illusion
illusion
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2599147#Comment_2599147
You completely missed my argument.
Solo Q and Duo's do not have that kind of time.
I did not miss your point, it was just a bad point. It takes 12 seconds to cleanse a dull totem. If all 4 people make the attempt, it is hardly noticeable. What is funny, bringing it up now, is that people are managing to find the time to bless totems multiple times, yet cleansing them is a hardship. NOED does not need to be changed simply because people do not want to put in the time to cleanse totems. NOED makes a risk vs reward situation. Take the time to cleanse totems, or potentially face NOED. Yes, they may not have NOED, but you should be assuming that they do, every game. And, as you said, more and more killers are. Killers have a similar situation with Hex perks. Maybe they will be on a nicely hidden totem, or maybe they will be out in the open right next to the first gen the survivors work on.
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>>"Most Survivor players (especially Solo Q) do not have the time to look and scour the maps for totems. Maps like The Game, Hawkins or Midwich are especially good for hiding totems and it only take one singular dull totem to activate NOED."<<
There are tools to make it easy to find totems, so that is simply not a good excuse. People rather just gen rush and risk it, and NOED is the price. Now with Boon Totems, survivors don't want to cleanse totems. Changing a killer's perk just because survivors don't want to counter it, is not a good reason.
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It seems like some people are only considering how well they currently function, rather than how well they could function if the devs actually spent some real effort figuring out their flaws and reworking them. All they seem interested in doing is changing some numbers around, as minimally as possible. I don't think any of them is a failure, but some are just not good...but could be fixed if the devs gave a #########.
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It was getting bad before the boon totems came out, so that is not the only reason. However, as long as the devs keep making the game harder for the killers, that kind of gameplay will only get worse. If killers feel they have to play sweaty, then the easiest thing for them to do is get survivors out of the match as fast as possible. I don't like it, but I understand it. Frankly, I still think the face camping, on first hook, is scummy, but that is their choice, and the toxic behavior of some survivors is not likely going to change the killers' minds.
I remember when I first started playing, killers were so much more chill, and so were the survivors. I miss those days.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2577294#Comment_2577294
No the survivor is not in control of the chase. With Mother-Daughter Ring she moves at 220% speed. Even if you know exactly where she is you literally can't do anything about it. You will go down no matter what if they are decent at Spirit.
She cannot see you when she is phased. So, if she gets you, every time, then you are not playing well. There is plenty you can do about it. If you aren't, then that's on you.
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I don't know. I have seen a lot of them just flaunting the fact that they are hacking, because nothing can be done to stop them, so they are becoming more brazen.
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@Siberia said:
https://forum.deadbydaylight.com/en/discussion/comment/2570815#Comment_2570815
It’s a neat design and everything, and they did a great job aesthetically, but to play on it is absolute hell. Hope you enjoy it more than I did though!
Hell for killers, survivors, or everyone? It's a shame if it sucks. Hopefully they can rework it a bit to make it more enjoyable.
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What I don't get is, if the rights transfer in December, why didn't they just wait, and license it from Clive Barker? They could have worked on something else until then. And what will happen to it after that? Will we have another Stranger Things situation?
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Dunno, still haven't seen it other than in videos. Almost loaded into it tonight and the killer DC'd. It does look a lot like the RCPD from the Resident Evil series. It may end up sucking as a DbD map, but I still want to try it.
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None of those are reasons that you can't boycott. A boycott involves some sacrifice on your part. If you only boycott when it doesn't inconvenience you, then you are just a talker giving lip service to the idea of a boycott. Limited time? Oh well, you can do without it. Miss some blood points? Who cares?
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@tennmio said:
So how is everyone experiencing the system? I usually try to be low as I don't like competitive games. But I am unsure if it works. No matter how many times in a row I die I still get good killer players. Even though I make sure that I die every game there is no change notable but that my fellow survivors do questionable things... . Any ideas?
Any different experiences?
It seemed like it was working, at first, but now it seems kind of sketchy. Sometimes I get good teammates, but more often than not, I get bad ones. Then, I either go against baby killers or fully geared try hard killers. I'm not really seeing it balance out like it should. The fact that it is just based on escapes and kills, rather than the skilled based MMR they promised, is really a let down. It makes me wonder why it took them so long to implement such a basic system.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2567746#Comment_2567746
The sticking point there is that if you're going in with the intent to try and win, that's not casual, that's you approaching the game on a competitive level. I absolutely empathise with not wanting to bring the same specific build over and over again, but neither MMR nor the concept of playing casually enter that problem at all- that's an overall balance issue with the game.
That's not what casual means, that is just an idea that you made up in your head. Winning and being casual are not mutually exclusive. They still want the chance to win. They just don't want to have to play sweaty and worry about having all of the meta perks, and items, and such. They don't play 8-10 hours a day. They haven't leveled all of the characters to have all of the meta perks. They can't loop well, etc... They just want to have fun when they play. Being placed against try hards with all meta perks and items, is not fun.
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@MrBuffalo said:
https://forum.deadbydaylight.com/en/discussion/comment/2567661#Comment_2567661
other games actually have more than 1k worth of players.
Steamcharts shows an average of over 46k players online daily, with nearly 83k at peak times.
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@MrBuffalo said:
https://forum.deadbydaylight.com/en/discussion/comment/2567509#Comment_2567509
cant wait for wait times to take even longer...Fun.
It might not be longer. It depends on how the community is divided up. If it is a fairly even split, we might not notice a difference. Other games have done this, and it works.
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I saw one on someone's stream bragging about how they didn't care if they got banned, they would just buy the game for a few dollars and start again on a new account. They said they had already been banned 20+ times. They were being blatantly obvious that they were hacking and seemed to want people to know, and were not afraid of anything happening to them. Clearly they have no fear of the devs doing anything to stop them.
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It wasn't more casual, you just got to stomp on less skilled players more often. Casual for you, less fun for them. They seem to be considering splitting the game into casual and competitive players. That might work out best for everyone.
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Using perks is not an exploit. That is just a ridiculous thing to say. Killers have perks too.
Boon perks have not even been implemented yet, so you are making an issue out of your own fears of what it might mean. Frankly, I don't see them as a big concern. It will make survivors waste time to find totems and to place the blessing on them. If the killer stamps it out, the survivors have to find the totem again, and take time to place the blessing, again. This is time they are not working on gens. Not to mention, if they are injured, they have to run back to that areas, and it still takes time to heal, so more time not working on gens.
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Thank you. I can always use more BP's. :-D
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2567305#Comment_2567305
Tbh if you don't have the common sense to do gens when you see a face camping killer then idk what to tell you. Also pvp game are games you usually earn your fun, not just a "play to have fun" type of game. Now if its a story mode game like GoW you will have fun if you like story/adventure games.
No, PVP games are not where you have to "earn your fun". In most pvp games both/all sides are balanced, and are fun from the start, and there are clear routes for improvement. You earn how well you do, but the fun is always there. Face-camping is more like spawn camping, which most good games remove as an option. The person on the hook has no way to earn their fun. The face-camper takes away their potential fun, just like spawn campers. They put themselves in a position to ruin someone else's game. Even if the other 3 people do gens, that person has a bad time.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2567271#Comment_2567271
Well that's the thing... new players are supposed to learn from their mistakes? Lets not punish the killer for taking advantage of players that have less knowledge than them
But that's not a mistake they can learn from. It is really something you need to be told. It's not like the tutorial covers it They will just play, have a bad time then, eventually, quit. Games are supposed to be fun. Also, it requires all 4 players to commit to it, every single game, and that just doesn't happen. Frankly, i see it as a scummy way to play. They are deliberately ruining a match for the player on the hook. On top of that it leads to more players suiciding or DC'ing on the hook, and making the game harder for the remaining 3. I see no problem with the game de-incentivizing face-camping. Enough to make it a bad primary strategy, but not enough that it overly hurts situational, tactical camping.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2567046#Comment_2567046
So by the first and second sentences.... being punished for camping is to do gens asap to give him a reason to leave. So there really is no need to make a punishment for camping when a whole entire killer was dedicated to the playstyle.
True. But I have to acknowledge that new players aren't going to know this, and will become discouraged, and that it is not fun for the person being camped. Plus, some survivors just can't wrap their head around the concept, and so the killer is not consistently punished.
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Body collision needs to be there. You shouldn't be able to have multiple people running through a door or vaulting a window at the same time. What they did is against the rules, though, and you did the right thing in reporting it. People like that definitely need to be banned.
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@Vampwire said:
https://forum.deadbydaylight.com/en/discussion/comment/2567163#Comment_2567163
Gen rushing is a result of poor time management by the killer and if they cannot build pressure then the survivors played better. It's really as simple as that in most cases. Like I already stated killers change the flow of the chase and can lock down gens to be more advantageous to what they want. The neglect of doing so is what makes killers lose. Yet again, denial of responsibility for the killer role.
There are very few things that you can use to "rush gens". There's prove thyself and toolboxes but that's it. Anything else is the killer not taking charge of their objective and being punished for doing so.
No, it's not a matter of poor time management by the killer. Gen times are too short. You can finish gens in a short period of time without even having perks or items to improve that. Plus, most killers just don't have the tools to effectively build pressure, no matter how sweaty they play. The idea that the only reason a killer can't build pressure is because the survivors played better is based on ignorance of game mechanics and how the various killers play. Whether that is genuine, or feigned due to survivor sided bias, I can't say. Again, there is no skill involved in gen rushing. Given players of equal skill, eliminating your one side outplayed the other scenario, survivors win.
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The objective of the survivor is to escape. Sandbagging to get easier games is kind of scummy. Plus, "giving the killer a free kill" forces them higher in the MMR, which is also kind of scummy. Not leaving if the killer tries to give you a free escape when you didn't earn it, is up to you though. Nothing wrong with not taking the offer.
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Look at it this way, the devs are constantly saying that they are making decisions based on the data they see. If true, they should see the problems and, hopefully, balance the game in the right direction. This system should give them better data than the old system. We will have to wait and see if they do something, or if the whole data reasoning was just BS excuses for the changes they have made in the past.
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Even with meta perks, gens times are a problem. And, since the meta perks can be removed from the match early, it's even worse. The killer says that out of frustration. It's not the fault of the survivors that they can gen rush, it is the fault of the game design. Likewise, your idea that it is just because the killer got outplayed, is flawed. There is not some great skill involved in gen rushing. You didn't out play the killer, you just used the mechanics that favor survivor success. Killers have to play sweaty in order to be successful. Gen rushing does not require any great gameplay by the survivors, it is just a time factor. Given equal amounts of skill, the game is the survivors' to win or lose. They have the control, not the killer.
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Hopefully never. Massive nerfing is never the solution. They need to buff or rework sub-par killers, to make them all viable, and stop nerfing good killers. They are already reworking the maps, and it will take some time to get to them all. IIRC, they said they will not be adding any new maps until they have reworked all of the older ones. Other than that, they need to address the mechanics of the game. Buffs and nerfs are just band-aid fixes that don't do anything to deal with the underlying problems.
Btw, you should not be wasting time chasing a survivor you can't get. If they are in a god loop, go after the players working on gens. You should not be chasing a player for 3 gens. You need to learn when not to chase.
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Many survivors know enough to blame the survivor that rescued them in that situation. Others are just conditioned to blame the killer for everything.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2566938#Comment_2566938
But if he was able to kill another one with NOED - his MMR won't change.
He looped him for 5 gens, then got hooked and camped. NOED is a non-factor. Gens are done. The other 3 can easily open the gates and escape while the killer is camping.
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While I am not adverse to camping killers being punished in some way, the biggest thing that needs to change is the mindset of some survivors. If the killer is face-camping, don't reward them by trying to go for rescues you will never get. Do the gens, and make them pay. Nothing more frustrating, as a survivor, than to see your teammates just throwing themselves at a hook that is being camped. At best, the person on the hook dies and no gens got done, so the killer gets to do it all again on another survivor, and you have even fewer people to work on gens. At worst, there ends up being a pile of bodies lying under the hook, and the killer gets an easy 4k. Survivors that keep going for futile rescue attempts, rather than doing gens, are responsible for making it a viable strategy for lazy killers.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2566931#Comment_2566931
So you determand the skill of someone by the amount of items and perks someone uses? Thats weird tbh
Where did I say that? The MMR is based on escapes and kills, not skill. You had 4 people escape, and you got no kills. You go down, they go up. It's pretty simple. You are the one that said you were talking about their items, so I responded to that. For whatever reason, if they want to try hard, and you want to play casually, they will go up, and you will go down, and you will eventually be playing against people more your energy level.
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People can bring whatever perks they want for their playstyle. Self care and BT are not mutually exclusive, so they could have brought both. It's not a Self Care vs BT situation. Also, there is a high possibility that they just don't have BT. The problem is not with them not using BT, it would be about them making unsafe unhooks without it.
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It's people like you that give killers a bad name. This post was pointless other than to start up toxic back and forth #########. If you let a survivor loop you in those areas, that is on you. You need to know when to break off a chase and focus on players that are doing gens.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2566893#Comment_2566893
I actually meant the items xD
Everything I said applies to both. They are going to bring their best stuff, and killers are going to bring their best stuff. If you don't and they do, you will drop in rank and they will rise, and you will end up playing with people more on your level.
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A) That would require survivors to drop a meta perk to take a boon perk. They would have to drop 2 if they want both of those boon perks. I don't see that being a common thing.
B) Setting up a boon totem takes time, thus slowing gen progress. Also, if they have to keep running back to that area to heal, that will also take time, and slow gen progress.
C) If they take the perk, they are going to want to use it, meaning they will be searching for totems. Again, more time not spent doing gens.
D) If you stomp out their totem, they have to go looking for it or another one again, and bless it. Again, more time not spent doing gens.
E) If they choose to bless the totem instead of destroy it, they leave the door wide open for NOED.
You are only looking at one side of the situation. It is a risk vs reward situation.
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Killers complaining about the perks survivors are using are just as bad as survivors complaining about killers using good perks. Of course they are going to use good perks. You brought perks that, if they had lost, they may have complained about. You need to assume that they will have those perks and learn to play around them. Builds aren't sweaty, players are. And if you get up into high enough ranks you will see more and more sweaty players. On the bright side, if you lose enough, and they win enough, they will pass you by and you will see more survivors around your skill level, and mindset.
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I'm all for punishing killers who face-camp, to an extent, but I don't think that it should be enough to reward stupid survivors who refuse to do gens when the killer is camping. The number of times I have seen my entire team go down to a camping killer is ridiculous. Doing gens is the best way to punish the killer for face-camping. Bad form not to rescue your teammate? They should understand. Plus, if all survivors were consistent about it, those killers would realize it is a bad strategy. As long as players feed into it, it becomes a good strategy. Instead of getting one kill, they get 3 or 4 because some people just can't resist trying to make a rescue attempt when it is clear it can't be done. They either get downed themselves, or waste so much time trying that the person on the hook dies and gens weren't getting done, allowing the killer to rinse and repeat. If I am on a hook being face-camped, you better be doing gens. Make my sacrifice worth something. Punish them for using that tactic.
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Nevermind. ######### is up with the forums? Every time I come here it shows old posts on the first page, and I don't notice.
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The easiest way is to solve the box before chain hunt begins, in the first place. Other than that, when the chains hit you, immediately switch from holding m2 to holding m1, to remove the chains quickly, then back to m2 to finish the box.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2495170#Comment_2495170
What does whispers have to do with that?
Likely because if the killer hears whispers in the area of the hook, they are going to search the area around the hook, and not leave. Essentially the same outcome.
MYC does not encourage camping. The killer knows immediately when and where the survivor was unhooked. Unless they are otherwise engaged, there is a good chance they are going to head back to the place where they know 2 survivors are, regardless of what perks they are using. If anything, MYC discourages tunneling.
Neither perk encourages proxy camping.
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The chains only spawn when you are trying to solve the box if you waited too long to get the box, and the chain hunt starts. If you wait until the box turns yellow to go for it, you will likely not get there before the chain hunt starts. Also, moving to a spot where the chains can't hit you, or most can't, will help while you solve it. Best, though, to just get to the box before the chain hunt starts.
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I'm not sure how letting players see their MMR would give casual players a psychological reward. The emblem system gives them something to hold on to, even if it gets reset. Showing them their MMR might actually be what is demoralizing. Imagine seeing something that shows you are nowhere near as good as you think you are.
I think they should show the MMR, though, so that we can see that it is actually doing something, and isn't just smoke and mirrors.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2492371#Comment_2492371
Here the problem im at the same point as the op. Before mmr I hit green ranks and the majority of the survivors I played against were purple and red so I was get stomped my player I shouldn't be playing against. Now with mmr all I've got is 4 survivors way better than me and I'm not playing against lower skilled survivors.
The old system was not based on skill, so red rank survivors could still be potatoes. It was a very basic system that had zero balance to it. The new system has to determine the skill of tens of thousands of players, and then try to figure out where you fit in with them. It will take some time to sort everyone out. I mean, we can't have 100% faith that the devs created a good system, but we do have to give it some time to work before condemning it.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2492351#Comment_2492351
But they have past data to go on. And real question what is a decent wait? A month of terrible lopsided games were i earn 10k bp and then wait 10 minutes to be put into the same situation. I've have lost the majority of my game but have only seen a lower caliber of survivor like 3 times.
They have limited past data to go on. They can't use anything from the previous MMR system. I imagine there are a lot of people that recently came back to the game for the new system, and/or the release of pinhead. A month is probably a good estimate, but I imagine that it will be getting progressively better over that time, not just bad the whole time then suddenly good.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2488070#Comment_2488070
If you're playing a killer well you're going to make survivors look like idiots. The only time suvivors will look competent is when they rack you through the coals. Do you see now what the flaw in your argument is. And we have to also trust your judgment that you can tell a good survivor from a bad survivor. Give me a break.
Come on. A good survivor is not going to look like an idiot because a killer played well. They may get outplayed, but you can still see the skill they have, or lack thereof. And, no, that is not the only time survivors look good. You can tell a good survivor even if they lose. They do the right things, but get outplayed. It's obvious. However, when a survivor randomly runs toward a killer instead of away, it is obvious they are not skilled. It was also clear that they had no clue how to get out of the chains. You don't need to trust my judgement, everyone can see it for themselves.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2492264#Comment_2492264
That is not an excuse we are at almost a week in and I've play around 40 matches and I've lost about 90% because the survivors i face are way better and running full meta builds. On top of that its 10+ minute wait to just get stomped. I got like 3 matches with survivors that were way under my skill and then 37 with a group that I get 3 hooks in a good game. I don't think mmr is working.
That would assume that everyone has played the exact amount of matches as you against/with people of the exact same skill. It is not just about the number of games you have played. You can't expect the game to balance the game perfectly, in a week, with tens of thousands of players, all with varying amounts of games played, across numerous maps, with other players of varying skill levels skewing your numbers. A week is nothing. People have been bitching for years to get better matchmaking, but no one seems willing to let it gather enough information to do its job. The previous MMR system was a disaster. The problem I see is that the previous system was more an indicator of time played, rather than skill, so red rank survivors could still be potatoes, and it probably felt good beating them. Now you have to play against more skilled survivors. Ideally, as they beat you, they rise and you fall, and things will balance out. It just takes time.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2491986#Comment_2491986
Lol did I say that MMR was based off of play time? Play time and skill has a correlation and someone with 80 hours should not be matched with someone who has 2000 hours in any universe. Unless you're claiming that the person with 2000 hours either idled every single hour or is actually as good as someone with 80 (which they were not even close).
They just introduced an MMR system based on skill, a few days ago, so it has to calculate everyone's skill from scratch. The rank system is no longer used, so those ranks you see at the end are meaningless. They do not indicate the skill of the player, and have nothing to do with the new skill based MMR system. It is going to take time to level out.
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I don't understand how people expect the system to magically determine their skill and everyone else's skill in a short period of time and match them perfectly after only a few days. That is completely unrealistic. Everyone had to start from zero, so it will be rough for a while, that is to be expected.
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Extra BP would be nice. I'm not sure if knowing would make things better or worse. Some killers can deal with it a lot better than others. Some will find it beneficial knowledge, some will just use that information for their next toxic tirade.
btw, you may not have been part of a swf, but the other 3 could have been. You can't always tell whether it is 3 or 4. If you are being rescued and the other 3 swarm on the killer, it may look to them like you are part of the swf.
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First, it is a skill based system, not a win/loss based system. Also, there are a lot of potato survivors out their, so some of those survivors may have had bad games where they got decimated. It is not just how you do, it is how everyone else does in relation to each other.