konchok
konchok
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@ThatOneDemoPlayer said:
That'd make Bubba kinda useless
Is Bubba only good when he camps a survivor? And I'm not against offering Bubba some buffs, I honestly feel like he could use something else, but he can't be buffed when he's so oppressive in an unhooking scenerio.
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I've edited to remove the simple flaw.
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I'm just going to bring up MMR, because you sorely miss a major point of MMR. There cannot be MMR bloat or the system completely breaks. MMR bloat is like a memory leak in a computer. Basically it's a situation in which all players increase their MMR. Your system would lead to MMR bloat because many matches end up with all survivors killed and all generators completed. In this situation, based off of the points that you have listed, all players would have their MMR increase. This leads to run away MMR gains and the MMR rating simply becomes an indicator of how much you play because the more you play the more you'll win because you have a greater than 50 percent chance of increasing your MMR every match.
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@GannTM said:
I’m 21 and I usually act like I’m 69.
Well you should show me respect because I always act like I'm 96, therefore, I am your senior.
Edit: I just realized that 96 totally doesn't work and I'm bad at jokes.
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A real basement camper uses Monstrous Shrine
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2760850#Comment_2760850
Just FYI the devs actually talked about this exact question in the dev chat today and their analogy was if you talk about hockey, for instance, you talk mainly about how many goals the teams score because that's the bottom line. You wouldn't say a hockey team "won the game" if they had more shots on goal than the other team but their shots missed. Similarly in DbD things like chase time and hooks help you get to the bottom line goal of escaping or killing, but they're not goals in themselves. Sure someone who has a lot of chase time probably did ok, but if they didn't escape did they actually win? Not to mention there's already a correlation between being good at chases and being good at gens and escaping, so counting escapes works "as a proxy" (as the dev put it) for those other factors.
Imagine that we are in charge of rating soccer teams. Do you determine each teams ranking by the number of goals scored or their win to loss ratio? You could certainly argue that a team that won in overtime with a single goal might not be as skilled as another team that scored 4 goals but their opponent scored 6 goals. But I think ultimately we have to judge success based off of the real win condition. A killers win condition is to kill survivors and a survivors win condition is whether or not they survive. And like they said in the stream, if you create a scenerio in which both sides can win then you end up with MMR bloat.
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@Sonzaishinai said:
There was toxic elitism with the old matchmaking ranks where most people agreed that it didn't resemble skill at all.
Been a while but i remember people posting pics about their matches and getting completly shot down cause they were "only" green rank.
"Get to red rank and then you can talk"
Even today almost every time somebody wants to say something they feel the need to add "i am a high mmr player" even though they can't really know to enforce what they are saying.
So in a general sense I disagree. Having your mmr visible will definitely increase that elitisme.
There are still ways to handle this. For example, I would like to know how I rank MMR wise amongst my own killers. Who has the highest MMR and who has the lowest? I would also like to know which killer I improved the most with. So every rank reset if I got a message that said, good job! Your MMR with Billy increased the most/ decreased the least out of all your killers!
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2761878#Comment_2761878
They said in the q&a today the reason for nerfs to weak killers like the twins addons was because at high level they are doing to good.
The problem is if one side has a low number with they way mmr works you end up with new player getting stomp by experienced player so less people play that side and more and more newer players end up play more and experienced players and you get a cycle.
In any tier list worth it's salt do you know what category Twins get put into? S tier. Certain killers are weak unless they're used correctly. Nurse is the same way. For killers like Nurse or Twins you have to balance for the best players, because those players are the ones who are using these techniques to absolutely dominate.
Now, I'm all for a twins rework. Something that would make them easier to play but also remove what currently makes them oppressively strong.
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Another "WHATSABOUT" thread. Goodness this forum is super annoying.
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@Sluzzy said:
While these killrates seem low for a total average across all levels, it would have been interesting to see killrates at the mid to upper MMR brackets once people learn how to play killer. I would bet everything the killrates are probably 75% or higher as they showed them in the old stats. Good killers definitely win way more than survivors I will never be convinced otherwise.
Cenobite and Cannibal need to be reworked.
Sluzzy, To get to high MMR as killer or survivor you need to have high kill or escape rates. That's not much of an argument. However, I do feel that the kill rate should be much closer to 50 percent than it currently is on the whole.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2761577#Comment_2761577
alright listen, you're gonna have to pick your poison here.
A: facecamping is too simple and easy to do, therefore kills alone dont actually say anything about an individuals skill level
B: kills are a great factor at determining an individuals skill level and therefore playing in the way i described above is actually very skillfull.
you cant have it both ways.
MMR isn't just about your own skill but also the skill of your opponents. If the killer tunnels and camps to get kills they should verse survivors who are better able to counter those strategies. In addition to that, Bubba specifically needs a mechanic overhaul to fix the fact that he can use low effort plays for him that are very difficult to counter for survivors to overcome.
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where can I watch the Q&A?
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Where is the link to the Q&A?
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@Shroompy said:
yknow there's this advanced military war tactic that you can do
and thats when picking up a survivor.. you look at a wall
I call it minding my own damn business. "No MR evangelical I am not interested in going towards the light."
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I feel that PinHead is a pretty fair killer all around. I would definitely say that Ghostface and Legion are in a higher priority for buffs over PinHead.
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@AnneBonny said:
https://forum.deadbydaylight.com/en/discussion/comment/2759296#Comment_2759296
lethal pursuer-shadowborn-infectious fright-bbq has been a very effective build for me. no gen regression but encourages chases which is where blight's potential really lies imo.
I can respect that
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@AnneBonny said:
https://forum.deadbydaylight.com/en/discussion/comment/2759278#Comment_2759278
god don't encourage the build. we don't need more ruin/undying/tinkerer blights
Let's be honest here for a minute. Blight does not have synergy with most perks. And has amazing synergy with ruin/pop/tinkerer , it's not that I disagree that the build isn't boring but at least offer an alternative build. And believe me I've tried. What are you going to run? A stealth perk or one of the many perks that require basic attacks. The truth is that Blight doesn't have many viable builds.
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It's not great but it's also not terrible. If anything your build tells me that you're not confident in using Blight's ability. Compound 33 as good as it is is a sign that you're not confident in your ability to track, the rose tonic says tells me that you're having a hard time repositioning after landing a hit. Monitor and abuse means that you want to sneak up on survivors (which you would only do if you're not in your ability) and surge tells me that you land more hits in M1 then in M2.
I don't have any advice for your build because I think that your build is probably suited well for your ability with Blight.
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I've said this before and I'll say it a million times. We need to know what our MMRs are so that we can provide useful feedback to BHVR. MMR has been off the tracks for several months now. It's no longer giving the competitive matches like when it was new. But no one can actually provide any evidence other than gut feeling because we're not allowed to see our MMR.
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@landromat said:
Blight. They aren't event touching chemist ring. not telling about his exploits
I don't think Blight is safe. Blight is a character that they've been adjusting almost constantly since he's come out. I think they'll continue to make adjustments.
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@ThiccBudhha said:
Get to an mmr where survivors know how to pull you off a hook.
There are killers that can prevent unhooks. There is Bubba, which I'm sure you know all about ;) and then there's PinHead with his iri add-on, or trickster or Huntress. Honestly I feel that it's a fair point. Tunneling and camping are incredibly effective strategies. Watch the VOD that OhTofu put out where he did the wait 30 seconds without perks or add-ons challenge for every killer.
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@emodeshort said:
https://forum.deadbydaylight.com/en/discussion/comment/2745449#Comment_2745449
Basic hag gameplay may look like that, but her power have so much more depth than just that
Send a video of you only using her traps in creative ways. Basic rules, use a mic and explain each trap. You need to explain why you placed the trap and what your plan is with that trap. Do not teleport to traps that are triggered if you did not specifically plan for them to occur.
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I watch Tofu do the challenge until Legion (which is when I went to bed), he got a 4k in every match. Most matches he won easily some, he only just barely won.
I think that the test shows 2 things.
- You can win as killer as long as you're good enough and sweaty enough. There are very very few death squads that are unbeatable and they're definitely not every other game.
- The best way to win the game as killer is to Tunnel, use the basement to camp, and then slug to secure all 4 kills. These strategies exist at a core level and are not fixed even with survivor perks like BT, DS, etc.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2744295#Comment_2744295
You can call basicly everything a whatabautism, its just a lazy counter argument for ppl like you.
Absolutely not. Everything does not boil down to whataboutism. Whataboutism is a defined logical fallacy with very specific characteristics.
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Welcome to the forums, where the only arguments that are valid are "Buts BHVR, Whataboutsssssssssssss"
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@Smuk said:
https://forum.deadbydaylight.com/en/discussion/comment/2741753#Comment_2741753
Remove alchemist ring and make it base kit
My hispanic friend, Jesus.
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we'll see what happens when it goes live. I honestly wouldn't be surprised if it did make it to live. If it goes live though the artist will become the most hated killer
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I've felt for a very long time that DBD has been killer sided. It's actually getting better and boons went a long way towards creating a real balance between killer and survivor. However, there is one thing that's undeniably true. Survivor and Killer are balanced only when killers are playing in a very unfun way. When they force death on a hook or when they tunnel out a survivor. When things were very killer sided in the past, killers had the luxury of playing nicely. They could then go from nice to mean if they felt that they were outmatched. But now if killer doesn't play dirty from the start then they're playing at a disadvantage.
The root of the problem is that the best way to play as killer is to take advantage of anything the survivors give you. Did you find out that one survivor doesn't have BT, then you can hit the survivor that they saved off of the hook. Did you find out that a survivor touched a generator after getting unhooked, then you can ignore decisive strike.
The answer in my opinion is too buff both survivor and killer. Survivors need more ways to protect a vulnerable survivor. And killers need to be able to win even when they don't have someone tunneled out of the game.
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I do feel like MMR should pay attention to streaks, either winning streaks or losing streaks and adjust accordingly. It should also be easy enough to ignore matches where the killer is just afk and then just ignore those altogether.
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@Ceilingfen said:
I can understand playing to win and being efficient, but if you're just going around and flash lighting killers just to be a jerk (I don't know what my luck is, but I get a lot of survivors that just like following me around and just trying to blind or uncloak me, VERY ANNOYING) stop it, go help your team instead of trying to be toxic just cause you don't like a killer :T
Here's the line I draw on toxicity. Are the players (whether killer or survivor) trying to win or going out of their way to be abusive. Even an action that is unfun like getting slugged is not toxic unless the killer is not trying to win but rather trying to be annoying.
Here are some things that I've seen that are toxic and we'll compare them to things that I do not consider toxic.
I once went against a doctor whose entire goal was to slug everyone until they died. It was a slow miserable match, that was a toxic game. I remember when I first got this game I went verse a Billy that 4 man slugged within the first minute and hooked us all before a single generator was done. I remember being absolutely ticked at the time. However, that is not toxic, that Billy was simply looking to win as efficiently as possible.
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If there's one post that I would make every dbd developer and player read it's this post. It does such a good job at busting myths and lays out exactly where the current shortcomings are.
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@KayTwoAyy said:
High MMR survivors don’t need to see their MMR to know they are in high MMR, so you must be in low MMR.
xd jk lol gotcha!
But seriously, those are the type of comments I’m seeing on this forum. It renders an entire discussion futile, because its not even an argument worth winning. …not that I think anyone was ever trying to have serious discussion on this forum in the first place.
This , this, this. Here's the thing. I still feel like MMR is better than what we had before MMR, I suspect that your MMR swings wildly like what BadLooperQ was saying, but again this is speculation, if we could see our MMR then rather than just speculating MMR swings we would know that and we could then ask BHVR to prioritize getting that fixed. But instead we're just at their mercy as we're instead blind looking to other blind players for direction and guidance.
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@Minecraft said:
https://forum.deadbydaylight.com/en/discussion/comment/2729898#Comment_2729898
lol i was looking for blight avatars just for this. there just had to be that guy
Let's be clear, and feel free to look through my history if you don't believe me. I have in these forums advocated for reducing Blight to a 4.4 meter killer from a 4.6 m/s killer. However, don't go mixing 2 unrelated issues together. If you feel that Blight should be nerfed than create a discussion about Blight getting nerfed, If you feel that Clown should be buffed then create a topic about Clown being buffed. But complaining about Clown nerfs and then going WhatabouttheBlight is annoying and a logical fallacy.
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What an overreaction. And let's be clear about something. As long as killers have unfair add-ons they can't receive buffs because it skews the stats. Pinky finger nerf is needed because it skews Clowns stats to the point where he looks balanced. Michael has the same problem. Fixing Pinky finger paves the way to future buffs.
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It was pretty good up until the end. Then you started putting phrases where the guy was laughing and that didn't work well at all.
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@psionic said:
Each time you hook a survivor, you gain 1 Token, up to a maximum of 2/3/4 Tokens:
Your Terror Radius is reduced by 4 meters per accumulated Token.
BOOM!
An useful and fun relecture of the perk, and probably won't be used as much as the meta perks.
That would literally remove the one useful portion of the perk which is the ability to change obsessions. So while it would make the perk more consistent I think that that would be a bad idea.
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@Phasmamain said:
Is it really that bad? Honestly I’m having tons of fun playing clown atm and getting pretty consistent 2-3k’s without camping or tunnelling.
I would say to anyone who says that killer is at a disadvantage to watch Otz's most recent video. His community conducted a number of tests with the best killers and survivors using all the most oppressive ######### possible on both sides and what they found was that the game is actually balanced. If killers use every tactic to win and survivors do the same then the game is balanced. That being said, Otz conceded that right now the game is not fun for either side. It's not fun to feel that you have to tunnel someone out to win as killer and it's not fun to get tunneled out as survivor. Rather than killer or survivor being weak or strong the issues that should be addressed are exactly how each side wins.
I agree whole heartedly with Otz. Until Tunneling is addressed killers cannot be made more powerful because if they were it would completely wreck the balance that this game currently has. If you want killers to be buffed than tunneling as a strategy needs to be nerfed.
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@AstroLive8333 said:
https://forum.deadbydaylight.com/en/discussion/comment/2731342#Comment_2731342
The only thing you can really do is use a few perks, and I would have to buy those perks.
It is kind of a pay to win game, which i have not a ton of problems with
Survivor perks are not pay to win at all. Killer perks definitely are. Feel free to let me know what perk you feel is needed to counter these strats that you don't have access to.
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@AstroLive8333 said:
https://forum.deadbydaylight.com/en/discussion/comment/2731317#Comment_2731317
because all the killers I have played against in the past 2 days just sit at my hook or proxy camp
Astro, you're giving away just how green your DBD horns really are. DBD is balanced when and only when both survivors and killers play as efficiently and scummy as possible. If them playing scummy is enough to completely trounce you, then you're just not that good. Tunneling and camping and even proxy camping all have their counterplays that you can exercise as a survivor.
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Why was this not obvious to you already. Camping and Tunneling are in game names for legitimate if somewhat distasteful strategies. It's not like they're cheating.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2729796#Comment_2729796
You can't atm because dead hard validation will eat the extended lunge.
But oh no a perk with a max of 5 uses could counter 1 perk from survivors.
You can absolutely out lunge dead hard right now without getting validated.
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The perk could have purpose if it removed the terror radius in it's entirety for killers with an insta-down. So Cannibal, Billy, the Shape, Plague, and Oni. But the terror radius reduction needs to go to the full 32 meters and not just 16. The Shape can't get use out of the perk right now because his instadown ability increases his terror radius to 32 meters.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/2731087#Comment_2731087
I’m talking about all the killers you mentioned. I feel you missed my point entirely.
Killer sneaks up undetectable, begins chase (no longer undetectable), survivors outside the first chase (maybe doing gens) has no idea the killer is close at all.
Killers that have 24 meter terror radius is really just Hag and Spirit now. This would’ve been incredible on prenerfed Deathslinger.
So, for the strategy to work properly than the terror radius reduction needs to be up to 32 meters, that way as you said these stealth killers which have a 32 meter terror radius can retain their stealth while in a chase.
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If this is true you need to change your profile picture.
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@Steel_Eyed said:
It’s meant to be used with stealth characters (ie Ghostface). The idea is you start chasing Survivor A while undetectable. Survivor A knows they are being chased. With stacks of furtive up, Survivor B could be surprised because of the smaller terror radius while in chase.
Remember, some of the killers only have a 24 m terror radius. We’re talking eight meters before it’s recognized the killers nearby. Zero on Tier 2 Shape.
Most Stealth Characters are not in stealth while in a chase. For example Ghostface will lose stealth and have a 32 meter terror radius after hitting a survivor and the Pig will have a 32 when she's not crouched, which she likely won't be while in a chase. Even Michael Myers will have a 32 meter terror radius while tier 3 is active.
So what stealth character are you referring to that has a 24 meter terror radius?
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I agree the changes overall all seem like really solid changes. People will overreact like always, but that's just because they're trying to express their opinions about the changes before they go live. And many individuals aren't very good at understanding just how emotional they get. If they took a step back alot of them would be absolutely ashamed of their behavior.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2730579#Comment_2730579
M&A works at the start the match for full effect and it does not need obesssion hooks to operate. what it does right now is nearly worthless. The current changes are not significant to help the perk.
reducing the TR outside of chase would help the perk a lot.
Right now its derivative of a worse beast of prey.
I believe I stated in the body of the primary statement that with the changes it is a derivative of beast of prey. I'm glad that we agree, but you could have just read the Original Post.
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Whataboutism strikes again
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@White_Owl said:
Personally I'd make it reduce the TR even outside chases. That way it would be used by everyone to be a little more stealthy the rest of the match without being Undetectable.
At that point it just becomes a derivative of M&A. I like what it is and just feel that it needs to be better overall to overcome the downside of it only applying in a chase.
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@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/2730265#Comment_2730265
I mean, I know other people on these forums, and some real life friends who think he’s busted. Not the power itself but the add-ons and the flicks that should not be realistically possible. In other words, I don’t have a problem with base blight but he’s been known to be top 3 or top 5 in this game which is fine but look at it this way, Nurse is the strongest killer in this game even with the add- on changes a while ago, spirit is arguably the 2nd or 3rd best killer in the game who also received an add-on rework, so why is blight left untouched?
Whenever a flick is discovered it's patched out almost immediately. Though some are obviously cheats, like the flick where you're messing with your network is obviously cheating. (Note I don't know anything about this really, I only heard about it from OhTofu once)