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lemonsway

lemonsway

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  • @Faulds said:

    The devs change the game little by little... and i really do think that the game experience is going into the right direction step by step. Its just that people focus more on the bad things than the right ones. Also, its hard to balance this game: because you have to balance something from two different perspectives at the same time (and people that only plays one don't understand the game fully).

    What do you mean in the right direction? If in 2016 things were worse then yeah sure the game got better over 5 years but if 2016 was Hell then 5 years later we're not in Heaven we're just in a slightly not as bad of a place as in 2016. In simpler terms if 2016 was the 7th Circle of Hell now 2022 is like the 4th Circle of Hell, it's still very broken and terribly managed just not as bad as 2016. The issue here is that yeah that's how it should work, it should get better over time so going from "7th circle of Hell to 4th circle of Hell" means jack ######### that's how it should be done in every case. REALITY CHECK tho : YOU'RE STILL IN HELL.

  • @Adjatha said:

    Balancing around M1 is missing the point. Powers being skill shots or 1v1 counters is boring. Every killer should warp the core game in some way unique to them.

    A good example of this is Doctor, who puts madness on survivors that can be reduced but never actually removed. It's a low level effect, but it makes skill checks every so slightly harder for the whole game. Plague forces players to use fountains instead of normal healing and doing so makes her power stronger, so it's a give-and-take. Survivors fall asleep against Freddy and have to wake up or be vulnerable to his powers (though he's been thoroughly nerfed so that's far less of a thing). Pinhead forces survivors to go out and solve the lament configuration at the risk of becoming the next chase themselves.

    EVERY killer should warp the core game like that. Survivors should see random shimmers in the air when playing against Wraith, to keep them always on their toes. Pig should never run out of traps so that survivors are always messing with boxes. Trapper's traps should automatically set themselves so survivors can't just disable the 3 he actually has time to set. Huntress should move faster around female survivors but female survivors get a longer hook timer (since she's trying to rescue girls but accidentally ends up killing them). Hag should spawn a ton of extra 'fake' hex totems around the map to hide her black magic. Survivors infected by Nemesis should transmit the infection to other survivors if they get too close to one another. And so forth.

    Basically, the game should play differently in some meaningful way beyond just how chases are run. Killers shouldn't just be "this guy has a knife but this guy has an axe." Make the stage itself reflect the killer occupying it and give every match a different feel than the one previous.

    The game isn't Balanced for Doctor, whatever Doctor can do isn't much, even his anti-looping is on the lower spectrum of anti-looping abilities and his Passive Madness is a mere incovenience much like Mending, you're never realistically going to die because of Madness or Mending thus realistically they rarely help the killer.

    Trapper already warps how looping goes, same as Doctor but they're still M1 killers. Just because they can provide different paths or different interactions doesn't mean they are in control, doesn't mean they are forcing Survivors into something. Why do Freddy's spam snares on loops? Why do Clowns spam bottles on loops? Because a single use of a killers power is meaningless.

    So using your power is meaningless all that there is left is the fundamentals of the game but since those are just non existing then there's no ground to have M1 killers work which is why ever since Ghostface we've always had killers with range options, with tons of anti-looping.

  • Not surprising, it's always been like that for 5 years. Killers lack natural ability to gather info and slow the game down and whatever nautral skills killers have in those regards come with huge consequences. Example, Legion can find all 4 Survivors with Frenzy but it's not guaranteed he can hit them and then he has to eat the Fatigue, eat the Cooldown and play with no power... Brilliant design right?

  • @bledd said:

    DC after someone else has DC shouldn't be a MM ban..

    the system doesn't understand that you DC'ed because you think the match is over (which it isn't really, 3 survivors are still strong enough to win but that's not the discussion). To the system any DC is intentional and thus punished equally.

  • @Taingaran said:

    I don't understand why people think more hooks means more skill. The killer's goal is to kill survivors, not hooking. In some situations, it is better to camping or be near the hook. And it is right. In some situations, it will be faster to kill a survivor through hooking. For example, a survivor does not run well or is unsuccessfully rescued) In some, slugging is generally better))

    About the selfish survivors. It seems that nowhere is it indicated that the more survivors who escape, the better. Nowhere is it stated that the number of escaped survivors determines the outcome.

    For example, "Survivors, in order to win, your team needs to escape at least three or more". In the game, it's banal after the match that the result of the confrontation between the Killer - the Survivors is not written, which team won. Survivors have only escape or death, the killer has a bad killer, a good killer, the best killer. No team confrontation!

    Getting hooks means you're winning more chases, winning more chases means you are doing something better than the other player and that can equate to skill. Honestly i don't understand why it takes 3 hooks to kill someone permenantly, 12 hooks total is insane given how quickly gens can be done, it's a time consuming and repetitive process that only showcases the lack of gameplay options given to killers. Pyramid Head can Cage and quick Mori people based on applying a debuff, why is he the only killer that has a quick option?

  • DbD has a really really low skill entry level it's no wonder SKILL isn't a big part of the game for the Devs. They just want people to jump into matches and do whatever. They want to give a FUN game and they probably have alot of FUN with the game but we don't because we are always looking for something more. The game isn't made for most of us, the game is made purely for CASUAL people who play a match or two with their friends. This will never change. IF you're unhappy with that then just find other games to play cause DbD sure as ######### isn't gonna change.

  • She is broken. She has to be broken. She's the only killer that is viable. Nurse is the Forever Top Tier of DbD because she has to break the rules. Gameplay and design is so heavily survivor sided that a killer that could break the rules needs to exist. Nurse is the top potential of killers. No other killer before or since will ever be on that level because the design and gameplay philosophy hasn't changed. As long as it is a 4 man co-op with a meaningless objective and an entire Map as their weapon game no killer besides Nurse can stand a chance.

  • @lauraa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2720540#Comment_2720540

    Killers have a right to 4k, so you have a right to leave survivors slugged on the floor to bleed out. But others have a right to call you out on being so scared to eat a DS or whatever that the killer feels the need to waste everybody's time with.

    Why should a player eat the DS? Why should a player take the extra time chasing someone? Taking a DS in a 1v1 scenario in end-game is a very very wrong thing to do for a killer player. Afraid to eat DS... yes let me just give you free use of your perk so i can look dumb.

  • It won't be done. it's been a Forever problem and it will never go away. Stop wasting your time with creative solutions and good intentions. BHVR doesn't care.

  • You can't punish camping when camping is the only thing that works for 99% of the killers. Roster not players...

  • Map Design and forgetting M1 killers existed is why mindgames are useless. You're better off holding shift W and dropping pallets than you are looping, unless you're looping infinites.

  • You won't get good teammates unless you SWF, you won't get good teammates because theres way too manny high MMR survivors compared to killer. The average killer player doesnt exist anymore, they either quit DbD or they are playing Survivor, further unbalancing matchmaking. TO "Balance" Skill levels matchmaking has to throw Survivors into random groups to give whatever killer players are around a somewhat fair game. It not fair for anyone tho...Such has been DbD's matchmaking.

  • That would be Fun but it would never work out. SWF's on comms would know immediatly that you're the killer because they'll know who is and isn't a snowman and where they are. Then you as a snowman killer need to be in the right place at the right time, which is really hard to do since Maps are enormous and there's manny routes to everywhere. It's just impractical for killers to be able to turn into snowmen and accomplish anything.

  • @Haddix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2634872#Comment_2634872

    Why should a killer need a super power to compete?

    although you're correct, that the game would technically be more balanced and healthier if they just balanced around m1 killers being strong, then no new killer would actually be appealing because their powers would have to be severely limited and boring. the game would be more balanced but it would be far less fun overall, even if modern killer design is unenjoyable to face. not being able to create fun, powerful killers would kill the game.

    You said it yourself- " modern killer design is unenjoyable to face ". So even if there's new designs they still don't work for killer players and they still aren't enjoyable for Survivors to play against. Again had the basic aspect of killers and the game in general been Balanced then playing killer would be enjoyable for both sides. Killers need unenjoyable powers so they can off-set the fact that playing killer is horrible.

    Is a Balanced game Fun? The basics of a game can and should be Balanced. Whatever each individual character can do should be Balanced aswell. Will there be Characters better suited for each situation? Yes there will. Will there be one character who is overall weaker and 1 who is overall stronger? Yes there will. That's how it works in every game, no matter the genre. So, Yes a Balanced game is Fun because you know that the result is determined by how good you do instead of the killer you picked, the build you picked, the survivors you got, the builds they had, the map, the spawns, etc

    Example: Every fighting game character is OP and Weak at the same time, it's a matter of match ups. In DbD this doesn't exist, Nurse is without a doubt a much stronger killer than everyone else by a very large margin, it doesn't matter if Blight is also S tier or whoever is S tier because the difference in power between characters in the same Tier is Huge and the difference in power between Top Tier and Bottom tier is 3, 4, maybe 5 times as big so there already is a huge unbalance just in killers alone then there's everything else to off set that gap even more. It's why Nurse is Top Tier without questions asked since she's been released, her design is meant to break the game cause M1 killers can't do anything

    People were AMAZED at Wraith's buffs and every Survivor and their cousin was like "Wraith OP" and i ask you what really changed about Wraith!? Nothing. He plays exactly the same, same strengths, same weaknesses, the reason people thought Wraith got any better was because Good players were using a character nobody used and it Blew up in Popularity BEFORE THE FINAL MMR TEST. Because come MMR and where are the Wraith Players!? I played Wraith in the 2 tests before MMR was officially implemented and i had a horrible time, in both tests i deranked twice before i could win a match. Why does MMR correlate to Basics of the game? Because if the basics of the game were Balanced or at least fair then even in MMR i'd have a chance at a win.

    And this is where we get to your point and my point. Wraith's Power is not enough aka it's not unenjoyable enough and when he isn't using his power he is even weaker and why? Because the game isn't Balanced in the basics, it's not Balanced for when killers can't use their power and each killer power is and has to be Balanced individually, which creates such a big gap in power level. There is no General killer Balance, there's only individual killer Balance based on their individual power, this is a problem. It's the reason why Killer designs get unenjoyable.

    My final point is killer's powers should not be overused, they shouldn't be why you win. A killer's power should be used sparringly and skillfully which doesn't happen in DbD. Prime example, what's the first thing you do as Ghostface? You immediatly use Nighshroud when the match starts. How do you play GF without using Nightshroud? GF's biggest weapon is getting rid of his Red Stain and TR and you're using that as much as possible so you can be where survivors aren't expecting you but the thing is even in NighShroud you're STILL and JUST an M1 killer. And then Nighshroud has so manny weaknesses that playing with it or without it is virtually the same. So how is GF a good killer when his power changes nothing, he's still just the basic M1 killer but the game isn't Balanced for M1 killers. That's just a conflict of interests. You either have Killers like Nurse or GF, you can't do both and have the game Balanced for both. If the game is Balanced for M1 killers than Nurses ability is made even stronger, if the game is made for killers like Nurse then what chance does a killer like GF has!?

    There's a very Big conflict within DbD. Throwing killer designs at the game doesn't work but that's what DbD did. Instead of reshaping the game they just did different killer designs and Perks to "Balance" the game. They avoided the proper solution just for the sake of shock value from their designs.

    Trapper is a fair killer to play against, he uses his power in a skillfull manner and then proceeds to play the basics until there's an opportunity to make his power work for him. Why did we ditch this? You can say Trapper only has so manny spots where he can put his Traps to get effective use of them but that's where skill as Trapper comes in, place them on the other side, or corner to prevent them from making an accurate guess. The more you do this the more careful survivors need to be and the more careful they are the more ground as M1 killer you get. The only issue here is that Trapper doesn't get any time to do this properly because not only was Trapper very limited himself but the Survivors can get their objective done and escape before Trapper has a chance to do anything. Trapper is a solid killer design and Balance choice for the game, the issue is the game isn't made to accomodate Trapper.

    Trapper would be a far better character in VHS for the simple factor that Monsters in VHS don't have any time pressure. Teens can't win without interacting with the Monster and in this scenario Trappers ability to set Traps around would limit Teens objective play and escape routes. Trapper much like Doll Master would become a very strong character once they've set up.

  • @dugman said:

    To be fair they shouldn’t balance the game around vanilla basic attack killers with literally no ability because the whole point is all the killers are supposed to have powerful abilities. If the game was set up so that a powerless 115% killer with no ability was an even match for equally skilled survivors then there would be no way for killers to have powerful abilities without breaking the game. The game must by necessity be designed so that a 115% killer with no ability is at a disadvantage to the survivors, and it’s their ability that puts them in balance.

    Of course not all killer abilities are equally effective, your mileage may vary between a good Blight player and a good Legion player and a good Wraith player. But in the end the goal must be that killers are balanced on a case by case basis with their specific abilities taken into account, and with the understanding that a killer with no ability is playing at a disadvantage compared to the survivors.

    Why should a killer need a super power to compete? That's a reason why the game doesn't work. If you don't use super powers then you can't do ######### and even with super powers some killers can't do #########. That's exactly the problem. The game is so Unbalanced at core level that even super powers don't solve the issues with the most basic aspect of killers. It's why M1 killers died and it's why Nurse was created and it's why nobody has ever been or will ever be on par with Nurse. Nurse is the answer to the Unbalance but they can't just make every killer be like Nurse otherwise they'll have to give Survivors powers aswell, which then resets the whole thing to the begining, a Circle.

    Had they made base killer able to compete then they could custom tailor powers without them being too opressive like Nurse or too weak like Ghostface. How can you have a killer that has to expose himself to hit survivors if exposing himself cancels his power!? How is that good design!?

    Had they made the basic aspect of playing killer Balanced and Fair, you wouldn't have broken or useless powers, you wouldn't have broken or useless-add-ons. You had a basic working game with a solid foundation to add up on. But BHVR skipped the solid foundation part and just added things when they realised, if they've realised, that things aren't working.

    Anyone that can be good with just M1 killers, knowing how terribly limited they are, is a much better player than someone who just plays Nurse Spirit or Blight and wins 7/10 games.

    The advantages of playing a kilelr that can do something vs an M1 killer is too great and the advantage survivors have over M1 killers is even greater than that. This is definetly not okay. But now it's too late BHVR will never go back and we'll never get DbD 2 to be a thing let alone a better game. So just find a game that works at basic levels and then build it from there.

  • DC Penalties should not exist on a game that is this bad. The game barely works that alone is a huge con to having DC penalty system.

    A DC penalty system on a properly working game is acceptable but DbD isn't properly working. Don't trust me? check how manny times and how long have they been disableing Maps, check the FIASCO LAUNCH of the RE Chapter, hell check normal performance on "old" gen consoles. Then there's the constant bugs that hinder whatever gameplay there is, when there is any gameplay.

    As far as gameplay and annoying things go, you're further punished by DC'ing than enduring whatever annyoing stuff it is. IT's riddiculous that' i'd rather suffer what is annoying me than just go and find some other match.

    DC'ing doesn't ruin the game for others, this is the biggest BS argument ever, i've lost matches vs 3 survivors cause guess what, the match was unbalanced to begin with that i didn't had a chance even against 3 survivors now imagine if there was a 4th survivor who didn't DC, for whatever reason it might have been,, bad map, bad rng, builds, etc, all elements you can't control, you can't control the ######### optimization, you can't control the poor graphical quality, you can't even control your build, it won't work unless everything is falling in line to your side. And it's the same crappy game for both sides.

    I've had 5 gens done and then i get killed because someone decided to bring the killer to gates immediatly, i've been 1 hooked because everyone was afraid of playing, i've been tunneled, i've been camped, i've brought teams from a losing game by pulling double rescues and taking hits.

    I've been doing this for 3 years and with each passing year nothing changes, the same issues, the same non solutions, the same disregarding of actual active player input. Over the last year i've probably spent more time here in the forum than actually playing cause playing the game is a miserable experience.

    Point is no matter what DbD isn't FUN, it's a frustrating game no matter what. Even if you "Win" you won't have fun, it will be a one sided victory, never will it be a close call game where player decisions actually changed the outcome. IT will always be whoever the game doesn't screw gets to win. That isn't a game worth having DC penalties.

    The way to avoid people Dc'ing is by having a proper game that works and is fun to play. DbD doesn't do those things so a DC penalty is just making players feel even worse and have less enjoyment or will to play the game.

  • Your mindset doesnt matter. The game is still an RNG infestation that you can't control and it will screw you or them over. It's impossible to play DbD and have fun because the game doesn't have pre-set parameters. It's Chaos without a purpose.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2612604#Comment_2612604

    His Iri Coin is better, but that's it.

    The MS addons got nerfed from ptb.

    The lower TR while ADSing addons don't help when your TR is bigger and they didn't buff how much of the TR they lowered.

    Iri Hellshire is 10 seconds of undetectable after the survivor is no longer speared so good luck getting any value from that with reload CD and weapon wipe/stun CD.

    And yes a killer feeling sluggish and removing a skillful aspects from their kit is enough reason for people to stop people from playing them. No longer can good deathslingers go for trick shots through holes in walls.

    You people still don't understand that a Stealth Killer with Range is really bad for the game huh!? He had better stealth than all the stealth killers and he had range to make use of that stealth, can't you understand how he broke the rules for both ranged killers and stealth killers? Imagine if Huntress could cross map snipe without giving a warning, no Wind up sound, no Lullaby, that's what D.Slinger could do, not cross map but 18 meters is still a range more considerable than any stealth killer and all the other killers with ranged abilities can do, even Trickster has gigantic trouble hitting knifes when not point blank and he needs to hit 6 of them for each health state. Imagine being that capable in range and being stealthy, not even Stealth killers are good at stealth and they were being outclassed by a Ranged killer...His TR change was a necessary one that should have been part of the initial concept of the killer and not thought about 1 year later.

    They didn't remove any skill in playing D.Slinger, no scoping or flick shots are not intentional "mechanics" or "skill", Survivors couldn't react to those shots because the harpoon moves way too fast at close distances meaning you're exploiting something that isn't counterable unless the Survivor doesn't play optimally which in turn creates Zoning pressure. Slingers Zonning pressure was absurd. Not only could he ADS and exit ADS at super speed he could also flick his shots. how is that something that should have stayed in game for 1 year?

    I don't even care if he needs to be strong in 1v1 because he sucks at 1v4, every killer sucks at 1v4, that doesn't justify having their 1v1 extremely problematic for the game. People cry Spirit OP but then forget other killers can do way more than Spirit can with alot less trouble, which was the case for Slinger, his Zoning would guarantee hits no matter what the Survivor did.

    Coupling his absurd Zoning pressure with the fact he was a better stealth killer than stealth killers means his 1v1 was extremely hard to counter. You could force people to spend time Mending aswell ( i hate the status effect, it's a free health state for Survivors but it still exists and wastes some time) and even if you can't get the M1 convertion from Shooting them you can let the chain break and get an injure state, every shot on a healthy survivor is always equal to an M1 wether it breaks the chain or you make the convertion. In comparison Trickster hitting 5 knives and then losing the survivor is the same as hitting 0 knives. D.Slinger is definetly fine.

    Again all you people can really complain about is the lingering Slowdown when exiting ADS, which yes makes him feel slugish to play but power wise he is still the same power. The ADS Move speed add-ons were over nerfed but those are excusable. They can deal with those later.

  • I don't see why anyone who was a Slinger Main would stop playing Slinger. His add-ons are better and the only issue you have now is the sluggish feel when you stop ADSing. Everything else is the same or better. Survivors still have very little time to attempt a reaction and if you use LoS blockers to pre-aim then you are mimicking no scopes anyway. The TR change hasn't bothered me one bit and if it starts bothering then M&A is still there. People were already using M&A on him so why not use it still!? People are really overexagerating with the "Nerfs". The only change people should be talking about is the ADS move speed ad--ons, those got gutted when just a slight tweak would be fine, that aside, his Iridescents got buffed, he still has the reload add-ons, etc,etc. I wish Pyramid Head or Ghostface had useful add-ons besides range and recovery respectfully.

  • DbD's skill ceilling is very, very low. You don't need much to learn each killer. Killer's are very limited in theirs designs and capacity and how well you do with a killer is always dependant on external factors to Yourself and how well you can do with that killer. Map, Map RNG, Caliber of players you face, Builds, etc,etc. There's no reliable way to say something takes alot of skill or not.

    "Nurse takes skill" Nurse is a very mechanically simple killer. You point and TP and she doesn't require manny different keys to be played. So all the "skill" in playing Nurse is based on making the right predictions. Predictions aren't a guarantee, you'll innevitably miss Blinks so are you less skilled when you miss and more skilled when you don't miss a Blink? How is a prediction a skill? Taking more or less time to "Master" a killer isn't a measure of skill either, different people lçearn different things at different time rates.

    I'll argue Pyramid Head takes more skill (how much more isn't the question, it's still DbD so the bar is still low) in playing, managing his full potential requires deep map knowledge, in game awareness, prediction and loop manipulation, to make things go your way on top of dealing with all the external factors that don't involve my input or capacity to affect the game.

    When people talk Skill showcase, i expect knowledge, coordination and execution demands on high level. DbD isn't high level execution or coordination or knowledge. If you people want to see coordination and execution go watch somebody Skilled play DMC for example. There you will see what is coordination, execution and knowledge in play.

  • There's no hopes for this game after they decided MMR should be a thing. Changes to the core of the game will never come, they are too proud of their work to do any drastic changes. They'll just keep doing what they are doing now.

  • Worse than Meta Perks is the game needding those Meta Perks to be remotly playable.

    In every game there will be a Meta but games offer more ways to play but not DbD. DbD needs to change the core gameplay but BHVR will never do that for 2 reasons, first they are very proud of themselves and for them the game is nearly perfect and second reason is even if they wanted to it will be mostly impossible to do since they're dealing with such a messy code, which is their fault to begin with, so a deep core game system change will not come anytime soon or ever. They have a 7 year plan for DbD so until those 7 years end we will have the exact same game just more content added to it. What happens after these 7 years? Nobody knows but the certainty is DbD2 with proper coding, with them listenning to feedback and all that is nothing but a dream. They've invested so much into DbD already, all the licenses they've already used and would need to pay for use in another game, all the new in-house killers, survivors, maps, etc, too much work for them.

    Most likely they'll just move on to something else or never stop DbD as it is which is already stale and people are already waiting for alternatives.

  • No bugs, only unintended features.

  • Match that can't be won...Just because it's harder doesn't mean it can't be won. I rather face 4 people than face 3, everytime i have to play against 3 people they become Solid Snake and i can never find anyone to chase cause they're all afraid of playing, all hidding in corners, all going away as soon as they hear the slightest heart beat from TR. With 4 people they take more risks, at least there's something for me to play with...

  • They'll never do a flying killer, the height advantage in terms of locating survivors would be too good. You'd be able to see so much further and so much above objects, you'd locate Survivors too easily.

    I'd rather have a killer that could walk on walls/ceilings. DbD had the perfect opportunity to do that with a Licker for the RE Chapter but nah let's gut Nemesis character and slap him in DbD along with a Map the size of the planet earth but then give it 2 floors and make it the size of Saturn or Jupiter and then proceed to have the Map disabled a bunch of times in a row.

  • Legion, Ghostface, Trapper, Trickster.

  • There's a future for DbD killers!? I'm shocked, shocked i tell you!

  • Fairness in DbD would be for BHVR to be honest. More than the game being fair in matches i wish BHVR would be fair with the consumers. BHVR being the way it is is why i will definetly leave DbD when Evil Dead comes out. I'll try my luck with Evil Dead and if it turns out not good then so be it but 2021 is the end of DbD for me. I'm tired of the way BHVR does things, i'm tired of their unwillingness to admit they are wrong, unwillingness to change how they communicate with consumers, their unwillingness to rethink what they do and how they do it.

    Maps beind disabled left and right, content coming out with tons of bugs. Balance changes nobody agress with for the most part. Performance being horrible. Game Mechanics constantly breaking. MMR. It's just too much and has exhausted me over 3 years.

    I've been playing videogames for over 20 years, i can go back and revisit Tekken 3, MGS, Final Fantasy, GT2, etc, games from a time where fixing bugs meant having a whole new game being developed cause you couldn't download updates and those games work better and are more Balanced and FUN, even if they have problems, than a game made almost 20 years later. And those games were brilliant, fascinating and you can still go back and play them. I have sunk YEARS into Metal Gear as a franchise, i have sunk thousands of hours into Bloodborne and i will sink thousands more and maybe years more into those games cause they are good games.

    IF BHVR started being honest then DbD would improve.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2586914#Comment_2586914

    That's a fair point about good / very good swf teamates & in reflection that probably is inherently unfair to the killer.

    I'm 100% solo & personally when I see teamwork pay off I find it rewarding it doesn't happen a whole lot these days!

    From the killer perspective I feel i'm a decent (not great) killer 90% play killers most consider B tier or below (Trapper Main) & I don't have an issue with survivors teaming up swf or otherwise.

    Of course I don't particularly play for a 4k if I get them all great if not I generally move on.

    I was happy to see MMR I had positive results in all the test runs, but I don't believe the kill / escapes is even remotely good enough to determine skill or much else.

    As someone with a pretty high escape rate (most of the time) I haven't noticed much of a difference as a survivor but my killers are a mess especially ones I've virtually never used or only use for a daily challenge like Billy.

    Totally ignoring 99% of what happened in a game & only taking the final seconds of a survivors fate into consideration escape or die is definitely an unfair system for both sides.

    I disagree with the MMR tests having had good results, all of my experiences in the tests were dreadful, especially the second test, i had so high of an MMR on Wraith, right after his changes, that during the test i went from rank 1 to rank 3 in about 2 hours, i couldn't do anything i lost every match with 1 or 2 hooks if i could get that much.

    And they actually lied, after the first test they said counting only kills and escaped didn't work out because it accounted for nothing that had happened but alas in reality they never changed anything. They have changed how much MMR you gain or lose and adjusted the max and min MMR and ran tests with those new parameters but the way they actually determined MMR never changed.

    The reason teamplay is rare nowadays in SoloQ is because self preservation is more important, because people want to have High MMR cause that's the "Skill" measure so Escaping by any means becomes the norm, which means gen rushing and escaping, which forces killers to camp and tunnel more to minimize MMR losses, cause nobody has fun beating up bad opponents, getting that 1 or 2 kills is basicly diminishing your deranking or balancing things out so that you stay were you were. It's only natural for all this to happen, people want and are driven to try and get as high MMR as possible for game progression reasons and for ego reasons, so when the system only counts the end results then anything is fair game to achieve those results.

  • @[Deleted User] said:

    When I play as killer I always try to play for 12 hooks (or 11 & let one go) if I accidentally take down the just unhooked survivor because their "saviour" used them as a shield to get away themselves I leave said survivor on the ground & chase the "savior" so the unhooked can get picked back up again.

    I believe from a killer point of view this is about as fair as I can get.

    What is unfair (or would be unfair if I felt this way & I don't) would be expecting all killers to play the same way I do.

    From the survivor side I think it's fair for teammates to do whatever it takes (within the rules & limits of the game) to try & help their teammates get out along with them.

    Killers complain a lot about blocking hooks (I rarely do unless their on death hook), flashlights (that I don't use) 99 gates (which has got me killee almost as many times as saved) & a whole host of things the survivors are supposed to be a TEAM, yes I play 100% solo & yes a lot of teammates play only for themselves but it's unfair or at the very least unrealistic for killers not to expect a team of 4 to work together for the good of the team & try to get everyone out.

    As for chases I don't particularly see anything as unfair some buildings and loops seem a bit survivor sided but other areas of the map mean you've pretty much had it within 20 seconds or so, survivors try to escape chases killers try to catch them, knowing when to commit or drop a chase is crucial (though even then it can be hard to let go sometimes) but other than map range I wouldn't say any chase was unfair

    The problem isn't the 4 working together the problem is the strength of when the 4 work together. The sum of the 4 is greater than their individual potential. A coordinated team has no weak point to explore. Even if individually they are weak in chases if they are coordinated they can do the gens and saves and killer will still feel overwhelmed. Teamplay trumps skill in low to mid levels and skilled teamplay is unbeatable. Best you get is a camp/tunnel kill and hope you get a second survivor before they leave. It's why the 2 escape 2 die mentality existes. Killer is already supposed to fail half of the objective. You can say oh but 2 survivors failed 100% of their objective, which is Escaping, that's 50% more of a failure than killer's objective, and technically you're right but you helped make sure 2 escaped while killer actually failed to kill/sacrifice 50% of the survivors. Your efforts saved someone while killer is a solo unit he either succeeds or fails and it's all on him.

    I'll gladly Sacrifice myself if i'm on death hook so someone else doesn't get killed on first or second Hook, so someone can use DS if they get tunneled, so someone can get time to use Unbreakable, etc. Getting Sacrificed doesn't mean you didn't play as a Team or that you aren't a good Survivor. But thx to MMR getting Sacrificed to save someone means killer was better in the 1v1 against you thereofre you lose MMR while killer gains MMR vs if i escaped i'd win the 1v1 and i'd get MMR instead. Since the N-SBMM system doesn't really reflect skill and BHVR admited that this means being a good teamate is useless, Self Preservation at all costs matters more, if you care about MMR.

  • What is fair? The opposite of DbD.

  • MMR exists because BHVR wants to. It surves no purpose at all but here it is. Ranks were definetly a much better system it just needed proper tune up, which was just simple number tweeking but whatever. But because this is a casual game and BHVR does things in reverse, they opted for the longest and most difficult solution. Implement a N-SBMM matchmaking system to seperate casuals from very active people. What's N-SBMM? IT's BHVR's SBMM. The N stands for Non, as in Non-Skill Based Match Making cause BHVR themselves already admitted they can't accuratly determine skill, that's why i said N-SBMM.

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584047#Comment_2584047

    But Boon totems are not the root cause here. Unsnuffable totems are. Which are part of a map, so the maps have ot be adjusted. And instead of disabling the whole maps (yet again), they choose to just disable the offerings, so one cannot exploit the unsnuffable totems with an offering. I find that a rather elegant solution.

    The heal boon itself causes crashes, so they disabled it (the root issue). But there's just no reason to disable the other boon as well, it is working as intended (as far as we now).

    So BHVR IS fixing the root here. Disabling the boons would be an overboard solution here. Just think of a similar situation with a hex. Would it be fair to disable all hexes just because there can be some maps with uncleansable hexes?

    No they're not fixing the root. You can still go to those maps cause they are active and you'll still encounter the problems. The reason they don't disable the maps it's because it's alot of maps being disabled at once and you don't want to have people know you're disableing maps left and right.

    So that you are aware it's like the third or 4th time BHVR has had to disable Dead Dog Saloon in the space of Nemesis coming out to right now, this moment. Even RPD has been disabled 3 times already and has spent more time disabled than it has been active.

    DD Saloon has had the same Totem problems since it's been implemented in the game, along with other texture bugs aswell.

    The Totems can be Blessed but not Snuffed meaning the problem isn't the Maps since survivors can interact with the Totem just fine, the problem is killers not being able to do anything about it. SO the Map isn't the issue, the issue is with the Boon mechanic. Killers don't need to interact with Totems, Survivors do and Survivors can Bless the Totems so if Survivors can but Killers can't then it's a Boon mechanic problem not a Map problem. Disabling the offerings without disableing the maps doesn't prevent the issue from happening just prevents abusing the issue. So no they're not attacking the root of the issue.

  • Because fixing the root of the issue isn't BHVR's style. They'd rather work on everything that is affected rather than what is affecting everything.

  • @AnObserver said:

    Put on Facemask or Slow-release Toxin.

    Survivors don't usually like being blinded or Exhausted.

    And you can get as much value out of those as you can from videotape. What does it matter if they're exhausted or blind if they're sitting on a gen? What does it matter if they're exhausted or blind if they can remove the trap on first try before you even find them?

  • m1 and hook every killer can do. Dash doesn't work on most loops plus it's the least useful of any attack with range. She's not good and never has been good at anti-looping and pre-dropping pallets makes it even less useful. If you want anti-loop then Pig is definetly not a choice you'd make above any of the other anti-loop based killers..

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2579792#Comment_2579792

    No, it's not why the killswitch exists, that's what I'm trying to explain to you. The killswitch isn't just for something that's broken- it's for things players are abusing. Players cannot abuse the Video Tape because the killer gains no benefit and the survivors aren't able to ensure they're facing it.

    Players will unknowingly fall victim, yes, but BHVR have announced it doesn't work and it's circulating the community so unfortunately there's just not much to do about that.

    And that's a stupid way to have it work. If it's not working properly just killswitch it, what does it matter if it's abusable or not? IT's faulty, deactivate it, it's that simple.

  • @slendermansmoom said:

    gen rushing is not fun to play against and this addons prevents that it's a game changing perk that balances out the game again single handedly

    the strength of the add-on isn't in question. And you can still gen rush against it. Finishing 1 or multiple gens at the same time does nothing different, you can have 4 seperate survivors on 4 different gens and finishing them all at same time and killer loses 4 gens while only benefiting from 1 gen activating. And even then he might not get anything valuable since all 4 survivors cna remove the traps at the same time aswell. It's a gimmick add-on.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2579774#Comment_2579774

    Alright, let me rephrase. It's not something you can *knowingly abuse* for an unfair advantage. The killswitch mechanic isn't to disable anything broken, it's to disable things people are abusing, or things that are actively crashing the game.

    but manny killer players unknowingly will fall victim to it. Not everyone knows about the issue. It should be killswitched, it's why the killswitch exists. Just deactivate it, work it out then reactivate it.

  • @jesterkind said:

    By "other players" they mean "your opposition". If a survivor perk/addon/item were broken in the same way, it wouldn't be killswitched.

    The killswitch mechanic is for things that are either crashing the game, or can be used to gain an unfair advantage. The Video Tape is neither of these.

    It should be killswitched. It's a killer add-on that doesn't work and gives survivors an unfair advantage of not having to deal with a killers Powers. How is completly negating a killers power not an unfair advantage?

  • Peak players doesn't mean average active players. The daily average playerbase is half of that. And it was a SHOP BOYCOTT not a DON'T PLAY. People were still playing while not using the shop. Regardless yes the Boycott was dumb and it accomplished nothing.

  • Scratch marks are less bright, they have delays and desyncs, they disapear fast sometimes because of desync too, they lack a clear indication of direction, they have gaps between them even if running in straight lines. These changes are from October/November 2019 when Oni came out.

  • They've been shadow nerfed since 2019, then the Free Iron Will Bug happened, also in 2019, and is still happening today, tomorrow, forever.

  • Corrupt is the only right answer. IT limit's Survivors playing field and even if a Survivor decides to take the chase to the area they can't progress in then they are eliminating resources in the area they will absolutly need to be at later. It's a very advantageous scenario for killer.

    Sometimes you'll get screwed by your own spawn and it will block 1 gen in front and 2 behind or vice versa so that ruins some of the leverage killer has but in general Corrupt is the only way to ensure all Survivors don't spawn on gens they can slam away.

    IT forces Survivors to move which can be good and bad. It can push them away from Hexes or into Hexes. It can push them from the edges of the map, which can be deadzones, into the inside of the map which will typically be safer. Chasing on deadzones is advantageous for a first Hit but the sprint burst from the hit can mean they get to a stronger part of the map. Survivors coming into the middle means they're closer, they're easier to track. Why do you think Plague has both Corrupt Intervetion and Infectious fright? Those two go hand in hand not just in lore but in gameplay. Bring them into the middle, and get information when you get a down.

    Lethal Pursuer offers you a quick way to a Survivor. IT won't guarantee that you get a down, it won't guarantee any early game slowodwn/pressure. IF you happen to come across a good looper then what exactly did you gain? A long chase where the other 3 can be split up and progressing 3 gens at once or quickly slaming 1 gen and then group up on the next one and you're losing gens fast either way.

    Only strong killers benefit from Lethal Pursuer, this is a fact. What use is Lethal on most killers? They're either lacking mobility, need set up or don't have downing potential so essentially Lethal Pursuer is just oh "they spawned there" IT determines absolutly nothing else. A DbD match isn't decided because of Lethal Pursuer, it's decided because of your killer choice, build choice, and the survivors players and builds and maps and RNG. Lethal Pursuer won't guarantee anything. Neither will Corrupt you can still lose despite having Corrupt but Corrupt gives you a safety net to play with.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2550972#Comment_2550972

    It's measuring the end result of several skills.

    I do think that the survivor side of matchmaking would be better as a 2 escape/2 kills but I see the good points of this MMR also.

    At the end of the Day, a Killer wins by making kills and a survivor wins by escape. You use all of your skills to achieve this goal, so it makes perfect sense to base it on kills vs escapes.

    And if you look at the forums, most people like the new matchmaking system.

    It doesn't take into account anything you bring or do to make the escape/kill goal reachable. You did all gens or did no gens is the same thing. You brought a medkit or toolbox or nothing? Same thing. Did you bring a map offering to get sent to somewhere favourable? Well the system won't judge that. Nothing you do matters, just the end result.

    You know what matchmaking system didn't take those things into account? The Ranked MatchMaking system.

    If Hatch escapes don't count as a Win in MMR then why are the Hatch and key changes being worked on? Killer players already dismiss them as saying they are a tie and BHVR just confirmed that aswell. So if they don't count towards MMR then why are the Hatch and key changes being worked on? Because they do count. They count for the Emblem System therefore they count towards progression therefore they must count towards MMR and therefore they are making the Hatch & Key Changes cause Hatch Escapes do count and they're just trying to hide that like they are hidding MMR.

    Ask yourself how can it not count as an Escape for MMR? Why would they make it an exception? Isn't the hatch there to give survivors an escape? If so how can it no count... Makes no sense.

    Ask yourself why is there 20 Grades, same number as Ranks, if Grades don't matter for MatchMaking. Can't we have less Grades then? The Emblem system works the same no matter Ranks,Grades, Ranked MatchMaking, MMR, why? Why is progression exactly the same for both systems then? The Emblem system suffered no changes to reflect what is considered good or bad performance in a match, so you can have good Emblems and not up much in MMR but you'll go up in Grades. How can you get Iridescent Emblems and your MMR not change much because of who you faced? Ranks rewarded you for doing well against any and everyone. YOu got Iridescent Emblems? You rank up you face people in higher ranks. All The Rank MatchMaking needed was a stricter gap in matchmaking. Reduce the gap to 2 Ranks and then make ranking up harder in early stages so less skilled people don't get boosted early on and start screwing up the middle and high ranks. Also SWF does not belong in any sort of ranked/competitive system. Make SWF fuse with KYF and create a seperate playlist.

    Regarding people on Forum tT's easy to assume most would enjoy it. Most are low MMR which is normal, not everyone plays DbD for hours and has all the experience and drive to play the game. So for those people MMR is helpful it lowers the chances of them facing good killers players or survivors, unless an SWF includes a really low MMR player to manipulate the average MMR of the group. The worst that can happen is facing smurfs or reverse boosters.

  • No.

    It's not measuring skill and it isn't even working if there even is any sort of "MMR". You're still getting mixed survs/killers just like ranked matchmaking.

  • Cause they can't do 1 game mode let alone add another.

  • The reason killer MMR has to be shared is so that experienced players don't go from barely used killers to barely used killer pubstomping. If each killer had their own MMR then that's what would happen. Play them till it gets hard then switch. And same would happen for newly released killers. Experienced players would pick new killer domminate, BHVR get's innacurate Data then killer gets changed because of pubstomping on low MMR.

  • It's not fair and it's not even working. I've escaped 3 matches in a row and have pipped in all of them aswell, i'm SUPPOSEDLY progressing in MMR cause i'm escaping and i'm definetly progressing in Grades, i'm now Iridescent 2 but guess what happened in my 4th Survivor match today? i get paired up with complete new Survivors without even the 4 perk slots against a Bubba...i think it's unnecessary to tell you how the match ended. I was the only person who could even make a loop but innevitably i go down, i'll run out of loops vs Bubba's saw.

    At this point i believe there isn't an MMR system, it's the same old Rank system matchmaking except Grades do not represent ranks thus matchamking is HIDDEN AND perceived as SBMM when it's a lie. They've said it themselves just yesterday, making a system can judge multiple factors is impossible for them so how is MMR any different than the old rank system? Maybe It's not. All they did was redesign Ranks into Grades and kept the exact same matchmaking. This explains the queue times for Killers being just as horrible as they were under Ranked Matchmaking. And explains the unpredictability of the matches.

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