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jesterkind

jesterkind

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jesterkind
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  • @Lastchild said:

    Here is a simple idea to modify the nurse without destroying her gameplay :

    Teleport: 1 (instead of 2)

    Base speed off power: 4.4 m/s (instead of 3.85 m/s)

    It will be necessary to see if it is really comfortable from the killer point of view and to modify the addons accordingly.

    That's all.

    Why do you debate for hours when things are simple ?

    ...How would that fix anything, though?

    If those are the only changes you make, she's still a killer who gets to ignore the game's usual setup, she still has obscene synergy with Exposed and aura reading perks, and she becomes harder to counter because she can chase you directly in addition to hitting you through walls.

    It'd certainly be a modified Nurse, but the modifications don't address any of the problems she has.

  • It's certainly good enough to be meta, but the answer as to whether it is meta can only be answered by pickrates.

    Personally, I still run it. The new baseline anti-tunnel is definitely much better, but I like having that extra protection for a while. Silence and cloaked aura are better than people might think.

  • @YOURFRIEND said:

    Sounds good except outright removing add-ons. I also think only the second blink in a chain should be a special attack. Reward nurses for being accurate and not relying on the corrective blink.

    I say "removing" but really I mean "reworking" - I just wanted to be clear that the end result is that she'd have no straight upgrade addons whatsoever, not that she'd have fewer addons than any other killer in general.

  • Aw, I love the title voice!

    It's a great reference to the original Resident Evil, where a similar voice does the exact same thing. I missed it when it left after the first RE chapter, I'm so glad it's back.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3161717#Comment_3161717

    Every Exposed perk has its own counterplay built in. Starstruck is to (1) stay separated in general (which should be done regardless of the killer’s build against every killer except Twins), and (2) make distance from someone that goes down. Outside of horribly designed maps that are also too small and need a rework anyways (Midwich/Gideon), Starstruck isn’t an issue even with Agitation.

    Aura perks do not prevent evading Nurse. Aura perks or no, the survivor still has the ability to play around the knowledge the Nurse has to come for them regardless in the end. This is the same reason mindgaming and evading hits in the open still works. Also the Nurse lasering onto you makes it pretty obvious there’s aura perks involved, which make it pretty simple to guess which ones. Aura perks also have their own counters.

    Also, running aura/Exposed perks mean running less or no slowdown perks, which are leagues stronger than the former type can or will ever be. Exposed can be avoided outright. Aura reveals can be mindgamed still even if difficult. You can’t really prevent Nurse from auto-denying gens via kicking it with Call of Brine/Eruption combo, or auto-blocking the most progressed gen with Deadlock, or Pain Resonance/DMS combo which will damage the gen regardless of letting go of it, etc.

    Right, but you're talking about the counterplay to those perks as they apply to other killers- surely you won't deny that the Nurse is uniquely capable of making use of those perks due to her power substituting the typical rules of the game for her own, personalised method of approaching a trial?

    Like, you say "make distance" on a downed survivor, but the Nurse can teleport through walls. Sure you see how countering Exposed perks, even ones with clear activation like Starstruck, becomes much harder against a killer like that?

    As for aura perks, they prevent mindgaming against other killers, they certainly prevent mindgaming the Nurse. They're just less powerful on those other killers, because those other killers still need to obey conventional looping rules, for the most part.

  • @SuzuKR said:

    Nurse basekit is fine. Only range and 3 blink need reworks.

    The ability to instadown through walls, while reading auras to ensure no chance at dodging, is fine?

    Like I said, I don't think the numbers of her basekit need looking at, but there's very clearly a discussion about whether an ability as powerful as the Nurse's should also get to use Exposed perks.

  • Vaulting is for god pallets and strong windows, I think. That's my current strategy- don't vault in loops because it's useless, vault pallets that must be broken to continue the chase and vault particularly strong windows. It's mostly useful if you vault at the tail end of a dash rather than straight away, because it saves time; you move real quick and then you vault the thing, it doesn't really matter that you probably won't get a hit straight away because you already saved time.

  • People will just say straight up anything is a solo queue problem, huh.

  • @FusselTeddy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159173#Comment_3159173

    Well, the Devs already answered some other Perk related posts (for example that Wire Tap and Open Handed aren't supposed to stack), but won't talk about Blast Mine, despite there being so many threads about it

    Right, so we don't know why it was nerfed. The rumour seems to be that it had some issues with Wiretap that warranted the change, and if that's true the answer is obviously "yes", it was necessary.

    But, we don't know that.

  • I don't see how anyone can answer this without knowing why it was nerfed.

    It clearly didn't need it from a strength perspective, and because of that, we'd have to know what did prompt this change before we can say either way whether it was necessary.

  • @CluelessWanderer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158805#Comment_3158805

    I'm suspicious about that too. But that's a terrible reason to entirely kill a perk. They should just be transparent, say it's bugged and work on sorting their spaghetti code. Not just re-write the perk description and pretend it was intentional.

    You'll agree that the conclusion we've reached here is an extremely different criticism to the one in the OP, though.

    "Why did you nerf this"/"This didn't need a nerf" is not even close to the same criticism as "this was a poor solution", or "more should have been changed to compensate".

  • @CluelessWanderer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158694#Comment_3158694

    And how is it intended to be working? I'd say a survivor sinks 60 secs (or whatever it works out to) fixing generators EARNING the Blastmine. The Blastmine is set, and it triggers if the gen is kicked. Survivors have earned the damn thing twice over; bringing it and using the perk slot to begin with, and sinking the time in to activate it. If triggered, we would have to spend another 60 seconds working on gens to activate it again. That is more than fair. If anything, it's a very steep requirement for perk usage.

    At the very most, you would get two charges per match. At the MOST. Some matches not at all. Some Killers don't kick gens. It's been this way now for over a year with nary a complaint even by the Killer mains in this forum. Idk, to me, it seems like it's been working exactly as intended since day 1.

    "Intended to function" may be the wrong phrasing. My point is, it seems pretty abundantly obvious - because of the things you brought up, in fact - that there's a reason this was changed that wasn't an intent to "nerf" something too strong.

    Based on other's posts, it seems like it's the way the perk interacted with Wiretap on a coding level, so that clears that up.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158742#Comment_3158742

    If the requirement was lowered to 33% or lower, we could argue about balance. But making one time use of a 66% repair progress requirement is nonsense.

    Plus, i dont believe this is something that should go with "thats how the perk should have worked". It s been over a year since the first chapter, they had plenty of time to properly test this perk and as i said before, i dont see how blast mine would be considered op pre 6.2.0.

    This truly feels like a random nerf for the sake of nerfing something.

    Oh, I highly doubt this was a change motivated by something being too strong. Like I said, I imagine it's more to bring it in line with how it was intended to function, and I personally have a sneaking suspicion they want to be cautious about its synergy with Wiretap too.

    I think this community (and most other gaming ones tbf) could do with remembering a change isn't always strictly "nerf because too strong" or "buff because too weak", honestly.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158734#Comment_3158734

    I have played it already. I played Jill during the PTB, with Blast Mine as a part of her build, and it was like this. I reported it as a bug because it was terrible. I might have gotten a pop with Blast Mine once. In almost all cases, the gen went un-kicked and it took another few minutes to get it back, to the same effect.

    Fair enough, my other points stand.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158680#Comment_3158680

    Because it already had the requirement of 66% repair of a gen to activate, which is a longer with the 90sec gen. Now that minute of repairs are one use worth, making the perk less consistent, and weaker. For a perk that was not strong, was not used much and didnt need a nerf.

    Right, but this is still probably how this perk should've worked to begin with.

    A good additional change would've been to lower the requirement, I think that'd be a fair compensation.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158694#Comment_3158694

    Then they should explain why Blast Mine was meant to be near-on unusable and should only get value (value which barely does anything to the killer's momentum) once every few games.

    This change does not check out in terms of realistic gameplay and I think it's fair that an answer is provided.

    I think that's a pretty dramatic reaction considering very few people have actually gotten to play with it yet.

    If it's too much, I'll criticise it as being too much. I just don't think this change is that stupid on its face- if this is how the perk functioned on release, I know I wouldn't have identified this aspect as clearly being a problem to be fixed, because it makes sense.

    If it is too much, though, I'd probably wanna see it buffed elsewhere. Make the requirement lower, that'd be a good buff.

  • I feel like the community in general could do with remembering that nerfs don't always happen because a thing is "too strong", at least if we're defining nerfs as "anything that makes something even slightly weaker".

    I'd imagine this change is more to bring it in line with the way it's intended to be working, not a reaction to it potentially being too strong.

  • I mean, none of those perks need nerfing either?

    As for Blast Mine itself, it's not a huge deal. Honestly, this is probably how it should've worked to begin with, and while it definitely doesn't feel fantastic to have it changed the end result is still probably better- especially with Wiretap in the game, I could see those two working together too well, potentially.

    It's still a fun, goofy perk, and it's still not particularly useful outside of that. Nothing much has really changed, functionally.

  • @TeleportingTurkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158373#Comment_3158373

    He means that despite Ghostface's significant initial buffs, he also got nerfed slightly after the release - afaik, they made it so stalking marked survivors didn't replenish their mark duration at the same rate as stalking and they increased the reveal range by 4%. Although the first thing was most likely a bug, but it was present ever since Ghostface got on PTB.

    I actually didn't know that, thank you.

    Hardly such an intense nerf you need to wait and see before buying a new killer, though, lol.

  • I have to say that I'm in favour. RPD, as nice as it could be from an adaptation standpoint, was far too large for the kind of map that it was. Splitting it up into two is the best choice- it means that almost all the areas that you could want to visit from RE2 will still be viewable in game, without the balance problems that having them all in the same map caused.

    Splitting it was preferable to shrinking it, and those were the only two viable options.

  • ...What happened with Ghostface? Wasn't he significantly buffed when he hit live...?

    Seems like that's more of a pattern than anything else. Killers get bug fixes, buffs, and maybe some serious glaring balance problems (like Artist's trap crows) nerfed when they hit live, nothing substantial.

  • Initially I picked killer because I didn't find the core gameplay of survivor all that fun- the fantasy of being a big slasher monster was far more appealing to me, chucking hatchets was a far more immediately fun experience than sitting on a generator.

    However, when I started doing adept challenges and tome archives, I started enjoying survivor a lot more, to the point that it's far closer to equal playtime on both these days.

  • If it's just Stridor, there's currently an archive challenge for that.

  • This is the most hype I've been for a chapter in a looooong time, I'm super stoked to get it ASAP.

  • Doctor and Legion.

    Reason being, iirc you can't Mend when you have to Snap Out Of It. Constant Deep Wound combined with a lot of Doctor shocks...

  • I feel like he'd appreciate Lery's, based on what I know.

    Although realistically I think the answer is just, RPD, he'd hang out there. I don't remember if his office got translated into DBD or if it's on the floor you can't access, but that's a very familiar space for him.

  • If the devs were to ever implement a competitive mode (which I hope they do not), that would be the one with restrictions and extra rules, not the casual mode.

    The casual mode would just be the game as it is. The quick play, the default experience. The competitive mode would be where you get a bunch of extra rules and limitations to enforce fair and dynamic play.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/3155698#Comment_3155698

    I'm talking about people who love to say, "Oh, you're not high MMR! You just suck as Killer/Survivor. That's what I mean. MMR itself has no weight since you can be face camped to death as a survivor or have terrible teammates and lose MMR. Killers' who get a super good team, a terrible map or both can lose MMR. MMR should be shown to the person. I don't care if I cannot see anyone elses' MMR but I should be able to see mine. If I'm busting my face against a brick wall, I should at least be shown why. It might not matter to you but it does to me. I quit survivor because it got so aggravating. If I saw my MMR as super high, at least I would be able to rationalize the aggravation and still be able to play survivor. Not knowing anything but every killer is face camping someone from the get-go or my teammates aren't doing nada while I'm being chased, I want to know if its because my MMR got too low or its just super high.

    The fact that CHEATERS can see it? It MUST matter then. Why make a cheat JUST to show a persons' MMR? That's because people care about it. Just like people care about pips and emblems. Its a way of showing progress through difficulty. Its why we have achievements in games now instead of cheats to mess around with. Finally, we know how the MMR system works. Escapes and Kills are the only thing that affect MMR. If you don't want to see your MMR, you can choose to hide it from yourself but I personally want to see mine. I don't care if its in the menus and its hidden like our Cloud ID, for example. As long as I can see it and go, yeah, I've got a high MMR and I'm proud of that. Just like people are afraid to show how many hooks each survivor has because they might get tunneled or camped out. Why? They ALREADY DO THAT. If the person has only hooked the only Dwight in the lobby and wants to tunnel, do you think the person is gonna wonder who needs to be tunneled out? No lol. If they're gonna do it, they're gonna do it. Showing MMR won't hurt anyone and if you don't want to show it, don't.

    There's two things I'd like to respond to here-

    1: Cheaters show their MMR because they think it matters, that doesn't mean they're right to. Also, y'know, they're cheaters, they probably enjoy knowing they can do and show whatever hidden bits of code they may want, it doesn't mean everything they do has a legitimate function.

    2: MMR is not a way of showing progress. It's a matchmaking system. Pips and emblems are designed to be a progression system - not well, but they are designed that way - but MMR is not. It is only designed to give you fair matches, not increasingly difficult ones. They only get increasingly difficult if you can handle that increasing difficulty, in theory.

  • Validating people who want to use their or other's MMR as part of an argument is a bad thing, not a good thing.

    I know I've said this elsewhere, but outside of satisfying idle curiosity, I don't see what benefit seeing your MMR would give. Most games don't show you the inner workings of their matchmaking system like that, it'd be a weird decision. Heck, I don't even know where they'd put that information.

  • The short answer is, they don't.

    People have good reason to complain about some things in the game without it being a refusal to counter it. You may as well have asked "why do people refuse to learn how to play against Dead Hard" pre-rework, and it'd be the same situation; people did, and it wasn't enough, because that perk was actually unbalanced. You could still win matches against Dead Hard, but that wasn't really the point.

    Same with Nurse.

  • I think they could safely be removed, but a few other changes would need to be made alongside it.

    Currently, they exist to punish unsafe unhooks, but the problem is that it punishes the player on the hook as much as it punishes the player who made that decision; in my opinion, you should absolutely have the ability to unhook someone safely for them whenever you want, but you should be the one suffering the consequences if it's a bad time to do it. So, remove hook grabs from healthy, and then make the unhook animation not cancel if you're injured- you take damage once they're unhooked, including going down.

    The end result is one of two things, for unsafe unhooks; either you're injured and clearly more vulnerable than the teammate who has Endurance and Haste, or you're just downed and immediately give the killer a good target. Hell, the latter's honestly better for you since the killer might slug you and that might be something you can play off, but in order for that to be the case you both have to be strategically planning your unhook in advance and you need to be taking a gamble, making it not actually a bad decision to begin with.

    As with all anti-camp, anti-tunnel mechanics, the question is presented as to whether it should function in the endgame, but during the majority of the trial I do believe this would be a viable route to go.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152964#Comment_3152964

    So... Because it is counterplay, it should not exist unless it is in the form of a perk? To be clear, I do not even believe Shattered Hope should be basekit. But that reason is shoddy, fam.

    I never said you could not respond. I just do not know why you are doing it to me and then pretending that I am off topic. It is weird.

    ...What? How is that even close to what I said?

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152947#Comment_3152947

    That is not even a reason, you just gave me an opinion. Like, great? Not sure why you wasted my time to just say, "its silly" and "there is no reason" despite the TOPIC being a reason for it. You are the one going off topic with your tangent, technically. It is more of a stretch than my passive aggressive remark which is quite sad.

    I did indeed say those two things, and I also gave the reason at the same time? It fundamentally undercuts the purpose of boon totems, that's the reason. It's completely at odds with the way they're designed, and renders them incapable of actually performing their intended function.

    Also, hey, you made a post on a public forum, people are allowed to respond to it lol

  • @ThiccBudhha said:

    The developers are killer sided which is why survivors get 10 seconds BT base kit and killers cannot crush a boon base kit when there are 5 totems and crushing one implies the survivor already got value out of it. Just saying.

    The reason that killers can't crush boons base kit is because that's a very silly idea that fundamentally undercuts the entire purpose of the boon totem mechanic; it being on a perk is more justifiable, but there's absolutely no reason to make boons break on snuffing basekit.

    At the topic - I'd love to see Shattered Hope have some kind of benefit if there aren't any boon totems. I don't know what, exactly, but it could be something very minor and that'd be fine. Maybe the ability to see all the dull totems? That way any cleansing would be revealed to you if there aren't boons, I dunno. Something to make it less of a gamble would be ideal.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152615#Comment_3152615

    Agreed buckle up and bite the bullet are too OP. Please nerf /s

    Dude, Bite the Bullet isn't even close to Buckle Up, it's legitimately pretty good.

    Even outside of using it in the "instantly break chase" build, it's better than people give it credit for.

  • I dunno, man, Bite the Bullet is a pretty damn good perk so I'm not sure if it's wise to start buffing it necessarily.

    Besides, it's countered by any other source of tracking too. You'll be revealed by any aura perk, you'll still trigger Killer Instinct, heck, I think you even still scream if you're facing Doctor or someone running Infectious Fright.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151500#Comment_3151500

    Self care got nerfed to bring CoH in line instead of altering CoH anymore because if they reduced it anymore it would be a useless perk. So Self-care got the nerf

    That's not why Self-Care was nerfed, it was nerfed because it's been one of the most commonly run survivor perks since the game's launch and the entire point of the update was to shake up those commonly run perks on both sides.

  • With a 10% Haste, I think the more realistic scenario is the survivor that performs the unsafe unhook will get immediately chased, since they're going to be the one who's actually vulnerable.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151594#Comment_3151594

    many games do not have ranked progress affect unranked modes. They exist entirely separate, with the unranked mode often just having connection based matchmaking. In this case its all ranked, but stays ranked and tries to switch over to quickplay style matchmaking while still keeping ranked tracking. Its probably the worst possible way to handle it, but they know how much separating the two would splinter matchmaking entirely.

    Also the only reason its based off of how you play is because you have to play within its expectations? You can play well and die and play poor and get a 4k, the current system's only results matter approach can be anathema to good play more often than not.

    That is not how I'm given to understand most games function. Unranked modes still use MMR, it's just a different MMR score to your ranked one, and while one doesn't affect the other that fact is basically irrelevant to the topic of DBD's matchmaking as DBD doesn't have separate queues to begin with.

    DBD doesn't try to "switch over to quickplay style" matchmaking, it just broadens the range of acceptable matches when queue times are long, which I'm pretty sure happens elsewhere too? Nothing about DBD's matchmaking is actually unique, or somehow analogous to ranked modes specifically, as far as my understanding goes.

    As for your last point, I don't see how. Playing poorly and winning is a pretty uncommon scenario, for either side, so in general your winrate is indicative of how well you normally play. I guess if you broaden it to "playing averagely but the other side makes more mistakes", sure, but you're still winning those matches if you capitalise on mistakes and so pushing you up to higher lobbies is still the right move if it happens consistently.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151549#Comment_3151549

    It doesn't have visible rank anymore, but its still a "ranked" system as long as MMR exists. The outcome of each game contributes toward what the game recognizes as your "skill" and thus, attempts to match you with similar opponents. Quickplay would be if MMR was off entirely, as it would not be using those types of considerations in matchmaking and instead focusing on speed. Any system that uses any type of MMR is ranked in all but name.

    I mean, sure, but doesn't that mean "quick play" basically doesn't exist? Other games use their MMR systems for both queues, the difference is in how strict it is.

    Also, that's how this game worked before as well. Emblem based matchmaking actually was a series of ranks used to match you with other players that you were expected to engage with actively in order to make them increase. That's way closer to ranked than the current system, which is totally passive and based off how you normally play.

  • @friendlyant1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151549#Comment_3151549

    it's essentially ranked mode without everything else you mentioned. Which is what makes it a bit 'unfair' and 'not fun'.

    If it wasn't ranked, they'd just match you with the fastest random players and your matches would vary greatly.

    But that's not how other games function, so why would it be how it functions here?

    Other games use matchmaking too without being ranked mode. Even the ones that have ranked mode still use matchmaking for their quick play, it's just looser (I assume) and typically the match rules are different too.

    The things I listed are the things that set ranked mode apart from a quick play mode. MMR is not one of the things that sets them apart.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151489#Comment_3151489

    It's ranked mode with the ranks hidden. Matchmaking is uniform.

    But what makes it ranked mode? There's no like, ranks, there's no restricted rules, there's no rewards, there's no requirement to play [x] amount of the regular queue, there's no regular queue to begin with...

    Seriously, I'm asking you. It's lacking literally every marker of a ranked mode and has been brought more in line with more standard matchmaking compared to where it was before- what am I missing that makes it ranked mode?

  • @YOURFRIEND said:

    I feel that if I'm forced to play what is essentially ranked mode, I should be able to see my attendant score.

    How do you mean? DBD's matchmaking system is now less of a ranked mode, as it does not have ranks attached to it and uses on the more generous, casual winrate-based matching instead of requiring you to play in a particular way.

    It's just a normal quick play queue now, moreso than it was before.

  • I wouldn't be against it! I'd like to see more chests in trials, even if my teammates would be more interested in looting them than repairing lol.

  • @friendlyant1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151389#Comment_3151389

    Seeing your MMR wouldn't fix it, but just give you a better picture as to why you lost a certain game (possibly because your opponent's MMR is much higher than yours). It's simply to give context.

    That's basically the same as just satisfying idle curiosity, though. Seeing a higher number doesn't make the game less frustrating, nor does it solve the problem, so it's kind of just throwing fuel onto the fire of people who already think the MMR system is catastrophically failing and who are loudly, aggressively complaining about it.

    I don't begrudge the desire to see it, I just don't see it having practical value that'd outweigh the downsides.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151376#Comment_3151376

    Actually the question is whether showing MMR bracket would lead to significantly more bullying than what they currently show. It’s not immediately obvious that people who are inclined to bully someone they perceive as a weaker player won’t bully them based their Prestige or perks or loadout or any other excuse to bully them. So I think that part is in fact debatable.

    That's not really the point I'm making - if it's revealed, it will be used that way by hostile players. Even if the absolute number of instances of toxicity doesn't go up, it is giving those toxic players another tool, and so it is still a downside that must be acknowledged before it can be argued in favour of.

    I'd also personally suggest that because visible MMR would carry out beyond the matches and into things like forum discussions, as it's an easy single piece of data to demand of someone, it'd make toxicity outside the game worse too- but that is up for debate and I'll recognise that. My main point still stands either way.

  • @friendlyant1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151376#Comment_3151376

    We already face toxicity from killers/survivors who'd call you in post-game a baby killer or baby survivor, or saying you aren't good at the game, etc etc. Do you really think having a number to throw out would make that worse?

    I would agree knowing your MMR value (or your teammates) would not be relevant if matchmaking was doing its job how it's intended (without the expansion that happens).

    We saw that when they did the matchmaking/MMR tests, the matches varied greatly from day to day depending on what values they chose. So clearly, it has such an impact on the type of games you encounter. Currently, you can go into a game, win it easily, feel great about your abilities only to get completely crushed in the match right after without any explanation as to how that's possible.

    Yes. We would have the current toxicity, and the toxicity that comes from rank elitism. One doesn't replace or lessen the other, they both exist in harmony; the only blending would be calling someone "boosted" instead of "baby" some of the time.

    As for your other points, I'm not really following- how would seeing your MMR fix that problem? It'd still be a problem with the matchmaking system afterwards, so they'd still have to fix it anyway- at which point you're back to seeing your MMR having absolutely no benefits. Could you elaborate?

  • It's worth mentioning that it will absolutely become a bullying tool, and it will lead to toxicity. That's not up for debate, the only question there is if the benefits would outweigh it being used in that manner, which is a question that is very worth discussing!

    So, in that vein, let's look at the benefits. Certainly, it would satisfy idle curiosity of players who'd like to know where their MMR is at, but I don't really see what else it'd bring? Other games don't show your MMR unless it's tied to a competitive mode, and that's mostly (I assume) because there's really not much reason to.

    You also expand halfway through your post to not only your MMR, but also your opponent's MMR, and there's definitely no reason you should be seeing that outside of a competitive mode, surely? All it'd achieve is people getting mad if they think the gap between them and their opponent is too high- which it may be, but I don't know what the acceptable gap would be and I'm willing to bet the vast majority of people who'd take to the internet about it wouldn't know either.

    Personally, I just don't see the benefits, and there'd be undeniable downsides to deal with if they made this change.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151354#Comment_3151354

    It’s basically Wiretap but a boon instead of a progressed gen. Do you have an issue with Wiretap?

    Wiretap has a way smaller radius and a timer, and it's also really good.

    A version of Wiretap with a bigger radius, potentially no timer, a speed boost, and whatever other effects you have from other boon perks in that radius, is too much. It'd be overtuned.

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