lemonsway
lemonsway
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Well i've reached Iridescent 1 playing my main killer, Ghostface, it was hard as balls, i'm pretty sure i got it because after a few Brutal killers my MMR went down enough for me to not face as manny SWF's. so now i'm just playing Trickster cause i really like the visual aspect of him and the charisma and i can't lose my Grade so i can play ######### killers willy nilly and be happy. Obviously i'm still trying to win but i'm enjoying my low MMR on Trickster, i don't have to deal with any BS, i can take time trying my power and if it goes bad then the worst that happens is if i let myself get mad.
I'm not one to camp or slug unless that's the right call, if someone is a few seconds away from dying because nobody is rescuing and if i notice it then yeah i'll go to hook and do what i can to scare any unhookers off and guarantee a kill but i like getting rewarded for hooks so BBQ and Pop are frequent in my builds, i get to see where to go and Pop a gen if needed. Slugging i only do if i'm being harrassed by other survivors while carrying someone but i guarantee you they won't pick you up because i ran off chasing someone else, i'll buy as much bleed meter progress as i can if you're not allowing me to hook.
Tunneling is not something i think it's worth at all, i find unhooked Survivors forcing BT on killers to be cringe af, it's clear i'm not after them so don't be that guy that wants to force a pseudo tunnel.
I havent faced manny camping, slugging killers, just a couple tunnelers trying to get someone out of the game, it wasn't even hard tunneling just they really needed someone out to get some pressure.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2487592#Comment_2487592
https://forum.deadbydaylight.com/en/discussion/comment/2489160#Comment_2489160
YES. Survivors can spawn on a totem everyone knows this its why you run undying with it. Everything about totems is rng so you try to increase your chances with undying. As for spawns you got the best possible spawns (all spawned together) so your only real complaint is the bad luck your totem was there.
For every terrible totem spawn there is also a great one. RNG
No i should not waste a perk slot for covering a Hex... that's stupid game design. You make spawns better so Hexes have a chance on their own. Tell me do you run Undying by itself? I don't.
Undying does nothing if there's no other Hex so you are using 2 hexes to make each other useful cause own their own they are useless, one because Spawns are horrible and the other because it does nothing besides replacing another Hex.... That's BAD game design. I'm not wasting 2 perk slots just for the usefulness of 1 perk. I'd use undying if i was using a full Hex build and that's a maybe, since Retribution, Thrill, and Haunted Grounds would cover up Devour or Ruin pretty well already.
Again i already said i don't mind them spawning together, i said the problem was the location and what was in that location... A Gen and a Hex Totem. The chances of anyone seeing the Totem were Extremely High, almost 100% i'd say. I lost 2 things because RNG screwed me, not Survivor skill, not my skill or lack of it, RNG, i got screwed even before i could move. But you're saying it's my fault because i didn't Run Undying... Yeah makes sense.
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@Sparse said:
One of my friends has been playing this game for a while, and is...decent, but not great. Myself and another friend recently (within the past month and a half) joined him and started playing as well. We play together a lot, a 3-person SWF. We suck. We regularly get 4K'd. We honestly do TRY, but we're just not good. We try to get better, and we try to do objectives and help each other, and try to pick perks that have SOME cohesion. But we still get wrecked by good to great killers.
And your attitude to us is, "######### you, you can wait in a 25 minute queue getting endlessly dodged until someone feels like dealing with a team of friends who wants to try."
That's kinda messed up.
You are right and most SWF's are not super good but just being SWF is an advantage you know who you are playing with and like you said you try to make cohesive builds, that's a huge advantage over if you were 3 solos cause you'd all prioritize self preservation in most situations. On killer side, it's impossible to tell who's good or not until you're facing them so it's always a safer solution to just dodge the lobby and prevent possible frustration.
Honestly the Simple Solution is to just make a casual playlist and have SWF as an option there, that way there's no harm towards everyone. It's casual doesn't matter if it's solos or SWF, it's casual so it doesn't matter if you kill everyone or none... As long as they made the ranked mode worth playing they could sustain both playlists. Casual people can just play casual and Comp people can play ranked when they choose to and then relax on casual. The biggest problem would be people who try hard on casual playlist.
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/2489267#Comment_2489267
this has been boiling up for awhile huh? lol
Nah i've already talked about this for a while and quite frequently. I just write alot everytime.
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@Jasix said:
Except people do talk about it - and the Mods have explained as recently as 2 days ago. Try searching for threads instead of regurgitating the same inane thing over and over maybe?
Mods burry the Posts by moving them, closing them, editing them...All we want is awareness, who cares if it's in the wrong section? we want people to see and comment on it to get it to be visible.
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SWF has no place in a Ranked Playlist or as is now the case a Competitive MatchMaking system. SWF destroys MatchMaking.
That's like having Call of Duty pro teams in public Lobbies. Public lobbies have no chance. Public players are the lowest denominator in terms of skill, for every game. Having these people play against someone who is doing everything they can to play optimally and win makes no sense. Even when CoD puts Pubstompers vs actual Pros, the Pros win, because the mentality and preparation of Pros is not just playing, it's knowing every single detail that there is to know, about everything. Pubstompers are just above the Regular skill level but without turning Pros they can't compete against Pros.
Not every SWF in DbD is Pro/Comp but SWF compared to Solo is a world of difference, think about Builds. Builds from an SWF standpoint and a Solo standpoint are completly different and offer far more coverage in all aspects of the game. A Solo can try this but without knowing who they are playing with, what they are bringing and what they are doing as a match progresses it becomes really hard for a Solo to be as effective as they can.
The better each Solo is the better the survivor team gets, which is the point of MMR and the results speak for itself, MMR is helping SoloQ Survivors the most. However every SWF benefits from SoloQ help since each SWF member is also considered a Solo. SWF's benefit from everything a Solo benefits. 2 Man high MMR SWF is very likely to get 2 high MMR randoms, meaning those 2 randoms will know how to play the game. That boosts the SWF aswell.
The is heavily designed towards Survivors since it's the bigger and most vocal audience but BHVR has failed to keep Balance between what they need and what the game, more than killers, needs. Killers need help but simply buffing killers doesn't solve RNG problems, performance problems. Map design problems. Maps are heavily survivor sided but even so the maps are not fun to play, you're just abusing loops because you know you can. They need to focus on making the game better not 1 side better. Some killers need changes, that would be deemed nerfs, and some killers need really big buffs or full reworks to be interesting and fun to play.
I can give GF as example. He needs help, his reveal mechanic is the biggest weakness any killer has in the game. His 30 second Nightshroud cooldown wouldn't be a problem if he could stay in Nightshroud longer than 3 seconds... 32 meter radius of weakness is too much, especially for a stealth killer. He can even get out stealthed because survivors crouch more and can hide while having LOS on him. AS GF if you crouch behind something you only see what you're crouching behind until you lean. How is this killer fine as is and hasn't been changed yet?
I'm an idiot GF main, he sucks but the reason i play him is because he is the only killer with a gameplay that is my identity. Tell me a stealth game, i've played, i've been playing them since i was 7 and in DbD GF is the closest thing to a stealth killer. Pig isn't a stealth killer, she can't chase anyone while in stealth, she loses too much speed and visibility, Wraith isn't a stealth killer, a stealth killer doesn't anounce his presence before attacking and neither does a stealth character has to stop being stealthy to attack, the reason a stealth character is stealthy is because they can attack unanounced, and Myers definetly isn't a stealth killer, a guy whose power is standing there squinting at survivors at a height over 2 meters and the inability to hide whatsoever. Myers's stealth is Sractched Mirror on Lery's, Hawkins or Midwhich. GF is the only killer that is stealthy, he is mobile, as in he can move, his stealth doesn't mean being stationary and can attack from stealth and he can plan who to attack ( stalking isn't always possible yes but the concept is there, he can prep victims for an attack). As Mindgames go GF wins aswell, he has the ability to lose Red Stain and still attack unanouncedand crouch and he does this faster than everyone else.
What can GF do against SWF? absolutly nothing. It's riddiculous, as soon as 1 survivors knows where he is, everyone knows and that kills stealth and that makes revealing him that much easier since survivors can use 3rd person perspective and just reveal him easily from basicly anywhere before he can see them.
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They are happy with the Meta is all i can think about how they operate. They want killers to run Slowdown Perks instead of every other perk. They make anti-looping killers to solve the looping problem created by Maps. Slap Meta Slowdown on Anti-Loop Killer and there you go problems "fixed".
Aside from Nurse's Thanatophobia there is not 1 Gen Slowdown in the base game and then there's only Sloppy Butcher which adds 4 seconds of healing :D
Either the Base game is not meant to have killers Slowing down Gens, evidenced by the killer Perks, or somewhere in the middle Protectcing Gens became the Objective somehow. As in you are supposed to Slowdown gens as much as possible instead of sacrificing survivors. All this to say you're meant to delay the Survivors escape, not necessarily prevent it...Which to me makes sense considering how busted Maps and loops are, how there's 12 hooks to get vs only 5 gens. IT really feels you're meant to make it as long as possible and any kills along the way are just a bonus.
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@VikingWilson said:
Are you WANTING survivors split up? Particularly with a stalky boi?
I don't mind them spawning together, the issue was the place where they spawn and what was in that place.
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@chargernick85 said:
I'll take that all day. Your fault for running devour without undying. 4 spawning together is a blessing these days.
Yes it's my fault Spawns are horrible and they created a Hex to protect Hexes instead of fixing the problem, totally my fault.
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Next Killer? A Ghostface with an actual Power.
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"Please you're not facing SWF's all the time. That's literally imposible." And "How do you know they are SWF?" That's what Survivors will tell you. I'm in the same situation as you, i've faced so manny SWF's recently for no reason aside from MatchMaking made it so...
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Spirit needs Stridor for Phasing only what's hard to understand? Other killers don't lose Tracking as much as her, (except Legion during Feral Frenzy) Sound is the KEY element for Spirit during Phasing.
Why other killers don't use Stridor? Because they don't lose as much tracking capacity.
You guystalk about Scratch Marks but Scratch Marks are in the worst level they've been for a long time, there's weird gaps, early decay, delayed appearence and most important of all they've lost nearly all indication of direction. I can't count how manny times i can look at scratch marks and think survivor went one way when they actually went somewhere else. Cause the Scratchmarks appear all over the place with no distinct direction and with gaps so you will see scratchmarks appear in one direction cause of the spread and then the gaps come in and you don't see the Survivor actually went another way. And before you tell me to use Predator, the issue with Predator is it makes Scratch marks so tight that if you aren't looking at the ground you won't see them... If you're looking at the ground you're not having eyes on the Survivor and you can't see where they are going.
Using Bloodhound only works against injured Survivors so you have to do half of the work before you get usefulnes out of the perk. IF you managed to track and hit a survivor already then Bloodhound isn't gonna make much of a difference right?
Tracking Perks which aren't auras just aren't very useful. Hence why barely anyone plays with them, Stridor was vital to Spirit because of everything she loses during Phasing. It'd the same as Wraith not seeing Scratchmarks or blood when he is Cloacked. You need to be able to track.
I've already made a post about why Tracking for killers is horrible. I don't wanna repeat myself. THe game is at a point where it's predictions are more reliable whatever tools the game offers for tracking.
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He is far better than Trickster, unfortunantly but BHVR insists on him being a precision killer..., and he is so superior to Nemesis, it's like Heaven and Hell in physical distance if that was possible. Pinhead has a concept behind him, Nemesis has whatever BHVR grabbed from other killers.
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@Slaymore said:
Nice job coding guys - give out bans for your network issues - a friend of mine just had a couple in a row - tired of waiting even 5 minutes on ######### programming. FFS - don't issue bans if you can't keep your own network connections stable.
Pathetic - oh and why not test gens in every map - still 2 maps with gens that have sides that can't be repaired.
Quality of DBD has gone downhill over the last 1-2 years and shows no sign of improving. Just sad.
Gens with sides that can't be repaired or kicked.
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@MeltingPenguins said:
DbD has the mechanics to be a fun, challenging 4v1 game for both casual and competitive players. But right now it's a game that caters to people who feel good when they can destroy and leave scorched earth as long as they feel they accomplished something. People who will furthermore go and demand the devs giving them an iwin button because they are about as far from any kind of skill as earth is from the edge of the universe.
There's better chances of Earth being closer to an edge of the Universe than DbD ever satisfying both audiences.
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Nemesis, who is mixed bag of whatever he has and does, ahead of PinHead? Nah this clearly is Bait.
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Why so manny tiers? There's really on 3 tiers. Top tier Nurse, everyone agress, then there's Blight and Stridor Spirit and the final tier is everyone else. Everyone else is below those 2 tiers so splitting those even further is pointless. There's S tier for Nurse, A tier for Blight and Stridor Spirit, RIP Stridor, and then there's E tier , the Exists tier, for everyone else.
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You want people to prove to you it's a Fun game? Okayge good luck with that. IT's not fun you simply just accept the fact that ######### happens and then you vent about it.
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@Lliart said:
https://forum.deadbydaylight.com/en/discussion/comment/2487024#Comment_2487024
I play because I enjoy the gameplay and have fun. Sure I get burnt out from time to time, but I still come back because I like the unique experience that playing this game has. If the reason that one plays is solely because of the new content and not the game, then that is on the player, not the game itself.
You're saying you don't play for Grind on a Game made based on Grind. If there was no Shrine, there'd be no value for iridescent shards since it's just faster to get cosmetics and killers by using money, meaning it takes too long to get enough shards to buy a killer or a cosmetic. You're Grinding Shards as you play, you're Grinding BP for the Perks and items and add-ons everytime. You don't do anything without Grinding in DbD. You might get Characters and Cosmetics with money but then you're still Grinding for Perks, add-ons, offerings and items. Playing DbD is playing Grind. You're not going far without DLC perks, now more than ever because of SBMM, but to get them you'll have to play and play and play, GRIND BP to unlock the perks.
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Grind is why you play. You won't play if there's no new content to Grind for. Why do you think everyone comes back to DbD when new content launches? Cause it's new content to Grind, you will want the new perks on all the other characters.
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@Phasmamain said:
That’s a good spawn. Have 4 people spawn split up and complete 3 gens after your first chase. That’s bad
I wouldn't mind the Gen going if i could have had value from Devour later to compensate the bad start but it just didn't happen...
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@Phasmamain said:
That’s a good spawn. Have 4 people spawn split up and complete 3 gens after your first chase. That’s bad
IT's equally #########. You start losing no matter what...
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Console doesn't need a graphical downgrade it needs optimization. You don't optimize by making it look worse.
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2486659#Comment_2486659
Once again, playing as killer require map control and that's all. You talk about 80 seconds gen, long chases etc... so you don't know how to apply pressure on the map.
Just apply more pressure 4Head.
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@Tricksters_30thBlade said:
They suck and I'm a trickster main. Its unhealthy and forces survivors to hold W or go to god loops. Its unhealthy that there are so many anti loop killers. Trickster, nemisis, pyramid head, pinface,huntress,clown,doctor, freddy, demo.
All of these killers have an aspect of anti-loop trapper and hag do have aspects but they must set up while you may argue freddy need set up but he can use it in chase with out fully stopping. Huntress is also a bit controversial but she has the ability. Devs need to think about other aspects of gameplay.
There is no anti- looping. The way you're meant to play survivor is : go to loop, drop pallet, run to next loop, drop pallet, repat, repeat. You're meant to be doing shift W. Pallets extend loop sizes forcing killers to always waste time, either they break the pallet or they go around.
Mindgames only work when Survivors don't play like they are supposed to. If a Survivor stops and Camps a pallet they are giving the killer a 50/50, that's a mistake on the Survivors not a killer skillful play.
The most skillful thing a killer can do is anticipate the play and do whatever their killer allows them to.
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2484957#Comment_2484957
And if the Killer is not good enough t hen he/she derank and faces lower skill survivor that gives balanced trials. I don't see where is the problem. Top rank killers mus be top 1% killers in skill.
It's not a matter of skill, it's a matter of game design, some killers are terribly designed and they have the most miniscule chance of winning and players need to absolutly play perfectly with those killers to have that minimal chance. I'm a Ghostface main, i dread every match because i know the killer is so badly designed that i'm basicly playing with no power, i'm just holding W, trying mindgames and trying to get hits. I barely have a power when some survivor somewhere in a 32 meter distance in a 360 degree radius can just look at my direction and poof i'm no longer in a power position.
We're not talking about Bad killer players, we're talking about killers being severely underpowered. You can put the best killer players with bad killer characters and their chances of winning against just regular survivors is low. If you don't play that weak killer extraordinarily well you won't have a chance.
Killer players need to play in a completly different level of skill and mindset. 1 hook for killer means nothing when the objective is 12 hooks. Inversily tho 1 gen made by 1 of the 4 survivors is huge for the whole team, thats 1 gen less the other 3 need. Plus you can help each other on multiple gens. Killers don't have any help, they need to "chase", down and hook a survivor which takes an arbitrary amount of time vs the fixed 80 seconds to complete each gen. by simple maths a killer needs to get 2 hooks before each gen pops and he is still missing 2 hooks. IT's not executable in most cases cause killers don't control anything and most killers can't really play because their design is horrible. Even if a killer picks a Map offering, he can be countered by the game itself or by the 4 survivors. And even if he gets sent to the map he wants, that same Map's RNG can screw the killer...
There's so much against killers odds that it's riddiculous. I do question myself why do i play killer and why the killer that i play when i know the odds are very skewed.
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I lost a kill yesterday because Survivor ran the whole map without me being able to catch up, i always had to go around safe pallets and surv just got the hatch after we we're running for 2 minutes, we did the whole freaking map and i couldn't catch up. Mind you i had Brutal strength but the surv can jsut shift W to next pallet while i break the one he threw and if i don't break it than it's a safe loop i'll never get them... How can a Map like this be in the playlist.
Why even have killer role playable if the goal is to make maps that guarantee escapes...
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Maybe nerfing them would show BHVR that Killer, no matter the character, is just a puppet in the hands of survivors. I mean they already know that, they want it that way but the uproar from the community would be too much to bear if they targeted those killers, especially Nurse, she's been changed already.
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I'm still playing low tier GF. Some matches feel completly useless to play but it's just the character i like the most so i'll never not play him.
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Grades are just step stones for REset Rewards. the higher your Grade the higher the BP Rewards once the Monthly Reset happens. It's a Participation Trophy system, you can't lose a Grade once you've reached it, meaning you will always have some BP guaranteed.
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@Myla said:
Because the so called "MMR" doesn't exist.
https://us.v-cdn.net/6030815/uploads/Z14Q12NBN05A/mmr.jpg
You can say grades doesn't matter but this should never happen if "MMR" secretly exist. This killer has 26 hours on record.
What a joke.
Well without the Escape points you all make less BP than this Wraith and his perks were basic perks so i'm guessing he got high MMR cause of the first few matches where he probably faced people with bad perks and lower skill and since he most likely won or did well enough, he went against you guys.
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@hanscardoso said:
https://forum.deadbydaylight.com/en/discussion/comment/2485008#Comment_2485008
I don't get it, we NEVER had a way to measure our skill level. All things being random just proves that its not about skill, you may argue that your ability of making the most of any scenario is skill, but then all the measures used by the game are against you, cause a bad team or a tryhard killer can drag you down. Neither the old rank system or the new mmr system could be used to measure your skill level, cause a bad RNG or a bad team can cost you the match. If the MMR really worked, we would not see a bunch of people (including me) complaining about potato teammates.
Exactly. The system makes no sense and there's no reason for us to want to know our MMR but the system is here so whats the reason behind not showing it? It's not about abusing the system. Like i said the game provides a Natural way to exploit it, SWF. So that completly invalidates their excuse of influencing Matchmaking to get any advantage as a reason for not showing it. It's dumb in both ways. OH you can see MMR? Nice are you honestly proud of it? You're either bad, good or average at the game, doesn't really give you any Life advantage whatsoever unless you're a streamer making money out of it but only if you're good... Can't see MMR? Too bad but again unless you're high MMR and you're making money out of playing the game then it's pointless to your life.
IT's just one of those BHVR things, we don't understand why it's here, we don't understand what it does and we don't understand why we can't be told how to understand it.
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Time played based MatchMaking doesn't work because the more time you have the harder it gets to find matches. Plus time isn't an exact measure of skill. Different people with different skill learn at different times, meaning someone very skilled can reach further faster than someone else and if someone has less skill they're most likely to need more time and experience so there's an inconsistancy with Time based matchmaking. Also there's still multiple ways to exploit it, first of all SWF's can mix their Time played to get get weaker killers than the top player/s with Time in the game. Then there's smurfing, then there's the usual learning process for newly released killers vs survivors being just skins and their gameplay being always the same. There's manny scenarios that make any sort of matchmaking inaccurate.
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@[Deleted User] said:
People would just make smurfs.
People can smurf any MatchMaking. But you don't even need to Smurf, just have a mixed MMR SWF and you get a killer that might be better than some players but definetly not better than the other, so it's a matter of coordination and forcing the killer to chase the higher MMR survivors and let the lower ones do gens and totems. it's not rocket science.
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@CornHub said:
https://forum.deadbydaylight.com/en/discussion/comment/2484896#Comment_2484896
No >:( RPD is great map & it sucks it keeps getting disabled.
Visually it's faithful but it's too dark in second floor and the orange goop everywhere blocks auras. Gameplay wise the map is a catasthrope, akin to how RNG can make New Lerry's very horrible to play.
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@[Deleted User] said:
https://us.v-cdn.net/6030815/uploads/D9IXMQLLTDV0/image.png
What security are they talking about??
It's a pun. Breakout= Resident Evil Shenanigans. The message is Map is Disabled but BHVR needs to tell that in a way that feels clever instead of just syaing Map is Disabled. If they simply said Map has issues and it's disabled then all you get is Map is disabled. But by making the pun, a joke, it's meant to be taken with some more humor. Basicly an attempt to ease off any potential negative feedback from the map being disabled (again).
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@hanscardoso said:
My question is, why do you wanna know your MMR score?
To evaluate his skill level. He'd have a good estimate of where he is placed on either side. IT's it really important? Notpe but then what's the point of having MMR? MMR is just an attempt of pairing people of equal caliber but with how much RNG DbD has you can put the same 4 people against each other, with same perks, on same map and the Map will determine how a match goes. BOth sides are influenced by RNG, how can MMR be accurate if there's RNG being a decisive factor a match result. We need fixed Maps, we already have enough Maps, RNG was a solution to the old problem of having FEW maps but there's alot of Maps now, so RNG needs to get taken out but it's been so long and the game is such a moldy spaghetty mosnter that it might very well be impossible to remove RNG and not have the game BORK.
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I've always hated the Mask in DbD, he is clearly smilling at all times. It's dumb, we need a different mask. PLS BHVR just make a dirty mask, and older mask, longer hair, broken paint, something. IF Bubba can have different faces so can Myers have different Masks. Give him a jack'o lantern even...
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MMR will always feel weird, you'll win then you get high MMR then you obviously lose, then you get lower MMR then you win... it will tbe his over and over, there will never be consistency. DbD doesn't have that manny active players to warrant a consistant flow of results. There's not enough players in all skill levels to warrant consistant results. Win/Lose/Win/Lose isn't consistency. There will never be a chance to win every match, especially on killer. SWF's might have a chance at winning manny matches in a row, just like before. SWF not only is advantageous in coordination but it also breaks Matchmaking so as long as SWF exists survivors can always break matchmaking and make it favourable to them.
My matches as killer are weird AF. On Console so far my matches are crap, Console Killer can't compete agains PC Survivors and i've faced soo manny PC survivors. My PC Killer matches are more Balanced since playing killer on PC is much better compared to Console but my matches are harder aswell so in a Console vs PC it's frustrating on different levels. I guess i can use Console to play killers like Trapper, Myers, Clown , etc the killers i play the least so i can have some matches where i won't have to try as hard and frustrate myself or i can take a loss with less frustration. But even then i start towin too much MMR will skyrocket and then i won't be able to win cause i'm using trash killers...
As survivor, it's honestly the same thing on both Platforms. I can't complain about anything, it's been way better. It's a Net buff for Survivors. There's very little drawbacks for Survivor. You need very low player count in game for MatchMaking to start making very random matches and pair low MMR with high MMR and whatever killer MMR.
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/278748/survivor-mmr-not-working
Problem is killer sided, not your side. Many many many killers are considered High level (rank) as they had mostly 3K/4K trials for the last months because with the previous matchmaking, they faced potatoes.
For me it's the same and we rekt them all. At start i had baby survivors with me but now i'm always in a good team with good survivors. Killers are so bad... Don't worry, in 1 week they will be wiped away from your elo.
Killers are so bad... Game is very anti killer. IT's easy to say most killers are bad when MMR only benefits one side. The side with the number advantage. Killers need to have bad survivors to balance out the skill in a match. If the 4 are good then the killer needs to be good x4 which is humanly impossible.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2484634#Comment_2484634
Your right, he doesn't need to collect data, because I bet SBMMR is working for him fine.
However, if you are going to say SBMMR is bad, then show me the data. Show me 20 matches of data. Show me the number of kills each match and show me the number of escapes each match. Show me the survivors and killers scores.
Saying you have a 90% escape rate sounds really vague to me. Usually when you see statistics like that, it's 92.57%, not 90%. Also, it doesn't tell me how the other survivors did. It doesn't tell me player scores. It's to vague to be useful in discussing SBMMR.
He already gave a description of his matches... what more you need? Not everyone is gonna excel their match results...
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@Zeidoktor said:
https://forum.deadbydaylight.com/en/discussion/comment/2484510#Comment_2484510
Honestly I've observed comments re: SBMM became more positive, or at least mixed vs purely negative, with each successive test. I noted it due to positivity being unusual in these parts.
https://forum.deadbydaylight.com/en/discussion/comment/2484607#Comment_2484607
I don't think the analogy works, but I do get your point. We all knew going in there'd be initial hiccups, so things not going well right of the bat is expected.
That said, I still remember he very first SBMM test that did exactly the opposite of what it was supposed to do, so I've always been wary of this as a result.
There will always be some positivity, they had to get something better after each test right? You can't work on it for so long and not achieve some sort of result that is satisfying. However we've only had 1 satisfying test, the last one and they've jumped directly to implement that into the game. It's basicly 3 Noes and 1 Yes but somehow the system is aproved for live game...
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2484517#Comment_2484517
Because he hasn't collected the data. He can't objectively make a decision on something he hasn't done yet.
He doesn't need to collect any data, the game does that, that is MMR's work. If he has already done 20 matches, which is absolutly possible, this isn't even a question, then the system already has a very solid base for him, how can it not?
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Yes they want. It's clear they won't stop at nothing to best all the killers they can best. It's not hard at all to best most killers.
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People who bring and use everything they can to end as match ASAP not caring if the match feels any bit Balanced. The more advantage to them the better.
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@Clowning said:
To have the right to complain on the forums, by the looks of it.
I can just hop on survivor and not play killer and i wouldn't be here but not playing killer anymore will be way too damn boring, survivors are just skins, there's nothing special about them, nothing changes in gameplay. Survivors perks are either automatic or a E key perk, there's literally nothing else. I'm not gonna have fun looping knowing it's rather likely i will evade the killer cause the Maps are designed to be advantageous to survivors, the loops in some maps are not even loops they're just merry go rounds for me, i will dictate chases, i tell killer where they go not the other way around, it's like i'm dangling a carrot to a donkey. I'm sorry but this isn't any sort of fun or skillfull. Everything is made for me to do well as long as i play normally and don't just throw myself at the killer.
We all knew MMR would turn out this way, the multiple tests proved it. They laucnhed a competitive Matchmaking system without the game being competitive how hard is it to figure out the 4 have a massive advantage vs the 1? Not to mention how much survivors can cheat without any sort of consequence. Strech Res makes looping even more useless, Maps already made it useless, it's advantage to survivors but Stretch Res puts that to a whole new level, Stretch Res eliminates Mindgames, this isn't a chase anymore. A killer like GF or Pig for example can't use their power on loops for Mindgames and they can't crouch cause you can't chase while crouched, you lose too much Speed. Even if you catch someone off guard then there's a DH to save them, why do you think DH is so used? It literally robs the killer of a hit, of a down and gives survivors a way out. You can't bait out DH, you are either prolonging the chase and they make it somewhere or you swing and they DH. There's no such thing as baiting DH when killers don't dictate how Survivors use their Perks. Same issue with 99% Sprint Burst, killers can't do ######### against it.
I'm sorry, i understand how much it feels like i'm complaining but how exactly do you think there's a way to have a measurement of skill when the game is hand helding survivors all the way and allows them to cheat without any sort of consequence.
We need Game Fixes before MMR can be considered viable. We need performance optimization aswell.
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@Munqaxus said:
You probably need data. Take the next 10 games as survivor and get the average kills vs escapes. Also check the scores. If the escapes vs kills is around 2/2 then it's probably working or if the scores are all really high, then it's probably working. No one is sure how BHVR has MMR setup.
He said he has already played 20 games, how is 20 games not enough data on a single player?
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@Huge_Bush said:
It’s only been a day. Come back in a month and express your dissatisfaction then.
We've expressing the same dissatisfaction on every test since 2020...
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Hag. Demo is already digging his tunnel out of DbD. Anyway Hag would Curse Demo, set her panthasms quickly , find Demo get a hit and then chase Demo into her panthasms.