mischiefmanaged
mischiefmanaged
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@ImHexyAndINoed said:
https://forum.deadbydaylight.com/en/discussion/comment/3206723#Comment_3206723
I never actually considered that, that's a good play. Trying that for sure thank you!
Just a warning that doing this has the chance of increasing the match time by quite a lot as the survivor won't approach you, won't work on generators, and generally the match won't progress at all while you stand on top of hatch. It can also be seen as a form of BMing mostly because it wastes everyone's time even if it's a decently good strategy if all you care about is getting the last survivor especially since it's possible to body block exiting through the hatch itself.
For me personally, I consider gate escapes after I close hatch to be random and the same as a hatch escape. I already won so if they get some extra BP because the game randomly put the gates 3 light years away from each other I don't really care. I've also had times where the game put the gates directly next to each other which made it literally impossible for the survivor to escape and Midwich is guaranteed to have gate spawns that are impossible to escape through.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3206475#Comment_3206475
"Maybe there's differing opinions on this, but I think "slugging for the 4k" really is only a problem when you don't know where the last survivor is so you try to use the third survivor to either bait the fourth out of hiding or you use it as a way to give yourself more time to find the last one. For the slugged survivor, this is a PITA to wait 4 minutes. If a killer tries to do that with this change, they get punished pretty harshly at 45 seconds and are more encouraged to hook the survivor immediately if they don't know where the fourth survivor is."
Thing is, you can just comb the map looking for the fourth survivor in roughly 45s phases, returning to the slug to whack them back down. You will eventually find and down that last survivor, and if the first slug still manages to get back up before you get that final down, you just repeat the process with the survivors in opposite roles.
You won't be able to repair any gens during this whack-a-mole process, so you're essentially held hostage, in a process that will likely take longer than the 4 minute bleedout timer.
This whack-a-mole game will be the only way to guarantee a finisher Mori, and the best way to guarantee a 4K after tunneling out the first two survivors, as you'll be bypassing 6 hook stages.
This will be the new meta strategy.
This is... sadly... probably correct.
I guess for me I just never really slug for the 4k without a clear goal in front of me, but obviously there are other killers who do that and would just switch to this strategy.
I guess then I just don't really understand the point of the basekit unbreakable if it doesn't really solve anything.
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I agree with almost all of your points. If I don't mention a specific number, just assume I agree with it.
For 1 and 2, I actually think this might be the main thing this change does well. Maybe there's differing opinions on this, but I think "slugging for the 4k" really is only a problem when you don't know where the last survivor is so you try to use the third survivor to either bait the fourth out of hiding or you use it as a way to give yourself more time to find the last one. For the slugged survivor, this is a PITA to wait 4 minutes. If a killer tries to do that with this change, they get punished pretty harshly at 45 seconds and are more encouraged to hook the survivor immediately if they don't know where the fourth survivor is. If they know where the last survivor is (you were grouped up and the third went down right next to the fourth), I think it's pretty reasonable to try and down the fourth and get the 4k. At the same time, I've had times when I did this and the fourth survivor ran me for much longer than I thought they would so the slugged survivor stayed on the ground for a long time. I would have gotten punished for doing that.
I think this is the exact scenario this change does well.
For 6, very much agree it kills Rancor as a perk. Just generally no reason to run it. I think it was a badly designed perk to begin with, but it was a fun one. There's really no reason you should just get an instant kill when the generators pop but removing that part of the perk makes the perk practically useless.
For 7, you rarely got to see the moris from Devour to begin with. Most people would let their teammates die on hook before giving a 5th stack. If you got one kill from Devour before they broke the totem, you basically guaranteed yourself a win. I'll miss the extra personality with it but I think Devour will stay at a relatively similar power level. It'll also get some synergy with hook perks that it didn't have before.
Everything you said about the new Unbreakable is just crazy. Unbreakable being at 100% recovery is just insane. It would still probably be strong at the same 35% it was before. I think Unbreakable at 100% could be fine though if the enhanced recovery speed had a deactivation condition. Something like, "Unbreakable deactivates if you pick yourself up." If your teammate picks you up, then you keep the enhanced recovery speed. If you pick yourself up, you lose the enhanced recovery speed or the enhanced recovery speed decreases like Built to Last.
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@WipeIncGamingYT said:
https://forum.deadbydaylight.com/en/discussion/comment/3204843#Comment_3204843
Twins are almost never played. Guess why. She is weak and easy to beat.
Gonna hard disagree with this. Twins are definitely not weak, but they also play the micro/macro game different from every other killer and her skill floor is definitely not low because of this.
For most other killers, the general gameplay loop is find survivor, chase survivor, down survivor, hook survivor and repeat. Maybe you slug somewhere in there if there's some altruism involved (like pallet save, sabo, etc) or you drop chase if you're being taken to a strong place away from generators, but the overall gameplay loop is the same for the entire killer cast. There's small differences, but killers from Trapper to Nurse all follow that loop.
Twins does not. Twins has some of the strongest chase/slug potential in the game. If you are being chased by Victor, you are going to get hit. Maybe not on Nurse level, but pretty damn close compared to most of the other killers in the game. If you're healthy, not the biggest deal. If you are injured, you are going to go down. At the same time, Twins has some of the worst time efficiency for hooking in the game when they use Victor. So if you're using Victor, you're find, chase, and down parts of the loop are some of the strongest in the game and your hook game is some of the weakest to the point where it'll lose you games trying to go for a hook.
Charlotte, on the other hand, has bad chase potential but has the same ability to hook survivors as any other killer in the game. And Victor isn't always available especially if you had to use Victor to get the initial hit. Maybe a bit similar to Oni where you're very disincentivized to use your power to get a hit (Oni can't, Twins is just disincentivized) and so the best survivors will just play safe to force Victor to be used. And if you injure with Victor and chase with Charlotte, you're mostly wasting your time and playing a worse Trapper.
When playing against Twins, the counterplay is also the opposite of most killers. Against every other killer, split up except when unhooking/healing. For Twins, group up into teams of two with one unhealthy and one healthy survivor at all times. That makes them a solo queue nightmare.
If you are playing as Twins and don't lean into their strengths and try to go for a hook after every down, then you'll lose and they'll seem very weak. This is all because they have such a hard time hooking after the down. As a Twins player, Victor should always be harassing someone. If you get a down with Victor, you need to run him over to a nearby generator or some key location so he can harass someone while you go for the hook. If you don't do that, you'll definitely lose every time against even the worst survivors. If you injure a survivor with Victor, it's commonly better to not chase after the survivor you just hit. You probably won't catch them due to Charlotte's terrible ability to chase and the other 3 survivors aren't being harassed. Victor just really doesn't help Charlotte in chase and, by the time you can start the chase, a good survivor will already be in a strong tile.
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I'd probably say they drop pretty solidly to mid-low B (previously high B) and the skill floor to play them becomes even higher than it already is. The skill floor and patience to play them is already pretty high compared to most killers and is my personal theory why they aren't played or are thought of as weak.
There is some good stuff for Twins with basekit unbreakable if there are no changes to Twins at all. This also assumes they get rid of the absolutely broken change to unbreakable that allows you to pick yourself up in ~23 seconds. If that stays, I think Twins in its current form would be dead. I'm just going to assume it's 45 seconds minimum to pick up and the only way to affect it is Boon: Exponential or through changes to heal speed.
- The extra time to recover (assuming that's what happens) benefits Twins because it means that other teammates picking you up takes longer. This may even make it easier to get hooks with Charlotte as it will be harder for a teammate to pick you up before Twins even walks over.
- If survivors play risky and stay injured, Twins is one of the killers who would be able to get the 4 person down and just end the match immediately.
I think that's about it though. If you can't get the 4 person down, you'll struggle. And the existing perks and counters for Twins will still work. Run very far away from Charlotte. Hop in lockers if you're far away from Charlotte. Hop in lockers if you're the 3rd/4th person to go down to buy time for UB. Rather than rush to pick up your teammate, just stay on the generator. Stay with your teammate and heal often.
This all assumes the extra time to recover and UB doesn't let you pick yourself up in ~23 seconds. If those two aren't true, then Twins will drop further.
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They got rid of the scream indicator on the killer side that told you exactly where the scream came from.
They got rid of the scream in general at first, but they put the scream back in response to the weird interaction with Merciless Storm. Presently, you'll scream if you're on the generator (knocking you off the generator and triggering DMS if present) but the killer will just hear an inaudible scream from somewhere and won't know the exact direction unless they were already close to the generator. Although you can tell which survivor screamed just by the voice.
You're still able to see the aura of the person being hooked right before the perk triggers so you can let go even in solo queue.
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@WeenieDog said:
Silver lining: killer queues become instant again
https://us.v-cdn.net/6030815/uploads/2Q1H5SAWWBUL/e5dww5hxiaaqbzr.jpeg
Haven't gotten a chance to play Nurse in awhile because I always feel bad after the game.
At least I don't have to feel bad anymore and can enjoy playing a killer I like to play.
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@Aven_Fallen said:
No need to change this tbh.
Unbreakable is strong when it comes unexpected. If the Survivor picks themselves up after 22,5 seconds, you know they have Unbreakable, so you will not slug them anymore.
For the rest, 45 seconds take ages.
The main problem is that sometimes slugging is unavoidable in certain situations and you make the conscious decision to risk the unbreakable or acknowledge that the survivor will be picked up by a teammate faster. If they have unbreakable, you at least got something from the engagement (you used up their limited time very strong perk).
Exponential makes this infinite, but is balanced mostly by the setup time, the ability for the killer to snuff the boon, and having to go down in the boon. At the same time, I've played a match on Midwich where two survivors had Exponential and I was playing Twins and I would literally release Victor halfway down the hallway, chase them with Victor, down them, and then be unable to actually pick them up because they picked themselves up before Charlotte could get there.
Making it so you can do that, but without teammates, without setup, and without the killer being able to have any counterplay to it might just be a bit too much. Twins is just the most affected by this but it'll be a problem for other killers too.
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The questions of "do you like hackers in your game?" come across as "maybe the hackers are a good thing!" and are tone-deaf.
I think their intention is to gauge how many people are affected by hacking in the satisfaction survey without directly asking that, but the question is very very badly written. I don't think I get hackers in my games because my MMR is probably too low (although I probably wouldn't know for subtle hackers because I generally just shrug my shoulders and move on), but of course I'm going to answer that playing with a hacker, if I was, would be extremely problematic.
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I'd have rather they just refunded the BP for the moris and removed them from the game. Or create an alternative mori for each character and have the moris change the animation for fun.
It's also weird that the Cypress one now seems like the best and least stressful one. The ebony mori just now means I spent a lot of BP and the only way to get it back is to stress about the 4k which, ironically, means I'm going to start slugging for the 4k which I have never previously done.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/3200480#Comment_3200480
Yeah, its because slugging is boring. And Slugging isnt THE counter to altruistic survivor play. Hooktrading is. Slugging has been an issue for 2 years now where its simply too boring. You can spend 32 seconds recovering and never be picked up. Thats horrible game design.
As for picking up teammates, yeah, sure, with Unbreakable its a good idea to leave your teammate slugged. IF the killer slugs. With the way that killrates have been going, the main factor why there is a 39% escape rate is due to slugging. This needs to be closer to 50%. Combatting slugging is THE way to fix that issue.
Does it mean that 3k's are going to be less common? Yeah, definitely. But thats supposed to be like that. Slugging currently gives an unfair advantage. The fix that will be live on PTB will still give killers an advantage, but it will no longer be unfair.
Are there some issues with this? Yeah, in very high MMR there is, but the fix to that would be to increase pick up and hooking animations, and slightly increase movementspeed while carrying a survivor.
Hook trading is really only employed by bad survivors. It's mostly just a suicide pact and gives the killer a bunch of free pressure and easy chases. It's not good strategy for the survivor unless the person being traded with is about to enter second stage or be sacrificed and there's literally no other choice.
The altruism I'm talking about are pallet saves or other flashlight saves. Slugging is also the primary way of punishing survivors who grouped up on a generator and prioritized it over healing themselves.
If you are never picked up from a slug, it's because your team misplayed massively or you crawled to a corner where the killer couldn't find you so you could try to wiggle out. Playing survivor is a team game.
You might find it boring but I find games involving slugging to be some of the most fun. There's nothing more boring than chasing one survivor, downing them easily, then repeating that while the other 3 survivors stick to generators. Chasing multiple survivors at the same time and interacting with multiple survivors is fun for me.
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It's a massive nerf to killers for a mechanism that doesn't meaningfully make the game easier for killers.
The mori when all 4 survivors are slugged/hooked really only comes into play when they've already lost and just makes the game finish faster for everyone. It doesn't make killers stronger because getting into that situation doesn't give them any buffs except messing with their FOV (which is annoying for certain killer powers and for judging distances).
So there's no meaningful change to killers here. In the situation where the changes happen, the killer had already won and now we're just talking about ending the game faster.
At the same time, it gives a basekit buff to survivors to prevent any kind of slugging play. Which will end up being relevant in every game. This removes one of the fastest ways for killers to generate pressure. It also makes certain perk combinations, like Flip Flop/Power Struggle, to be uncounterable. You pick them up, they're out. You don't pick them up, the pick themselves up.
I'm also not a fan of the FOV change. Whenever I run monitor or shadowborn, I feel like I'm nerfing myself because now the character feels different and I judge distances incorrectly. If I ran shadowborn consistently, I probably would feel the opposite. Monitor in particular also gives me a headache because of the constant FOV changes.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/3200160#Comment_3200160
Twins is already a priority due for a rework, and I dont think they will release this on live servers untill they altered Twins too. Any strategy that is repeatable and viable that requires players to not play the game for 4 minutes is simply an unhealthy strategy.
Besides, Slugging in general is simply super boring, being unable to do anything for 4 full minutes while being forced to stay in the game is boring. Not even talking that there basically is no risk for killers to end chase quickly.
This is a very healthy change, and a very neccesary one. There might be some downsides to it in higher MMR, but thats negligable compared to the downsides the current system has. Let alone that those downsides are much easier to fix.
Thats not even talking about the simple fact that a downed survivor is a survivor that cant work on gens. And Unbreakable wont be the most powerful perk in the game. Maybe for current meta, but that meta will change. How many killers do you think will slug for 22 seconds after knowing Unbreakable can pick survivors up multiple times? They wont. They will spend maybe 10 seconds on getting a second down, and then be forced back to hook or have that survivor being downed again.
Thats a very healthy risk factor. You decide to use the slug to either slow down the game while you chase someone else, or you pick up the slug to get a hook state. Right now, there is NO risk to slugging someone. Its literally just a free hooked survivor without needing to hook.
If you notice, I haven't mentioned anything about the automatic Mori mechanism. I've only complained about the basekit unbreakable and how the pickup speed is ridiculously fast for how powerful it is.
If you slug all 4 survivors at the same time, sure let's just end the match. No need to wait 4 minutes for the bleedout timer. If your problem is with the 4 minute bleedout after everyone is slugged, then sure give the killer a win.
But this change isn't just a "the game is over if everyone is slugged". This is a basekit way to prevent that situation from ever happening and removing huge parts of killer gameplay and strategy.
Slugging is THE counter to altruistic survivor play. If someone is under a pallet or going for a flashlight save, slugging the person and going after the altruistic survivor is THE play. And it then requires a third survivor to come for the pickup which takes somebody off of a generator. If the survivors leave them slugged to prioritize a generator, then you get two hooks (which a generator for two hooks is usually good for the survivors in my experience). If they go to pick up the slug, you delay the game a bit and prevent a generator from popping.
Now the survivors get both! Just because someone threatened to do a pallet or flashlight save. With the new unbreakable, it's actually a better idea to leave your teammate slugged. There's no reason to get off of your objective to go pick them up. The amount of time spent going to pick them up and the risk of grouping up with your teammates is worse than just leaving them slugged to pick themselves up. It completely removes that aspect of the game.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3200384#Comment_3200384
When will Deliverance be basekit?
Around the same time as NOED maybe?
Gotta also make it so you can unhook yourself in second stage too. And Deliverance requiring a safe unhook? Kind of annoying. Let's just remove that requirement. Also make self-care basekit and increase the healing speed. It's a massive pain playing the game while injured and one guy on the forum complained once that his teammate didn't heal him. And you know the gen speed penalty from working together on a gen? That's kind of a pain. Let's just make Prove Thyself basekit too.
Also it's a PITA having to rely on a teammate for a pallet save. Let's make power struggle basekit and set the recovery percentage to zero.
We can just balance this by making Devour Hope basekit. Make it not a totem anymore. Also start it at 5 stacks. Also, finding survivors at the beginning and them working on generators is annoying. Let's make Corrupt and Lethal basekit too.
We have a perfectly balanced very fun game everyone! Good job! No pesky strategy or teamwork required!
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@[Deleted User] said:
So I guess if you see someone slugged there will be no reason to go and revive them now. I guess that means I can just sit on that gen.
Pretty much this.
They're just really trying to remove any of the team parts of the game. There's no reason to get off of a generator to pick up a slug. Especially if the slug is running unbreakable. It would literally be faster for them to pick themselves up than for you to run over there and heal them!
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@BrightWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3198848#Comment_3198848
Like I said, it could have been a coincidence, but it was just too sus for my liking.
During that match I had Bitter Murmurs equipped and everytime a gen popped, it would always be three people on the gen. While the Mikalea was always sort of off to the side, with a good sight line on possible angles of approach for the killer while also keeping the gen in view as well.
She was also the one who would try to body block the hook when I'd manage to down someone, she was also the one who went for the unhook the most as well.
As for why I'm against VC in a game like DbD, it just gives the survivors an unfair advantage over the killer. In that they'll always know where the killer is in position to gens, so they can plan which gens to do in advance etc. It's very unfair, heck I'd even go as far as to call it a varient of subtle cheating.
If your in a VC to just talk or meme with friends, then that's fine. But using it to pass information that the killer just doesn't have, it's just too unbalanced.
I just think it's a strange opinion to think that the opposing team should have no information from each other and to believe that having that information is either unfair or even as far as subtle cheating.
It's a part of the game. You're on the side with 1. Of course you don't have information from your teammates. But, if you go into the game thinking that it's an unfair advantage, of course you'll feel like they're cheating even when they're not. The devs have openly stated that it's an intended mechanic of the game and the reason they haven't added VC are for unrelated reasons regarding other problems with VC. They know that VC exists outside of DBD and the only reason to use VC built into the game is to talk with strangers and they just didn't want to add that.
I just think you'll generally have more fun with the game when you stop thinking of survivors communicating with each other as cheating. I've seen that's a fairly common belief in DBD and the feeling like the other team is cheating will of course trigger a person. But, that's really all just your own perspective and not one that's shared by the game developers. It's also not one consistent with other online games that have a team component.
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I mean unbreakable will literally be the best perk in the game and Twins will now be completely unplayable.
I don't like to be overly dramatic and make fun of a bunch of people who are, but this is a terrible update. Slugging is both a valid strategy and commonly a required strategy for the killer to win. Getting multiple downs very quickly and snowballing is an absolute requirement at high levels of play. Making it so unbreakable literally causes you to pick yourself up repeatedly every 20 seconds makes it the strongest perk in the game.
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Just admit a survivor outplayed you and move on. It's not a big deal. Just mindgame the tile or zone them to a dead zone and smack them. If you're waiting for the pre-drop and breaking every pallet you encounter you're playing killer wrong. Learn the difference between safe, semi-safe, and unsafe pallets. WoO doesn't tell survivors which pallets are actually safe to loop.
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@BrightWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3198676#Comment_3198676
Hih, no idea why it didnt quote text the person I was replying too just now. Anyway, yeah I was playing Trickster. And I knownabout his huge radious, but the thing is I wasn't even near the wall or at least close enough to tell which direction I was comming from even if they did hear me.
Idk, I just found it suspicious that I saw Mikalea crouch into a position that had a good line of sight on not just me, but also the LT wall blind gen. Could just be a coincidence, but idk, just super suspicious. 🤔
I guess this is just a different perspective but I don't really consider lack of communication from survivors to be a feature in the game. So I generally just assume if one survivor saw me that all of them know where I am. If I'm playing a killer where that really matters, like Trapper, I'll sometimes check by doing something like placing a really obvious trap and see if the rescuer either falls in it or disarms it. If the one who was unhooked disarms it, I generally don't think they're communicating with each other because if I were in an SWF I'd have my buddy disarm it rather than me who was just unhooked. It's also a bit of a test for Kindred sometimes.
I just generally don't get why in a team game, the side that's the 1 in 4v1 thinks the 4 shouldn't be able to communicate with each other. I enjoy voice comms not being in the game itself though as I don't particularly want to talk to people I don't know or feel pressured to talk to people I don't know when playing by myself.
I also know that if I'm playing survivor in solo queue and I hear Trickster's lullaby that I'm getting off of the generator to figure out where it's coming from rather than be caught in a dead zone. Especially if we've got 3 people all grouped up on a single generator at the beginning of the game.
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It doesn't really matter to me if I "win" or not. Some of my best matches involve me not winning by my own definition.
As killer, basically I want to prevent anyone from exiting through the gates. If I get a 3k though I consider it a soft win and escaping through the gates after I close hatch is the same as escaping through hatch to me. It's mostly just "did they finish 5 generators and escape through the gate".
As survivor, if at least 2 survivors are able to escape through the gate. If I escape through hatch it's just for BP/tome challenges but I don't really consider it a win. If I escape through the gate and the rest of my team dies, I consider it a soft win. If I die at all, I consider it a loss for myself.
Sometimes I'll have a game where 4 people escape and I just have to sit back and be proud that they were all on death hook and they just played well. There's also times when 2 people escape and I just am proud that there were 10 hooks. Maybe more of those are in the soft win category.
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Something to point out is that Onryo is the only one of the killers who have a custom item where, to get rid of the item, you have to run across the entire map.
The vaccines/infection remover can be used directly next to the chest. Pinhead's box can be solved where you pick it up. You have to drop your item, but you don't then have to leave your item behind and run across the entire map.
And survivors don't even pick up the tape anyway. There's really little to no reason to pick up the tape because teleporting to a TV gives a directional sound and then Onryo has to eat an almost 2 minute cooldown on the TV.
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Probably a good thing. He's entertaining to watch, but the killstreaks haven't really been my favorite especially with the cheaters making it mostly impossible.
The minute that he starts having difficulty with the match he kind of goes into a frenzy trying to figure out if they're cheating. Which kind of causes him to start making a lot of bad decisions. Chat then starts acting like an ass and he lets them get to him. Or he'll be in one of his killstreak mindsets but will just let people get free unhooks when they misplay. I'm all for playing more kind in the name of sportsmanship, but playing nice while you're intentionally trying a challenge that requires you not to and then complaining about how you can't play nice and still dominate is a bit strange to me.
He also doesn't use addons intentionally for the challenge but bemoans survivors for not playing by the same arbitrary rules he decided for his challenge. Like he expects people to just drop their toolboxes with BNPs just because he's playing Wesker with no addons but they have no idea he's using no addons and they... want to win too?
I hope he starts to feel a bit better. Definitely one of the more wholesome streamers and helped me learn a lot about the game. He's pretty clearly not been having fun lately.
And the cheater problem at his MMR is pretty serious right now. I don't think I run into it at my current level but major streamers seem to run into it constantly.
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I think the only problem is that going in and out of lockers shouldn't reset the crow timer.
If entering and exiting the same locker repeatedly in a corner caused crows to begin to appear, then the survivors would have to walk around to different areas of the map and be exposed longer to the point where they might get seen or at least be forced to work on a generator or some other objective.
But, at the moment, you can just enter and exit a locker in a corner nowhere near the generators until someone gets bored.
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I don't particularly like Self-Care and don't run it myself, and I also see it misused a lot by players when I'm killer, but it does have a lot of advantages the "faster" versions don't. Compared to inner healing:
- Doesn't require finding a totem.
- Doesn't require finding a locker.
- Doesn't require using the insanely slow locker enter/exit animations or making noise to enter/exit quickly.
- Doesn't expose you to being grabbed out of a locker.
- Doesn't require a full uninterrupted 14 seconds and uninterrupted 8 seconds.
Similarly, compared to CoH:
- Doesn't require finding a totem which are sometimes in awful locations (bad hex totems are also bad boon totems).
- Doesn't require at least 14 seconds uninterrupted to even start healing.
- Doesn't allow the killer to just deny your ability to heal in the of your healing progress. You can run from the killer, but your totem can't and there's really nothing survivors can do to protect their boon totem.
- Doesn't make a loud sound that informs the killer both exactly what you're doing, possibly where you are, and what you're going to be doing for the next ~30ish seconds (oh cool, they booned and are probably trying to heal in that area I found them earlier. That means they're not on that generator, they're not going for the save, and I can probably find them there after I'm done camping this person). If the killer has already snuffed your totem before, and you reboon the same one, you just told them where you are. If you don't reboon the same one, you have to try and find a completely different one which takes more time.
The killer knowing your exactly location is very valuable information from a macro perspective. A lot of killers try to play chill and go for chases and hooks, but in a more cutthroat environment, informing the killer of where you are can be a game-ending mistake for the entire team.
Self-care doesn't have these weaknesses. Sure, the heal speed is slower. But, you don't have to group up. You can get interrupted and continue healing. You can choose the exact place you want to heal which can be in a very safe structure. You also don't inform the killer of exactly where you are or what you're doing. Self-care also allows you to finish healing yourself if you were being healed by a teammate and got interrupted. 99'ing your heal also might cause the killer to believe that they can get an easy down, but you just finish your heal and now you're a bad chase after they've already committed to it.
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I think it's a bug. If you tried to claim it for a couple of hours after they announced it, it gave you the Plague code again which had expired or been used. I loaded up the page on a different computer on a different browser and the code itself changed and I was able to claim it.
Hope that helps. If it's still not refreshing or not working, you should contact support.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3189798#Comment_3189798
I do agree... But Second Chance perks are there for a reason (dumb plays shouldn't be nullified by using a perk)
In some cases, is it a dumb play if you have a perk that you know you have and are planning to use?
I think the point that they're trying to make is Second Chance perk is largely used as a pejorative to indicate the user's feeling about how the game should be. If you consider the statement, "I do not believe it should be possible to unhook a survivor safely when the killer is present," then BT is a "second chance" perk and basekit BT shouldn't be in the game. Remember that perks are optional. The person who brought them knows what they are. The person who brought them will likely change their gameplay to reflect the loadout they brought.
There's then circumstances where a perk is just too strong. Old Dead Hard was definitely in the too strong category. It felt like it could be used all the time everywhere with no restrictions and that you could do anything and be safe by just pushing a key. That it put the killer in a position where it was lose/lose no matter what they did until Dead Hard got used. So because it was too strong, it felt like it was a "second chance". But the person knew they had it and were playing around the idea of having it.
There was even a thread on the forum, probably a troll post, where the person wanted there to be fewer hook states because survivors got too many second chances. It sounds ridiculous, but couldn't the ability to be hooked multiple times be considered a "second and third chance"? The game could have a gameplay loop where you just die after the first time you get caught. The killer hit you twice and you went down and got hooked! You lost. Game over. There's no reason there has to be exactly 3 hook stages. There could be 15 generators and you only need to complete 2 of them to escape. You might even be able to choose completely different numbers and balance it so a 2k/2e is the norm.
It's just that I'd guess the situations I've described above would make a pretty bad game and wouldn't be very fun.
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@jesterkind said:
I mean, most of the Prime Gaming rewards tend to be in-game currency or something equally minor, in my experience, so this isn't that unbelievable.
Would've liked to see a higher number, but this is fine.
I agree.
The alternative is no reward at all. The people complaining are really just showing that no good deed goes unpunished. We get some awesome skins that anybody who has Prime gets for free (which took designer effort to create). They see positive feedback and want to give more free stuff so they extend the number of Prime rewards. They can't actually put in the design effort on new skins which multiple people have to both come up with concepts, get approved, and then actually created so they try to give a previous Rift skin to new players who missed it. They get blasted for it. They then try to give some free BP (and 400k BP with the new BP changes isn't insignificant) because, again, in game skins was already a huge and unexpected free perk, and now they're getting dragged for it.
BHVR just can't do anything that y'all actually like, can they?
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@Peanits I actually had a question. Is there a concern that aiming for a ~60% kill rate might end up being an impossible goal? I'm not familiar enough with the numbers, but I would think that, with MMR being kills/escapes based, that this number would self-adjust itself to 50% all the time. Then the kill rate gets too low, killers get a buff, and the kill rates temporarily go up until the MMRs adjust again.
Again, I'm not sure about how this works in practice, but is there any data about the distribution of players for certain MMRs? I'd imagine if the game was imbalanced towards survivor, you'd see more survivors at a higher MMR and killers would struggle more to get there. If the opposite, you'd see more killers at high MMR and survivors struggling to get there.
But, if the aimed for kill rate is ~60%, wouldn't that indicate that killers should, on average, increase in MMR or remain even while survivors should go down in MMR/remain even?
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I mean the alternative is nothing. I believe the skins were supposed to be the only prime gaming rewards and then it was supposed to be done. They saw positive reception and continued rewards, but creating skins is still a decent time investment.
They then tried to give newer players an older unavailable skin as a reward and got blasted for it.
Obviously, I'd prefer a skin. But compared to nothing? BP is great. Shards are also great. Auric cells would also be great but I've got a feeling that one just isn't going to happen.
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It's possible the people more likely to use an aggregate site aren't the ones who use self-care.
I'm admittedly surprised by the usage of Prove Thyself. I was sure it would be in the top 3. I now see at least one Prove Thyself in every match. It's died down a tiny bit since 6.2.0 though as more people are replacing it with Hyperfocus it seems.
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I think it kind of depends on how those kills were gotten and I hope they're considering that. If it's a 2/3k because the killer downed someone early and camped them to death, I'd prefer that they discourage that. If the killer got a 2k because they got 10 hooks, that's a pretty fun game.
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@Peanits is there any chance we can get some clarification on the MMR softcap and how many people are in that range? There seems to be a rough belief that up to 25% of the player base are at or exceed the MMR softcap. Would we be able to get statistics about the overall number of people at each MMR range?
Some of the raw numbers were part of the MMR tests from a couple of months ago, but the numbers didn't really have any context because nobody really knows the distribution of the numbers.
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About 2 weeks before the PTB they copy your current progress at a snapshot in time from the Steam version of the game and that's what you have on the PTB.
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@justalilbit123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3178688#Comment_3178688
My last game I did the first 3 gens entirely on my own. In that time 1 guy was literally crouched walking around the perimeter of the swamp, which I could see him doing periodically with Bond. I had to be the one to save everyone too. The killer found me at the end when I was finishing the last gen (which guess what I did myself) and he chased me around the entirety of the map stopping at any pallet I could find. It wasn't until minutes later when he got me that the last 2 survivors finally finished the gen I already had at 80% and they both just ran to the gates and left. I'm sorry you're too high and mighty and cynical to believe that this is reality but it is and guess what, I'm far from the only one who experiences this.
I didn't say that you won't occasionally have matches like that. You said "most of my teammates" and acted like it was every game. Or did you just have a bad game and come on the forums to complain about it?
You'll have games with teammates who are better than you. You'll have ones where they're worse than you. You'll have bad matches and you'll have good matches. You also don't know what's going through the minds of the other players. Maybe that player in particular is new? Maybe they were crouching because the killer was near them? Maybe you saw them with Bond at the specific times when they were stealthing and at other times they were doing generators. Maybe you got put into a lobby against a killer who was very new and therefore matchmaking put you with teammates who were also very new. If you ran the killer around for so long, I kind of have to assume they were also probably new.
I didn't say that those types of games didn't happen. But, it's a video game. The other people who are playing are humans who are just trying to enjoy the game too and they have their own perspective. This game has a lot of randomness and the role of survivor has a lot of arbitrary, "You just die lol." If you want a game that is meant to be competitive, maybe try a game that's trying to be competitive?
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Play more selfishly in those cases. If you're in a match where that's happening, play more stealthily and secure your hatch escape. When you're in matches where your teammates seem more capable, then take chases and generally play more aggressively.
Just like you would adapt to the killer and their chase style, adapt to your teammates. Do you notice that the Claudette has Prove Thyself? Maybe take aggro so they can do a generator unimpeded. Do you notice you have a teammate obsessed with being healthy and hiding behind a rock? Maybe go heal them and keep close to them or they won't do anything.
Also consider that you don't necessarily know what they are seeing or experiencing. If you're really ending up in 100% of your matches having terrible teammates, you might consider that you're making mistakes. Maybe you're being chased, but you're bringing the killer near objectives so they can't do generators. Maybe you're throwing pallets very quickly so you last awhile in chase, but then your teammates have no resources. Maybe you are inadvertently farming them off the hook so they don't actually get a chance to heal or reset.
I highly doubt you are doing 4 gens solo, running the killer for ages, saving everyone on hook, and then being left behind for a 3-man escape every single match and therefore incapable of winning a match without some extra component to the above being missing. To fit all of that in to a single match, your matches would have to last half an hour or longer.
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Eruption is a weird one because when I've encountered it and used it there's a lot of counterplay, but playing against it feels really bad.
Ways it's not good:
- You need to kick the generator before the chase which means they pre-run and the chase takes forever.
- You need to get the down before someone completes the generator.
- Someone needs to be on the generator to really get value. The gen regression by itself isn't that good by itself, but the incapacitated status effect is huge.
- It mostly can't be used right after hooking because of the 30 second cooldown. By the time the cooldown is over, you should probably already be in another chase.
Ways it's good:
- It's really effective at stalling the game when it does go off.
- You can protect multiple key generators with it. It's very effective at keeping a 3 gen.
Ways it's annoying:
- When the killer just runs up, kicks the gen, and runs away you're just kind of like... ok? What's the counterplay? Do you stick to the gen and risk getting hit with Eruption or do you tap the generator and then work on another one? There's no actual interaction between you and the killer. They just kick the generator and then leave. You then go back and tap the generator. They then return and you run again and they kick it with Call of Brine again. You do this for multiple minutes and hope you're not on a small map. If you're on a small map or have a tight 3 gen, you can keep doing this for a very long time without anyone even getting injured.
- It really does work much more against solo queue than SWF. I'm normally a person who says there's not much difference between solo queue and SWF, but there's a pretty dramatic difference between these two for this one perk.
The ways it's good and bad are fine. It's just the annoying section that's the problem. But, if you give a clear indicator of when it's happening like Pain Resonance, you completely neuter the perk as nobody will be hit with incapacitated ever. If you remove incapacitated, the perk is terrible. If you remove the activation condition of kicking the generator to get rid of the pre-run interaction and encourage killers to actually chase, the perk would be too strong and have too much in common with Jolt.
I think my main problem with the perk is it feels boring to use and play against rather than the solo queue interaction. Having a killer come to repeatedly kick a gen and then leave is just not very fun for me.
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The extension is pretty useful from what I've found. There are times when you're trying to use your power and you need a little bit of extra distance to get the wall hit. It also effectively increases the throw distance too because you'll move further before throwing them.
I'm not sure if it's bugged, but the instadown when fully infected only seems to work when you hit them against an object and doesn't work when you throw them for some reason. That means the extra extension may be the difference between an instadown or just an injury.
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I'd be curious to know too, but there's pretty much a 0% chance that it's 25%. That assumes a linear distribution of MMR values that's just not possible with the algorithm they're employing. I'd certainly believe 5-10% though. With the number of players that DBD has, 5-10% is still a very large number of players.
Something interesting is the cheaters with a winbot going and saying they can't get higher than 3000. This is consistent with your opponent's MMR affecting how much or little your MMR changes. Since the winbot can't find anyone on its own "level" to play against, it can't get higher. That also tracks with MMR being a bell curve and not linear.
When Scott says that it's the same as old red ranks, I feel there's a pretty high chance he's just wrong. I obviously can't confirm that myself since I'm not a developer, but just assuming based on the publicly available information.
But remember that they specifically lowered the cap for this exact reason. It was due to community feedback that the top players were always playing sweaty matches with each other. You'd generally expect that lowering the cap would have exactly the effect that's mentioned here.
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It would create a direct monetary incentive for them to make the grind as terrible as possible?
I like what they've done better. They've made the amount of BP to unlock stuff not nearly as oppressive and they've made it so the default perks that aren't teachables are actually usable. Lightweight, We'll Make It, and Hope are all non-teachables that are pretty solid perks and you can make a pretty solid build on one of the default characters pretty quickly.
Bond, Prove Thyself, Lightweight, and Hope is a build that a new player can run on one of the default characters within the first few hours of playing the game and is a legitimately good build.
Lightweight, Quick and Quiet, Sprint Burst, and Adrenaline is a good perk combo on Meg that you can have by the time you reach level 15.
I've been finding myself running the basekit perks on survivor more often because they're actually pretty good in the current meta. Hope gives you 117% run speed and 10 seconds endurance when you get unhooked in the endgame. In most cases, that's basically a free escape. If the other person brings BT, that's 20 seconds. The killer could stop it or down the rescuer, but it's pretty difficult.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3174199#Comment_3174199
You're setting a precedent now where Killer hitboxes differ for survivors and objects - I dunno if this a good idea.
I think this has been the norm for a lot of other killers. I'm not saying it's a good thing, but Demogorgon and his sliding comes to mind.
30cm might be a bit too much but I'm glad that the environment stayed at 20cm. I personally think 25cm/15cm would have felt better. I've generally found the most frustrating times for me aren't when I aim incorrectly but when I get caught on stuff or just don't vault a window that I intended to vault. There's been some times that I get frustrated with the actual hitbox, but all of those I felt like I could have aimed better.
I'm excited to try 30cm/20cm though so I'm happy with that too.
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I was kind of afraid of this when they weren't really specific about what hook instance meant.
I'd just report it under feedback. It really should work once per hook state. If you let someone go to a new hook state, the only time that really applies is facecamping situations where it's impossible to save and it should be reusable in those cases. This can have the negative consequence where facecamping for 30 seconds can be more profitable than leaving the hook because you prevent the unhook and prevent Reassurance, which you now know is there, from being reactivated.
There really shouldn't be any situations where facecamping is a good strategy. If you failed to unhook within the extra time, the penalty is that your teammate loses a hook state. Losing your ability to reuse the perk doesn't make sense.
And being able to reuse it on a new hook state wouldn't result in any kind of trolling/keeping hostage situation. If you're really using it that way, it's an extra 30 seconds. Their stated reason for changing it was trolling/hostage keeping.
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@Sumnox said:
https://forum.deadbydaylight.com/en/discussion/comment/3161867#Comment_3161867
Please stop derailing, spamming the same flaming comments over and over, and insulting everyone, you contribute -nothing- constructive in any thread you participate in. Just insults.
https://forum.deadbydaylight.com/en/discussion/comment/3161828#Comment_3161828
Sorry, but an anecdote where this perk worked doesn't make it good. I also have instances where I made Detective's Hunch help. It's still a trash perk.
Reassurance is useless
This is the topic.
Congratulations you found a way it might be useful in SWF
I've consistently gotten value from it in solo queue since yesterday. You didn't say it wasn't good. You said it was useless. I don't get value every game, but that's a good thing? I don't get value from OTR if the killer doesn't tunnel me at all. That doesn't make the perk "useless". Reassurance isn't as strong as it was on the PTB, but it is far from weak. It literally counters some of the strongest killer strategies in the game.
And... uh... Detective's Hunch is somewhere between decent and good? It's probably the best totem perk in the game. Those have limited applicability which is why it's not better than decent/good, but that's definitely not trash? And if you need to do totems or there are Hexes present, it's very strong.
Maybe you just don't know what the word useless or trash mean? Or you think that all perks other than old Dead Hard are trash? Or you're still learning the general flow of the game?
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@Sumnox said:
https://forum.deadbydaylight.com/en/discussion/comment/3161755#Comment_3161755
Congratulations, you explained why Reassurance might work in SWF
I did this repeatedly in solo queue both yesterday and this morning. The problem with solo queue is often that people are TOO altruistic because they can't tell their friend, "I'll be right there. I'm at 95% on a generator."
I've also used it in matches where there was substantial tunneling. Instead of saving the person on the hook just for them to get tunneled, I went over, used Reassurance, and kept them safe on the hook while a friend of mine was finishing the last generator. The person who was getting tunneled was a random person and I had no communication with them. While I didn't plan it this way, that Reassurance play ended up being a pretty substantial distraction and it allowed the other survivor to get a hook from a camping killer.
Instead of constantly thinking your team is a bunch of potatoes, you really just have to go, "Oh, my teammate used Reassurance and didn't unhook when they could have. There must be a reason. What's their strategy?"
I've also found Reassurance can be a good solo queue way of saying, "Hey, I'm just trying to finish this generator you're hooked right next to in a stealthy way, but I see you and I'll be right back."
The perk really removes a lot of the pressure to unhook asap because it gives you such a large fallback. Sometimes it's better to wait for the unhook, but waiting for the unhook is risky if the killer then comes back to camp. Reassurance basically removes that risk and removes a lot of the times when you'd be forced into a hook trade.
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The intention of the exit gate blocker is that if you throw them against the exit gate you'll be able to pick them up. If they're not injured or they're not fully infected, the gate doesn't block for long enough to do anything.
So it's the same as Pinhead and Deathslinger. If the person is injured, then you can kill them in the exit gate. If they're healthy, then they'll just escape. Twins also blocks the exit, but that process forces you to be injured so getting hit in that case is always a pickup. And if you are injured in the exit gate, Victor doesn't help at all.
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There's a DBD dev that posts on twitter (or I think it's a dev).
Basically, Wiretap and Blast Mine use the same/similar code path. Blast Mine was intended to deactivate when the timer ran out, but that was bugged and never fixed. When Wiretap was done, the code path needed to be rewritten. This caused Blast Mine to be "fixed" too.
I'm not a fan of this, but it's likely not because they said, "Blast Mine is too strong." It's they fixed a bug, figured it wasn't a big deal, and it went live that way. Since the work itself wasn't an intentional, "We're going to fix Blast Mine," but it was, "We need to implement Wiretap," it missed the patch notes for the PTB because they forgot to include it.
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I just saw this. This is a pretty significant nerf. You were able to use the perk in solo queue to communicate with teammates that you were on a generator. That's kind of completely destroyed now? It's just not worth using it that way anymore.
Did this perk have an incredibly high usage rate that I'm not aware of or something?
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Some small tips I've run into, but I'm definitely not good at Spirit and still learning.
- If you have heard a survivor and stop hearing them, they've likely stopped running. Generally stop phasing if you're in the middle of nowhere and they won't get anywhere useful in time.
- This is the same with scratch marks.
- If you're chasing a survivor and you hear them on top of you, I've noticed it's hard to tell if they're in front of you or behind you. You can turn 90 degrees instead of forwards and backwards to identify the direction instead which I think is easier. Left/right is easier to identify than front/behind in my experience.
- Keep an eye out for movement of grass or other things in the environment. These are valuable because they give you an exact location rather than a general location.
- Short bursts as mentioned above are very effective and are generally better especially when learning her.
- It's also sometimes ok to just stand there for a second in the middle of a phase if you think you can pinpoint where they are. They hear a general direction, but they don't know exactly where you are. I've sometimes found it helpful to just stand in one place for a half a second so I can get the correct direction.
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@ThiccBudhha said:
The developers are killer sided which is why survivors get 10 seconds BT base kit and killers cannot crush a boon base kit when there are 5 totems and crushing one implies the survivor already got value out of it. Just saying.
Why did you go into a topic about Shattered Hope just to derail it with killer vs survivor side bias from the devs conspiracy BS?
Just the first post and you're like, "Let me not respond to the topic at all and instead just derail it with childish nonsense."
For Shattered Hope, it might be nice if it had another secondary effect too. I kind of agree it would be nice if it did something when boon totems didn't exist, but I'm at a blank for anything that would fit. I think doing anything with dull totems would end up encroaching on other perks. You can use Hex: Undying to see people blessing totems after all.
Maybe really stupid, but what if it could be used on Hex Totems? There are several trap Hex totems where having a perk to choose when you activate it could be really nasty. Imagine Haunted Grounds or Retribution on demand? Or to say, "Hey Ruin is about to become useless let me break it and replace it with Pentimento." Or combined with Hex: Plaything/Pentimento? Then it would have a place in certain Hex builds too. I'd say the aura reading part of the perk couldn't work when breaking hex totems, but it might be a crazy idea that might give it some utility beyond boons?
I'd definitely say it can't possibly break dull totems though.
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@TheWheelOfCheese said:
https://forum.deadbydaylight.com/en/discussion/comment/3151423#Comment_3151423
Wait, they actually used glicko? Lol, that's what I suggested multiple times on Reddit.
To my knowledge, yes. Or some other algorithm that's based on glicko but I think it's specifically glicko 2. It was mentioned in a Q&A. I think it was the same one with the hockey analogy. What Patrick said is that the algorithm mostly works as a typical glicko system would for survivor where each match gets fed into the algorithm to produce a new rating (and I assume a ratings deviation based on the algorithm).
On the other hand, for killer, it uses a batching mechanism where all 4 matches are fed in as a single batch for a single moment in time. This is because your MMR score isn't expected to be different within the same match. So the batching gives a more reliable number on the other end. I think, if they didn't do the batching, you'd get a different MMR number depending on the order it was fed into the algorithm even within the same match.
When MMR was first revealed in a leak, I remember the leak said something about kills/escapes being the metric plus amount of time in a match and then it said something like "your score changes by 20 going up or 20 going down". After it was confirmed the kills/escapes thing was true, the second one became just a kind of normal assumption even among some large streamers. I've seen Otz not necessarily say it, but seem to base his assumptions about the MMR cap off of what I assume is that leak. Patrick's words in the Q&A seem to directly contradict that portion of the leak and it's likely the leakers saw something like "in one match, this happened and the MMR score changed by 20 so that must be the value." Then they insinuated that it was always true no matter the reason.
But we'll likely never learn more because this community is a bunch of children and preferred to make hockey jokes. I'll admit I'm a bit sad about that.
@friendlyant1 said:
https://forum.deadbydaylight.com/en/discussion/comment/3151423#Comment_3151423
I'm not sure how it works, but I can tell you that for a period of about 10 days, I constantly died as a survivor and my MMR kept lowering to the point where I was facing almost baby killers. It took maybe, 3-4 days of escapes to get back to what I assume is my regular MMR.
It would be different for different people. I don't know too much about it or how many matches the previous person played, but 2 weeks could be playing 10 matches or so. If they let survivors escape or they were survivor and died, it's not necessarily the case that it would change especially if they had a very low ratings deviation, their opponent had a high ratings deviation, and their opponent's MMR happened to be higher than theirs. I don't have too much of an understanding of the algorithm as my expertise isn't statistics, but based on the Wikipedia entry, there's a score and a ratings deviation. As you play more games, the ratings deviation goes down and your score starts to go to a specific value. As you don't play, certain "rating periods". If enough rating periods pass without data, the ratings deviation goes back up and your MMR would start floating more again.
If you have a high ratings deviation, as a new player likely would, you'll also have a lot more deviation in your matches. If I have a rating of 1200 and a ratings deviation of 100, then the system will believe my MMR is anywhere between 1100-1300. If I'm really at the 1100 side of that, I could get matched with someone who has a score of 1500 especially if their rating deviation is also very high or matchmaking is a bit slow that day and it widens the search enough.
We also know from the MMR tests they did that they have a "bidirectional matchmaking" switch. When searching for a match, it starts at a narrow range close to your MMR and gradually expands as time goes on. When it sees two sides that need a match and the MMR range overlaps, it will match them together presumably in some kind of queue. With bidirectional matchmaking, it requires both sides to have their match search range overlap with each other. We know that system is off and unidirectional matchmaking is on. That means that only one side needs to overlap with the other side to get matched. So if you go into a queue at a time when matchmaking times are imbalanced, you might have a 2 second queue, but the other side was waiting 5 minutes. If they were waiting 5 minutes, you may get too big of a deviation where it'll just feel like matchmaking is off.
If you look on Wikipedia, there's solid math for the system, but there's also a lot of "derive magic number from data and input here" that would be very difficult to figure out. It's not much of a surprise that it took a long time to do this when you consider that they have to build in the data collection capabilities, run data analysis, tweak the numbers, and they have to account for the fact that one side is a team but also not a team. I feel like if people listened to Patrick when he was trying to explain it rather than mock him for hockey analogies, we could have learned a lot about the struggles and tradeoffs they had when developing the system rather than just mocking a guy for trying his best and doing his job. It was a rare moment of incredibly transparency that you wouldn't hear from a game developer because that information would be considered "trade secrets" and the community just kind of ######### on him for it.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3151399#Comment_3151399
Except I have a tinfoil hat theory that you lose less or no MMR at rank1. I have done a couple of experiments and the basic outcome is that you can die for 2 weeks straight and the games feel exactly the same.
Rank wouldn't matter, but there will be some matches where you effectively lose no MMR. The glicko algorithm, which they've confirmed they use for MMR, takes your opponents MMR into account when modifying your own. It's not a static value that increases or decreases. It increases or decreases relative to your opponent.
So if you play against opponents that are higher MMR than yourself, losing won't really change your rating. Going against players that are lower than your rating will change your rating, but one match doesn't really move the number very much except at the beginning. So you'd have to constantly be in matches that are against lower MMR survivors for many matches. Any match where the survivors are higher MMR, which is more likely the more you lose, will effectively not change your rating much. And the matchmaker is trying to give you a match that's close to your rating.
