gibblywibblywoo
gibblywibblywoo
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Don't worry. MMR is off for a while again. We can actually have relatively balanced matches again with the occasional toolbox squadron.
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Been playing near 5 years and have never seen it or managed it myself.
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I mean, she's the only killer that outright invalidates pretty much every defensive mechanic the survivors have.
Don't get me wrong I know she -needs- to exist as that's the only way to counter a top level survivor team, the best killer player in the world will lose against a good team if they play Micheal or Wraith or something, but I still find her kind of weird from a design perspective.
She feels like a band-aid for the devs realising that there are deeper issues with chases and survivor gameplay that can't be fixed without a complete rework of chases from the ground up. So they just added Nurse.
So that if someone goes "hey BHVr, don't you think its a problem that over 60% of the killers in the game have absolutely no way of outplaying a god tier looper, regardless of killer skill" and they just point to a picture of Nurse.
This point about perks is just another weird thing about her power design.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2264658#Comment_2264658
No, they’re significantly faster than a brown by a long shot.
Yeah but dedicating an entire perk slot to a med kit I have to waste time finding (that invalidates the time saved healing) over just bringing a brown medkit is insane to me.
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A pvp game, no matter how casually designed, will always have people that want to try and optimise it to a certain degree.
The devs themselves have stated they never expected dbd to be taken as seriously and have a community as competitive as it has.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2264665#Comment_2264665
I agree with you; that is not an unreasonable suggestion. It is a good one, actually. There are lots of ways to increase the information and communication abilities of Solo Players. More animation gestures with clear, KNOW meanings are also a good idea. But let's tell the truth and shame the devil; no matter how much information we give them, it will NEVER match what Comms provides. That is just fact. So while I endorse giving Solo more information and ability to communicate ideas. I still think the Killer needs that 5th Perk slot unlocked when facing a 3+ SWF.
Not all SWF are equally good, but all SWF have a competitive edge and the POTENTIAL to dominate. Not all Killers with a 5th Perk Slot would be good, or any better than they are now, but they would have greater POTENTIAL to dominate. That is the best balancing agent I think is possible in a chaos engine. That is what DbD is in fact. It is chaos engine driven by thousands upon thousands of AI (the Players) all at once.
True. You could never have the second to second info that comms provides. But I'm one of those people thats on the side of buffing solo to near SWF levels then buffing all killers/mechanics to an approppriate level.
It's all about giving solos the ability to optimise time like a comms team can.
I was playing Home Sweet Home whilst I was taking a break from DBD and honestly, the pinging system made it hard to actually come back to DBD. It's so useful. That game has a whole host of other problems but the pinging system along with the ability to post "stickers" by your portrati i.e "I'm being chased" or "I found a key item" made the game so much more enjoyable.
Nowadays I don't even want to play solo at all in DBD.
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We don't talk about Nurse here. She's a... special case.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2264652#Comment_2264652
I don't take issue with the notion about Comms, but that isn't indicative that having a proper skill-based matchmaking is a problem, so much as SWF w/Comms is near impossible to account for in the current setup. I think that is mixing apples and oranges. Comms will have to be addressed separately because it is a separate problem. My view is the Killer should get a 5th Perk slot unlocked when facing a SWF of 3+ to help roughly balance the advantage of SWF's 5th Perk (Comms). In this way, the Killer doesn't get a boost when fighting Solos, but does when fighting SWF. If the boost turns out to be equitable with testing, it will work fine with any skill-based matchmaking.
Agreed, but personally I'd just like solos to always be able to be see who's being chased like with the obsession logo. I also think DBD is just too rng heavy to have an accurate ranking system at all.
This game is incredibly perk heavy at mid to high levels of play. 2 teams could get the same map, but one could get few pallets and massive dead zones whilst the other will get a god bus and a long wall jungle gym leading to shack window or a god window in a main building like Chapel.
I just don't see how it can work. And how will it work for killers. Will Clown be judged on the same level as a Nurse?
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I had a player use a Haddonfield offering during the MMR test against a clearly new huntress and it was one of the saddest things I've ever seen. They just gave up after the 4th gen popped as they got their 1st hook
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The main thing that always prevented me from using it is that emergency med kits just aren't... very good... at all.
They're marginally better than a brown. Yeah, you get a self heal boost but med kits are pretty fast compared to SC anyway so..
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This game was never meant to bloat to this size. It was never even planned to get DLC until it took off thanks to Twitch and youtube.
Now it's falling apart under its own weight.
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I think it'll just drive more killers to either play the more boring, stronger killers or just stop playing entirely. There's already a drought of killer during peak times.
Honestly, I haven't seen anyone with more than a few thousand hours say they think this is a good idea. Most seem to think it'll kill the game and I'm inclined to agree.
Don't get me wrong I really prefer a fun, balanced match over too hard/easy ones. But a fair game is still one where the killer will most likely have to tryhard at whatever their skill level to come close to a win.
And facing most likely comms teams every game is going to get old very quickly for any decent killer.
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@Phasmamain said:
It’s probably a thing because deathslinger’s pseudo stealth wasn’t very well liked
Deathslinger can straight up injure or down you out of stealth though. Trickster can't do #########
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At night survivors are all playing with their buddies. During the day there's less survivors and an equal ratio of killers.
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@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/2259050#Comment_2259050
Agree. I was just watching ZubatLEL and he continuously got matched either with absolutely noob teammates who'd go down in 5 seconds, or the killer would get 2 hooks in entire match. It's like a roulette. So he said eventually that he doesn't feel like playing until MMR is off and ended his stream.
That's fair tbh. I'm a few games in on Doc and the fluctuation in skill each match isn't very fun. Either its braindead easy and boring or I get a 4 man with a map offering for some map no one in their right mind thinks is fair and fun.
I say a lot that I prefer facing a good team to a bad team, but there's a difference between a good team with maybe 2-3 swf players and a good random and a 4 man, all meta build toolbox squad almost every other game.
That's where the needle tips from "relatively well balanced match" to "ok now this is just stupid".
I do think that if they go through with this MMR it may kill the game. There's already not enough killers during peak hours and too many survivors. What's their goal here?
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Lucky break was just way too strong in PTB. Coup de grace was just a bad perk they decided to make worse. Gearhead, again, atrocious perk that they nerfed for no reason.
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So far its been potato solo squad one game and seal team 6 every other game. I assume its because everyone is still on the same level but its very jarring when I just want to chill out with a killer like Micheal or Pig and not have to tryhard every single match.
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@DeadHardMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2259789#Comment_2259789
Either that or they don't want to show it barely functions.
I'm wondering how the hell it'll even work.
Like I just got a game where I had 4 survivors who barely knew how to play and it was a braindead 4K on Doc one of my most played. The next match I switched to Trapper with very bad perks for a rift challenge and I got an actual 4 man SWF (same names, outfits, etc) with BNPs that rushed 3 gens as I was getting in my first hit. I got no kills but my hook count was the same as the previous match.
I'd like to know how it grades player in that scenario.
There's also the fact that some killers, by design cannot play against good teams. Would a Micheal getting 1K get the same points as Nurse? Against a really, really good swf micheal would be lucky to get 1 maybe 2 kills as he has no anti loop or mobility, whereas a Nurse would have to play really badly. So how are their MMR points dictated?
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2258510#Comment_2258510
It's too hard to see unless you're on low quality. I checked this out and yeah, it's counterplay, but only on PC, where you can actually see it. Console is locked into ultra settings, not low unfortunately, so I couldn't see her shards
I have a friend who plays on Switch, he sent me a pic of him playing on Backwater Swamp and it was so dark and low quality that I felt bad for him.
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I think the fear a lot of players have is that Spirit is one of few killers that can keep up with top level teams. And they're probably worried the devs would screw it up. Which is fair at this point.
I'm sure there are some players that just have an unjust hate for her because she is strong, but my reason for wanting a rework is that I just don't find her enjoyable to VS in the chase.
I don't care if she ends up stronger then Nurse if she gets reworked to become more interactive and fun to play against. I'd probably start playing her again too.
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I think the only thing that could top what we have now is Jason, but that's a pipe dream.
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@Crowman said:
While comms do provide an advantage, they don't provide as big of an advantage as you are thinking. Individual survivors still need to be good at the game otherwise comms won't do much.
Also I doubt you were facing constant 4 man SWFs all night. While you likely had some SWFs in lobbies, they weren't all 4 mans.
If you were constantly losing 4 gens in 3 minutes all night, then you likely were making plenty of mistakes in your early chases not allowing you to build up pressure.
This. Comms just allows a team to optimise time in the way solos can't.
4 crap loopers on comms will still lose against a good killer.
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@Bullettimegod said:
Mmr starts at 0. Each killer you have starts at 0 mmr. So naturally, youre gonna go against easier teams until you eventually dont. It doesnt mean its not working, right now it means youre impatient. So chill out. Play some games. And relax. Or don't, then come to the forum and complain so i can laugh at people who dont know how mmr works.
I think they should have given a starting number of points based on current rank or rank at last reset or something. Would have been nice.
I really don't want to have to play 10 games against absolute potatos every time I play a different killer.
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@T2K said:
https://forum.deadbydaylight.com/en/discussion/comment/2259081#Comment_2259081
I remember xD. I also remember the funtimes with gengrapping build on her :D
I used to play her a lot right after release, before all her changes. I dropped her after like to month because she really felt unfair to play (ez 4k with no trying involved). Like 2 months ago I picked her up again and dropped her after a few days. This time I dropped her like you did, out of boredom. It was different tho. it was boring not because she is too strong, but because most of the survivors cant handle her. I would say she is fine. Just give her an indicator when she is phasing, done. Main problem for me are players who just complain without trying.
And hell yeah I love her design :D. and how she hops over windows XD
I left her for the same reason. I loved the sense of velocity when phasing, but after the misguided Billy nerf a lot of players jumped ship to Spirit. So I started VSing her more as survivor, and I realised how unenjoyable she is to play against. So I stopped playing her as I felt bad about it. I try to give a fun match when I can.
I dropped Deathslinger and Freddy (until just recently) for similar reasons.
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Should be David exhausted on the floor with "Dude, where's my Dead Hard?"
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@T2K said:
https://forum.deadbydaylight.com/en/discussion/comment/2259063#Comment_2259063
How can you get bored of waaaaaaaaaaah?
Oh God. Remember when she first released and you had to mute your menu in the lobby or while searching? She was so incredibly loud.
Love her visual design with the disembodied limbs and chunks and her animations are incredibly creepy but I really don't like how her power functions right now.
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@Predated said:
For me, on Doctor it would be having a better survivor animation post shock indicating both for the killer and survivor if they can perform actions or not. Would give players facing Doc a better understanding that they cannot vault(and thus dont stand in front of a dropped pallet like a deer in headlights), while also giving Doc players a little less micromanagement to keep track of with their own power.
Honestly interested in what other mains like to see slightly altered.
I love Doc but the problem I have with him is how his shock interacts with vaults, it doesn't seem to work this way with pallets, but if a survivor is lagging/desynced on their screen. On their screen they will be slightly ahead and will be able to start a vault whereas on the killers screen they had already been shocked before the vault animation is even close to starting. So, in a way, Doc is punished for laggy survivors.
And it happens when the Doc is at 20MS or so, so its not on the killers end. Having a bad connection is actually a positive when playing against Doc.
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@CoalTower said:
The general consensus about Spirit is that she has no counterplay. However, some people disagree with that, and this post is about proving them wrong, while also making a simple suggestion that won't change the level of power that she has, while simultaneously providing counterplay.
One of the things that people tend to use as a "counter" for her in arguments and discussions are sound mindgames with slow vaults. This actually could be valid counterplay if they changed the thing that I'm about to talk about. There is one reason why this is not counterplay. You make noise while slow vaulting. A Spirit with a good headset will hear you and catch you regardless of if you do this or not.
Another thing is crouching. If you didn't know, crouching lowers your characters moans by a little bit, making you a bit harder to track. However, if you just crouch, your sound radius is smaller, giving her enough time to find you withing her basekit 5 seconds of phasing. Most people know this though, and therefore they crouch inconsistently to make the sound more confusing to track. This works better, but a good Spirit will just stop phasing the second you get quieter, and if she can hear you while crouching, she'll likely be close enough to hit you with her post phase lunge.
People always use IW as a "counter" when arguing about this. Perks are not counterplay.
Some people think that walking to not leave scratch marks will throw her off. It won't. She doesn't track by those, and a good way to prove this is to look at her strongest addon, Mother Daughter Ring.
A lot of people think that this is a counter, which is astonishing imo. Drop every pallet to avoid getting injured, forcing her to guess. The people who suggest this seem to not realize that the number of pallets on a map a finite. You can't afford to waste one every 11 seconds, nor should you be able to. This only works in a competitive setting where the game will be over in 5 minutes at most. This simply isn't possible in normal DBD. You can't do this in solo queue at all, and you have to have one of the most competent and efficient SWFs in the game to do this. And this isn't a viable way to counter her either, because it's a 50/50. If she guesses correctly even once on the first chase, your entire team dies because all of the pallets are gone. It is honestly better to just hold W than to do this.
I'm not going into the standing still mindgame, because it's not that hard to counter. Just wait for maybe 5 seconds, then vault towards her. This will work 9 times out of 10.
Now that I've covered why she has no counterplay, let's talk about how to add counterplay without getting her.
My suggestion for a change is to simply bring back the sound bug where you could hear her breathing in phasewalk. No, this won't be directional. This allows players who pay attention to somewhat know what she's doing, and that allows them to take the appropriate counter, creating counterplay.
I think that this is the perfect way to add counterplay without reducing her power, but I also want to see other suggestions, so if you don't mind, please comment your ideas.
It's sad that we have to give evidence that we actually play killer to say "I think Spirits lack of interaction is somewhat boring and unhealthy", isn't it?
I haven't played her on close to a year, maybe more. I just got bored. Even against good players unless they pure genrushed and pre dropped every safe pallet instantly they had no chace at winning.
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@DangerScouse said:
https://forum.deadbydaylight.com/en/discussion/comment/2259050#Comment_2259050
Have those games 10 times on the dot and see if you feel the same.
Besides. Camping takes concentration nowadays. Those pesky survivors are of the opinion I'm not entitled to my kill. How very rude of them.
Considering 19/20 games right now are one sided stomps, with or without MMR I'd welcome it.
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@TheClownIsKing said:
You just can’t beat coordinated SWF on this map with most of the killers. They’re too aggressive taking control of the centre. Once they’ve managed to achieve that and subdivide the map, it’s game over. This map always infuriates me.
It really depends on if you get one of those 3 gens on both sides and one in middle or 4 gens one 3 in the other. Same with Suffocation Pit.
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@DangerScouse said:
https://forum.deadbydaylight.com/en/discussion/comment/2257900#Comment_2257900
You're lucky. Try being a lower rak killer getting matched with the nost awfully agregious red ranks every game. I've resorted to camping while the game ends in 3 minutes. Quite satisfying
I'd rather have a game that tests my skill then one where I can zone out listening to a twitch stream and still easily 4K.
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I don't think he's OP by any stretch of the imagination but a hit and run slowdown stacked Wraith can pretty effortlessly beat a solo team.
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@Nyx32 said:
Like seriously, it's a video game, half the posts I see are "I bet x main wouldn't like this change since they don't play it" etc etc and it's so annoying, it's literally pixels on a screen and people are acting like one side shouldn't be allowed to discuss things because "they wouldn't understand." It seems people don't get that both sides are fighting each other in a PvP game and that a change for one side directly effects the other side.
I think, for the most part its just people that only play one side.
When you don't understand how the other side works its easy to make assumptions about the gameplay and players.
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@tester said:
The top score survivor only had 100 hours in game experience... They didn't know how to loop. Noone dropped pallets. Gen grabs. Surely ranks and hours don't matter and MMR that was worked on for months (years?) is working just fine /s
At least Otz is nice guy and was basically memeing with them and let them spend some time in game.
https://us.v-cdn.net/6030815/uploads/IGAVSNW60QJQ/dbd-otz.jpg
And this is why I'm not playing killer while its active. Last few times I played one killer exclusively for one week and this was literally every match.
Stomping noobs isn't fun. I had more fair games on average WITHOUT mmr.
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@TheStabbiNAngeL said:
https://forum.deadbydaylight.com/en/discussion/comment/2257432#Comment_2257432
You know what's funny you never answered any of my questions?
We were talking about Nemesis. And you sort of just threw out all these irrelevant complaints. Just chill dude.
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@Dennis_van_eijk said:
I think the mmr for killer is for every individual killer.
So the more you play 1 killer the more mmr you get for said killer.
You play with a killer that you don't play much or barely, you get easier prey 😉
The problem with that is outside of 1 or 2 killers every dbd killer plays the same at a base level.
A pro Huntress playing Demo for the first time is still going to know how to win a chase and play tiles. But it'll put them against week 1 baby survivors.
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@TheStabbiNAngeL said:
https://forum.deadbydaylight.com/en/discussion/comment/2257079#Comment_2257079
Well I, don't like remake Nemesis, but the devs design makes him grow on you.I also stated reasons why we don't have the version you are asking for, he doesn't sprint like he does in the original because of an entirely different moveset,did you not read what I said? I'm only adding to the points you created The Nemesis is the version from the remake that works ,since you like the remake Nemesis you shouldn't even have made this post.Im only stating what I,don't like.Why did you even rile people up if you're going to buy the chapter,my reason are not because, I don't like the chapter there's just things I ,don't like.
Especially the survivor perks,can you imagine being blinded at every generator that's going to be fun
https://forum.deadbydaylight.com/en/discussion/comment/2256915#Comment_2256915
How does being tired of the game have anything to do with the outrageous amount of lagg I've experienced.I had two 28 minute bans because, I was lagged out of the game.How I'm I suppose to enjoy a game that I, invested so much time in only for someone on the other end to flip a switch and cancel it when ever they want to.This isn't about you defending this game,but enough is enough.They need to implement better systems in order to prevent this from happening, I've put so much effort and money and time ,do you not think I,deserve better service .
It's more that your complaints came out of left field and don't really have anything to do with the subject of the thread.
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There's simply too many variables that can change the outcome of a match for proper mmr in this game. You're just going to punish good killers by giving them the -actually good- 4 man SWFS and punish good survivors by just giving them Spirit/Slinger/Nurse matches 24/7
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@tippy2k2 said:
Unfortunately it sucks for everyone and it's kind of your call as the killer what to do
I've allowed the survivors to just do gens and leave in that situation but if it happens really early (like...five gens still early), I may decide to just put them down just to end the damn game. A lot of it just comes down to how I'm feeling. Generally I will let the survivors just do the gens and go but sometimes I just want to call it and move on.
I don't think there is a right or wrong answer here. It sucks because you're going to lose no matter what as the killer and as the survivors in this situation but at least as killer, you have a little bit of choice here. You do you and if the survivors complain, all you can do is shrug and move on.
Personally I just double hook the remaining players then idle and let them go.
If I'm really not in the mood or its hawkins or something I'll just eat the DC penalty.
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@TheBus4K said:
In the last test they did with MMR, when I was playing Nurse or Spirit I was facing vs SWF or just people with more than 2k-3k hours, but now it literally faces me against people with 300-800 hours.
They have lost the old MMR data and are they recompiling the data?
I understand absolutely nothing of this system. It just seems like I'm still in a Ranks matchmaking.
First game in one player quit, 2 others somehow got slugged from full health on the same tile a by a no shock Doc. I ran him for near 5 minutes eventually snapping out and reviving one as I went down. Instead of them crawling to a pallet they crawled to a dead zone and instead of rezzing the other player meg ran in a straight line to her death.
I had one actually good game with decent teammates but we were against a Trapper so it was more or less a free win, that's just how it goes for Trapper though.
Then I had 3 players get slugged by a Clown, no joke, 60 seconds into the game. I just quit. I'm not sticking around for that.
I don't even want to play killer as all I got for a week the last MMR test was rank 15s that have no idea what they're doing and easy wins like that aren't fun at all.
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Can't speak for others but as a solo player sometimes you can just tell the team has zero hope of escaping and so you just want to quit and play killer or something else.
I just witnessed 3 players go down to a Clown in the first minute of the match (no exaggeration that actually just happened).
I DCed and feel zero remorse. I'm not an incredible survivor but I sure as hell shouldn't be getting that level of survivor teammate.
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@jakesotto said:
Please do not go through with the proposed remodel. It changed his entire face into an entirely different person and ruins his entire character that a lot of people have come to love. The old model looks better than the proposed updated one in my opinion. I know the decision isnt final yet but this is me voicing that I don't enjoy the change at all. The hair looks nice, so I will give credit where it is due, but please do not reconstruct his entire face into a different person.
The face looks almost identical. Its just that they've messed with his hairline or something. His head looks a lot longer.
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3 words.
Console war kids
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Despite his obvious weakness nowadays, I still find seeing Micheal staring at me from a distance the scariest thing in the game.
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People have done this for years. I'm surprised they haven't made survivors continue to bleed out whilst carried.
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@Sir_Child1234 said:
https://forum.deadbydaylight.com/en/discussion/comment/2256254#Comment_2256254
the fact these spawns exist is the problem not the map size
There are a lot of bad spawns, but I see people complaining about a totem being on a corner L/T wall with no gens nearby as if a survivor is just going to find it without actively searching.
I feel like most people that complain about this get tons of matches with good spawns but just dont notice it.
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@DoritoHead said:
I like how one person's biggest complaint was that Bill has a cigarrette
Nicotine? In my nightmare murder sim?
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Really liked the Doc one but Trapper is weird. Feels like a completely different character.
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@CornMoss said:
As soon as I booted up the game this morning I have been only getting matches against insane survivors mostly in SWF with the best ######### (DS, Dead Hard, Unbreakable, BT, etc.). Literally untouchable, they somehow can heal everyone constantly and get gens done at the same time. I am not playing a weak killer as well (blight). At this point I think MMR may show the devs the power of SWF and the imbalance in this game cause this is too much, can barely secure 2 kills
The last time MMR was on I got 5 straight days of nothing but week 1 survivors that had no clue how to play in my lobbies.
Wasn't fun. Hopefully this time is different.
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@TheStabbiNAngeL said:
https://forum.deadbydaylight.com/en/discussion/comment/2256543#Comment_2256543
I know they wasn't going to make him incredibly strong, just look at the hate Spirit gets, it's still a little disappointing
https://forum.deadbydaylight.com/en/discussion/comment/2256550#Comment_2256550
I get that how one punching breakables equates to how strong Nemesis is but, I still can't buy the chapter when I can't even play the game.Its been this way for year's one day I'm having stable internet or somebody cheats and lag spikes you but this week has just been abominable, I've literally de-rank because people are lag switching and I know it's them doing it because they get all gens done and escape ,so it isn't my internet it's literally people cheating, I guess im going on another vacation
Spirit gets hate because she gives no feedback and is a one sided coin flip. Nemesis has clear counterplay, I enjoyed playing as him and against him. The only thing I can see people getting annoyed with about Nem is the zombies that are pretty RNG.
Also I have no idea what the reply to my post was about. Sounds like you need to take a break for a week or two. Everyone gets dbd fatigue at some point.