pseudechis
pseudechis
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Yeah I play for thematic fun myself.
when I play survivor I want to fear for my life. I want the threat of elimination to be constant and immediate and frankly it’s not.
Its so easy to heal up now that if you can get the killer to drop chase, which they often do because they have to spread pressure, then you can Uber heal up and be right back into the game in seconds. It’s too much. I rarely sneak around the map anymore I just run everywhere because I can.
As killer I want to feel like the monster, survivors should flee, feel pressured. It’s up to me to create that pressure but the game mechanics often make it very hard to do so. Also with it being so forgiving, survivors are bold to the point of annoyance. It doesn’t feel right and often isn’t fun.
I don’t want to play competitive loopy chase but I’m often forced to. It’s why I want custom game bots. I can kill them as underhandedly and dirty as possible and no one is gonna melt down at me post game about it or try to ruin my game experience by being obnoxious in game.
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Just because you get coordinated survivors does not mean high mmr. Maybe mmr higher than you should be but the idea is you lose and go down.
There are ways to avoid flashlight saves without a wall. Bait them out, have a quick check around before picking up. Run lightborn.
I run lightborn in most of my builds even when I don’t see flashlights in the lobby. I find them kinda annoying but that’s on me and I run the tools provided to avoid them.
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@Thusly_Boned said:
It really feels like a good chunk of survivors would like all killers to essentially be palette swaps of each other so they can play every match the same way, with the same loadout, and if something forces them to deviate from their usual approach, they get salty af. I really, really resent the sentiment among some that there is a right way the game should be played, and parameters that should be observed.
If the same approach worked for all killers, how boring would that be? I mean you might as well be playing tic-tac-toe.
I have been playing a lot of the Artist, and while I am not a top tier killer by any stretch, I am not bad. And while her anti-loop kit absolutely wrecks bad survivors who seem programmed to run loops the same way even when it is obvious it isn't going to work, good teams can absolutely evade and escape without simply holding w. She can be looped, you just have to be able to think on your feet. I have been dominated by survivors doing just that.
I think the crux of the problem is that the biggest slice of the DBD player base pie casual survivors that are not all that good. They aren't good enough to adapt, and have no real interest in trying. If they can't loop in the usual way, they aren't having "fun". The might watch their fave streamer loop and loop and they just want to emulate that (though it is high comedy running into some cocky 200 hour player who thinks they're somehow Ayrun or something).
Now I am not a great survivor, but I actually welcome deviation from the usual formula, even if I get my butt handed to me, and often tire of running tiles and looping the same way over an over again. Of of the great things about DBD (in theory, at least), it that it requires some dynamic skills.
If people can't adapt to the Artist (or Pinhead, or the Hag, or any other killer that ignore the conventional way of doing things), it's not because she is broken, it's because they might not be as good as they think they are, but most don't want to consider that.
And I absolutely agree with the notion that the game should not be balanced around the 1v1 interactions, but force creativity and teamwork.
That's what people seem to want though. A white cube with one swinging arm called generic killer.
It just runs after you while you loop as you please and feel good about yourself.
Anything else is boring, unfun, has no counterplay etc etc etc.
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Remember the new forum drinking game.
1 shot for nerf new killer/OP
1 shot for no counter play
1 shot for boring/unfun
2 shots if you get all three
Happy drinking.
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Its why I break every damn totem I see as survivor. Its good BP's and it counters NOED.
Boons tilt this game into the way to easy box.
I really think they are a bad design.
Especially when the reasoning behind the Hex undying NERF was having to cleanse multiple hexes was to powerful and to much work for survivors.
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Because she's new and people may have to think how to play around her.
Most people are too stupid to do that and will scream for nerfs from day one rather than learn how to avoid her.
The arguments will be in order:
1. OP
2. no counterplay
3. boring/unfun
Let the whining begin...
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Basement trapper
Infinite tombstone myers
jump scare myers
leatherface
I used to main hag but boons gutted her hit and run playstyle.
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They died along with their killer.
Its another win for the cry babies.
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@StarLost said:
It's easy to say and nearly impossible to execute.
For example, last night I had a string of TTV premades that I had absolutely no chance against and who made absolutely sure I knew how much I sucked by sitting in the exit gates flicking their flashlights and being jerks in postgame.
I go to bed, wake up and encounter another TTV premade who basically stall the game out at 1 gen remaining - just sabos/bodyblocks/heals and otherwise just runs around me teabagging. After 30 minutes I go AFK, and get told that I'm being reported for 'non participation' in postgame.
Right now, there seems to be a huge lack of killers at high MMRs, meaning that once a 4man waits for a few minutes I'll get thrown to them as a snack. Best of all, as per the developer comments yesterday, this doesn't decrease my MMR - so it can happen again and again and again.
I'm not sure how I'm supposed to extract fun from that.
That was my experience last gaming session too.
Had one group on the new map just stop doing gens at one gen and try and engage in chases, sadly I was lagging so hard it basically made it impossible to participate so I just had to eventually stare at a wall till they got bored and left. Then got all the reported for going AFK threats from the survivors because I wasn't accommodating to their fun.
I get the mindset of "don't take it to seriously and its a game". But if it ain't much fun, then providing feedback on why it isn't fun is not a bad thing.
It is a little disconcerting game design wise to see BHVR reps on the forums saying just "find your own fun". Its almost an admission that the current game state isn't very good and its up to the players to find the fun in that themselves. (I'm sure this was not the meaning but it kinda comes off that way).
EDIT, I don't care about my MMR, basically my goal is to have it as low as possible so the game is enjoyable and not very competitive. 4x escape doesn't bother me because the reward is better games afterwards.
Problem is you often have to eat 8 or 9 losses to get those better games. It takes time especially when survivors stop doing the gens and try to rub it in your face that you can't catch them. Then you get 2-3 good games and then have to farm another 4-5 losses. I don't think its a good design and wildly more inconsistent than the old matchmaking was.
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Yeah by the nature of the games design, you are actually fighting against your own motivation to play to consider anything but a 3-4K a win. So its hard to do especially if you are driven by success.
Where as survivor you can still consider a 3k a win if you are the one who escaped. So even when you lose you still win. Its a much friendlier win condition.
This usually gives the bad gamers among us license to taunt a killer player because even if the killer 3ks the bad winner/sore loser who got out still feels like they won and wants to rub it in the face of the killer. So as a killer player you often feel damned if you do damned if you don't on anything but a 4K.
For all the people who makes posts about "killers wanting 4K's" this is the most basic reason why.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2670906#Comment_2670906
I fully agree, I'm not saying there aren't things that killer needs buffed, killers have needed better gen regression as base for 5+ years now, and some survivor things are just dumb imo, I firmly believe Prove Thyself is the worst designed perk in the game, dead hard second. My post is basically just feeling annoyed at this mindset that killers join a game and then lose instantly with 0 hooks, while I don't have that happen and I see many other great killer mains also still playing good matches.
Are survivors stronger than killer? Well yeah, survivors don't have variations and differences really like killers do. A trapper will of course be harder, a clown can get smashed harder than a oni, etc, but does that mean killers can't ever win? Not in my eyes, I have seen some of the lowest tier killers dominate high level survivors. It isn't impossible
Oh yeah the whole all or nothing "unplayable" argument is usually just ridiculous trash. Only fools deal in absolutes.
I think what I meant by "missing the point" (That's a poor choice of words sorry), was the first question in your post "Where do people get the idea that killer shouldn't be stressfull in a 1v4 scenario", I'm afraid the answer to that is, they get the idea from the very theme of the game.
At the beginning I fully expected a really hard game experience as survivor and a kind of oppressive game experience as killer. That's the games image presented to you from all the promotional material, recreate a horror film experience. For the first few games its like that.
Once you learn the 'ins and outs' of the mechanics, you realise very quickly that the game pressure runs in the wrong direction making the game play experience unlike the horror survival its promoted as and more like a pvp game of loopy chase.
It bums me out because I find survivor boring to play as its rarely threatening or scary when the killer is hard pressured to threaten you. More often than not I sometimes find killer a lil frustrating to play, even when you 4k its often such an effort I'm more just relieved its over than happy about the outcome. If you do 4k (sometimes even if you don't) the salt and vitriol levelled at you is off the scale some days.
I think the more powerful survivors get 1v1, the more players expect to escape and the more upset they get when they don't. That's not healthy for the game either.
Its only a game so it doesn't matter that much but it does reduce my motivation to play down to about 1-2 games a week these days.
DBD is a fun game and its possible to have really thematic, exciting, scary, fun and funny games I just feel like there are less and less of them each gaming session with every new update.
I'd love to have custom game bots, if I want a competitive PVP experience I can have it, if I want to stalk and murder everyone with Myers without breaking a competitive PVP sweat then I can have that too offline.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2671682#Comment_2671682
Killers tunneling+camping is not THE problem. It is a symptom of the real disease. Which is survivors are too powerful when they know how to play. The entire reason killers tunnel and camp is unless your using the 2 meta killers it is impossible to get 12 hooks before they repair 5 gens. Unless they screw up. Which decent survivors never do. This game is designed to only function if the survivors make mistakes or do not gen rush. It doesn't matter how well you play killer. If both sides perform optimally the killer will always lose because they are out numbered.
Then the devs keep balancing the game around newbie survivors. Giving them even more tools to win. They need to put their foot down and tell survivors "git gud. Your not suppose to be able to beat the killer in a 1v1". You can't tell me survivors are not the favored child. Ruin+Undying was a thing for like 3 months before they nerfed it. DS took 4 years! Last chapter more killers were nerfed yet boons were not touched.
Most killers actually don't like tunneling because they feel the same if that was done to them. But they do it because they need to remove someone asap to stand a chance at high mmr. It's very common for 3 gens to pop by the time you can down 1 person. Killers need a snow ball effect to recover from that.
exactly this.
A mechanic that punishes so called tunneling and camping will only make this worse.
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I think what your missing here is that the theme of the game should have the fear and pressure on the survivors to survive rather than the killer to kill them.
So killer power should be equivalent to 4 survivors in power. Meaning 1v1 survivors should expect to be screwed but as a coordinated group they have a chance. That's largely true but not entirely.
While a lot of map layouts were fixed, survivors are still in a really strong place 1v1 with the killer.
You'll notice the META perks are all mainly perks that improve the 1v1 element of the game, DH, DS, Ironwill, Adrenalin, Sprint burst. Its possible to extend a 1v1 chase for so long that half the survivor objective can be complete before 1/6th of the killer objective is complete. That's a totally disproportionate ability to build pressure.
Also survivors virtually never lose time investment where if the killer is dropping chases constantly to apply pressure elsewhere then all the time spent chasing is lost investment. It takes killer intervention to stop survivor investment by regressing gens, but gen regression is often so small compared to the speed survivors can heal up, and tap gens, to reset killer pressure.
Its now even easier to heal up and reset pressure as survivor because most of the time you don't need a second survivor to help you heal. You can reset killer pressure solo further increasing survivor 1v1 power.
This is where boons become problematic because they create a fairly powerful group wide ability to quickly reset 1v1 killer pressure. Reducing even snowball spread damage tactics that a large number of killers rely on to be viable.
Yeah killers in many ways are stronger then they've ever been but it could also be argued that survivors are stronger 1v1 then they've ever been, so most of the killer strength is rendered mute 1v1 and potentially uselss against coordinated 1v4. It takes some mad killer skill and a lot of luck to apply high pressure against coordinated survivors who can compete evenly 1v1.
That just feels wrong within the context of a suvival horror game where the goal is to escape the big scary monster.
It also leads to killer players applying to most valuable and consistent pressure they can which is remove a survivor as quickly and early as possible. So everyone complains about tunneling when by very design you can't find a better way to apply permanent pressure than to remove one survivor ASAP, as often other efforts are too easily reset offering little to no value objective wise.
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I'm of the opinion that for the game to be true to theme then there needs to be strong unpredictable killers and generally weak survivors.
By weak survivors I mean weak 1v1 with the killer but strong when working as a team.
Balancing around a 2k 2E outcome is just not the way to do it, it results in killer feeling weaker than they should and players getting frustrated with the lack of viability 1v1.
It also increases survivor success 1v1 making it a blander game experience and coordinated groups on comms just completely busted game play wise.
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Its been one day and people are already screaming for the nerf bat.
This community sometimes... I just mean... holy crap. If this is the mindset of the player base then the META and the game play will never change, and just get blander and blander and blander.
Its not like people are saying "hmm my first impressions of new killer are X, but we'll see how it goes".
Its different so NERF the ######### outa it so it can be the same as everything else, but at the same time ask why does this game never get more interesting or change?
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It feels clunky and cumbersome with a keyboard and mouse.
Its early days but right now I can't see myself playing her much kinda regret buying it.
Also bought on sale nemesis and he's much more fun from the get go.
Should have known better than to buy a new DLC on release day.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2669862#Comment_2669862
I never want to tunnel or camp (unless its end game, which happens alot since 4 Gen can be done by the time I finish setting up).
I prefer a 9 hooks 1K game over 2 hooks 2K.
Each to their own but some of the best and exciting games I've played have been played in and around the basment. This is both as survivor and killer.
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2569423#Comment_2569423
Bad impact on the planet like most things we are already using on a daily basis? Or worse?
I am sorry for being ignorant but in current day and age when everything is cancelled left and right I have to be a little bit skeptical about it.
So far I am not convinced to completely give up on dbd.
Its not really about cancel culture
To flesh it out a lil more its about consumption vs output.
If you tally pretty much any value of entertainment and comfort vs ecological consumption, you'll come up with the answer 99% of the time that this is bad for the environment.
In a value vs consumption equation though NFT's are just a stupidly bad level of consumption for what's produced. Its an intangible piece of digital crap that burns roughly a household worth of energy to produce, sell and maintain.
If you burn a household worth of energy to run your house, one might say that's an understandible transaction, if you burn a near equivalent of that power to buy and maintain a single digital emoji you want... well you could be forgiven for saying that's an unnecessary level of cost for what's produced.
When we build profit models that include NFT's we legtimize this incredibly wasteful production.
Its kind of why they moved away from old school fast food packaging that had CFC's in them. Here we have boxes used for burgers that contain a material which causes a massive amount of environmental damage that's well beyond the value of the burger.
Now people like burgers and whole industries and livelyhoods are built on food distribution and sale, so if we can reduce the CFC use in this industry then the cost vs output equation improves and we can maintain this as something everyone can enjoy and benefit from with a reduced environemntal cost.
NFT's are a sort of CFC of digital content and if we start supporting them as a good market then it promotes the growth of a really ######### cost vs output model that really shouldn't exist.
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Sadly trapper A game now with the pretty much auto heal boons, uber burst perk, and very few good hidden traps anymnore, is to set up around basement.
Get one survivor in basement, trap the crap outa basement let them come to you.
1 of 2 things happen
Other survivors smash out gens and leave, 1 k game so no real change from most other games
or
Other survivors try really hard to save and either succeed or fail hard.
This is not as bad as it sounds as playing around the basment for the save makes for a lot of high intenisty interaction that is actually kinda fun.
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Yeah I've been getting that too.
Got stuck in a loop trying to kick a gen on Coldwind. Just kept loading the kick animation over and over.
Fun times trying to chase as bubba with the saw and no ttrantrum around corners when its dropping frames like no tomorrow.
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Hag is great fun to play and fun to play against.
I used to main Hag before I moved to Myers.
I like set up killers, the main problem with COH is that Hag's great strength was spreading a lot of damage quickly forcing players to either play cautiously, pause and heal up, or risk a quick down.
COH largely removes spreading damage from gameplay making hag a bit more focused.
Also noone wants to play cautiously anymore, seems like people want to power to just run around the map with impunity and get pissy when some killer mechanic means they can't. So that's what they do and it used to play well into Hag's spread damage playstyle but as I said COH is a bit of a problem with that now.
I don't bother with sloppy anymore it doesn't do enough to be useful.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2663341#Comment_2663341
This happens almost every time I face LF. That's probably not the reason.
Its all just assumptions.
Not every player who brings a flashlight is trying to be an antagonistic clicker etc etc.
Players need to stop making this game some kind of personal attack at them just because they got camped. The only person who can ruin your fun is you.
Its only a game. If you get camped then just queue up again and move on. The number of people who send messages post game claiming I must be angry or upset because I chose to camp at some point is ridiculous.
Defending a hook can often be a good play moreso in the current boon age. Sometimes it pays off, sometimes it doesn't and its up to the player to decided when and how if they do.
Yeah sometimes I get a lil tired of the loopy chase mechanic and have a chill killer game where I sit on a hook. There is nothing wrong with that.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2660307#Comment_2660307
For VHS, sure, but a really strong argument could be made that the reason DBD is the king of the genre is because the Killer can't be killed themselves.
That's certainly why none of its competition ever really appealed to me- getting bullied by good survivors in DBD is already pretty frustrating, adding actual damage and eventual death onto that seems even worse.
Its more that anything that weakens the antagonist's position weakens the threat overall. If you could also kill the killer in DBD it would be even less threatening and they are already doing a good job of diluting the horror element with uber healing, exhaustion perks and killer nerfs.
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I fail to see how this is unplayable?
You guys got to the endgame before NOED even became a factor in the game, basically you played a full game, completed all the gens and then died to NOED at the end. If you play 80-90% of match content then die (death is also match content) the game was hardly "unplayable".
Fewer survivors means faster survivor queues, so yeah...
SBMM is the problem, because previously your emblem and as such rank, would not be heavily impacted by NOED. This is because you would get credit for other stuff you did besides escaping.
If escape is the only thing that dictates success then NOED is problematic for the SBMM system because it can get kills that probably would have been escapes in the endgame.
THIS IS A SBMM PROBLEM NOT A NOED PROBLEM <- in caps for stressing the point.
NOED is mostly fine and outside of poorly thought out SBMM system, its a good perk that doesn't need change.
The solution to your post is, cleanse totems, play cautiously if its in play, hunt for it or escape and don't expect to escape until you are out the door. Anything can still happen in game.
Or change the thread title to "waaah I expected to escape and didn't get to due to NOED! NERF it waaah!" <- I think this a is a more honest title. (This is a flippant remark for nothing but comedic effect please don't take it personally)
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2660137#Comment_2660137
And more power to you for doing that! I don't hate on people using comms, it's just that the game wasn't designed around voice chat, which is why you have to rely on a third party for it.
I don't deny that SWF is what helps drive the fun factor for this game, but continuing to see nerfs on Killers when such a powerful thing exists for survivors is just frustrating and defeating.
Oh yeah I don't pretend to tell anyone how to play.
Play the way you play. Anything goes if its in the confines of the rules. There are things that kinda annoy me but that's all on me.
Nerfing killers does undermine the game experience though for both killer and survivor. I want killers that if they find me they will probably kill me because that's the game, its scary its tense. Same goes for killer I want survivors to struggle to get out because that's the game and its thematic.
Sadly there are more players who want to win rather than have a thematic experience and the game is balanced for them making it less asymmetric survival horror and more watered down loopy chase, from my perspective its a shame.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2660031#Comment_2660031
And therein lies the downfall of DBD. Killer is supposed to be the power role, the one thing that survivors should be afraid of, but a well coordinated team on comms will completely destroy any killer. There isn't a single perk that can equally counter survivors being fed so much information at all times, and if a team knows how to use that properly, then Killers don't have a chance in hell.
This is why our gaming group doesn't really use comms other than to have a laugh while gaming. We all kind of agree that the game is much more tense when you don't know all the info and often that makes survivor much more fun.
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Its good to see some positive energy.
I kinda have to say this though it isn't a service requiring thanks to play killer. Its just not nor should it be.
Its the constant bad behaviour of other players that seem to make people think it is, or act like it should be.
You are always going to see more bad survivors than killers because you a 4x more likely to have a bad survivor in a game than you are a bad killer.
There is also a social competitive component whereby a solo player may eliminate a member of a team and the collective of friends all feed off each others negativity about one of them getting killed. So 1-2 ######### survivors can breed 3-4 other ######### survivors over the course of a game due to social pressure.
The killer doesn't have that problem they are playing solo. They can only get pissy with themselves and for my experience most don't.
Next time one of your team mates talks smack at a killer for any reason call them out on it and watch the rest of the crew jump on you too for not participating in the social hazing process of an opponent.
If you are playing with that person who screams tunneler every second, calls everything camping, gets pissy about game mechanics or has strong opinions about how people should play that apply to everyone but themselves, ask yourself why do I play with this person and cut them from your gaming team.
Perhaps we can make a community of good gamers who are emotionally mature enough to play PVP and understand its only a game.
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@Sakurra said:
https://forum.deadbydaylight.com/en/discussion/comment/2660031#Comment_2660031
It's true. It's hard to have fun, but when you have it feels nice.
Yes it can be really fun, Its why I keep coming back. There really aren't any other games like this one that have some of my favorite iconic horror movie characters.
I also really enjoy predator hunting grounds for the same reason but I have the same love/hate relationship with it because its online PVP again. It has a semi functional solo game given the base game has bots but its not the same.
Friday the 13th has a solo mode which keeps me coming back even now that the servers are dead, but its really clunky gameplay so you can only do so much with it.
Solo DBD wouldn't stop me playing online but it would give me the option of playing offline if I didn't feel like engaging in PVP.
Having a solo mode would also let some of the more emotional members of the player base burn off some steam against bots rather than be dicks to other people. (I realise some people would still be dicks, but they would be dicks anyway because some people are just dicks).
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@Sakurra said:
I don't know why do you see this game as "lose and win". Games are not about winning. Games were created for fun. We should remember that.
Yeah but it can be hard to have real fun in an online setting sometimes.
I want a survival horror experience as survivor where I flee for my life from a scary killer and death is almost guaranteed making real survival horror, usually I get sorry killer gets looped all game and I sit on gens, run everywhere because I don't have to hide, and then walk out the open door when ready. If I do die then everyone pisses and moans about how the team failed ugh. I'm not that good of a survivor I shouldn't survive as often as I do.
When I play killer I want to recreate Friday the 13th/Halloween chase a bunch of fearful survivors around a map, scare the hell out of them. What I often get is BM guy clickity click while he runs 6 times around the same rock, then DC's or suicides on hook if you do catch him followed by post game sore loser/bad winner meltdown.
The game when played online caters to those who want to win a PVP competition not recreate and immersive horror experience. That's why I wish there was a solo play mode custom game with bots.
I don't hate DBD, I hate the DBD player base because I hate online PVP, its the bastion of sore loser'ism.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2658414#Comment_2658414
That's...DbD though. Rule of 3. If there's a survivor dead early, you stomp. If there isn't, you generally get stomped.
Yeah I used to go the tunnel out fast route and then stomp the other three at 2 gens left. I'd rather eat a loss on purpose when survivors clearly outclass me and then get easier games for a couple of runs just for the fun of it.
Its shame its like this but when everyone runs a set meta and just tries to burn through gens ASAP, never even bothering to hide or be cautious, resulting in my burning out a hook death ASAP it gets stale quickly.
I don't want uber competitive speed runs where tunneling is a norm so I can balance it quickly, I want an immersive horror experience, from both sides of play. Lower MMR often provides that.
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@Mister_xD said:
best thing about MMR to me is that i get to play other games now that i enjoy a lot more than DbD atm.
and every time nostaliga hits and i miss this game, all i have to do is remeber that SBMM is a thing now and i instantly dont want to play anymore :D
You usually get one good game a session. My DBD play lately has been log in play one game log out and do something else.
I'll flick through the lobbies till I get folks I like the look of (completely arbitrary of course) have 1 game usually its a good game and then log off because you probably won't top that one good game for the evening.
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Its the world at large 20% informed rational intelligent people working with 70% uniformed irrational unintelligent people, last 10% are the anarchistic/exploitative psychopathy/sociopathy that are in for personal gain or social anarchy.
Why should this forum be any different?
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/296174/mmr-continually-fails-upwards
I do think that the system should be a bit more nuanced at the survivor end of things, but I'm getting much closer matches at the more intermediate levels. It's gone from 2 of every 3 games being me stomped and teabagged by either a whole wall of red/purple or smurfing SWFs to maybe 3/5 games being really good, 1 being a bit easy and 1 being a crushing loss.
That's...decent.
I had this for a little bit. I ate about 20-30 face stomps to get it. Feels like its gone off kilter again a little as games swing wildly between me stomping and then getting stomped.
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They aren't mad at the GG they are probably mad at losing and in the heightened emotional state of being mad at losing they are then mad at anything. GG in their head is no longer a good game friendly ending its a taunt directed at them, why? because they are mad about losing.
If they didn't have fun, for whatever reason, they don't realize that it doesn't immediately mean other's also didn't have fun. But some people can't process this point and expect everyone to acknowledge their version of fun as the only version. So again GG becomes a taunt that upsets them because they are already upset at their own lack of fun.
Online man babies are gonna man baby what can you do? Just say GG and move on. They are gonna be upset either way.
There will be games where you think "man I didn't really have fun but the other team did well GG." If you can process this thought then congrats welcome to adulthood.
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Hey if MMR is working for you that's great.
Your game experience is not indicative of everyone else's.
I personally find it hard to find good killers when I play survivor. My games are pretty dull, m1 simulators then leave.
My killer games yoyo wildly between complete wins and complete losses. very rarely 2k/2E.
Feels less consistent on a balance front than under the old system where I sat in the green ranks and just had fun. I'd sit there on purpose because the red ranks were no fun and by that I don't mean no kills I mean highly competitive man babies who throw tantrums at anything.
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I think he has a good mindset for playing the game at high MMR. But that doesn't make him right.
This game can be a lot more forgiving to coordinated survivors than killers especially for minor mistakes. If you are running every game as a competitive sweat fest then it gets to be more of a chore than a game after a lil while.
It also doesn't seem that hard to crank up your killer MMR with only a couple of good games.
Personally I find the ideal of 50% 2K/2E idea of balance is ridiculous considering its a survival horror game. When I play survivor I want to be scared of getting killed and feel like escape is hopeless so when I do escape its a big thing and fits to the theme.
At the same time killer should feel oppressive and powerful because again that's the theme. This 50/50 game design of competitive pvp just waters down the whole horror game experience for me.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/295084/mmr-has-lowered-the-skill-level
That's not MMR.
That's your MMR, finally working correctly.
For a long time, during much of the rank days (and for about half of last year) killers had their matchmaking protections completely disabled due to complaints that red-rank survivors were waiting in queues too long.
Keep crushing it and your MMR will steadily reach a point where you start struggling for a 2k.
Every now and then the system seems to crap itself and give you a really bizarro match (I suspect either smurfs or a lobby dodge before I came in) and occasionally seems to be completely offline but for the most part it's sort of decent at getting me where I should be.
If I get several 4ks in a row, I'll generally find myself up against a 6000 hour sweaty SWF boonsquad that flattens me.
I've found that now too but I had to eat about 30 back to back losses as killer to get there.
I realise the system had to level itself out but holy crap was it rough to play those first few weeks. I basically just gave up on getting any kills in any match, for many many matches in a row.
Yeah I'm average at this game and I'm fine with that but I was promised games against other average players at it took a long time to deliver. It still isn't great. Have to say when they did the first match making test a year ago I had a better time of it right from the get go.
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I'd say its more that they further removed the skill element of match making.
Previous rank system required contribution to pip up or down. It was wonky and if you spent enough time online you would eventually rank up. So it was based on contribution + time spent online.
New MM is did you die? yes/no, did you kill anyone? yes/no. Contribution is irrelevent.
Somehow the latter is meant to be more representative of "skill" but it doesn't take into account contribution at all so you can rank up even when you don't contribute if your team smashes out gens and you get out.
Somehow the new "skill based" match making relies on less metrics related to skill than the previous "non skill based" matchmaking.
Did they just go to the zoo and pay a bunch of chimps some bannanas to cook this one up because I'm really preplexed by it???
Shouldn't a combination of contribution + escape yes/no dictate match making? Pips from contribution dictate how many points you move then escape yes/no dictate + or - direction. If you die but played an amazing game your derank is less than or equivalent to the increase of a poor game where you got out by luck and didn't do much.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2642156#Comment_2642156
because I find the game to already be survivor sided, so when I'm playing against a team who also wants to select the map (and then no doubt tailor all their perk builds to the map) I just find it to be very... dishonourable I guess.
Not to mention map offerings are fundamentally broken with SWF because a team can just rotate through their offerings which a single Killer cannot match the pace of with the offering to block map offerings.
I wouldn't say survivor sided. But definitely you are more pressured to get kills than you are to complete gens throughout most of the game.
It makes killer feel lackluster and survivor feel a bit too safe. Which kindas goes against the whole theme of the game.
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I've had that but its not about SWF or anything game related its purely me.
I go into the game thinking this one, yep this one, I'll just have a laugh and get a few BBQ stacks and that will be that.
By mid game with 1-2k and one down or on the hook I'm a salavating monster looking for that 3rd-4th kill.
Its like Jekyll and Hyde. I get to the endgame and think what just happened?
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Yes.
However I knew about DBD when it released but waited a very long time to pull the trigger and buy it because its online pvp only. That often involves interacting with the kind of people nobody wants to play with on a regular basis. I generally hate online pvp and mmo in general because of this.
So I don't really recommend dbd to others because really the player base is infected with a horrible collection of sore loser man babies. I'll change that recommendation the day there is a solo player mode.
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Usually only as survivor, NIN and type O negative.
Often I'll have a second window open with a movie playing. I did this a lot after the first month of SBMM, I just kept getting completely destroyed as killer and had to nose dive my rating to get playable games, so I'd watch a horror movie with the killer of theme, while tanking in game at 4 hooks zero kills for BBQ points. Scream/ghost face, friday13th/trapper, halloween/myers, texas chainsaw/LF etc etc.
(I didn't want it to be this way but the game was really unplayable and I think I've peaked skill wise and can't be arsed committing anymore time to it. Eating 30 losses while re-watching some great horror flicks over Halloween seems to have fixed it and my gaming experience now oscillates up and down from 4k to 0k with a few 2-3k in between).
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RPD is one of sixteen maps. Its hardly game destroying to wind up there. There are a couple of maps that I'm not a huge fan of but you just play it out and move on.
If the thought is that horrible then burn an offering. But even without it the odds are in your favour that you ain't gonna see it.
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This whole thread is composed of taking the game to personally.
None of what's being complained about here is toxic.
Flashlight clicking nope, stuns nope, camping nope, tunneling nope, hitting people on hook nope, BM'ing nope.
You'll find that most times the person upsetting you is YOU. BM'ing can't hurt you unless you let it because it doesn't matter its a game. Getting camped at 5 gens doesn't matter because its a game. Getting upset about these things and attacking someone else over it that is what's toxic.
You notice how everyone assumes the motivation for in game behaviour is always personally targeting.
You have no information, or idea, of another player's motivation... so why assume and create an antagonizing personal scenario in your head that only serves to upset you.
To make a few things clear...
If you are a good looper in a strong position it makes sense to get the killer's attention. More so if they are easily distracted by it and make bad decisions as a result.
It makes complete sense to kill 1 player quickly as a dead player is permanent free pressure for the rest of the game. Tunneling someone out early is probably the smartest play you can make if the opportunity arises.
If you are getting outplayed securing a hook and camping it can be a great way to reset pressure by having teammates come to you rather than chasing them. You can often get a sense of this very early in the game making an early camp just as legit as an endgame camp.
If you can save a survivor from a hook by stun or sabotage it makes complete sense to do it, no matter how many hooks the killer has.
Perks exist to counter these things not because its toxic but because they are in game mechanics that can change the outcome of the game. If you are triggered by these mechanics then run the counter perks. I run lightborn a lot so flashlights and their clicking doesn't bother me at all. If camping concerns you, then play a little more cautiously at the start and run BT, deliverance, open handed, kindred, DS, dead hard.
Whether or not mechanics are balanced, overpowered, useless or too forgiving for one side or the other is a discussion independent of toxicity.
Yes I often find survivor perks a lil to forgiving especially when you have an experienced coordinated team but my opinion of the game is that survivor should be tense and scary while killer is oppressive and dominating. Often it feels the other way around which kind of goes against the theme and I'd probably play more survivor if it was more intense to play, but that intensity is often lacking unless you are going up against a very skilled killer.
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I think only trickster as his aesthetic is so jarring against the gritty dark backdrop that I find him kinda irksome.
With his little glow bat and sparkle daggers, the only way it could be more camp is if he rode a unicorn.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2639408#Comment_2639408
I mean...With the nasty comments I've gotten. You'd think you really did kill someone
Exactly, I mean wow. People take this ######### way too seriously.
I think it stems from the I only have fun if I win mentality that persists in the emotionally under developed.
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Its been said but powerful, unpredictable killers and the threat of quick elimination make the game scary. Lack of information is also essential to this.
In addition to some of the things already suggested, I'd say killer terror radius should be suppressed until the first chase on all killers. Really ramp up the early game surprise and tension.
Problem is people get pissy when they get eliminated early but its that very threat that makes the game scary. It is survival horror after all.
It kinda amazes me that folks sign up to play an elimination game and then get upset when they are eliminated. Every time they improve on survivability and cut back on killer unpredictability the horror element of the game gets diluted into a very predictable consistent game of loop tag and that's just not scary.
Balance and counterplay are the two buzz terms that kill the fear factor. Things are scary because they are surprising and the odds are stacked against you, the more you even the odds and increase the predictability the less scary it is.
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Survivor BP is definitely a problem. I think its one of the reasons people get so upset when they don't survive.
For this game to be truly to theme, killers should be oppressive and survival unlikely. But if you die early as survivor you often have less BP's than the value of items you brought in.
If you eat a lot of losses learning survivor then the grind can be laboriously long given the paltry BP's.
BP gains should have a base equivalent to items brought in and then greater gains based on participation.
Killer BP's will always be higher than survivor given the relative difference among killers where as survivors are basically skins, but survivors should definitely give greater gains than it does.
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To all the replies about toxicity, skill and balance this has nothing to do with any of those.
I think the issue here is expectations.
What the game sells itself as is big scary killer chasing down fearful survivors desperately trying to escape.
The reality is most games are time pressured killer sweats to get kills while cocky survivors run around and waste their time as much as possible.
The latter is a much more lackluster game experience, for everybody. Because what's the point of a survival horror when your survival is all but guaranteed for a large proportion of your games. The game itself sets the wrong expectation in the theme and everyone gets pissy and toxic about it and rants about balance.
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@solidhex said:
https://forum.deadbydaylight.com/en/discussion/comment/2625573#Comment_2625573
and you really think people would still play survivor if there is only a very small chance of winning while killer is basically a walk in the park and you don't even need to be very good to consistently win?
I would. I'd probably play more survivor than I do now, but each to their own.
Right now though killers are more pressured to secure kills than survivors are to complete gens and escape in a lot of games. That doesn't mean killers aren't getting kills but the threat is going in the wrong direction.
Weak antagonists make for lackluster experiences.