malloymk
malloymk
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- malloymk
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Comments
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2845316#Comment_2845316
I never "steered" anything anywhere. And when I want to actually "argue" about something I typically give examples and explain my position in a bit of detail.
I'm not "arguing" with the original poster, the only thing I did was point out 1) that the hockey kerfuffle is overdone; and 2) that his side comment about slugging was entirely dismissive of a perfectly valid way to win the game.
Now YOU I'm arguing with. See the difference?
I'm just here vibing. Have a great night.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2845258#Comment_2845258
Right, I'm the one that wants to argue. 🙄
I mean, yeah. Clearly. Your response to his original post was just a disagreement with really nothing to offer. Then when the OP further clarified himself you shifted the goal posts hard as if his whole reason for posting this was to say "slugging is bad".
I mean, you don't have to agree with the guy, but at least add something to the Convo besides steering the conversation to another us vs them post. Like, Imagine reading this first two posts on this thread and only gleaming "slugging bad". Weird stuff.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2845195#Comment_2845195
What goal posts? He made a silly statement that the only implication I could draw from it is that slugging is somehow unfair and winning with slugging isn't an actual win.
I gathered a lot more from his post than that. Seems like you just want to argue on the forums. Have at it I guess.
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@Kurri said:
What I find funniest about the hockey comment, is that; We do base hockey players on how they perform during the match to equate to their skill level in hockey.
It's not down to just how many goals in hockey matches, or win's and losses.
There is also Fantasy Hockey too.
Exactly. There have been plenty of players on losing teams that have been All-stars. The metaphor was terribly sloppy at best.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2844911#Comment_2844911
So now “slugging” is somehow cheap or unfair, got it.
Way to move the goal posts.
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@ThanksForDaily said:
https://forum.deadbydaylight.com/en/discussion/comment/2842288#Comment_2842288
Lol, Saloon is a small terrible map with terrible loops.
Yeah, not sure I agree with the guy that said it's a strong map for survivors. I'd say it's arguably one of the most beneficial maps for killers.
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I haven't noticed a big difference in games since MMR was introduced. I still get paired with suspect survivors when I play solo and still go against good teams when I play killer.
Same as it ever was.
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The game would be better if both sides could communicate a bit before hand. Set some parameters on perks and play styles.
Hell, just both sides being able to say "hey, how is your day going" would humanize each other a bit.
Sure, you're always going to have some jerks on either side anyway. But just a quick couple of minutes to chat prior would sort out some of these issues of us v them.
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Slugging and camping is their strength. Not really fun to go up against.
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I trade living breathing killers for bots that are skilled but programmed not to tunnel or camp.
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@EvilJoshy said:
DS was broken for 4 years.
Undying+ruin was mildly powerful for 3 months.
Bhvr works faster when one particular side has complaints. That side being the majority.
Mettle of man
Boil Over
Like, seriously. Both sides can come up with examples.
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I played against 6 straight tonight.
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Good for them.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2840105#Comment_2840105
Anecdotal, but I literally play solo queue to 'chill'.
It's a mix bag. I think I have some mentality where I get sweaty and complain a bit more when I play with friends. But also, lose a lot more as solo, which can also be annoying. Especially depending on some strange/bad plays by solo players or early suicides/DCs.
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@microppman said:
https://forum.deadbydaylight.com/en/discussion/comment/2836750#Comment_2836750
there are very rare scenarios where if a hook is permanently destroyed, you can't hook someone if they are in a certain spot unless you have a perk, forcing you to slug, which is super cringe imo, but luckily its rare
I always wiggle when that happens. I want those blood points in the survival category.
Cringe at the grind being such a joke instead.
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@MoraFlex said:
Stop complaining about NOED and start using Soul Guard, the most NOED-Killers are greedy and start slugging most of the time so you should be fine with it
Funny you should say this. I ran soul guard for the first time in ages for a few games yesterday. Played against a huntress who had noed. She slugged the first guy, so as I went to look for the totem she downed me as well and immediately picked me up. Doh!
Oh well. Not hating noed or saying you're wrong about soul guard. Just thought it was funny.
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Yeah, DC penalties should be much more strict. It's crazy out there. Games where the survivors are actually in pretty good shape and someone will still DC. Like #########?
The number one benefit with SWF isn't communication. It's knowing that your teammates won't DC at the drop of a hat.
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Still happens to me.
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I think the game would be better with no basement and without the hooks breaking for good when someone is killed. I think they're both out of date mechanics.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2765468#Comment_2765468
I loop him on one loop for 3 gens I would say that takes skill. I'm not great at survivor so I take pride in pulling that off.
Of course looping is a skill. If it wasn't something that took skill, all chases would last about the same time regardless of who the killer was and what their skill level was. Clearly this isn't the case.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2763325#Comment_2763325
The hatch doesn't count toward MMR.
Ahh good point.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2763196#Comment_2763196
So you are telling everyone here on the forums that you believe a survivor who hides in a locker for 25 or more games in a row is going to escape more times than he gets killed on average?
Why do you believe this?
I hate devil's advocate, but I'd be willing to bet if you ran plunderers, left behind, iron will, and call spirit with a key and you played like an absolute ghost you could probably escape in at least half of this games if not closer to 75 percent. You'd be playing scummy and would be bored, but it's certainly doable.
But in general you're probably right.
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I think all the arguments are interesting and have some merit, but that Dev's metaphor was pretty bad.
In general though, it's just hard for me to justify such a simple way to determine skill/MMR. Are these players solo? SWF? Are they running the strongest perks? Meme builds? No perks? Are the spending time in matches focusing on archive challenges? Did someone disconnect early in the match? Was someone AFK? Map size? Which killer?
These are just a few things that can really have an impact the likelihood of any survivor escaping.
Also in a game that is rich on several different side objectives and play styles (totem/boon hunter, altruistic, looping, gens, hide and seek, etc). It seems like players can carry their skill in certain play styles, so just like in Hockey sure you have players that fill different roles on the team. Nicklas Lidstrom was arguably the best player in the league for many years, because he had some offensive skill, but mainly because he was the best defensive player in the league for about ten years. Much different than Sidney Crosby or much different from the impact any of the best goalies have had.
I understand their reasoning to an extent, but I just think it's way too watered down for this game
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I guess my question is that if the survivors mmr increases or decreases based solely on their survival outcome, how does the killer's decrease or increase? I'd assume it would be incremental based on the amount of kills. But if that's the case I think it's kind of unfair that survivors have a very rigid mmr score, while killers have an incremental score. That right there seems to show some unbalance in the mmr scoring.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2763058#Comment_2763058
What's lazy about it?
Oh, I don't know. The fact that there are variables that stick out in every match that can weigh heavily on the outcome of a match.
I don't particularly love it when survivors who hid the entire game, never took aggro, never unhooked another survivor, never touched a gen, immerse enough to go through the gates as if they did anything outstanding. Anyone with half a brain understands that this isn't being skilled, in a game where it is literally tied to an objective, if someone simply walks through a gate shouldn't be considered "skilled".
Yeah. If it's as simple as escape equals a win, death equals a loss they should really make it more like 0 escapes = 100 percent loss, 1 escape each each survivor gets 25 percent of a win, 2 escapes each survivor gets 50 percent of a win, and so on. It would promote more team play (needed at the solo level) and it would be a more accurate level of skill as well. Sometimes you can just be the guy the killer wants out of the game, if he spends 3 gens to kill you, this making it easier for the others to get out, you absolutely should get a share in that victory. You contributed to the team's success. Just as those that pounded gens, tried to unhook, tanked, took agro, etc should have some share as well.
Are there better ways to determine skill. Obviously. But if we're really going to simplify it to escapes/deaths than it should be based on how the team does over the individual.
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@ShinobuSK said:
I like the buff but not all of those icons should make it into game imo, gens healing totems are cool. Even being camped could be in.
But chase and exit gates are a no from me
Why not the exit gates. If I'm at a gate alone, I always wait around in case I can help body block. If I know the other remaining survivors are at the other gate, I can just leave and not waste mine or any of the other players' time.
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I hope. Twins are terrible to go up against as a solo player. Games are done in like 5 minutes. Slug, proxy camp, and everyone is down or on a hook. Yawn.
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Cutting the grind by 66 percent would be an acceptable bandaid to start out with.
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It's just an excuse to keep the grind as insane as it is. End of story.
Since the game's release people have given numerous suggestions on how to alleviate the grind. They generally fall on deaf ears.
The few implementations that Behavior has made to lessen the grind simply haven't been near enough to what would make this game better.
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Same two as you.
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@Mandy said:
I prefer to the play the game properly and not to farm as do many others. Farming is a grey area - it's not something we're particularly keen on, as we want players to actually play the game and you cannot force players to farm with you.
I guess lower the grind then.
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@Lat0 said:
How sad do people have to be to use stretched resolution in a party game lmao
No #########. It's like cheating in euchre. The level of sadness one would need to have. Unreal.
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Lol. Cheating by definition is exploitation if the rules. Smdh.
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@Yankus said:
Yes it's fair, the game looks much better in stretched res and doesn't give any benefits
In stretched res, the game looks like an N64 game and definitely gives benefits. It's cheating, period.
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@Gwinty said:
Claudette in the corner and using Selfcare. Then running around like a headless chicken, getting clobbered by the Killer once more only to go back to crouch into the corner to selfcare. Happens 90% of the time for me. The other 10% the Claudette is wearing a hat and is a super good survivor.
Huntress will hit you on the hook a few times when you loop her for too long or are successful with a fancy play. Rescue your teammate with a flashbang? Do not worry, Huntress will camp and hit you on the hook for this.
And finally my best take: Frosty Eyes = No one escapes Death. Works 8/10 times for me.
Only works 4 out of 5 times for me.
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The vending machine from Maximum Overdrive as killer. It's gotta happen.
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I enjoy the game for the most part. I play solo survivor and killer. Though, mostly I admit I play survivor. Not because killer is a terrible experience, but mainly because I game while I walk on a treadmill and it's just more difficult.
I will admit killer is not fun when you go against the following play styles;
A) Bully team that is actually good at bullying
B) Gens are done in 5 minutes or less squads
C) Stealth gamers
But in reality there are things that killers can do to mitigate going against those type of teams. Most games though, don't fit these three types though.
And believe it or not, survivors also have games that aren't fun as well.
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Noed is a fine perk. Just a little boring at times if you play solo. People are much more risk averse and just leave if there is Noed which makes end game boring. Otherwise, it's not a game changer really. It might secure a kill or two which is more than fair since you went the first ten minutes only running three perks.
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Just do you. Who cares what people say post match?
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The biggest issue I have with being tunneled early is the fact that's it's pretty annoying to spend more time waiting for a match than the time spent playing in a match.
Also the low blood points.
But ######### happens.
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Old Freddy was fun to play as and against and is far superior to any of the new versions.
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Thanks everyone. I got it to work.
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@ThatOneDemoPlayer said:
You press it once
I'll try that way next time. Is there some weird delay though? The first time I tried to activate it I just pressed it it ended right away.
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Myth: The grind is bad.
Truth: The grind is outrageously bad.
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@Sherry said:
That it's easy to dodge and loop the killer. I've been playing for a couple years and I'm just not good at it. I'm older though, in my 50s, so that's my excuse. My teenagers got me into the game a couple years ago. The yellow glyph skill checks... couldn't do it, so I gave up on it. Maybe I have a slower reaction time. Who knows. I have almost 3000 hours in the game, so I'm just saying.
Every once in a while, I'll get toxic players purposely try to bring the killer to me. I guess, because they want me to be more bold, or not play stealth. Who knows.
I've gotten better at using pallets, but not against killers like the Trickster, Huntress, etc, that can just go through it.
The yellow glyphs are pretty ######### stupid. Took way too many attempts. Can't wait until it's complete 5 glyphs :(
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2400768#Comment_2400768
If you mean three gen strats, then its your fault if you lose against that. Do the gens in the right order and when the killer stays in the three gen the entire match, he cant injure you. With 4 healthy survivor and with no pallet used, a 3 gen is not a problem.
Lol. I play solo man, tell that to my "teammates". Also Corrupt makes it relatively easy for some killers to set up a three gen.
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As long as three gen starts are used, gen tapping should be in the game.
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Absolutely. Very disappointed to see that gone. Hopefully it comes back.
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@WexlerWendigo said:
He should just be a skin for the trapper, doesn’t offer anything on his own.
Lol, not even close to a thing that's going to happen. If DBD ever gets Jason he's undoubtedly going to be a killer and not a skin.