I also uploaded the video of the final moments of this match.

    All props to the Killer for making things right.

    The final moments of the match, after surviving their constant attempts to get the killer off of them and onto me :

    https://www.youtube.com/watch?v=E_18W99plV0

    What is bad for me? :D

  • @Zolfo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2798176#Comment_2798176

    The issue is you think every killer that camp is an ######### that want an easy win or to piss you off.

    There are games that can be recovered from the killer only camping.

    And these games and these situations are NEVER about the last hooks.

    If i managed to reach the second half of the 12 hooks it is not really a gam where i need to camp.

    The game where i am pushed to camp are the cursed ones where you have an awful RNG, wrong map, wrong SWF, 3 gens lost in 2 minutes, jungle jims connected and so on...

    You want to solve the face camp? First thing you must do is ask yourself "why do killer camp? Do they always camp because they are noobs or frustrated idiots? Or maybe there are some situation where the system force them to camp?"

    Mid and end game if you already have some hooks you could camp or tunnel the same way. My change makes early game tunneling or camping less viable.

    If tiles or RNG are broken then they need a fix, but the fix should not be allowing early game tunnel or camp, because killers can do it regardless of how good the RNG and tiles actually are.

    Also if the survivors outplay you, then it is also possible that you got matched with a lot better survivors than you are and you simply don't deserve a win in that match.

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2798176#Comment_2798176

    Wait maybe I got your idea wrong. You want to give extra hook stages to survs right? So no matter if I camp or not I have to get mor hooks over all. When I don't camp I have to make more chases wich eat a ton of time right now.

    And yes you are right I think my place should be lower in mmr to but the whole mmr system isn't working when I go against players with 3khours and more regularly and I have only 200 something is wrong I have many games I go out with 0k sometimes not even every survs sees a hook cause they are simply better wich I know but I can't controlle wich survs I get so sometimes I just need to get nasty or the game is just a beat the killer till he cry party

    There would be still 12 hook stages in total like currently. But you would not be able to tunnel out the first person with 3 hooks, because 4 hook stages are shared between the players. So in early game tunneling and camping would be less viable. Mid game and end game if you already have hooks, camping and tunneling would feel the same.

    Matchmaking needs a fix, but that is a separate topic.

  • @Starrseed said:

    And again an idea to get rid of camping ( wich should be done atleast face camping) that is just: here a system that only punishes the killer and makes the game even harder for them. Try to come up with an idea so killer don't camp because they actually get something from not camping instead of hitting at them with a club. But one thing Is sure with your idea if this would be live you won't be camped anymore cause you would sit in q for an hour+

    If you don't camp or tunnel early game this change does not really affect you as a killer.

    If you camp or tunnel early game because that's the only way you can get kills then maybe you are just going against too good survivors and your real place would be in a bit lower MMR.

  • @SilentShepherd said:

    I queue up as a Solo survivor, which is 99.99% of the matches I play. I wish there was a Solo queue only, but alas.

    A twitch streamer joins the team with 2 of her friends in an SWF on discord.

    Throughout the game, whenever they have the killer on themselves, they ask "Where is Claudette??" and they help each other navigate to my location, regardless if I am doing a Generator or not, to try and get the killer on to me instead.

    Eventually, one of them dies, and now he is the OVERWATCH. He decides to spectate me, and tell everyone where I am when they are being chased.

    The streamer would go, "omg she found me, where is claudette ahhahah" and the shrimp guy would tell her, "turn left, behind that car, go straight" etc... to try and get the killer onto me all over again.

    Eventually there was only 2 people left, me and the streamer. And you can guess what happened again. I recorded all of this from her stream so I have proof.

    Unfortunately for her, I am a very good looper, and the killer chose to peel off to catch her first every time. As soon as she got downed, she rage quit disconnected on stream before even being hooked. Then they all 3 spectate me to cheer the killer on to kill me. She cheers when I failed to find the hatch before the killer. Wow.

    But, fortunately for me, there is a happy ending. The SAW Killer (PIG) let me go. She let me open the gates, and leave. All the while the streamer complaining, "oh im so pissed if she lets her go, wow shes letting her go, ######### i cant believe this" etc...

    Just to let you know, SWF can be toxic to their own teammates too.

    I wish solo players had a way to remove themselves from SWF's.

    These are just rare one-off cases IMO. Not even worth to write a forum post about it.

  • @Zolfo16 said:

    Solo on hook for long time then will DC!

    Are you going to stay SIX MINUTES looking the face of the killer in a challenge of patience with no reward?

    Early camp is useful against SWF because SWF only have one weakness, their altruism!

    If you clearly see it is a SWF what are you going to do? Let them drive you crazy or grab one of them in the basement and bait the others?

    Until strong cohordinated teams will be such powerful you can't take away this strategy from killers.

    As I said, it has to be tested how frequent that situation would be that the killer would facecamp for six minutes.

    Camp against coordinated teams is not useful, because they tell each other to rush gens.

    This change is here to discourage players like you to basement camp early on the game. If you can't otherwise handle good teams/players than you should just simply lose and get to a lower MMR.

  • @Zolfo16 said:

    This will start a psychological war.

    The killer will camp not because camping is cost effective but because IF the survivor decide he do not want to wait 6 whole stages on the hook before dying and start to committ suicide it is a free win for you.

    In a SWF killers will be stomped, not only it is the worst possible match but you neither can camp neither you can push a survivor into committing hook suicide.

    Against solo killer will stomp survs because a solo easily do not want to stay SIX MINUTES on the hook, not farming ANY POINT to allow complete strangers to win!

    Not only this is wrong but the strong will take advantage on the weaks thanks to this change!

    Yes, suiciding on hook could be an issue, that's why I mentioned in my post, that Kobe is allowed only at the first hook, and struggling starts only before you die.

    Yes, you will not be able camp for SWF, but that's intended. The purpose of this change is to remove early camping in game.

    Yeah, solo on hook for long time would not get many points so maybe that should be changed somehow by giving more rewards while you are on hook. But also killer would not get many points for camping the whole game, so it is possible it would not be that common behavior. It has to be tested and if issues arise then addressed.

    We can start gradually, i.e. first allow that a single survivor can get at most 2 hooks from the shared hook count. This would mean that some survivors could have at most 4 hook stages.

  • @zumer said:

    This is for developers. I have low mmr. Why, when I play as a killer, do they give me swf, with a high mmr? Why do I get a high mmr killer when playing as a survivor? What is interesting about a game that cannot be won? Fix it.

    There are some bugs in the matchmaking. E.g. the devs mentioned that if a killer leaves the lobby the system quickly wants to find a new killer and is not really taking MMR into consideration. Maybe it happened to you.

  • Otzdarva proved that a pro skilled player with good perks and addons can win with a high probability using the current matchmaking system.

    If you are not a top player or don't use top perks and add-ons the situation is completely different.

  • @Reshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2797371#Comment_2797371

    I mean it'll go one of two ways with the proposal: Either one player gets farmed for all their hook states, or survivors can never be down a player no matter what.

    Anyway it could be tried to see how it works out. It is easy to balance with the parameter that determines how many shared hooks can a single survivor use out of the total 4.

    Setting it to 1 would result in the same system as we have today, each survivor would have 3 hook stages.

    Setting it to 2 would mean that some survivors could have up to 4 hook stages: (4, 4, 2, 2) or (4, 3, 3, 2).

    Etc.

  • @Reshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2797371#Comment_2797371

    I mean it'll go one of two ways with the proposal: Either one player gets farmed for all their hook states, or survivors can never be down a player no matter what.

    If one survivor gets farmed that's the mistake of survivors for not doing safe unhooks even if they have enough time for it. Or it is a facecamping killer in which case the survivors have plenty of times to do all the gens, so killers would get used to not facecamp, because it is boring and they lose.

  • Go and play some survivor games as well.

  • @Hannacia said:

    Sorry but this would make the game be even worse. If you have played any killer and if you have ever gotten good teams against you, you know even getting 2 hooks in games is sometimes difficult.

    How would you balance this to killers?

    How many hooks you can get against good players is not related to this change, so bringing it up as some counter argument doesn't make much sense. If you can get only two hooks with my proposed changes, you would get only two hooks in the current system as well. So my proposal is not making it worse.

  • The extra hook for the tunneled survivor is described in more detail in this post. Please add a comment there to keep that post alive.

    @fogdonkey said:

    Currently each survivor has to be hooked 3 times (or go through 3 hook stages) to be sacrificed. So it is relatively easy to tunnel a single survivor out or camp them to death (Bubba).

    My suggestion:

    Each survivor has to be hooked only 2 times to be sacrificed (or go through 2 hook stages), BUT there are 4 hook stages shared between survivors. It means that the first 4 hooks or hook stages will be subtracted from this shared hook count, not from the personal one.

    How does this solve tunneling and camping? Tunneling a single survivor would mean that they need to be hooked 6 times! Also camping would take a long 6 hook stages!

    Possible balancing options: Limit how many hook stages can a single survivor use from this shared count. E.g. each survivor can use at most only 2 out of the 4, which would mean that some survivors would have 4 hook stages instead of the current 3.

    Possible issues: Survivors killing themselves on hook could hurt the team more, but they already hurt, so the situation is not getting much worse. Possibly kobe attempts should be disbaled after 1 hook stage, struggling should happen only at the last hook stage. In the meantime they would just hang.

    Let me know what you think. But keep the discussion on point: how to improve this system, what are some other possible issues and how to fix them, etc. I want constructive feedback. I don't care about your personal issues with some tbagging survivors or how to nerf dead hard, etc. Open a separate forum thread for those.


  • Often the tunneling is the survivors fault, examples:

    - doing unsafe unhooks when the killer is near

    - the unhooker disappears after the unhook and the killer can only see the unhooked guy

    - healing under the hook instead of disappearing

    - not taking protection hits for the unhooked guy

    - doing unsafe unhooks without BT

    - unhooked survivor begging for a BT hit

    - unhooked survivor not being careful and stealthy

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2792064#Comment_2792064

    Definitely not, in fact, people feeling unhappy for tunneling is definitely not normal because that's just how game is meant to be played.

    The game is not explicitly meant to be played like that. It is nowhere written that you have to tunnel. It just turned out that with the current game mechanics and rules this is often the easiest way to get lot of kills.

  • @Barbarossa2020 said:

    Its basically about pressure.

    I get more pressure from chasing you, and hopefully drawing survs to block for you, than i do to running and kicking a gen.

    4v1 hard on Killer

    3v1 balanced

    2v1 hard on survs.

    Until gen regression becomes meaningful there is more value in removing someone from the game than kicking.

    Then add CoH into the mix, even though nerfed CoH means you can free heal where as before survs would potentially have to do it for you.

    So again more value from you on hook than running to a gen or letting you heal.

    3v1 is not really balanced. If the killer is downing the survivor relatively quickly then the survivors don't have time to heal up if they want to do gens.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2791865#Comment_2791865

    Survivors should be punished for having weak link though, they are team.

    They should be punished, but I am not sure if quickly tunneling that single person out is the most fun way of punishment. Also in my opinion it is not a fun game where early on it is decided that one side has no chance of success. 3 survivors have drastically less chance then 4, if this happens early on, the survivors have 0 chance of success.

    Also there are cases when someone doesn't need to be a weak link to get tunneled out of the game. And even a great survivor can be camped out the same like a noob - they both hang the same way on the hook.

    And if you want to say that "But killer is also not fun", yes I agree they need changes as well, but it can be handled separately, and this thread is not here to discuss that.

  • @AbsolutGrndZer0 said:

    This will never happen for one reason.

    The developers have stated many times that tunneling and camping are legitimate strategies. In fact, I won't name names, but one of the developers is a Nemesis main (or was) and tunneled and facecamped a streamer friend of mine. When we realized he was actually a developer (we looked at his Steam profile and found out he was actually streaming at the time himself.)

    So, yeah. IT sucks as a strategy when you are a survivor, but it's not changing.

    EDIT: Also to be clear, my intent in mentioning that developer is not direct criticism, but just to illustrate why as much as survivor mains hate camping and tunneling, you have said many times it's a legitimate strategy.

    My proposal does not remove the possibility of camp or tunnel, just makes it a less viable strategy at the start of the game. Mid and end game (if the killer already has some hooks) it becomes again a viable strategy.

  • @Laluzi said:

    I feel like this would actually increase tunneling and milking the weak link? You can essentially pull hook stages off other survivors by going after the easiest one to catch, and then continuing to go after them when they're already injured and right in front of you. It takes longer to delete a survivor from the game, but then everyone else only has two lives instead of three. The thousand hour loop god Nea would have bought way more team time out of her eventual hook state than the Claudette who made it ten feet away from her hook before she got downed again.

    It's an interesting idea, but I don't think it would go over well in practice.

    Survivors will have bad time even now if there is a weak link. The weak link gets tunneled out with 3 hooks and usually it is a very hard situation after that.

    With my proposal: If there is a very weak link, survivors can decide to not unhook the person. Or they could wait until it becomes really safe to unhook. The weak links need to learn to play extremely safely and stealthily.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2791306#Comment_2791306

    That's kind of my point. Right now if you're tunneled, it's over at 3. I can't see new/bad looper players being thrilled that they spend twice that time in an experience that so many have said they dislike.

    Often the tunneled players complain that the game is too short if they get tunneled out. With this they would get 2x more chances and play time. Also the whole team benefits, it is generally better to have 4 survivors alive then to only 3 alive: 2 repair gens, one is tunneled, one is unhooking.

    Also if the survivors notice that the killer is tunneling, they don't need to go for unhook immediately. The survivor can hang there for some time before reaching the next hook stage and possibly wait for a moment when it is possible to do a safe unhook.

  • @AsherFrost said:

    I see a lot of sub-par loopers being absolutely tunneled the hell out of should that go live, as killers will pick whoever they can most easily catch. I also see players complaining en masse that they died even though they never got caught once.

    It's an interesting concept, I just think it would introduce more issues than it solves.

    Thanks for the feedback:

    Subpar loopers are currently tunneled out even faster: they go down after 3 hooks. With this system they would last 6 hooks. Of course if the survivor would always purposefully run into the killer the survivor could really hurt the entire team. But I think these are just some weird cornercases that should happen only occasionally.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2791262#Comment_2791262

    I see a lot of sub-par loopers being absolutely tunneled the hell out of should that go live. I also see players complaining en masse that they died even though they never got caught once.

    It's an interesting concept, I just think it would introduce more issues than it solves.

    Thanks for the feedback, could you post the comment on the original post?

  • If anyone interested, here is my solution to camping and tunneling based on some shared hook counts:

    @fogdonkey said:

    Currently each survivor has to be hooked 3 times (or go through 3 hook stages) to be sacrificed. So it is relatively easy to tunnel a single survivor out or camp them to death (Bubba).

    My suggestion:

    Each survivor has to be hooked only 2 times to be sacrificed (or go through 2 hook stages), BUT there are 4 hook stages shared between survivors. It means that the first 4 hooks or hook stages will be subtracted from this shared hook count, not from the personal one.

    How does this solve tunneling and camping? Tunneling a single survivor would mean that they need to be hooked 6 times! Also camping would take a long 6 hook stages!

    Possible balancing options: Limit how many hook stages can a single survivor use from this shared count. E.g. each survivor can use at most only 2 out of the 4, which would mean that some survivors would have 4 hook stages instead of the current 3.

    Possible issues: Survivors killing themselves on hook could hurt the team more, but they already hurt, so the situation is not getting much worse. Possibly kobe attempts should be disbaled after 1 hook stage, struggling should happen only at the last hook stage. In the meantime they would just hang.

    Let me know what you think. But keep the discussion on point: how to improve this system, what are some other possible issues and how to fix them, etc. I want constructive feedback. I don't care about your personal issues with some tbagging survivors or how to nerf dead hard, etc. Open a separate forum thread for those.


  • @fogdonkey said:

    Currently each survivor has to be hooked 3 times (or go through 3 hook stages) to be sacrificed. So it is relatively easy to tunnel a single survivor out or camp them to death (Bubba).

    My suggestion:

    Each survivor has to be hooked only 2 times to be sacrificed (or go through 2 hook stages), BUT there are 4 hook stages shared between survivors. It means that the first 4 hooks or hook stages will be subtracted from this shared hook count, not from the personal one.

    How does this solve tunneling and camping? Tunneling a single survivor would mean that they need to be hooked 6 times! Also camping would take a long 6 hook stages!

    Possible balancing options: Limit how many hook stages can a single survivor use from this shared count. E.g. each survivor can use at most only 2 out of the 4, which would mean that some survivors would have 4 hook stages instead of the current 3.

    Possible issues: Survivors killing themselves on hook could hurt the team more, but they already hurt, so the situation is not getting much worse. Possibly kobe attempts should be disbaled after 1 hook stage, struggling should happen only at the last hook stage. In the meantime they would just hang.

    Let me know what you think. But keep the discussion on point: how to improve this system, what are some other possible issues and how to fix them, etc. I want constructive feedback. I don't care about your personal issues with some tbagging survivors or how to nerf dead hard, etc. Open a separate forum thread for those.

    My idea solves these camping issues, you would probably even have time to do bones.

  • @Reshy said:

    The big problem is not the camping and tunneling, it's how long it takes to down a survivor and hook them. It shouldn't take over a minute to get your first down, and once you get that first down they shouldn't be invulnerable for another minute no matter what. A minute with three survivors on gens is 180/400 completed. Add another minute for the unhook and you get to 300/400 with two survivors staying on gens. It's not possible to pressure survivors fast enough with anything short of Blight or Nurse.

    Yes maybe gen speeds would need to be addressed with this change, because it removes some killer pressure.

    Note however that your numbers are just some theoretical worst case scenarios: survivors need time to find and move to the gens, they need to work only on the gens that will be finished, never get interrupted while you chase someone, and assumes that it takes so long to catch a survivor, which is also not true, and gets faster as pallets start to disappear.

  • @dugman said:

    One of the devs in December asked the forums if they should remove opponents’ grades from he endgame score screen because they cause so much confusion. The overwhelming consensus was Yes, but I haven’t heard anything about it since then so I don’t know the status. They may still be planning on removing them but don’t want to do it unless they have something else in place to replace them that isn’t simple the MMR number. Or maybe they have some reason they think having the opponent grade visible is useful to the game that I can’t think of? 🤷‍♂️ Or it could be something they want to do but feel it’s lower priority in the development queue.

    They had it hidden during some PTB or during some MMR test. So I don't understand why can't they hide it.

  • I am excited for every chapter.

    More grind...

  • @dugman said:

    If Borrowed Time becomes base kit the simplest way to rebalance is just slightly increase the amount of time it takes to finish gens. That is a single numerical parameter that can be very easily changed from a programming standpoint in as small or large amount as desired. If it turned out that the free Borrowed Time was causing too many escapes than a few more seconds per gen would probably be enough to counterbalance that. Doing something like adding a fifth perk slot would be way more complicated and could introduce all sorts of other unintended broken consequences.

    Increasing mending time after borrowed time would be a lot better fix IMO: If the survivor with active BT goes for a protection hit, they will have to waste let's say 30 seconds for mending. Maybe adding some incapacitated status effect so that they can't do gens before they mended.

    My suggestion also discourages tunneling even after hitting the unhooked survivor, because the killer knows that the survivor can't do anything for 30 seconds, so it is not worth it to chase them.

  • "looping killer for 5 gens and not escaping" is a nice story but it rarely happens.

    Also these terrible scenarios that you presented implies that survivors never escape, which is not true.

    How would action icons not help? Maybe not for complete noobs, because they don't understand what's going on, but everyone who knows a bit how to play will find the action icons beneficial.

    I am not saying that the current MMR and matchmaking is good, but it is also not so terrible like your pessimistic descriptions.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/2790736#Comment_2790736

    I mean I've seen plenty of times on these forums where people say "just run Detective's Hunch or Small game" as a "solution" to not having time to check every Nook and cranny for totems when trying to prevent NOED.

    What's the difference?

    Not sure what your point is. You validate bad game suggestions by seeing other bad game suggestions?

  • @Smuk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2790714#Comment_2790714

    long story short. It should not be in a live dbd which such flaws.

    The system before was also bad. This MMR is also not good, but better than it was.

  • @RakimSockem said:

    Not being snarky or sarcastic at all when I say, literally there's a perk for that.

    Run Whispers.

    If you know how to use it properly, you can find people hiding relatively quickly

    That's not a solution. You would need to equip 10 perks with this mentality to prepare for everything.

  • Not sure why are people upset about BT. If you don't hit the unhooked person you don't even notice BT. If you hit the unhooked person, they will have to waste 12 seconds mending.

    Maybe the mending could be increased slightly but it has various implications for various killers and their add-ons.

  • Slug them or ignore them.

    If they are on the top floors they are not doing gens.

    Find survivors who are on gens or get out positioned.

  • @BadZilla said:

    I reached gold as killer for the first time since I started playing last month and I noticed the majority of my games every godamm Claudette player is using flashlight they're the one always spamming tbags and going for flashlight saves and pallet stun blinds and all the toxic play styles plus I noticed I usually always hook everyone but Claudettes are the last since I either can't find them or can't catch them lol whenever I see a Claudette with flashlight I know it's going to be one of those annoying matches ..

    You can cry or you can learn not to get upset because of flashlight clicking or tbagging. If you start raging, panicking and not making good gameplay decisions because of these survivors then it just means that they strategy is working.

    Some of these survivors are good loopers, but many of them make mistakes, are overly altruistic and are not doing gens because they are just running around the killer. You need to use this to your advantage.

  • @Smuk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2789274#Comment_2789274

    if its such a good solution. Then why is the soloQ such a problem?

    I dedicated my solo survivor matches to be completely egoistic. I only care about escape.

    Since my escape : death ratio feels something as 5:1, why am I still teaming with:

    1) survivors who seem to be new to the game.

    2) Is it perhaps that they have inflated/boosted MMR?

    3) Am I really that awful of a survivor

    One thing is MMR, the other thing is matchmaking, i.e. how are people selected into a match based on the MMR values.

    It is possible that the matchmaking is aiming for an average survivor MMR. So if your MMR is high, the other survivors will be potatoes to get a target medium high average MMR.

    It is also possible that there are too many survivors waiting and matchmaking speed is prioritized over matchmaking quality.

    The devs also mentioned some bugs: if someone leaves a party then the system just quickly adds someone, possibly this will be a potato. Or maybe you are quickly added to potatoes.

  • If you didn't know, Baba Jaga skin gives a shadow buff to the huntress.

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