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jesterkind

jesterkind

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jesterkind
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  • I think it's a fair assumption that Michael was taken when he crawled off into the bushes after being shot by Dr Loomis, and Laurie probably taken a few months later to preserve the of-age requirement of all licensed characters lol.

    I'd like to see a tome exploring it for Laurie, but I imagine that Michael's is pretty straightforward.

  • Ash.

    Pickrate isn't that useful for deciding how good perks are, since Solidarity is honestly pretty nice in the right builds and a lot of unused perks are unused because they're underrated rather than necessarily useless. I'd sooner look at each perk on its own merits, and I think Ash ends up with the least useful perks overall- though maybe I'm missing someone with worse perks, I don't have them all memorised lol.

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2901286#Comment_2901286

    Sure it definitely will also have down sides and to be honest I don't play to many online games for me it just felt odd to have nothing to see if how good I am and how good the matchmaking is. Both ways has it positive and negative sides that's for sure

    You do have something to show how well you're performing; the emblem and grades systems. It's not very good at that job, but it is there and it is trying to do that.

    Also, the players don't need any feedback on how good the matchmaking is.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2901174#Comment_2901174

    I get that line of thinking, and I understand why the devs feel that way, but the reality is this: there's a difference between what MMR was designed to do in DbD and what it is doing/going to do in DbD.

    Players are going to treat it a certain way regardless of how the devs want it to be treated. They aren't making the game for themselves. The players are playing the game how they want to play it.

    I want customers to drive cars a certain way so I don't have to keep repeatedly fixing preventable issues. But they aren't going to, and I can't just pout until I drive away all my business.

    Oh, for sure. I'm not necessarily against the idea of showing MMR, I just think it's worth reminding everyone that it being hidden isn't weird or unusual, it's absolutely expected and normal for the kind of system that it is.

    Also, y'know, having it be shown would have undeniable downsides. The conversation can't be had honestly without those things on the table, y'know?

  • @Ula said:

    https://forum.deadbydaylight.com/en/discussion/comment/2901084#Comment_2901084

    LMAO

    https://forum.deadbydaylight.com/en/discussion/comment/2901128#Comment_2901128

    Generally speaking, a game will show you your MMR only if it wants to incentivise climbing MMR. There's no reason to show MMR to people

    I disagree, for instance on Hunt: Showdown I never felt I should increase my mmr. The matchmaking on this game is decent, not perfect, and it shows the mmr of teams (there are some modifier on how many people are in a squad, if they were premades or randoms) and also each players' mmr. This way, when you get stomped by a squad, you can at least understand what kind of players you faced.

    I believe that nothing can be flawless, and not showing the mmr feels like they actually want to hide it from us.

    It's not really about how you feel, it's about what the MMR is there to do. I haven't played Hunt: Showdown, but by the sounds of it they have a competitive ladder- otherwise, what's the point of showing the MMR? The default expectation is that you don't see how specifically a matchmaking system works, because... you don't need to see that, unless there's the option of 'climbing the ranks' to prove your skill.

    My point still stands even if there's one exception, though. Games with a ranked mode don't tend to show you Quick Play MMR because that isn't what that MMR number is there to do, and it's the same for DBD.

  • They are using it properly, the way MMR functions in DBD is how the majority of MMR systems work from my research.

    There are a bunch of reasons why this is a better decision than having the system pay super close attention to how a single match went or what variables went into that match, but what I really want to hit on right now is that this is just how MMR systems work. They take your overall winrate and base the number on that.

  • Generally speaking, a game will show you your MMR only if it wants to incentivise climbing MMR. Think of your classic ranked mode- in the games that have those, you don't tend to see your Quick Play MMR because there isn't much of a point, you're not being incentivised to make that number go higher.

    It's the same for Dead By Daylight. There's no reason to show MMR to people, and if you did people might think that they're "supposed" to be trying to climb it. Feedback for how you played is meant to come from the emblem system, but it's not particularly good at that nor is it given all that much weight, I'd like to see it leaned into a little more.

  • I've not been able to play during the matches where they've been hidden, but I'm all for it on paper.

    What are they replaced with, btw? I'm curious, personally I'd want to see character portraits.

  • IF we did want to nerf Nurse, that would be the best possible choice. Much like the nerfs that Spirit got, it would still leave her with an incredibly strong kit that skilled players can leverage to unrivalled strength, but she'd have to work for each hit instead of being able to bypass it with Exposed perks- as well as a lot of perks being able to be tweaked without considering whether they'd become overpowered on Nurse.

    However, I'm not certain we should nerf Nurse. I think her kit is... probably fine, and the only real issue that it presents is that she has kind of a chokehold on the balance of a handful of perk types since they can never be too strong without making her overpowered. Even if we end up on the understanding that this makes her deserving of changes, I think a complete ground-up rework would be a more appropriate tactic, and we aren't at the point where that's an obvious necessity anyway, so... she's probably fine.

  • More trap based killers!!

    I made a whole concept a little while ago for that combined with the aesthetic that I'd want, which is an old-timey divint suit. That'd be my perfect killer concept, though really I've liked every power they've come out with, especially recently, so anything works.

  • Yes; it's now a much, much more useful totem slowdown perk, not only slowing down cleansing hexes but also slowing down blessing for any survivor with a boon totem. The slowdown numbers got buffed pretty noticeably, and it's now much much better at doing that job, it just isn't direct protection anymore.

  • 1: I'm going to cheat a little bit and suggest a type of change rather than one specific change, but a hard overhaul for every perk, item, addon, what have you that affects generator speed in either direction. Speeding up generators shouldn't be as easy and effective as it is right now, and regression shouldn't be as potent either; they should both be options you can choose and make use of, but shouldn't have a gigantic effect on the trial.

    2: Change Dead Hard to render the user incapable of interacting with vault points or pallets in any way after activation for a few seconds, I want to say probably around eight seconds? That number would need to be tested, of course.

    3: In addition to the status-icon idea proposed for SoloQ a little while ago, allow survivors to see their team's loadouts in both the pregame lobby, and in the pause/settings menu mid-game.

    4: Change survivor spawns to ensure that they spawn together by default and occasionally in groups of two, never spread out across the map. I'm sympathetic to the argument that changing spawn logic any more than this is deceptively difficult, but based on what I know this change should be possible- it's what the Shroud of Binding does, after all.

    5: In addition to changes that more directly address the grind in the game, remove perk tiers. I understand that isn't a good enough solution on its own, but it has more than enough upsides to still be included in a wider suite of fixes.

    6: John Constantine survivor :)

  • Happens to the best of us, don't mention it.

    At the topic- I think this'd be a better version of the Speed Limiter for sure, I'd like to see this alongside a full addon rework for ol' Billy.

  • @TransverseCaster said:

    Stupid. Nerfing a killer that needs buffs.

    ...How does this nerf Hillbilly?

    The Speed Limiter addon currently just makes the chainsaw only deal one health state instead of instadowning. This change would be a net buff compared to that.

  • @Bladeisbest said:

    Watch it be for Survivor.....again... :/

    ...Hasn't it been equal so far? Two killer, two survivor?

  • I really don't think Thrill warrants being a hex anymore. It's not just that it lost the notification (though that definitely contributes), it's that it has declining power anyway. No other hex can have its effect lessened the way that Thrill's can without perks, and I only add that perk stipulation due to Vigil making Haunted Grounds' duration slightly shorter, the rest can't be lessened at all to my knowledge.

    It's a stronger and more useful perk now than it used to be, but not in a manner that warrants it being a hex. It's only good at one non-objective based thing now, there's no reason it can't have just the diminishing slowdown as its counter.

  • Hexes and boons are not the same mechanic, and shouldn't be considered the same way for balancing.

    The reason that boons aren't broken on snuff or are one use only is because they're designed to provide continual slowdown from survivors who keep staying off generators to relight their boons and keep their buffs up. Through that lens, we can undertand that single-use boons or single-use specific totems is a catastrophically bad idea that'd completely undercut the entire intended effect.

    We also have to consider that boons aren't broken. Circle of Healing in particular is broken, but after its upcoming nerf, it should be... more manageable, at least? I'm not sure, it might need more but that's not really the point- the point is, the other three boons are not overpowered. Two of them are nearly useless and the third one is just decent, so clearly boons don't actually need any real adjustments.

    At least, not major ones. I do think some things could change, I'd personally like if the killer could hear the directional cue from further away, but it's just minor tweaks like that.

  • @HelloKitty2022 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2893299#Comment_2893299

    This is practically already reality. When i am in lobby with a 3SWF it took sometimes much more than 10 minutes to find a killer. And i stopped nearly completely to play killer. And in the rare case i do i confirm its no swf. One private Profile automatically leads to dodging. A Vac Ban also.

    So, making it worse for no benefit would be a bad idea, wouldn't you agree?

  • That'd lead to a bunch of potentially unnecessary lobby-dodging, for no real benefit.

    I empathise with the plight of the solo players there, though, for real. Balance still needs fixing.

  • They're a gang of college kid delinquents chasing you down with a knife. The point of them is that they're not a big, hulking slasher villain or a bestial monster, they're just people. They're not Friday the 13th, they're The Purge.

    It's why they can vault pallets and vault windows faster than other killers, too. They're closer to the survivors they're hunting or the small-town regular people of Ormond than to most other killer concepts, which was the actual point of their trailer; Darkness is Among Us, not only in the obviously monstrous. It could be anyone.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892046#Comment_2892046

    BT base-kit will nuke meta a bit, i agree but nothing confirmed yet. They never said it officially. I doubt they will make BT base-kit but who knows.

    Dead Hard needs nerf. But people will use other exhaustion perks. Others are better for sure but you will always see one exhaustion perk on survivor builds. I am wondering do we will see one day builds without any exhaustion. It is just so rare.

    Probably Dead Hard's nerf will change meta a bit. People will start use other exhaustion perks too.

    Well, would it be a bad thing to always see an Exhaustion perk? As I said, there are quite a few of those and they affect the trial in very different ways, so it's not really all that different from seeing a chase perk in general, right?

    We don't have anything confirmed, but what it hints to me is that the developers know the meta is stale and have a general idea of how to fix it. That's promising no matter what way you slice it!

  • Of course there's a chance.

    We've seen promising signs of it already- if you'll recall, there was the implication from the last QnA that the developers are looking into potentially making some form of Borrowed Time basekit. If that happens, survivors won't need to run BT or DS as hard requirements, because they'll have built-in anti-tunnel. On its own, that would be a good sign for the meta being able to change, though it'd still need more of a push.

    We've also seen the developers acknowledge that Dead Hard is overperforming and they're looking at it. I think it's fair to assume that survivors are probably going to want to always run an Exhaustion perk, but there are a lot of those and if Dead Hard weren't objectively the strongest one with no downsides and an immense amount of guaranteed value, that would also help the meta change to reflect more healthy variety as a bunch more Exhaustion perks suddenly seem more viable because you aren't giving up a slot for the objectively strongest perk survivors have.

    Even if the developers only do the bare minimum, and give survivors a shorter Endurance effect on unhook and nerf Dead Hard to prevent interactions after use so it can't be used for distance, the meta is already in a way better spot. From there, careful buffs and nerfs would be enough to keep it healthy.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891615#Comment_2891615

    Myers and Pig, yeah.

    Myers needs a few addons nerfed, a lot of addons buffed (or at least adjusted rarity wise - the green 'longer T3' is numerically inferior to the purple 'longer T3', Scratched Mirror should be a brown, Vanity a yellow etc.). He then needs something to either help him in chase, or some sort of traversal. Otz's recent games trying to place Myers on a tier list...there's nothing quite like watching survivors run infinite T3 Myers for an entire match without using an exhaustion perk on Cowshed.

    Maybe give him his longer lunge and faster vault baseline, and increase these further in T3?

    Pig...total addon rework. Bake some of the Ambush ones in baseline. Iri tape needs to do something else, AFK Popper Pig is probably the worst thing in the game at present.

    Honestly, her traps basically require tunneling to be effective, and that's no fun either.

    I'm not quite sure how I'd fix her, but she needs to be both better and less annoying.

    I made a whole post myself a little while ago for what I'd like to see done for Myers, but the TL;DR is quicker to charge T3 that drains slightly faster, equalised stalk speed, and two new effects for his T3 - Killer Instinct on any survivor stalked past 50% when you pop it, and the ability to walk straight through breakable walls and dropped pallets at reduced speed.

    Something to make T3 a little more scary and versatile than a simple instadown.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891539#Comment_2891539

    I'll have to see how the GF rework feels - but I like Legion's rework, they'll probably move up to B tier.

    I'm personally holding out for Sadako, Wraith and Pig love (that sounded funny), maybe a few addon passes on Freddy, Hag, Artist and other killers with too many boring, useless or just meh addons.

    Lots of killers could use at least an addon pass, for sure.

    Personally when it comes to basekit, I'd like Myers next after Twins. He could use a little modernising.

  • @Mazoobi said:

    I'm still waiting to read an official twins rework

    They're next, iirc. After seeing how well Legion and Ghosty were handled, I'm pretty psyched to see it myself!

  • @Dionysus42 said:

    Imagine saying that because MMR is broken you have to fix it instead of 'going back to broken emblems', as if you couldn't say the exact same thing about fixing emblems in preference to MMR lol.

    Even if MMR did its job perfectly it would still be bad because the game is not suited to it

    Fixing emblems would be a much more significant task than fixing MMR. That system was unfit for purpose from the ground up; the way that you pipped, variance within a grade, how inconsistently it applied across different killers and survivor playstyles, the way it matched players, how it accounted for groups, and so on and so forth.

    MMR, by contrast, calculates the number perfectly adequately + consistently, and then suffers from some oversights in the matching portion. Much less of it is broken, and therefore fixing it is the more economical use of time and resources.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891449#Comment_2891449

    Which can be offset by using the add-on to give 2 extra bottles.

    Right, but, they did nerf it, and it was the Iri Head treatment they gave it.

    Clown's the weakest killer in the game. Pinky Finger was unfair, but even with it, he wasn't good. With a maximum of four if if doesn't bring any other addons, it's no longer really a problem.

  • @MonsterInMyMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891456#Comment_2891456

    MMR is in 99% of competitive games; it is indeed a competitive ranking system; it works on the principal of you getting higher quality matches that's indeed competitive. MMR, by it's, own definition, is competitive.

    It's in like, most PvP games, though. And again, most "competitive" games are actually broken up into casual and ranked modes, both of which utilise an MMR system.

    By its definition it is competitive, yes, but so is DBD- it's PvP, it's just not a particularly serious or tournament-oriented game.

  • @MonsterInMyMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891439#Comment_2891439

    MMR is designed for games that have taken the steps to implement Behavior skipped past those steps and instead pushed it live, and that's the reason its hated so much also yes, it doesn't work period nothing is wrong with it being casual but casual games don't use competitive ranking systems.

    MMR isn't a "competitive ranking system", it's just a matchmaking system. The quick-play modes on any game with a ranked ladder still use an MMR system to match people.

    Now, if your point is that changing matchmaking doesn't fix game balance issues, I agree- but those game balance issues were still there under the emblem system and they were just as bad. It's a problem that needs fixing either way, MMR is irrelevant.

  • They did? It lowers the carried bottles capacity by 2 now.

  • @MonsterInMyMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891416#Comment_2891416

    You can't fix whats wrong with MMR because it would require a complete game overhaul and Behavior doesn't have the time to invest in such a process that would take them 20+ years, they didn't wanna even invest in fixing the grind for 10 years, what makes you think they're willing to do so in Dead by Daylight. You wanna fix MMR shut it off, admit Dead by Daylight is casual, and move on to balancing the game.

    I'm... sorry, I don't follow?

    What's wrong with the MMR system is that it broadens the matching criteria too much too quickly. Fixing that doesn't require a complete game overhaul?

    Also, what does it being casual matter? Casual games still need matchmaking.

  • @KingFieldShipper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891405#Comment_2891405

    Nope, I'm with you as well. I don't want mmr off either and I don't want emblem matchmaking either.

    Better to fix the thing that's actually wrong with the MMR rather than abandoning it and going back to a system that's proven not to work. I'd assume that grades being hidden is really just testing grades being hidden, since a lot of people mistakenly assume that the rank of their opponents was a sign of faulty matchmaking.

  • Categorically not. I feel like I'm the only one who remembers how awful the emblem system of matchmaking was.

  • Ahhhh.

    God, I hope not. Going back to that nightmare would be a straight downgrade.

  • ...What do you think it means?

    Legit, I don't know.

  • I made this up for a killer concept posted elsewhere on the forums, based on an old timey diving suit, but I'd just love to see a perk like this in the game so I'll mention it again:

    Hex: Waterlogged. It's hard to focus with the sound of water pounding in your ears. While this Hex is standing, Survivors working on a generator are afflicted with the Oblivious status effect. This effect lingers for 8/9/10 seconds after the survivor stops working on the generator.

  • @FFirebrandd said:

    Honestly... the thing I think they need to look at next is the general pool of killer perks. Those are the only perks a newbie killer is guaranteed to be able to get regardless of who they play and... most of them are terrible. Iron Grasp, Unrelenting, Monstrous Shrine, Distressing, and Claustrophobia are all terrible. Then Thrill of the Hunt, Spies, and Deerstalker aren't all that good either. That only leaves 6 general killer perks at the level of decent/good. That's... not enough.

    As a side benefit, one really nice way to make the grind less bad is to make it less necessary by making the free stuff not garbage.

    I'm not sure I agree with that. Unrelenting and Monstrous Shrine are objectively awful, yes, but the rest of those are perfectly serviceable- especially for a new player.

    Iron Grasp is helpful for keeping hold of a survivor for longer, useful for new players. Agitation is the better "get to a further hook" perk, but as a non-teachable, IG is perfectly adequate. Distressing is niche, not bad, a distinction too many people don't seem to acknowledge. Claustrophobia is probably gonna catch out newer survivors more often than experienced ones.

    Then we move up to the second set of perks that are just good, especially for new players. Spies is reliable specific-survivor tracking to complement Whispers being excellent "anyone at all nearby" tracking, and Deerstalker is a perfect new player perk since it helps them keep track of slugs better. Thrill is the one exception, being a perk that's mostly good as a boon counter and thus less useful for newbies, and I've gone on record saying I think it should be buffed in one specific way - but even then, it's a good perk.

    Killer non-teachable perk pools are in a way better spot than people make them out to be, especially for newer players. Unrelenting and Monstrous Shrine are the only genuine clunkers in that list.

  • "Little" skill is the right phrasing, I think. It's not completely brainless and there is an obvious difference between people who know how to use it well and people who don't, but it still ultimately boils down to knowing when to press E and not getting too flustered.

    It is skill, it's just not mechanical skill.

  • @Rogue11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889326#Comment_2889326

    No they haven't. Kills were never coded as the win condition until mmr. You could 4k by playing basement Bubba and depip. What about the giant "entity displeased" text in the end game screen after a 4k says "kills/escapes are the only win condition"? This was a good thing, and encouraged more fun play by both sides.

    And no, it is a matchmaking issue. No amount of hud icons, chat ping systems, etc, will get the baby claudette to leave her self care corner, unhook you, and lead the killer on a decent chase.

    It's clear the devs know players are leaving due to mmr from the survey questions they just released. Goes to show maybe the Steam charts aren't wrong after all.

    The problem here is that you're assuming the win condition is inherently, directly tied to whatever progression system the game in quesiton has, which simply isn't how it works. Your goal as killer is and always has been to kill more survivors than escape, and if you get a 4K with Entity Displeased, that doesn't mean you didn't win- it means you won with a low score and are being incentivised to win through other means.

    No amount of matchmaking in the world will give you good teammates, it'll just give you teammates that are good at whatever the matchmaking system is measuring. This was the case before, and it will continue to be the case, nothing about the game can fix bad teammates for you.

    The Steam charts aren't wrong! What they're showing, however, isn't what you think it is. It's showing that a lot of the players who joined because of Resident Evil didn't stick around longterm, and that the playerbase overall is stable trending towards growing slightly.

    I'm not here to argue any of this, though, so I'm going to leave this here. My only point going in is that an MMR system isn't inherently more competitive than any other system, and saying it is somewhat betrays some misunderstandings about how this game works in particular and how games as a whole work in general.

  • @Rogue11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889296#Comment_2889296

    They may have stated that they try to balance the game around 2k but it was never pushed as the sole measure of skill.

    Playing for grade isn't rewarding unless playing in a swf. In solo queue you just get progressively worse teammates that reward your altruism and distractions by leaving you on hook.

    ...?

    What on earth are you talking about? Kills/Escapes have always been the win condition of the game, and it's not being pushed as the "sole measure of skill" even now. Is this because they said they use it as a proxy for skill? Because those two statements are not interchangeable, they're different in a manner that really does matter.

    As for playing for grade not being rewarding, wouldn't you agree that's far, far, far more of a balance issue than a matchmaking issue? SoloQ survivor is notoriously kind of unpleasant to play for reasons that have very little to do with matchmaking anyway.

  • @Rogue11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889248#Comment_2889248

    They defined a win condition in the least fun possible way for both sides. The emblem system rewarded spreading out hooks and not just rushing gens. It was a better approximation of skill and felt better in a match to die but help your team escape, or get 1 kill but 9 hooks.

    You can hide the scoreboard but everyone knows when they're getting their ass kicked.

    ...?

    I mean, sure, but that win condition was defined years before the MMR system was introduced. It predates the emblem system too, it's been the case literally since the game released.

    The emblem system also... still exists? If you have more fun playing to the emblem system, do that, nothing is making you try to get maximum kills?

  • @JeanCharpentier said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889227#Comment_2889227

    Playerbase has started to decrease just after the SBMM release. It is the only thing that has changed, and it is the only thing that could cause that especially because the last chapters have added great IP : Pinhead, Sadako, Nemesis.

    The game has just became unplayable, for both sides. As a survivor, you are facing campers every trials, every ######### trial it is a camper/tunneler. As a killer, if you play fair well, you have a hard time.

    I'm not really here to argue whether that's true (it's not, the player decrease is the falloff from the giant increase the Resident Evil chapter brought in), I'm just confused by the original take. What makes the MMR system more inherently competitive than the emblem system, when their goals are completely identical, and the MMR system both measures less and gives less feedback?

  • @Rogue11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889227#Comment_2889227

    The devs caused the clutter at red ranks by only resetting everyone back to rank 5. The emblem system could easily be tweaked to be a much better system than we have now. Escape based matchmaking was a mistake.

    Whether it was a mistake or not (it wasn't), that's not really what I'm asking- what makes it more inherently competitive than the emblem system? If anything, it's objectively less competitive because you're not given any information at all about how your performance affects anything.

  • Because boons are designed around providing back-and-forth slowdown that continually drags survivors off generators so that they can keep their buffs up. There are a few reasons why this doesn't quite work out in practice, but that's the design; boons would not fill their intended role at all, even slightly, if they could be broken.

  • @JeanCharpentier said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889198#Comment_2889198

    Yes, the old emblem system was good enough. Rank 1 players were players than knew the game's mechanics. It doesn't mean that they were high skilled but they were good enough to play at a good level.

    SBMM brought this to the next level where both sides optimize their gameplay to the maximum, using anything, sometimes abusing broken things, just to win.

    Oh, don't get it twisted- the old emblem system was a complete failure. It had the same job as the current MMR system and it categorically, objectively didn't work; "rainbow ranks" was a common complaint because it failed to match properly, and even when it did, it was a common talking point that the iridescent rank had a gigantic gulf of skill inside it because the system did not work.

    And no, the SBMM system did not cause that. Players were already doing that, and the SBMM system made literally no difference outside of letting you see it more often because you're getting less wildly mismatched games. Not none, mind, the system's still not working properly, but less.

  • @DriplordDrew said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889198#Comment_2889198

    I think honestly the MMR system being unknown to players makes them feel its more competitive. The problem most people have with the system is how low of a bar they set for determining the win. Kill=skill and escape=skill means that despite me looping the killer really well and sacrificing my self to finish the last gen so my teammates can get out means I had no skill. That is what most people have problems with. I did this last night as I am a iri 1 and it didn't matter if I got out. I got a message from the little ash player that got out with the other 2 and laughed because being Iri and being that trash to die. They told me I should quit and give up on the game. I finished that last get looped the killer and got NOED but I have no skill (this little Blendette got down three seconds into chase). The other fact is that when players escape against new or easy killers the MMR can be inflated high enough that they play against players who are higher then their skill. I think give a ranked and un-ranked section would help because you can give more points to the ranked matches and less for un-ranked. Your grade would go up in un-ranked as away to incentivize play in the un-ranked matches just for you 1m bps and pips should be easier to get.

    I'm not sure I understand how it being unknown makes it feel more competitive. If you don't see it, and it had to be datamined before it was even officially commented on, the only logical explanation is that you're not supposed to be taking it seriously and you're not supposed to be trying to max it out. It's not a progression system, it's only there to measure your consistent winrate.

    I'm not here on this thread to point out why the way it measures your number is fine, that's a different topic. I just don't understand why the emblem system isn't considered "inherently competitive" but the MMR system is, when their goal is exactly the same.

  • This is a sentiment I've seen a lot, and I just have to know - what about an MMR system is inherently competitive?

    Any game that pits players against one another is going to need a way to separate players of different skill levels, regardless of how explicitly competitive it wants to be - that's what the emblem system was for and completely failed to do, after all - so what exactly makes an MMR system inherently competitive?

  • @ElleGreen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2888012#Comment_2888012

    No I think It's cool legion needed something strong. I just wanted to see what other people thought.

    Gotcha, gotcha, wasn't sure what your angle was.

    I like it too, personally. I definitely like the addon on its own- I don't think it's super strong, but I love how unique and funky it is.

  • If you're mad about it, consider that the addon requires the killer put work in before it'll activate, so if you want to combine them you can't be passive and gain NOED value.

    Not that you could anyway outside of facecamping situations, but that's a concern a lot of people seem to have.

  • I gotta admit, I do kinda want to run those two things together. It might make NOED actually useful, if you've got even more movement speed...

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