lemonsway
lemonsway
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@Unifall said:
Dc penalty is needed in this game. 72 hours makes more of an impact than getting banned for 1 hour. If you're struggling to play the game because of your internet or the game not running great on your system then there's not much you can do but getting a new isp or system.
ah yes i'll buy a whole new console or PC jsut cause DbD is malfunctioning, great reasoning.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2452916#Comment_2452916
That's not a loss because that is hypothetical.
It's not, the match would happen otherwise. Everything was ready for it but a last second miss happening determined the whole process to be shutdown. Imagine you're buying a home and the banks says yes to everything and then when you're closing the deal the bank backs out, are you not losing your home?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2452911#Comment_2452911
You're not forcing anyone to admit defeat because no one loses anything. Not ranks, not items, not even offerings/add-ons.
Oh but it does, i've quit a match during loading because i was sent to a Malfunctioning Map before it was disabled and i got the DC penalty. They sent me on purpose to a malfunctioning map and i was the one facing punishment... Being a bully in DbD is rewarded.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2452911#Comment_2452911
You're not forcing anyone to admit defeat because no one loses anything. Not ranks, not items, not even offerings/add-ons.
Yes you are, you canceled their chances for progression. It would be silly if they actually took anything away from before, but they canceled everything you could achieve.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2452850#Comment_2452850
Yes. As Mandy mentioned above, that's why they changed the system so that matches where a Survivor DCs before everyone is loaded in are cancelled.
Canceling the match is robbing everyone of points and sending back to queue where again the wait times and match fairness is in question. you can get an easier match or the one that didn't happen was an easier match. You will never be able to tell. So since that's the case you're forcing everyone to admit defeat, nobody won anything from the last queue. More wasted time for 4 players and even more wasted time for the guy that now has a DC penalty.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2452832#Comment_2452832
This is pretty much why it was changed that the match would be cancelled if a player disconnected during loading.
But you're still punishing the DC'ed player when there's very little reason to. How's that fair? What i can control during a Loading besides the Plug on my PC/Console or Alt-F4/Close App? What reason would anyone have to pull the plug or Alt-F4/Close App?
A Mori? I don't even know if i'm facing a decent killer player. A Map offering? Same answer as before and valid for survivors aswell. There's no reason to DC on purpose so you're most likely encountering an issue beyond your ability but you're still getting the punishement cause the system doesn't make a distinction.
Very Fair, very BHVR like.
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@burt0r said:
Imagine matching 5+ k hours players with noobs.
Ranks is the ONLY form of matching ATM and even that does not work properly.
Now throw even that out of the window and lets see who are the real masochists. xD
That matching already happens, i have 90 hours on PC ( i've been playing on console since Summer 2018, until i quit because the disastrous RE chapter release) but who do you think i'm matching with on my PC matches?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2452828#Comment_2452828
Nah, it's generally accepted that a 3v1 from nearly the start is extremely difficult to win unless the Killer is REALLY bad, and it's not because the 3 decide to just accept their fate.
Im sorry WHAT!? So the killer has to be bad for the 3 to win? Thanks for admiting Survivors need all the babysitting in the world. Bad killers and number advantage... Mentality of the Bully.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2452808#Comment_2452808
Because Killers are supposed to reduce the Survivor number, not the Survivors.
DC is only a problem for survivors cause the 3 remaining very rarely try. They rather let the DC affect the match and screw points for everyone by jsut giving up than playing the rest of match. It's not impossible to win 3v1 and if you're in 3 v1 then you should make an effort to help someone escape, be it yourself or one of the other 2 which is what you already had to do when it was a 4v1 so exactly where is the differance?
THe game is balance on a 2 escape 2 die so either 4v1 or 3v1 somebody is getting killed. If you count the DC as a kill then at least one of the remaining 3 has to die aswell. So isn't it better to just keep the match going and make it harder for the killer to get more kills instead of all 3 just giving up and everyone getting less points?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2452790#Comment_2452790
No, because Killers are supposed to do that. Survivors are supposed to do the opposite.
So if a kill at 5 gens is fair why isn't a DC? The end result is the same 1 player out of the match early...And you can't tell why someone DC'ed, you can't tell if it's a performance issue, a connection issues, a rage quit, a power outage, some computer problem etc yet here we are accusing each other of DC'ing and wanting punishements regardless of the cause. You just want an action against DC's be it whatever the reason and whatever the penalty.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2452768#Comment_2452768
The point is that the DC ruins the game for the Survivors by immediately and unfairly stacking the game against them heavily.
So a killer getting a kill is unfair too? I imagine getting a kill at 5 gens means that none of the 4 did anything useful but the blame is the one guy that died first?
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2452753#Comment_2452753
A killer DC'ing ruins the match completely for the 4 other players that have queued and want to play that match.
A survivor DC'ing has ruined the match for the 3 other survivors, it's making their position much harder to play the game, to escape the match which is their goal. The game is designed around 4 survivors and 5 gens, if someone DC's at 5 gens for example that makes it so much harder for the remaining survivors, I know as a killer when that happens it's pretty much GG because it makes the match so much easier.
So maybe you should probably focus on the reasons why killers DC instead of the fact that they DC'ed and should be punished... You don't fix the result of the issue you fix what causes the issue. You don't punish DC's you make it so DC'ing isn't part of the process.
No a Survivor DC'ing doesn't ruin the match, your get less work to do for Escape option and you have someone using less resources. It's harder to do gens yes but you have more chase options. You're trading efficiency for extra survivability.
OFc it's easier for killer in 3v1 but their point is to sacrifice, so over time it should go 3v1, 2v1 and posibly 1v1 and killer getting 4 sacrifices so where is a DC ruinning what the game is supposed to be? No it's not GG, it's only GG cause entitled survivors just quit, that's admitting you're not good enough without numbers advantage when that isn't the reality the game is designed to help survivors, the notion that 1 survivors is powerless is completly false, survivor is the power role cause the game is designed for you to survive, it's why the Hatch exists...
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2452755#Comment_2452755
Where is it implied?
https://forum.deadbydaylight.com/en/discussion/comment/2452753#Comment_2452753
https://forum.deadbydaylight.com/en/discussion/comment/2452753#Comment_2452753
Chances of survival go way down if someone leaves early. 3v1 is substantially more in the Killer's favor than 4v1. That's why they changed things so that a game where someone DCs before the match loads is cancelled.
OFC 3v1 is better for the killer than 4v1...That's the already base state of the game so the DC doesn't matter. DC is an early Kill.
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@Mandy said:
If you're DC'ing, you are quite simply ruining the game for the other 4 players in that match - hence we have the DC penalty in place, as it's clearly not behaviour that's wanted in the game.
How does someone DC'ing ruin the match? What exactly is ruinned? Is it your ability to play? Is it your chances of winning ?(depending on what a win is to you)
Someone DC'ing makes Hatch easier for 3 guys and means 1 less player using resources so it makes chases easier for Survivors and the only detriment is there's 1 less person doing gens and rescues but escaping has less requirements and evading the killer became easier cause there's more resources to use so how is it ruinned?
Someone DC'ing robbs killer of a few Pop's, a BBQ stack, a Devour Stack, if it's the Obsession DC'ing then it robbs PWYF, STBFL, DL, etc BUT there's 1 less guy to chase and waste time on so there's a trade off. Where exactly is it ruinned?
I keep hearing "it ruins the match for everyone" but nobody points out what exactly is different. A DC is just like a Kill, 1 less player. Should killers get penalized for killing then? Cause 1 less player ruins the match? Should Tombstone Piece Myers not exist then since he can dry up someone fast and find someone else to Mori? That's 1 player out of the game quit fast does that count as them not even participating? Not participating would be the same as Dc'ing right?
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I wish there was a Game PErformance Update instead so i can go back to Console DbD. It needs Graphical options, it needs Performance, it needs dedicated killer updates or give it K&M compatibility....
Sony wouldn't lose any money, people would still get PS Plus for all other games and free games, so this isn't an issue for Sony. Sony only looses on the DLC's which yes it's true, they'd sell less DLC on Console but if Console DbD was playable people wouldn't wanna move so....
IF the game was fixed on Console we wouldn't need Cross-Progression and Sony wouldn't lose DLC money but Sony is losing DLC money cause there's less and less Console players.
However all the pressure is on BHVR not Sony, either fix the game or make a deal for Cross-Progression. Take a % of a loss for an increase in player happiness and number of active players. With more players They'll sell more future DLC, so at a very fast pace they'll recover whatever loss they'd get but i understand how Math is so hard for BHVR judging by game Balance...
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More Maps? No thank you. The RNG we have already gives you enough bad maps as is. Gimme the damn Game Health chapter. There should be 1 every year...
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Nemesis. He is the one killer out of the Licensed ones that clearly lacks an identity. Hi's design is a mix of things that he does worse than the killers he borrows from.
He has his Tentacle and that's it. Zombies are worse than Pig's RBT, you can control RBT's to a very big degree in comparison to Zombies, you can block people from getting their RBT off, you can make it take longer, you can make it KILL. So Clearly RBT's potential vs Zombie Potential is clearly in Pig's Favor.
The Contaminated effect is a joke, it doesn't hurt or slow Survivors one bit. They don't need to get the Vaccine at all. The tentacle has poor reach and poor hitboxes. The Mutation benefits are very lacking, Tier 3 Nemesis is an upgrade? It feels absolutly the same, the only advantage is it's permanent in comparisson to other powers like Evil Within, Corrupt Purge, Blood Fury, etc which are timed power ups but are HUGE power boosts.
3 Hits with an ability to down is riddiculous. Why it's still 3 hits i don't understand...The 6 meter Tentacle vs a Lunge is a very marginal difference in distance but it's easier to aim the M1... You're using the Tentacle just when you expect vaults, cause they are locked in animation otherwise the chances of missing are too high and again a Lunge will do the job.
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Right now as the game is the ones i think are being Underrated are Ghostface, Trickster, Legion. On Overrated side Wraith and Nemesis. I don't see a single scenario where i would pick Wraith over Ghostface and i don't see a single reason why i would play Nemesis over any other killer. Nemesis is a terribly designed killer without a proper identity. Pinhead is gonna make everyone forget Nemesis is even in the game.
After the craze for GF has passed, there's so few of them, it's actually great for GF Mains. GF needs 2 changes and he's the best stealth killer with a margin so huge i wouldn't consider Pig or Myers stealth killers anymore. Those 2 being chaning tthe reveal mechanic to be tied to his Mask and how much of the mask you see and make Undeteactable actually as it is named. these 2 changes he'd always have the element of surprise against survivors that don't pay attention and his long cooldown wouldn't be such a problem since the reveal mechanic is no longer working on his whole body, just the mask, so it would be harder to break him out of Nightshroud, which means more time being Undetectable.
Legion's Main Problem is Deep Wounds doesn't stop survivors from doing anything. They can repair, sabo, break totems, search chest. Force them to get rid of Deep Wounds before progressing the game. No more finishing Gens in his face. Deep Wounds is Basicly old DS, survivors can get afford the hit and still laugh at you. Remove Deep Wounds and buff Move Speed and Cooldown or make Mending a priority. It's that simple.
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@Pilot said:
https://forum.deadbydaylight.com/en/discussion/comment/2443980#Comment_2443980
I wouldn't get so worked up over a meme.
I'm not worked up i simply pointed out the meme is just completly innacurate. At that stage it's not a meme it's shitposting.
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You commit to 1 really early chase while the other 3 are still free and after 9 secs you will not know where they are should they go somewhere else. Should that first chase be too long or result in them being extremely safe and you leaving then it's time wasted. At least with Corrupt you'd know you have 3 gens that they weren't doing.
Unless you're Nurse or Legion or any other killer and very lucky you're not making use of the perk. Plus you are dependant on the map, they might see you right away too or it might be an indoor map and if you don't find them fast enough then they can very easily hide and you went on a goose chase.
Who cares if Survivors complain about Corrupt? They'd complain about Pop or Ruin aswell. Some crazy folks were complaining about Eruption too when it requires more effort than basicly every other killer perk in existance for measely 6% regression.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2441743#Comment_2441743
The problem wasn't that Nemesis was picked. He was a way better pick than the ones you listed. What some seem to forget is the problem with Nemesis is that they just didn't utilize any of his abilities. He has so many abilities that make him a REALLY good choice for A killer. The thing is they chose to use something as random and as stupid as zombies for NEMESIS. Nemesis is supposed to be really fast and really destructive. He is neither of them. He has the tentacle sure but you can even argue that it doesn't count because he doesn't even use it in the right way. He should have never have had zombies, and he should have never had a mutation type of power. He should have been able to actually be Nemesis by running and just bashing his way to you very quickly.
I was one of the first people in here on the forums and everywhere else saying he was badly designed. He was a terrible pick if a pick could be made. Fast and Destructive? Oni. Are you seriously going to tell me that making a completly new killer like a Licker wouldn't be better? Look at the crappy killer we got in Nemesis... Nemesis has a Tentacle' Lickers have their tongue, Nemesis can't run? Lickers probably would run cause it would make no sense for them not too. Considring they can do Teleportation i don't see why they couldn't make lickers go on walls. Considering they can have multiple screen effects and brightness changes via flash bang and flashlights i don't see why they couldn't create a dedicated view filter for lickers considering they are blind. Are you seriously going to say that a new view filter, the ability to move on other surfaces and attack from different angles wouldn't make for a more interesting killer than Nemesis is or could be if he was like Oni? Nemesis would be Oni 2.0 as much as a Hunter would be Demogorgon 2.0 minus the Portals. Are you seriously going to say Nemesis is far scarier than a Regenerator can be? how creepy they look, how creepy x3 they sound, how they move, how quickly they can attack and ambush. Are you seriously saying this would be worse than Nemesis being Oni 2.0? I get you like Nemesis outside of DbD but considering we're in DbD and who Nemesis is he is a terrible pick. Birkin or Mr.X would have done the job far better if they were as limited as Nemesis.
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They did Nemesis very dirty. As far as i'm concerned he is the biggest disapointment of a killer in DbD, because of his pre-existence the expectations were super high for a very powerful killer capable of doing more than just have some Tentacle... That's all he has. He has no TP like Demo, or in this threads case, Pinhead, imagine if Demo was launched with just Shredd, Shredd is much better than the Tentacle but same scenario that's 1 very short ability that doesn't help in anything outside chases. He can't go through anything, he can't use any Mutation, Mutation is a simple arm texture change. He can't use weapons at allcause it'd be dumb.
Nemesis was a terrible pick from the start. since they were being so limited. either BHVR or Capcom is to blame but in either case BHVR should be more careful. They should have done something else, if they can pull off Pinhead this well they could have made a Licker, a Hunter, a Crimson Head, a Regenerator, Verdugo, or so manny other creatures or Bosses. If Tentacle is all Nemesis has then we should have gotten Birkin...
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@ShakeyGames said:
https://forum.deadbydaylight.com/en/discussion/comment/2441359#Comment_2441359
What if people want to play with their friends and not some randoms?
On a PTB where nothing matters and you're just messing around with stuff? Why would you need your friends for the PTB? That's like DC'ing, Gen Rushing, Camping, Tunneling in PTB, whats the point? Just do the match while trying new stuff. Regardless you'll be able to do that when the content goes live so do it then, what's the difference? What can you test with a friend that you can't test in a match? In a real match, even if the result doesn't matter, you're trying everything at once and whatever happens is what matters. That's what BHVR wants anyway. They have no interest in you going with afriend to KYF and create an unrealistic scenario where you're the Y spot, in the X angle and you're doing the Z thing. What matters is how the the new content handles under live scenario with the safety net of the result not mattering for player progression.
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@Mandy said:
yes lobbies on the PTB often take quite a long time when playing as killer because so many people want to test the killer, also quite a lot of people stop playing after the first day or two and go back to Live to continue to earn BP etc.
I'll suggest deactivating KYF in PTB's and just have public matches so everyone has to be in the same queue. PTB's don't matter for progress so nobody loses anything thus KYF is useless in PTB's, people can use KYF in the live version if they want to. You can do public matches as much as you want/can while the PTB is active. Giving all perks an add-ons would also be a good call, there's no need to make you grind a new killer in PTB's or just save BP for whenever a PTB is around.
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THe chain are fairly easy to dodge. THe recharge time is fine as is when you learn when you should use them.
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Pyramid Head is undoubtly the Nº1 after the Fredy changes but with 2 simple fixes Ghostface becomes so much better and could be a contender for that Nº1 spot. Those fixes being the reveal mehcanic being changed to his mask being the key of the system instead of his body, GF has to show his mask to stalk so either standing, crouching or leaning he always has to show a bit of the mask. This solves 2 issues, first he can't be revealed from someone in his back since they can't see the mask and 2 since it's the mask and he always has to at least show half of the mask when lean stalking this means Survivors have 50% of the mask to work with for reveals during lean stalks so no matter what it will always be possible to break the stalk and Nightshroud however it will be slower than seeing 100% of the mask but this fixes GF being able to use his power and fixes REvealing him from the Survivors stand point aswell, now they can always break him out because there's 1 simple thing you have to look for, his mask. And a change to the Undetectable status effect, that being Undetectable trully being as it is named, Undetectable. No Spinechill and no aura reading whileUndetectable, via Nightshroud, is active. He'd be able to use stealth much more and we could keep the Nightshroud cooldown the same as is since with those 2 changes he'd be in stealth alot more and he'd be able to aproach and avoid shift W meta better. A possible change we could have is keeping Nighshroud active if you managed to Stalk, Mark and Hit a Survivor before you are revealed. No more losing Nightshroud on hit. The intent with this change is to reward players who manage to trully be GF, stalk, get the down and leave and nobody knowing, that is DbD's GF Modus Operandi.
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i hate Nemesis from a killer standpoint. They could fully rework him like they did with Freddy and i'd be happier.
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@InsatiableMop said:
https://forum.deadbydaylight.com/en/discussion/comment/2426663#Comment_2426663
I think this will make the killers thought game of does this person have dead hard 10x worse. way it is now you can at least bait it and see it being used, its even more entirely a guess by what you are suggesting. I think it just remove the I frame entirely, and make extend the lunge a few feet, then it cant be used to much of a panic button face a wall to negate a hit and can only be used for a slight lunge forward.
You are already assuming they have DH every first chase now, the Dash is just visual confirmation. It's the same scenario except there's no visual indication outside of you not getting the hit. The practical aplication is the same, you'll be waiting for a time where you're close enough to hit but wait and bait them to use DH but since there's no Dash DH being baited is stronger cause you baited it and they got absolutly nothing out of it. The most use they can get out of DH will be while they are injured and they go for a vault or a pallet. They activate DH right before the vault or pallet to nulify your hit but that's a risk since until they reach that point they can get stabbed and not make use of DH.
DH stays strong because baiting it will be harder but once baited it's game over and you're eliminating E for Distance. SO it's a fair trade, harder to bait out but the bait is stronger and it eliminates the weaponization of the perk. How manny times have Survivors purpusefully gotten hit and be injured so they could use the speed boost and Dead Hard to reach an extremely safe spot? Trading a health state for extreme safety and time wasted by killer is definetly worth a health state. With this change you're eliminating that.
Practical example of killer baiting DH: Ghostface using crouch animation. It still works, you can still bait DH out like this but you'll only know if it works when you swing. There's three scenarios, there's DH and you baited, there's DH and survivor time it right, meaning not baited, and there's no dead hard. Either way you'll know. YOu either hit or you miss. The big difference here becomes Killers can decidide their timming for baiting and swining.
Let's say DH gave 2 seconds of imunity, by timming alone you can know wether a survivor has or doesnt have DH. And if they have it you as killer can change the timings and mind game them. If they know you want to bait it then don't bait it, they'll be looking for the animation, if instead of crouching as Gf you just get closer then you've changed your aproach you changed the timing of your attack thus timing DH gets harder for Survivor. IF everytime you're in range for a swing they activate DH then you just keep going for how long DH is active for. In this scenario the only way Survivors can make effective use out of it is like i said when they are near a vault or pallet, they can use DH when they are close to those locations.
Now killers get a new off meta perk. Unrelenting now has a place, recover faster from failing swings, meaning you can take more risks with swings and reduce the penalty for missing.
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DH rework EZ mode. Give the Survivor the invulnerability for a time period instead of the Dash. Rip E for Distance.
This way Survivor can have DH do exactly the same, avoid a hit, and killer will only know when the swing doesn't work but at least killer can attempt swings any time and not worry about E artificially making chases longer than they should be.
Alot of people complain about gen speeds but they fail to realize the killer objective process and the maps is why gens seem fast. Maps are too big and chasing someone takes too long because of perks like DH which have been weaponized instead of being a defensive mechanic, same as pre change DS, doing gens in killers breath range and being protected by DS was weaponizing imunity.
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@Bumbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2425721#Comment_2425721
1) MMR is not supposed to precisely evaluate your skill, it is supposed to give you fair matches whether it is because of perks or your skill.
2) Dowsey had it during the previous test, it means nothing now.
3) See point 1. Again, evaluating the precise number is not the purpose of MMR.
4) You are literally saying "they adressed the problem after previous test, so it is still a problem".
5, 6) Devs present their system in a really messed way. These "Predictions" probably were part of the system validation, when they compared the outcome that was supposed to happen by MMR system and an actual outcome. It has nothing to do with actual matchmaking.
1- So if it's factoring perks then it can't be accurate since i can run any perk in any match, my MMR will be all over the place if i keep switching perks. You don't want the system to work like that. That's not consistant. You need Matchmaking to be Conssitant, that's the sissue here. Matchmaking isn't consistant because ranks mean nothing atm and they want MMr to fix that.
2- Yeah and i told you twice already they had to change it but we don't know how and since thats the case we can't tell how they solved itand what are the implications of that solution so the problem might still happen. This is a problem of us not knowing anything. How manny times has the same bug appeared in DbD after it was supposedly fixed? Manny times. Same can happen with MMR. Even without MMR i've had 17 minute queues and nearly instant queues. There's multiple variables. MMR won't get you an instant match if there's no reasonably matched players to fill that lobby. The system will go on expanding the search range or keeping you in queue until there's people close in MMR. So again you're either waiting or matches aren't being as fair as they should be.
3- Again if MMR is not accurate then why do we want it? Ranks are fine then, there's amazing rank 1 players and less amazing rank 1 players as long as their rank is actually earned then in rank disparity is fine. The problem is when you clearly don't belong in that rank and you got carried. So again if that's how MMR works and how ranks work then why do we want MMR? What's the difference between them then?
Top 8 players in a fighting game tournament are all equally matched however even in such a restricted number of individuals there's those who are superior, doesn't mean the other 7 who aren't the champion aren't crazy good and comparable. They reached top 8 for a reason. Top 8 out of however participants can either be a very small % or a large % if there weren't manny people but the lack of people doesn't have to mean that the quality is also lowered.
4- You said it was fine, i'm telling you why it wasn't fine and why and how they changed it. It will no longer be a problem if they keep it that way. They had it that way for 2 tests and half, they only changed it during the third test. So now with this test is how they get more accurate results on this change. will they keep it or revert? We don't know...
5.6) Buddy they said it is predicting outcomes, if they didn't meant to say that then it's their fault BUT IT's what they said. Take it with a grain of salt but if it is trying to predict then it's a very erroneous prediction because of the RNG involved and external factors like Servers, connections, bugs, etc, etc. The game works on basis of 2 escape and 2 get sacrificed. MMR has to make a match with 5 comparable MMRs to be fair right? So then the MMR has to predict which of the 4 survivors die to keep the Balance of 2 die and 2 escape and then given the result it will assign new MMR values based on the outcome. This is the most basic way MMR can work in DbD There's another way which could be by predicting your BP again based on the MMR values of everyone in the match and your tracked record. If you're averaging 25k BP then the system assigns you an MMR and in the lobby it will compare your BP based MMR to the other survivors and predict if you escape or not. Getting 25k BP and dying is a bold prediction, it can happen but you're only 7k away from max BP so it's likely that you've done well enough to predict a survival.
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@ukenicky said:
I will never understand why Legion of all killers got Iron Maiden as a perk. It feels so out of place on them lol
Especially when killer instinct is active if you're in a locker.
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@Bumbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2425650#Comment_2425650
1) Not an MMR issue and not an issue at all. High skilled players are high skilled because they know how to use their tools more effective.
2) Might be an issue or not, we have no evidence that it is happening.
3) The weakest link will raise his MMR until the SWF will be on the fair level, so it's not going to work for a long time.
4) You missed a part of the latest test announcement. Individual MMR for killers is the best thing that could happen with DBD matchmaking.
5 and 6) MMR doesn't "predict" anything. It is a number that increases when you do well and decreases when you do poorly and provides you opponents with a number that's close to yours. So it will decrease when you get unlucky lag and it will increase when you get a lucky map, but on average it will be on the level you deserve.
1- Yes it does, the matchmaking system has to reflect the Balance of the game. What good is a system based on skill if the game lets you use Broken stuff? then you're not skilled, you're using Broken stuff.
2- Yes we have, we have public records of long queues for high MMR. Want the best example? I'll give you, Dowsey, famous streamer had a nearly 2 hour long queue and he only got a match against an SWF which had to stream snipe him in order for a match to happen. Since then BHVR made changes so like i said, i can only assume they either lowered the values of MMR or increased the range so that matchmaking finds matches within reasonable time.
3- Yes but that happens because that weaker player is being protected by the SWF which means the SWF bypasses MMR. If 3 guys can protect 1 and they get an easier killer because of that then MMR is not working.
4- No it's not and this was changed aswell in the previous test. You now get a partial MMR to avoid experienced players trashing new players. You don't wanna be a new player on Survivor facing a guy like say OTzdarva as your killer just because he is playing the newly released killer and has no MMR on that killer cause it just released. Individual killer MMR is awful. people would swap killers frequently just to get easier matches.
5 and 6- Yes it does, the Devs said so multiple times already. MMR is predicting match outcomes.
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Either you know what games you like and how you like to play or you check out YT to see what each killer offers. FOr me it was easy, i love stealth games MGS, Splinter Cell, Dishonored, Deus Ex, etc so stealth killers are my preference and it so happens Ghostface is the most similar to my likings and he also has cool skins. Other than that i play Legion alot cause the chain stabbing feels amazing.
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It's not just old gen consoles either. I've quit Console DbD despite having PS5. There's also reports here in the forum of people having issues on the Series X, which supposedly is supposed to be better than the PS5 so it doesn't even matter if bought a PS4 today or a PS5 or an Eggsbogs 1, 1S, Scorpio, Series S or Series X, or Stadia, or Switch which btw get's patches later than everyone LUL.
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Arguments against MMR:
1- DbD is a casual game Balanced for low skill level so any tool meant to be helpful for lower skilled player is very exploitable by experienced players. Example DS before the change, meant to help against tunneling and focused for lower skill level since that's where you assume most tunneling will happen but experienced players were using DS offensively,doing gens in killers nose cause they knew they could get away for free and still do their objective.
2- Queues times will be bigger if MMR is very strict, we have public examples of this, so this was changed , while we don't know how we can make an assumption that MMR is either working with lower values, thus keeping all MMR's closer to each other or the search range has been improved which then solves queues times but keeps creating unfair matches, which alot of people are experiencing, especially new players.
3- SWF breaks the fairness that MMR supposedfully offers. You can have 1 member with low MMR to lower the groups average so that they find an easier killer. A 4 Man SWF with 1 weaker link but 3 strong links or a 3 Man SWF and 1 random SoloQ is the same so the 3 Man never lose out, 3 coordinated people is already too much for even the best killer players. And even if the 4th guy is a weaker player the SWF might be on comms so they can always know what happens around that weak link and protect that player.
4- Killer individual MMR is a mistake because you're only taking into account that killer performance not the overall player. Best example is experienced players using newly released killers. The lower MMR on newly released killers would make the system assume you're a new player so you'd face new Survivors too or you would face strong survivors cause all survivors have the same MMR so that would mean experienced players playing new survivor is the same as them using their regular survivor. So there's 2 scenarios, extremely one sided match for killer cause the system thought it was a new player on new killer or extremely 1 sided match for survivors cause new survivor characters don't differ, they are basicly skins, you can just slap your favourite build and use them as you would use your main survivor character while the experienced killer player still has to deal with learning the new killer power. Now yes there are PTb's but that doesn't apply to Console so think about the experience on Console... no way to try or train on new killer besides live matches, you either stomp new survivors ot you get no chance against experienced survivors.
5- DbD is an old moldy spaghetti monster of a code that breaks every time that there's an upddate. Implementing suhc a system in such a flimsy code is asking for problems. Then take into account that MMR predicts matches based on perfect conditions, i'm assuming it won't factor game bugs, glitches, bad servers, etc, etc so if the match ends up different from the expected result how can the system know why the result differed? Maybe someone got caught or escaped because of an FPS drop, maybe a rollback, maybe a bug...
6- RNG and Variables in DbD make predicting match results a nightmare. The system has to assume an outcome even before a Map is Randomly selected and Randomly configured. How is the system accurate if works like this? Not all killers perform the same in every map.
For now this is what i got.
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@Razorbeam said:
I'm actually having good 9am eu games lol
Morning used to be so good for me back in 2018 and 2019 now everytime i try the queues are long af and i'm getting SWF's...Maybe now because of Vacation time i should try again.
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Atm i don't even care if i win, i'm just too frustrated to actually try. i'm just chilling doing my match if it goes well it goes well if it doesn't i just want the next match to maximize the time i have to play by actually playing. I'm avoiding even seeing the end screen with perks and BP and chat. I just leave most of the time. So atm a win for me is to not get tilted.
If i had to be serious then 3k or helping on 3 gens and 3 rescues.
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The reason ranks mean nothing is because ranking up is easy and it's even easier by the existence of SWF. This is why ranks hold no meaning atm. A simple revision of the requirements to rank up would make ranking up harder and feel more earned and solve rank disparity and improve SoloQ Survivor's life by having people who at least deserve the rank, might not be the best but at least there was a bigger effort to achieve the rank. In red ranks getting 2 pips is fairly challenging, you have to do alot of stuff and do it well but the first 5 ranks are basicly non existing, it's the same as starting at rank 15 but at rank 15 you're already facing green ranks and in some cases purple or red ranks.
This problem creates the scenario where manny people are in ranks that they shouldn't be and because of this sooner or later any decent killer can rank up to rank 1 which then means there's high rank killers that also don't deserve the rank, you'll definetly find enough people on higher ranks that shouldn't be there. Back in 2018 when i started and throughout 2019 i would have an easy easy time ranking up on PS4. Now the game got so bad on Console i'm not even touching it and i'm on the PS5 now... I'm just super casually logging on PC every now and then but the rank problem is even bigger here since playing on PC is easier than Console and it's also more popular for the game so rank disparity on PC is bigger.
Now add crossplay and you're multiplying the pool of undeserved ranks by the number of platforms cross-play reaches.
Introducing MMR, a whole new system, to a game which coding is pretty bad is just asking for more problems. This is why it's been close to 2 years of MMR tests. And then WE as players have no idea how the system even works. My best assumption would be the system predicting how much BP you get and if you get that BP you get X MMR, if you go higher BP you get Y MMR and if you lget ower than the estimated BP then you get less MMR until the system has enough reads on you so that it gives you matches where the estimated BP is very accurate.
Honestly because of the game's coding, the lack of info on how it works and how you can trick MMR by purposefully doing bad i think the system has no place in DbD.
If BHVR goes ahead with MMR then they will have to rebalance the entire game. Maps, Perks, Killers, add-ons. WE don't know if any killer revisions have been done with MMR in mind or if they'll have to revision everything again... There's so much BHVR doesn't tell us for such a big change. I don't think even they understand how big of a change this is.
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I'd blame Map, Spawns and killers general lack of capacity to handle the game.
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@bm33 said:
It's pretty sad that new consoles haven't even been out a year and they're already having issues.
Not the consoles, the game...
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Map Design is their biggest failure. If the maps were decent we'd be excusing perks and the overpriced cosmetics and the bugs but the game isn't fun to play because map design is atrocious.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2419206#Comment_2419206
Several bug fixes and balance changes have come in the last two years, what are you talking about? Have you seen the patch notes?
We're still in the gen rush and Shift W meta. WE're still in the trend of under powered, under developed killers. We're still in the trend of saying screw consoles. We're still in the trend of gigantic maps that look alright and play awful. WE're still in the trend of overpriced cosmetics. WE're still in the trend of botched chapter launches. None of this changed in the past 2 years and none of it will change in the next 2.
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Trickster is meant to be a Spam killer but BHVR is going in the other direction for whatever reason. Reducing number of hits required for a health state was not necessary, reducing the total number of knives while increasing the Main Event proc requirements was absolutly stupid since you already had to get lucky with it's procs or you wouldn't use it. Decreasing Laceration time was stupid, it made him worse in the loops he was already bad in, Laceartion having a long time to decay is what made looping long structures something you could do, you were building up the down on a loop where you had no advantage, you were tradding time for a down, it wasn't a fair trade back then and it definetly won't even work now no matter how much time you waste trying...THe only positive aspect of doing this is that Trickster is strong against unhooking
Touching the recoil and throw rate has destroyed muscle memory on a killer that wasn't released that long ago and that had a recoil reduction because of how bad it was. SO they want Trickster to be a precision killer when he needs multiple shots to hit and then they destroyed everyones muscle memory by touching throw rate and recoil again...I'd revert this change, he'd feel much better to play.
I don't see why he isn't a 115% killer and then slows down while throwing knifes, in fact i'd apply this to all Ranged killers and let only TP killers be 110%, including Freddy, Freddy has easier anti-looping than Clown so Freddy can be 110% and Fredy can TP to any gen that isn't completed, he has mobility and anti-looping stronger than Clown, Freddy could be 110% and make better use of his TP and Snares.
If a projectile hits you then it's not a matter of the killer being 110 or 115 it's a matter of LOS and Throw speed. The killer can be standing still and hit or miss a throw so their movement speed isn't a factor but hitboxes and throw speed are. Plus they'd already slowdown when aiming so why make them slow at base and then extra slow when aiming? On Trickster this doesn't make sense, he needs multiple hits and is using small objects so he should not be as slow as Huntress or Slinger. Clown is 115%, slows down while aiming but has a speed bottle...So Clown who isn't slower than Trickster can have slowdown and speed up and interact at range but TRickster has to endure being 110% and be forced to be a precision killer when he needs more hits than everyone else. Even Demo can TP and has a small range attack but is 115% and why? Because he needs to set up TP which can be destroyed and this is also why he has range, so that he has a chase ability. Otherwise he'd be a 115% M1 killer.
Even now Nemesis is 115% and why? Cause he has a pseudo ranged power and pseudo Map pressure. Nemesis needs to be 115% or else...Why isn't Trickster 115% already!?
The DbD world doesn't even obey it's own rules. This is what upsets me the most. There's no consistancy. It's the same as Spinechill vs Undetectable status...
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Main building needs to be adressed, too manny vaults and breakable walls. Other than that, it's decent. Plenty of open space , decent colors, especially compared to OrangeWind. Some Bushes could use a trimm.
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They should but they won't. They rather patch the game's coding everytime than have a new game code. On Annyversary stream they promised focusing on fixing issues and Balance let's see how they avoid doing that for the next 2 years. At this point we all realise how the game is and we just accepted playing whatever there is of it when we can get to play. Expecting DbD to be a new game is like expecting Fifa and CoD to be good aswell...
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You are not the only one. I'm also having issues on PS5, have been ever since the Chapter release and pretty much none of my issues are fixed. # Patches in and it's still awful for me. I've quit playing until this is fixed...
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@Mandy said:
I'm not aware of an exploit with Ormond? Not anything that's game breaking at least - there are rocks that both killer and survivor can climb upon?
Ormond is the exploit. Always has been.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2414594#Comment_2414594
Youre totally can, its just if the tunneled guy can run for 5min and other 3 can finish 5 Gen is 5min. You certainly dont earn enough BP in that short time. If the tunneled guy runs for 15min, killer sure can earn full other categories except sacrifices
No he can't, you can't have 3 guys finish gens in 5 mins and be tunneling 1 guy for 15 mins. You're telling me that End Game lasts 10 mins...
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@InsatiableMop said:
https://forum.deadbydaylight.com/en/discussion/comment/2414654#Comment_2414654
Friend if you can't concede that a survivor's ability to prolong a chase with a killer facilitates gen completion for the team then I am afraid this conversation with never go anywhere. But thanks for your input!
I can conced to it i'm just saying the killer only stays in the chase if wants to. If he doesn't wanna chase then you're free to do gens and get your gen points and try get a chase later when you recue someone for example.
You can't just get a chase that lasts whole match and get full gen points because the killer stubbornly kept chasing you.