Avatar

jesterkind

jesterkind

About

Username
jesterkind
Joined
Visits
17,633
Last Active

Comments

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2919545#Comment_2919545

    They're not viable. If they were, you'd see them in tournament and at high MMR. That's like Almo saying "Clown isn't weak. They just haven't found his full potential yet." Weak stuff is used by casuals and people doing YouTube videos to show off an add-on the people never knew existed. It's never used competitively because it's a death sentence. Why would I want to use Myers' brown add-ons instead of infinite Tier 3 plus a stalking add-on, which can't even beat good teams?

    I feel like you're shifting the goalposts a little here, friend.

    It doesn't much matter whether they are viable right now, the point is that the concept of designing addons that have an upside and a downside is perfectly fine, because they're not all trying to be the objectively best pick or even just an objective upgrade. Some of them are viable, mind - Engineer's Fang is still a phenomenal pick - but it wouldn't matter if they were all garbage tier; all that would prove is that BHVR did a bad job designing them, not that the core concept of upside + downside is unworkable.

    As for your example of Myers, I don't know why you would use his browns. But his actual upside + downside addons, the mirrors, are quite popular because they're a ton of fun.

  • I always wonder how the hell people are playing when I hear them say Overheat "punishes" literally anything, you actively have to go out of your way to ever get your chainsaw to fill that meter.

    Not a defence of Overheat, mind. It was an abject failure that doesn't make a difference to his gameplay in either direction, and wasn't necessary to begin with. Just, y'know, if Overheat were to be removed from the game entirely tomorrow, Hillbilly's status wouldn't change. He'd still need work and he'd be only very slightly better off.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2918208#Comment_2918208

    But it's wrong for the majority of these perks and add-ons to be for casual enjoyment and uniqueness rather than balance, at least at this point in time in which the competitive landscape is so hindered by that kind of design. Unless you're extremely optimistic about the state of the game, or are just uninformed, you have to realize that there are exceedingly few options for you when you want to play killer optimally. You can either play best add-ons/perks Blight or best add-ons/perks Nurse, or be one of the extremely lucky outliers that can do well with Leatherface/Pyramid Head solely for their specialty in camping/tunneling. And for survivors it's similar. If you're time efficient with gens and run meta perks you're probably safe. There's exceptions where you come across the killer who wants to hard tunnel you or someone else when you don't have DS or BT, because they usually respect those perks and assume they're always in play, but generally your chances of escaping are quite high.

    ...But they're not? They're not even close to being a majority balanced this way.

    There are no perks with built-in downsides that I can remember off the top of my head (requirements/cooldowns don't count as they're necessary balance elements), and the addons that have downsides are very firmly in the minority. It's just that occasionally there'll be an addon designed to bolster a specific playstyle, or to give a huge boost in one area but a downside in another.

    Also, it's not "casual enjoyment and uniqueness rather than balance". They're still balanced (or at least, they're trying to be), they're just not trying to be the absolute most objectively good pick- they're trying to be viable picks for people who like the sound of the gameplay they encourage. That still requires balance.

  • Disclaimer: I've not seen the remake that this Freddy is based on, but I have seen all the Robert Englund ones once each a little while ago, including Freddy vs Jason, so. Do with that what you will.

    I think my idea for fixing Freddy mechanically would also help fix him thematically, but before we get into that, it's worth considering just what it is that BHVR are trying to evoke about his lore in the first place- that being, the Dream World. I think the idea is that Freddy can't actually prey on survivor's dreams in the Entity's realm, and so in-universe I imagine that he just gets to treat the Trial as though it is a dream, and the micro-sleep concept is there as an inverse of the reason why the generators are there; to heighten the dread, but also provide hope that Freddy can be evaded and that escape is possible.

    With that in mind, "treat the Trial like a dream" is clearly the best avenue to go down for a lore-accurate power, and believe it or not I think Freddy's current power is infinitely closer to that than his original one. All we need to do is drill down further, and to do that, I suggest two major changes:

    1: Both pallets and snares as basekit. Let them share an ammo pool and I really don't think this would be broken. I suggest this because the pallets are thematically and lore-wise just far more interesting, they're just way too weak and situational to ever bother bringing on their own. So, let the Trial feel his to manipulate, and have pallets be something survivors just inherently can't trust visually when they're asleep. Which leads me to...

    2: A complete addon overhaul emphasising fake objects. Freddy torments his prey by bringing them to a surreal nightmare, where they can't trust their eyes and ears and where he reigns supreme. The best way to do that mechanically in a game like Dead By Daylight (where, mechanically, Freddy still has to follow the rules) is to add in more phantom objects only visible in the Dream World. Fake totems that flicker and crackle like they're lit up and that induce status effects if they're cleansed, partially-completed generators that dissipate into smoke + cause survivors to scream if they're touched, maybe even funkier stuff like hallucinations of footsteps or other audio cues. These should be addons both to allow for more variety than would be feasible in a basekit, and also so players can't be sure what they can trust until they've identified his addons.

    This'd also make him, like, way more interesting and unique than his current incarnation, which is a nice bonus lol.

  • Picking this, because the actual answer would be Other. NOED does not need its current effect buffed, nor does it need its currect effect nerfed; what it currently does is bad, it's underwhelming and inconsistent and incredibly easy to counter, but I don't want it to just be made stronger. That'd risk harming newer and less experienced players too much.

    Rather, the best thing to do with NOED is completely redesign it to do something entirely different, with the aim of making it more consistently useful.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2917379#Comment_2917379

    I think it's awful game design, at least from what I've seen in this game so far. Maybe an add-on or perk here or there that had a downside would be fine, but right now it's literally one of the leading ways that the devs and survivor mains want the game to be balanced through. It creates a false sense of choice and decision-making; you have to go through a few hoops to think otherwise. Why would you want to use a strong add-on with a big downside when you can just use a strong add-on?

    You might say that if the downside only matters to one way of playing, which you aren't fully utilizing with your playstyle during the match, then maybe the downside isn't so bad. But in the case of Pinky Finger and Engineer's Fang, that's not the case. You want to be able to instadown AND have slowdown. You want to injure AND have anti-loop. But these add-ons make you have to choose, even though you can't really afford to get rid of anything from your power, as the whole reason you're using pink add-ons is because they're supposed to be the strongest thing to use to help you win.

    And yes, I've listed cooldowns because they are limitations on the perks, drawbacks, and because people are requesting to increase those limitations further. Pop never should have been taken off 60 seconds. Now people are saying 45 seconds is too much. And the measly <45 seconds of blockage you get from Dead Man's Switch, they also want reduced. Even if Surge had no cooldown, would it really be that strong? How quick are these survivors going down to the killer, that a no-cooldown Surge would be OP? NOED is already a hex and can be destroyed, but it's been requested that you should have to complete additional conditions to activate it, or that there be a cooldown on its instadown capability after somebody's been instadowned, thus creating drawbacks that weren't there before. It's still feedback, not actually in-game, but we'll see how long that lasts.

    I strongly disagree that cooldowns are a "drawback", if that's the case than anything you do to balance an effect is a drawback. Cooldowns are just how often you can use it, something that it makes perfect sense to limit if the effect is particularly strong. Are there perks that don't deserve their cooldown? Yes, but it's case-by-case.

    Moving on...

    So we're on the same page about playstyle-defining drawbacks, but I still think drawbacks like Engineer's Fang and Pinky Finger are totally reasonable. Pinky Finger a little less so, I mostly think that addon is just badly designed in general and should be reworked alongside a total addon pass and basekit buffs since Clown is the worst killer in the game, but we can focus on others for now.

    I think that idea of drawbacks is just an extension of playstyle-defining, and some of them are a test of skill- take Huntress' Iridescent Hatchet. What that addon is there to do is let you chew through survivors if you're confident in hitting every single hatchet. Is that an objectively strong, always useful addon that'll consistently help you win? No. Is it trying to be? I'd argue, also no. Engineer's Fang is similar. It asks, what value can you get from a ranged injure but dramatically less slowdown? Can you pair this with other tools to maximise its potential? If not, use other addons.

    (Slightly stymied by Pinhead's addons not being very good, but that's its own problem.)

    It's okay if not everything is a straight upgrade to help you win. Sometimes things in games exist to be fun, or to provide a unique challenge, or to alter the way you play for more variety. Obviously not every addon that comes with a downside fits any of these categories, but the fault lays with specific addon design, not the idea of giving drawbacks with upsides. Tons of games use this concept, it's really obviously fine.

  • Sadako isn't in as bad a spot as some people seem to think, but there are a few things that I think could be done to help solidify her strengths without taking her overboard.

    Mostly, her TV timers should be shorter, that's genuinely the biggest one. 100 seconds is a looooong time in this game, I definitely think that could be a fair bit shorter.

    I'd also like to see the TVs changed to face the generator more reliably, but that's a minor thing, it just bugs me when I play her.

  • Weighing upsides and downsides is actually quite good game design. It makes you consider whether you'll get enough value from the upside to overcome the downside, or whether you're comfortable changing your playstyle to even use the thing to begin with - something like Plague's Prayer Tablet clearly exists to alter your playstyle, not to have a strong effect that's balanced with a downside.

    There are downsides that exist in this game that aren't particularly interesting, but that would be the problem. It's perfectly fine for an addon or even a perk to give you an upside and a downside, so you can weigh whether the tradeoff is worth it, if you can change your playstyle to accommodate the thing that's been made harder, and so on.

    When it's done well, it's elevating decision making, and emphasising both choice and playstyle.

    (Also, some of the things you've listed are just... cooldowns? Cooldowns aren't inherently a downside, they're just a regular balance decision.)

  • As others have pointed out, that's not why Ruin was changed, or at least not only that.

    To continue, though, the devs have acknowledged Dead Hard being unbalanced, so... it'll be Dead Hard's turn whenever they're done with it.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2916085#Comment_2916085

    Fair enough.

    What about something like...Freddy moves faster for the number of asleep Survivors, and this movement bonus-per-Survivor increases as gens are done?

    It would encourage Survivors to stay awake, even in the end game, and encourage Freddy to spread out his hooks, as he gets a bigger bonus with the more asleep Survivors there are. If someone is dead; they are not asleep. But at the same time; the bonus increases with the number of gens completed, which also helps balance killing Survivors, and gives him a large catch-up boost if all 4 are alive & asleep after 5 gens pop.

    But it ONLY affects movement speed when NOT carrying a Survivor. Not any other action (there are perks for that), and not Survivor-carrying (There's a perk for that).

    Hmm, that could definitely be workable- I think it'd have to start low but scale aggressively as the game progresses, but it'd certainly fit his theming. Hell, Fire Up already does this for action speeds, and that's his perk.

    It may not be my preferred solution, but I don't think it'd cause too many problems, and it'd definitely make the Dream World more threatening.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2916075#Comment_2916075

    I disagree. No Killer should LOSE power in the end-game. That's just garbage game design. 'Hey! The match is nearly over! Allow me to gimp you so the other side has an easier time winning! 🙃'

    I'm sorry but that's just, at a base level, horrible game design. You don't see the losing team in MOBAs suddenly lose power or movement speed. The losing team in an FPS does not have their weapons taken away.

    On top of that; the Killer has not lost because 5 gens pop, so WHY does Freddy lose power at this stage? The fact that he's the ONLY ONE this happens too just screams it's not well thought out at all.

    Well, he may be the only one it happens to, but surely that's because he's the only killer whose power directly interacts with generators? It makes sense that a power like that would be hampered by losing access to it as the game progresses, that isn't inherently bad design on its face.

    The problem comes not from him having that unique gimmick, but that the rest of his kit isn't universally useful enough to make up for gradually losing access to the teleport. I could see a world where he gets more teleport spots in the endgame too, but I'd seriously sooner see the rest of his kit made the primary focus and the teleport be a nice, but unreliable, side benefit- kinda like Demogorgon and his portals, they're nice but they're not even close to his biggest strength.

  • I absolutely agree that Freddy's power needs updating and he's in a sorry state, but I'm not sure I agree this is what he needs.

    To me, this aspect of his power would be fine if the other parts of his kit actually made up for it, but they simply don't. I'd sooner look to boost the Dream World and associated aspects of it so that if he gets to a no-gens-left scenario, he at least has something going for him. I've made a thread before about what I think that'd look like, but the short version is; basekit snares and pallets, and addons that give more fake objects in general.

    I think it's okay that he loses some efficacy in the endgame, but his power shouldn't be "he teleports and sometimes you'll get a minor slowdown", there should be more to him at all stages in the match.

  • I was thinking the same thing, I'm super stoked to see the Legion addon changes. Pretty much all the addons people commonly commented on are being changed for the better, and that's an extremely good sign.

    Personally, I'm looking forward to using Julie's Mixtape with Enduring + Spirit Fury for Ultimate Aggression Legion.

  • @vanGlasse1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2914139#Comment_2914139

    they really could use some better writting cause damn they make some really awful or poor stuff most of the time

    I don't know about most of the time, I think the stories being told are often pretty decent, but there are definitely some stinkers out there.

  • Because they don't play even slightly alike and never have? The only thing they have in common is a ranged component.

    If it's about who's the strongest, then why play Huntress when you could play Nurse or Blight or Spirit? If it's about the strongest ranged killer, then sure, but there's no reason to highlight Deathslinger specifically when Huntress is and always has been the strongest ranged killer period.

  • These are all good changes, and I'm very pleased to see the Legion tweaks too, that's a lot of what I personally wanted after playing on the PTB.

    Cannot wait for this to drop, I'm gonna play so much more...

  • Swamp. Too big, impossible to see on, and I absolutely despise running survivors through the damn underside of those piers or in the main structures.

    Obviously RPD sucks for everyone, so that one too, but I'm mostly okay with all the other maps depending on which killer I'm playing. Not to say they don't have balance problems, but I don't get as personally frustrated with any that aren't Swamp or RPD.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2903711#Comment_2903711

    You really think the Resident Evil chapter created that much of a high, that losing thousands of players every month over the course of the next year is simply returning the playerbase to normal numbers?

    ....Yes? You can see that on the image in this thread?

    It's also worth remembering that playercounts go up and down for online games pretty regularly, so some loss is expected even without a huge influx of players.

  • @Ricardo170373 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2914363#Comment_2914363

    Ok, but, still stable for 2 years, after a lot of update, content, graphics and other things, you just still be the same? its not a huge pround

    I mean, higher numbers would be nice, but stable is what you should be shooting for. You want enough players to fill the matchmaker, and DBD is still comfortably in that range.

  • @Ricardo170373 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2914356#Comment_2914356

    The average number are the same number with a March 2020, 2 years ago. so...

    I'm no expert, but I feel like having a stable playercount average over two years is a pretty good sign? If nothing else, it's completely neutral, it's certainly not evidence that the game is dying.

  • @Ricardo170373 said:

    https://us.v-cdn.net/6030815/uploads/TJ5AV3D1AL0W/image.png

    Again, soon will stay anyone in this game? still every month people saying goodbye, and BHVR still silent.

    July 2021 was the Resident Evil chapter, which is why that number is so high, and game player counts tend to be cyclical in that they gain and lose players regularly anyway. For a better idea of how the game is doing, you'd want to check for something like March 2021, a year ago. If that number is significantly higher than the numbers for March 2022, that's more of a reason to worry.

    For the record, I haven't checked, so maybe that number is higher and there is cause to worry. If that is the case, though, you're not going to see it on this cropped image because the dates don't go back far enough.

  • @KateDunson said:

    https://forum.deadbydaylight.com/en/discussion/comment/2914131#Comment_2914131

    The game will never be balanced, and is why SBMM shouldn't be in this game.

    Too many killers perks maps to balance, camping and also tunneling.

    Stop defending sbmm when is doing nothing but destroying the game.

    That's quite the claim. Perfect balance may never be achieved, but that doesn't mean we should give up on trying and it definitely doesn't make balance problems into matchmaking problems.

    I'm also not defending MMR here, I'm pointing out that the problem being described is caused by something else. Here's a defence, though: MMR is not destroying this game. It's not as good as it should be, but it's still slightly better than the old system.

  • @beatddb said:

    https://forum.deadbydaylight.com/en/discussion/comment/2914139#Comment_2914139

    What's bad abour her lore? I'm genuinely asking cause I stopped reading past the killer description lol

    In fairness, it's more that I don't like it, so bear that in mind.

    Her base lore sets her up as having snapped after viewing the horrors of an old-style insane asylum, and I like that, it's a nice inversion from portraying the patients as the violent and scary ones. Her tome lore has her convinced to start killing people by one of the patients, which I don't like.

  • I had a pretty damn decent match as Deathslinger of all killers earlier, so I think there is a notable difference going on here!

  • Realistically if I worked at BHVR it'd be as a writer, since that's my vocation, and so my answer would be changing Nurse's awful tome lore lmao

    It'd be nice to see adjustments and maybe soft-caps for action speed boosts, though. That'd do a lot to help the game.

  • That sounds more like a balance issue, not a matchmaking issue? Of course you're going to see the meta perks more often, that's... what makes them the meta perks.

    Also, you may know that grades aren't used for matchmaking, but new players don't. It just cuts down on unnecessary confusion.

  • Solidly agree, it'll save me having to click over to 'match details' to remember who was who when I wanna check perks or something.

    I do like the survivor icon, but I'd rather have that space filled with something pertinent to the match we just played.

  • @TheArbiter said:

    https://forum.deadbydaylight.com/en/discussion/comment/2913778#Comment_2913778

    It may not be a good perk, but unlike many perks I think it's fair to say that it 99% guarantees at least 1 kill, or at least it does for me

    Replace "kill" with "down" and I agree. A lot of the time survivors won't bother to cleanse and save, so that down can translate to a kill, but it's not a guarantee.

    That's all it does, though. One down, and then in my experience, it's countered and you're left to try and leverage that single down for more pressure- which is only really possible if you've performed well throughout the match.

  • There's a general misconception about it rewarding bad killers, or giving free value to killers who 'failed' in some way, on top of a lot of people assuming that the only way to counter it is to do all five totems before it procs. My source on this is a thread of mine that went on for like 12 pages where I asked people earnestly and honestly for their reasoning, haha.

    I do sympathise with it feeling bad to go against, but on its merits NOED isn't even good, let alone OP or unfair.

  • The quickscope was the entire problem that warranted changing him to begin with, bringing that back just brings everything back to square one; Deathslinger is a bad killer, and he sucks to go against because he denies any agency in the chase.

    Move forward, not backward.

  • I genuinely can't think of a single thing from old DBD that would be legitimately better than what we have right now. There are a few things where you'd be trading one set of problems out for another, like Deathslinger, but nothing that would be actually improved by being reverted like that.

    The new HUD is better, the new maps are at least visually better even if some weren't improved balancewise, new movement is fine, the new portraits are better than what we had before for the most part...

    DBD wasn't actually better before. Believe it or not, we are in the best version of the game so far. The most balanced, the most engaging, and the best performing, all those things go down the further back you go.

  • @Tiufal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2911599#Comment_2911599

    the issue is that grade based matchmaking is just about grades. its easy to get high grades just by playing much which is all grades stand for. BUT, the system behind it, the emblem system, is by far superior to the actual MMR, cause it basically uses every necessary factor of skill, while MMR doesnt have anything to do with evaluating skill at all. its the most wrong conclusion the devs came up with. as killer many people can get into higher mmr just because the kill rate goes in your favor if you play as scummy as possible, which isnt skill at all (its just abusing gameflaws). as well as survivors can get higher mmr just by playing in a 4man to cover their own weakness (3 mates that can cover you). emblem system just needs to be used as MMR instead of some summed up grade. every day devs deem emblems worse than mmr its a lost day, and the game will suffer more and more until they start understanding what stupidity they started.

    I didn't necessarily come here to defend the MMR system, but I may as well if I'm being directly pinged to do so.

    The emblem system is being dramatically overvalued here. Even if you like that it looks at more factors than the MMR system, there is no getting away from the fact that it cannot cover for all scenarios because it requires playing in a very specific way- it works somewhat better for survivor (though it's still not good), but there are some killers who get punished just for using their power. Emblems are fine as a general feedback for a reward-based progression system, but functioned awfully as a matchmaker.

    Second, the reason it feels like MMR doesn't evaluate skill is because you're looking at it wrong. It's meant to measure how consistent your skill is over a large batch of games, not measure how well you played within one specific match. There's a reason MMR systems are designed the way they are, and I'm no expert but I'd assume that reason is because it's the simplest, most reliable method of measuring skill in that way.

    Thirdly and lastly, balance issues and game flaws are separate issues. You cannot build a matchmaker around them, or you'd need to constantly update it as those flaws are fixed.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2912357#Comment_2912357

    Even if one person runs Calm Spirit (low chance), the Killer still tunnels the other 3 people.

    BBQ Chilli + Iron Maiden is the perfect tunneling combo.

    ...Tunnels three people?

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2912371#Comment_2912371

    Well I'm classing a win as whatever increases the mmr.

    While I class having a good game in general a win, if I'm talking about the actual win then whatever increases mmr

    But I cant find the info anywhere and way back when it got introduced my questions about DCs was avoid so it's hardto know. I probably should update the post so people dont get confused

    That's backwards. MMR is supposed to increase if you win, so the win condition must necessarily predate the MMR system, and in this instance it does.

    And, even based on the current system, 2k is a draw by default. If one escapes by hatch that throws it somewhat out of whack, but assuming they both escape via exit gate, you've got two increases and two decreases, which should balance out. There'll be some outlier cases where you only get a 2K but it was against a team dramatically higher than you, so you'll be given a little boost since you performed above expectation, but the MMR system doesn't define a win so those outliers are totally fine and help the system serve its actual purpose properly.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2912350#Comment_2912350

    Doesnt a 2k increase MMR? Iv tried looking through past q&as and stuff but cant find the exact conditions what is a win and by how much.

    All I found was kills/escapes/time affect your mmr gain/decrease

    I imagine that it depends on the MMR difference between every player, but assuming they're all at the same MMR and no adjustments need to be made there, getting two kills balances out the MMR you lose by two players escaping. I guess you'd also end up with more MMR if you get two kills, one escapes by gate and one escapes by hatch, but hatch is kind of a null point from all perspectives.

    Also, "MMR increase" =/= "win". The game existed for a long time before MMR, and so did its win condition.

  • It's... not?

    Three kills is a win. Two kills is a draw.

  • Juke the aura read if you really care by faking direction, or make sure you're up closer to the killer so BBQ can't proc its aura read on you.

    Or just... have your aura revealed? I don't see why that'd be a problem, unless you're crouching in a bush somewhere trying to avoid the killer forever.

  • I definitely think that extant killers should get associated maps. I know a lot of people want neon streets for Trickster, and while I'd like that too, there's also the possibility of bringing back the Hawkins layout as the studio that burned down and killed the NOSPIN bandmates in his lore.

  • My understanding is that mini figures like this always come unpainted, it's part of the hobby to paint them yourself.

  • Absolutely seconding this. It's the best possible option for what to put in that space, I'd love to see this implemented in the game.

  • Where are you getting survivors from this? It could just as easily be the other way around, based on this paragraph, and either way it wouldn't be for "easier matches", it'd be for "matches". Without a cap, there would be nobody to match with for some players, period.

    To paraphrase Peanits from another thread, though, what this means is that the insanely good players will be matched with the merely very good players. Mid-level or average players won't be affected by a slightly lowered cap, at least based on my understanding.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/2911790#Comment_2911790

    Ranks, not grades.

    Ranks were honestly at least more consistent and fine than MMR, especially before it was changed so Rank didn’t fully reset.

    It's the same system, so the word doesn't quite matter. The only difference is that grades reset all the way, and ranks didn't, they're still calculated the same way and thus it's still relevant to point out that the rank-based system was awful and categorically unfit for purpose.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/2911755#Comment_2911755

    Yes, of course MMR can possibly work, but in its current iteration these kinds of nonsense changes don’t do anything to address the fundamental flaws with the system as it is. Obviously, people who are escaping more tend to have more skill than those who are not, but then you also have the thousands of Claudettes who hide in a corner and get the hatch. In comparison, ranks had less room to slip by, as you had to actually contribute in all areas to advance. Getting into this same song and dance with BHVR just makes them look like they are spewing nonsense and doing even know how their own fans actually works.

    The MMR system we have is a very normal one, at least in core design. Number goes up if you win, number goes down if you lose, with some adjustments to how much to compensate for a few variables. That's just how MMR systems work.

    Grades did have 'less room to slip by', and they were also terrible + did not work as a matchmaking tool.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/2911599#Comment_2911599

    The problem is that neither does MMR, since it’s still only based on wind and losses. I’d try actually wanted to improve matchmaking, the better changes would be targeted at what determines skill outside a win and loss first and then these other things second.

    I'm not necessarily here to defend the concept of an MMR system again, but it seems really weird that people insist the MMR system cannot possibly measure skill when it's such a commonplace method of matchmaking. Surely if it's this well-trodden and studied, there must be at least some benefit to it?

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2911599#Comment_2911599

    They said they know the grades wasnt working due to full resets, you cant lose a grade etc. They admitted it's a good system until a reset or people not playing in awhile .

    Maybe I misread the visible grades section but it sounded like they said the community was happy when seeing the grades

    They said that the grade test resulted in skyrocketing kill rates higher up but horrendously low kill rates lower down, with a ton of people complaining about one-sided matches. That's not a good system, they just concluded that one of the flaws with it is that players who take a break get lowered too far on top of everything else.

    Also yeah I think you did misread that part - my read is that people liked seeing visible grades during the grade-based test, because the grades matched. They do not like seeing grades when they're mismatched - like the example you gave. Since grades are going to be mismatched in actually balanced matches (due to them not functioning well for matchmaking), hiding them makes perfect sense and I agree with that decision.

  • ...Did we read the same update?

    The grade-based test seemed like a complete failure from how they described it. One sided matches, with kill rates going completely haywire to be too high at the top + too low at the bottom. It wasn't just because of rank reset, it's because the grade system doesn't accurately reflect skill on a large enough scale to work as a matchmaker as well as having the flaw of players who haven't played for a while getting lowered too far.

    (Also, they... seemed to be portraying seeing grades as negative, not positive?)

  • This is a change that I approve of, certainly. I'm definitely also going to echo that I'd like to see them replaced with the character portraits, I think that's the most appropriate replacement.

  • @BenOfMilam said:

    https://forum.deadbydaylight.com/en/discussion/comment/2909285#Comment_2909285

    censors are pretty ineffective at stopping harassment, ect. I get lot of people telling me to "commit un-alive" because I beat them in a video game. It's not that big of a deal, but sometimes it can be a little disturbing if I'm really tired and can't think straight.

    I generally agree with that, but I think having the baseline of barring certain slurs from being typed is still a perfectly acceptable decision to make, and including curse words in there is also generally harmless.

    My point in bringing it up is specifically that evoking the game being rated as 18+ is irrelevant, the point of the chat censor has nothing to do with the age of the playerbase.

  • ...How?

    Also, why is each successive heal marked as 31 when the numbers only add up to 25?

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2910750#Comment_2910750

    Self Care is considered a bad perk because it takes so long to heal. Why would a smart survivor waste a perk slot of Circle of Healing, which actually takes longer than Self-Care to use. You are basically giving Self-Care to everyone on your team.

    Circle of Healing only takes longer than Self-Care to use because of the time it takes to set it up. Time that the other three survivors don't have to put in, because it's already been set up.

    Ergo, CoH is better than Self-Care for the whole team, just not if you only consider the person who brought it.

1 … 120 121 122 123 124 … 174