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rha

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  • Actually yes I hate him. Every time I see him it's either infinite T3 which he gets at 4-5 gens left because everyone feeds him and nobody does gens.

    Or, far more commonly, it's Tombstone and the others feed him to 99%, then 10 seconds after I see the killer for the first time in the match, once he's right behind me he pops T3 and I'm instantly removed from the game with 1000-2000 points or so. Tremendous fun. Great gaming experience.

    My "preventive counterplay" when I see a Myers is "genrush and get tf out" until it's proven he doesn't have one of his iris - which is what most killers hate and I find that boring even as survivor, but on the other hands, many defend these add-ons as the "excellently designed add ons, every killer should have something like that to be scary".

  • I must admit I sometimes suicide myself because so many of my games have been catastrophic and I'm no longer in the mood for yet another frustrating one (though I don't DC). One of the last days I was playing for 6-7 hours and escaped only 1-2 times the entire time, and even those games weren't fun because for once I got decent teammates of my level and we completely stomped the killer (one of these escapes, the killer got so little done he got less than 5000 bloodpoints, the other killer got 6000-something).

    The longer I have to play one frustrating match after the other, the more likely it is that I suicide on hook if I notice I am yet again matched up with bad teammates who put up a shitshow while no gens get done.

    Right now I'm on the third game of the day, and every single one had at least one DC at 5 gens. My motivation to play is going rapidly down already now which means the more crap like this I'm getting the sooner I'll run up to the killer and kill myself in the following games if I don't like how my teammates are playing. Right now I'm still/already in the "I don't suicide and do stuff, but if the killer finds me I won't bother running away" mindset. Normally this would take me 10-12 bad games in a row.

    I'll start looking for an SWF this week. Nobody cares about solo players.

  • My P3 survivors are Claudette (my first P3, she still has some now-retired offerings), Nea, Feng-Min, Kate, Jeff, Nancy, Yui, Cheryl, Yun-Jin and Jill. Since the prestige change announcement I leveled Meg to P2-50 during the Bloodhunt and I am currently working on Élodie (she's at P1-50 now).

    For killers, I have Billy, Nurse, Huntress, Pig and Pyramid Head on P3. I also leveled Spirit, Plague and Deathslinger to P3 but I don't really like them anymore and never play them, I also suck with them, so I'd rather undo the P3 on these.

    Dredge is the first killer in a long time who looks interesting, so I plan to P3 it during the anniversary event if I like to play the killer as much as I hope.

  • In Central Europe, I'll tell my experience from other side (solo survivor) but it's basically the same: noon games are mostly survivor-sided and killers have a hard time. Some don't even get a single hook. Still some bad games where the teammates are the killers, but easy to forget since there are many good ones.

    Evenings: killers 4k pretty much every game, and it's not even close. Super frustrating as survivor. Since I noticed how different daytime games are I'm not playing survivor any longer in the evenings. Sadly I don't have much time to play during the day.

    I have my own personal theory: I'm at low MMR (this part is not a theory but a fact, my teammates usually have less than 100 hours and rarely a full set of four tier 3 perks), likely from playing too many unbalanced matches in the evenings/at night. In the evenings there are more survivors than killers, so the game probably has an easy time finding survivors it thinks that are as bad as it considers me to be, but there are not enough killers around that MMR so it has to create an unbalanced match and since I'm at the bottom of the MMR scale there aren't any worse killers and it has to pull in ones from higher MMRs which would mean basically every game is extremely killer sided. As I play way more at night than during day, the loss of MMR (even I lose less MMR against stronger killers) may have accumulated and put me - and others - in a region where during the day, killers of the actual same MMR (who are more commonly available in the larger daytime killer pool) become a joke to beat, plus at this time there are fewer survivors so any MMR range extension during search would rather fill the lobby with stronger survivors.

    For highest MMR survivors it could be the opposite, less killers at night means "unbalanced" matches are far more likely to include a killer of lower MMR so the survivors may have easier games.

  • I discovered that for me, time of day matters greatly.

    I can mostly play at night (long queues) and I lose most of my games then. I kept notes of my matches for awhile and I did not have a single day in months where I could reach a 50% survival rate. I usually lose 8-16 games in a row and then win one and then it's another dozen games lose streak.

    I currently have a few days off work and can play during daytime. Literally like day and night ... survivor queues are just 1-2 seconds. Killers are mostly very inexperienced (that's why I'm thinking playing so much at night handed me down to bottom MMR), but my teammates are often better and killers get maybe 1-2 hooks during the entire game if they're lucky. I escape almost every match through the gate. If I could play regularly during the day and it was always as in the last week, I could probably get out of the MMR misery at some point.

    Even when daytime games have not-so-stellar teammates, it works out somehow ... I got a huntress yesterday. Another killer so bad she couldn't hit me once in multiple chases. I ran her around the probably smallest loop any map has to offer and she kept winding up her hatchet. After many rounds she gave up when two gens popped and left me alone. I'm not the best survivor really (but not the worst either), so if I don't get hit, there's no reason to go down to this killer. Nevertheless, one teammate managed to die and the other two were on death hook. But three made it out somehow.

    I don't see much of a future for me as solo survivor unless they do something to improve the experience, I'll probably go looking for an SWF.

  • @Steel_Eyed said:

    https://forum.deadbydaylight.com/en/discussion/325293/no-mither-challenge-in-page-3-of-tome

    Am I the only one that enjoys the challenges from the Tomes? Like, it is called a ‘challenge’ for a reason.

    Or let’s start a petition to call them ‘slight inconveniences’ from now on so we can avoid anything remotely difficult.

    As long as you do that in a 4SWF, do whatever you feel challenges you the most so that you can feel accomplished for getting out alive.

    In solo queue (at my MMR) pretty much every match is ######### enough without someone running No Mither, particularly as their only perk. I will for sure not even try if I load into a solo match and see someone with No Mither.

  • I'm not so sure if they "will" add it or if it's really in the roadmap now. The parts of the post I would have underlined were "please keep in mind that it may change or even be scrapped entirely" (because that's what I expect to happen) and "this is a very early preview- so early that we’re still discussing this internally". Since they consider a "free" remaining totem counter that's not tied to a perk to be OP already, this would be even stronger than a totem counter.

    And I'm not even sure if that proposal would help with one of the main issues I have with my teammates these days: they work hard towards 3 gen situations, and they actively run the killer towards gens being made or towards/around hooks that someone is hooked on.

  • What are you talking about, literally minutes ago, I had an amazing solo game. Killer was insanely bad. I ran him around the map for close to five full minutes, I did not even have to use a single pallet (yes, I had a "drop pallets in a chase" challenge active and it didn't go up by even one) ...

    ... and meanwhile not a single gen pops. In fact as I go down, only one person is on a gen and the other two are randomly walking around the map. After I got hooked, the next person goes down in like 20 seconds and DCs instantly, of the other two one got chased and downed fast then and the last one didn't bother unhooking me ...

    Best thing is, I've got crap like that the vast majority of the time as solo survivor. If I had a masochist as a friend I could indeed recommend him this game as the most fun experience ever.

    (Btw, I'm not that good at the game despite my 2500 hours that I'd run an actually decent killer around for so long, he was probably super low MMR, because I'm also most likely among the bottom 3% MMR survivors, I've usually got a 6-18 game loss streak because of games like the one above and then I win one and then I lose another dozen again)

  • @FlameGNG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2818676#Comment_2818676

    but thats an escape? doesnt an escape count as a win as they said

    They said in a stream that a hatch escape is considered a draw.

  • Just FYI, getting hatch does not count as a "win" and won't increase your MMR.

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2806880#Comment_2806880

    Maybe it should though why should killers who don't have much kit or are just starting out have to face 1000+ hour players just because the mmr favors speed.

    I'm constantly playing at low MMR (I am fairly sure because I lose most of my survivor games, in recent times I've survived less than 15% of my matches) so I get the worst killers the game has to offer. I played against a Bronze IV killer yesterday who was phenomenally bad, along with three teammates who were all Iri 1 - and managed to be even worse at the game than the killer, so it wasn't a big deal for the killer to get a 4k.

    Grades and emblems have nothing to do with being good at the game. They should be replaced on the scoreboard screen, it would be more useful to show survivor portraits in their place. At this point I slowly suspect someone at BHVR loves to confuse players and enjoys all these complaints.

  • @Majin151 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2800330#Comment_2800330

    I mean the survivors can just get slugged if they want no one to get head popped it's best to entertain the pig imo as one of you isn't making it out unless luck is really hating the pig that match

    No, if the pig finally disconnects because she doesn't want to waste any more time, the survivors will all "escape", even if more than one had their box blocked. So the strategy to get out without any certain deaths if the pig blocks the "right" box of multiple survivors is to 99% gens and then do nothing until pig starts playing or disconnects ...

  • What I would love to know now, if the survivors notice that the pig blocks the box where two or more survivors' keys are in, and the survivors try to avoid certain death of their teammates by ... just not popping any gens at all hoping that the pig sooner or later doesn't want to waste any more time and moves away from the box, is it the survivors who are holding the game hostage (since the pig according to the devs isn't) or is nobody holding the game hostage even though the game is not progressing at all, and if it is not hostage holding by anyone if the game does not come to an end for a long time, why did hatch standoffs need to be fixed?

    Or do they really expect the survivors to kill themselves just to not get banned for holding the game hostage if the pig reports them in this situation?

  • While I think that solo survivor does finally need some love and is for me still the least fun role to play with the most inconsistent experience, I don't think it's in its worst state. The worst time for me was in the last days of the emblem system - I was forced to play at red ranks because of how stupidly easy emblems were to get and how little ranks did reset. I'm not the best player, slightly above average maybe but that's it, but I was constantly matched with other red rank survivors who were even less stellar than me and had to play with them against sweaty rank 1 meta killers who were playing as if they wanted to break the 4k world record time.

    I can safely say I'm playing on low MMR - when SBMM was switched on, all was well with good teammates against good killers and I had a decent escape rate, but after some time I got plenty of weirdly unbalanced matches. I lost almost every match for three days and all the time I noticed how killers I faced got worse and worse (sadly, my teammates got worse as well).

    When I play at prime time when queues are fast, I now usually get very new and low skill killers. Many of them haven't figured out yet you can lunge by holding the attack button or break certain walls. No Ruin, no Pop, maybe a tier 1 Overwhelming Presence. It's literally always a four man escape with the killer maybe getting one hook if he's lucky. One Artist these last days didn't even manage to get a single hit all match. If I had the time to play more than 1 or 2 matches at prime time every day I could probably get out of low MMR range eventually.

    However, I play so many more games late at night with long queues and when I get a lobby 4-8 killers dodge before a game starts, and then I get the really crappy matches like the ones you described and there goes the MMR I gained earlier ... so, for me it feels like a "time of day" problem.

  • I'll probably be the only one and people will hate me for it and I'm sorry, but after only two boring and frustrating games that ended up as 4k with 5 gens left, I already got tired of it and now I just let go of the gen after the first hook and if DMS is on then I consider running up to the killer and just killing myself to move on to the next game.

    It's probably perfectly ok against SWF, but in uncoordinated solo queue, everyone stops repairing to go for the hook and boom! all three gens that had progress are blocked. After a while I was so tired of it because one was dead, everyone else dead on hook, and not one gen done, that I decided to be so smart and stay on the gen and let the others do the rescue - except that the others probably had the same idea and the guy died on hook because nobody got him.

    That I'm not with really good teammates usually and the killer has enough pressure that DMS is literally permanently active just adds to the frustration. I guess it's time to get an SWF group.

  • @LoneSlinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762631#Comment_2762631

    Lmaoo if you actually believe this

    So the face camping bubba that gets a 3k is better then the pyramid head that hits all his shots through walls and gets 8 hooks

    And the Claudette that hides in a locker all game as I do all 5 gens then die by they escape is clearly better then me

    Theirs a reason kills and escapes is a trash match making system and they just keep doubling down on it

    Eh, I'll keep saying this, people take the "skill-based" label much too serious. The resulting games need to be fair and fun most of the time. Unfortunately, the devs spoke about the win conditions, so it has become almost impossible to tell who has actual problems with the SBMM and who thinks games must be bad because the conditions don't match his idea of skill.

    Facecamping as Bubba may be low skill, but if you pair him up with low skill survivors they can't handle that, if they get flooded with such killers it only ruins their day. Why not match him with higher skilled survivors who can handle this better?

    The pyramid head may actually just care about kills and not be happy to face stronger survivors without getting sufficient kills. I am not kill-focused and having everyone double-hooked would typically be my personal goal, but I'm not the majority.

    If Claudette hides in a locker all game, the chances that anyone will escape in a balanced match, particularly through the gates, go down drastically, so I'm not sure if that happens often enough that it would matter.

    If you do all five gens with one player inactive, that wasn't really skillful either btw, since you basically just held a button. The guy who ran the killer so you could hold that button for so long saved you the day.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2760367#Comment_2760367

    im a man of my word I will question you now.

    in all seriousness, kills aren’t a good factor cause if you take NoED or Any play style in it’s flawed I can have a ######### game and get no hooks then NOED activates and I get a 3k. That’s not skillful play. What if I camp 2 people out thats considered good and skillful? I don’t think so.

    This exact case is why I think kill-based is a decent approach.

    IMHO the real problem is that BHVR called the system "skill-based" and now the community takes that literally. If you take a skill-based approach and measure how well a killer uses his power and whether he was able to get lots of hooks, then at the average to low range of the MMR system killers get the license to infinitely stomp the average survivor group. You don't have to be able to hit a single hatchet as huntress, 110% movement speed is enough to get a 4k there, and I'm not even just talking about survivors who just installed the game. If you then say, "nah, she doesn't know how to hit a hatchet, and that 4k was because of NOED and those survivors don't know any totem spawns, let's put her against even less experienced survivors so she can learn" then the killer can just continue stomping like that. The MMR system tries to put killers who want to use NOED against survivors who can handle NOED well enough that it's considered balanced.

    Sometimes I think that it's way too easy for killers against average survivors so they rise up too fast. But everybody just wants to have the game fixed at the very top end, so ... but in the situation you describe, the killer still can help himself by using some perk other than NOED and losing a bit while learning to play the game.

    (Just for the record, I personally play for hooks and not for kills, I hated the Victory Cube because somebody could play a boring game and pip by camping the basement with NOED (or as Bubba, or a 99% T3 Myers) at the very end while I played a dynamic, fun and exciting match as killer and depipped because the system wanted me to camp a person in the endgame rather than leaving the hook and going for someone else. I was happy that emblems considered so much more, I totally agree that hooks are more useful to represent skill, still if I ignore my personal preference as killer and look at the state of the game and how others play, kills just seem better, but I am still not happy I have to kill if I want to play against good survivors)

  • "The community"? There are so many people in the community, the "community" that is vocal at a given time is always the subset of it that is unhappy with the status quo. If you were given the chance to design a "fair" matchmaking system that the anti-MMR folks would applaud to, and it would get implemented, I bet you'd get a similar amount of complaints about your system, just from different people.

    I may not enjoy every game with this SBMM but there are more decent games than with the old rank system. But then I didn't expect the new system to create nothing but amazingly well-balanced games, so that may be why I don't mind SBMM.

    Every time a patch comes around, there are complaints that BHVR "never" listen to their players. Ironically, the SBMM in principle addresses multiple issues many people had with the old rank system:

    It allows players to stabilize their MMR at a certain level where the old system required resets. The older more significant resets caused players to complain about unbalanced, sweaty matches for a bunch of days as the rank range was so compressed and the more skilled players slaughtered their way through the lesser skilled ones to get back to their place. Making the rank reset more "shallow" to reduce that effect pushed lots of players (survivors in particular) into the higher ranks who had no business of being there, just because they spent enough time in the game (I guess this is what you called "it was fairer for the killer" when for the average solo survivor with a bunch of below average but still red rank teammates versing a meta-slave wrecking ball killer it was absolutely not fair).

    The lack of need for a reset also makes it possible to have a separate MMR per killer, another feature that was often requested.

    Finally, unbalanced matches will always happen, particularly at times when fewer players are online, no matter what system. With MMR, the players with the disadvantage don't have as much to lose / the player will the advantage does not get pushed much further up from beating lesser skilled players. With the rank system the result of a balanced match always counted as much as that of an unbalanced one. Is that really a fair system?

    So, this SBMM does have its advantages where BHVR indeed addressed complaints of their players. If people are unhappy about some things and have constructive criticism so that the system can be improved (it certainly can) that's ok but I don't get why some ask to go back to the old stuff that had its own set of major problems - and it certainly wasn't fair.

  • Well a lot of "buff killers", "playing killer is miserable" threads are complaining and whining as well. Not every complaint is unfounded, and that's equally true for both sides and not just one. Devs' job is to find out which complaints are actual problems and which are not.

    Most forum posts only tell half the story. I've lost count of how many times I saw people complaining about the state of killers in the game that I felt so bad for them that they get 0-1 kills the vast majority of their games, and finally at some point they said something like "see, I 4k in 95% of my games, but it's more stressful to force 4ks every game than I would like it to be".

    Sometimes reading the forums feels like every killer of every skill level (of course they're all in the top 5% MMR) wants to be given the tools to 4k reliably against the sweatiest tournament SWF on comms. And if they tweak the balance towards that, who is then left to play fair games against 90% of the survivor player base?

  • I don't get why BHVR doesn't hide grades in the scoreboard. I don't play a lot of survivor currently, so I am always at a really low grade.

    One time some folks even bothered to create a message group to bash me because I was the sole reason the match ended with a 4k for the killer. They were sure I had done nothing but hiding all game and didn't belong in that match as I was Ash IV while everyone else was Iri I, so I obviously had to be much worse than they were.

    So that match I ... did solo 100% of 3 gens + 70% of another gen of 4 gens done total. In between, I did run the killer for awhile without going down (unlike the others, of course no gen popped during that time), found and cleansed two hexes and unhooked two survivors safely (no time for more because someone has to do gens, I should have, because "safe unhook" was an unknown concept to the others). But I was the sole reason we lost, because Ash IV.

  • Well I stopped playing survivor for over a year because solo queue is such an unbearable shitshow. I am considering myself a casual player, but that doesn't mean I like to be completely out of control of the match outcome and enjoy 80% of matches being 4ks for the killer with 3-5 gens left. I just didn't feel the need to write a goodbye post just because I'm personally not having fun anymore while many others still do (besides, I wasn't really saying goodbye to the whole game, I was playing killer during that time. It's 100% the better experience because I'm fully in control and if I lose it's only up to me).

  • I'm not sure about this, getting rid of this annoying message is actually the only real benefit of prestiging for me currently.

  • Aftercare? Love it. Has been especially amazing in games where there was just me and one other survivor still alive, one gen left, and thanks to Aftercare we could both made it out (e.g. you see which gate the other survivor is opening and when he's done so you don't run to the wrong one, and the other survivor sees from where you're coming and can run towards you and take a hit for you).

  • It's currently the group average, they confirmed this yesterday. They also said something about group MMR, see second to last bullet point here:

    @DesignDad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670592#Comment_2670592

    I'll answer what I can so we can both go back to building decks / falling asleep while watching The Big Game. I'm mostly focused on answering questions about the existing system, and not going into too much details about potential future changes.

    • For those insta-queues that feel unbalanced, you're correct! Imagine the situation I was describing before where you are waiting and waiting for someone to show up in the queue that's within your range, but from the other side. A group of survivors is waiting (and to be clear, they might not be a full SWF, just that they are grouped together by the MM system), and then you pop into the queue: An opponent who is near the edge but within the boundary for their search. "Wonderful!" the MM system thinks, "I can finally give them a match. It might not be the most balanced, but hey, they're playing after a long wait!".
    • We actually had a system in place to prevent smurfing / intentionally dropping your MMR before, and it ended up causing more problems than it helped. That's not to say that it's off the table forever, but rather that it's a really tricky problem to solve in a way that works across the board. it's not at the top of the list right now, as there are other issues that we can tackle with bigger payoff in terms of matchmaking improvements. Prioritization!
    • I could talk for hours about defining a "good match", but I'll do my best to summarize: What the MMR system does is predict the outcome of a match before it starts. More specifically, it predicts the odds of the outcomes. With a large enough sample size, it's actually really good at this! If you look at all the games where the system says "PlayerA has a 60% chance of escaping this match", PlayerA does escape those matches about 60% of the time. Generally speaking (and I'm definitely simplifying here, so don't take this too literally) we operate under the assumption that a 50% escape chance per player is indicative of a balanced match. This holds true in most games outside of DbD, be it Chess or [Insert Popular FPS Franchise Here]. If both players are equally as skilled, then the odds of either one winning are about equal. So if you can make a match where the prediction is that the odds are equal, then you've likely got a balanced match!
    • Some people are willing to wait 30+ minutes for a perfect match, and others don't want to wait more than 5 no matter what. So we have to find a decent compromise, which is extremely difficult. Remember that the MM system isn't just trying to find you good matches, it's trying to find good matches for every single player!
    • I'm not going to go into long-term plans here but I will say that we have consciously decided not to show explicit MMR values for now, as doing this generally result in a lot of toxicity for other online games.
    • I'm very familiar with the technique of managing group MMR, and it's something that we have also considered. For a while, I was thinking about maintaining a completely independent MMR for solo queue and group queue, which is something I have seen other games do. That said, several of them have moved away from that technique as it didn't actually provide much benefit for matchmaking, but did result in a fair bit of technical overhead. Overall, we're still open to doing something like this once we feel like we've got a good solution and that it's going to be a meaningful improvement, but there are bigger fish to fry for the moment. As it stands, we're taking the average MMR of the group and using that for matchmaking, which works fairly well at a high level. We'll likely revisit this after we've made other improvements elsewhere.
    • SBMM never goes offline. It sees you when you're killing, it knows when you escape. It knows when games are bad or good, so play good for goodness sake! But for real, the MM system learns by doing. When you get matched in something that feels crazy unbalanced, the system is paying attention and adjusting both your MMR and your opponent's MMR accordingly. There are situations where the system can be very unsure about where a player should fit, and so it tosses them into games to calibrate their MMR. When you do happen to end up in a game against these folks, keep in mind that your MMR is likely not being adjusted that much by the result.

    I hope that helps clear a few things up. Overall, the biggest challenge of building a matchmaking system is that it has to produce thousands and thousands of matches every day, so we have to take the big picture AND the zoomed in view into account. For every discussion we have about a graph showing all games in the last month, we also dig into specific examples to see how they are panning out, too.

    Thanks for taking the time to ask questions and listen! <3

    I'm not sure if taking the highest MMR is the obvious, easy fix, particularly if the MMR difference is larger. What makes you sure that a single actually good person can make up for three bad players.

    And then you'd have to make sure that you don't create an artificially high demand of high MMR killers. When there are too many high MMR survivor groups and not enough high MMR killers then the matchmaker will sooner or later assign some of the high MMR groups to a lower MMR killer to get a game going, and if it then chooses to hand down groups of four super experienced actual high MMR survivors to a mid MMR killer, and give the group of the experienced survivor who plays with his three friends who just bought the game to one of the sought after high MMR killers, that's not optimal either.

    In the case of a 3SWF queuing, it would also be unfair to the solo survivor if there's just one other survivor of his and the killer's MMR.

  • I don't think it's worth trying to counter it as solo. Where's the reward for it?

    I've had a game very recently where a Bubba started camping instantly at five gens.

    Everyone was doing the "right" thing and did gens, but if you're solo, first you have to figure out that the killer is actually camping. Then the time that guy was on hook was not enough to do all five gens and open the gates.

    So at some point we had to do a dumb rescue that obviously resulted in a hook swap. Eventually the gens were done and we had the gates open and three got barely out ... actually that guy had NOED as well and everyone always says "just do gens" but the thing is that you don't just have to rush five gens but also cleanse five totems, too. All in the two minutes that one person is on hook? What a realistic counter!

    Anyway, since we had to leave someone behind, that resulted in a penalty on the Benevolent emblem. If I'm doing the right thing, why is this not being rewarded in emblems?

    Oh wait, the reward is then the bloodpoints, right? Nope. I was the highest scoring survivor and had 12k bps. The camper still got more than I did thanks to the required hook swapping, 13k bps.

    So, honestly, if what we did was the right thing, why don't I get any reward for it? It's certainly not fun either, because the "experience" is just holding a button and not wanting to interact with the killer at any cost, in a multiplayer game where the fun and excitement comes from interaction with other players.

    Plus, if I let the camper get me and kill myself on hook and he gets his 4k, he'll get pushed up in MMR and will get the 4SWF groups that are properly equipped and on comms to deal with that crap. And I go down in MMR until I get killers that are bad enough that they can't secure a kill even if they camp.

  • I'm not saying the new system is perfect, but I don't think that actual "skill" is not really a good measure for matchmaking in this game.

    If I had to design a system to measure killer skill level it'd be probably based on e.g. how often and successful he uses his power, the number of hooks, gen pressure, stuff like that. The problem is that this is not a good measure for matchmaking because even against many mid-level groups, you can 4k without really using your power (yes even on a 110% killer), camping and tunneling works all too well, too, and when it doesn't there's still NOED to save the day. An actually "skill based" MM would probably just mean infinite free stomps against low to mid MMR survivors as long as you avoid learning to play the game.

    For survivors I don't know, but my criticism of the old pip system was that escapes had not enough weight and I had to play with lots of people who knew how to rip teammates off the hook right in the killer's face with BT and then everyone died but still pipped up after a shitshow because they did enough to rank up even though what they did sabotaged the match. I was always pretty mad when I died yet again but still pipped up so I had to play with the same poor teammates against even better equipped and sweatier rank 1 killers, so the chance to survive did continuously decrease. I consider myself a casual player but that doesn't mean I am fine with getting stomped on 95% of the matches I play.

  • I get almost exclusively positive messages from survivors when playing killer.

  • @Desh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2502213#Comment_2502213

    According to some people, you can tell you have a high MMR rating based on your que time.

    Survivor with little/no wait time = High MMR

    Survivor with high wait time = Low MMR

    Killer with little/no wait time = Low MMR

    Killer with high wait time = High MMR

    This can't quite be, it would mean that there are few high MMR survivors and many high MMR killers. Considering how much people are screaming that killers desperately need massive buffs and how braindead easy auto-win survivor is, I'd expect there to be only few killers and many survivors at high MMR.

  • @Jasonisanicefella said:

    https://forum.deadbydaylight.com/en/discussion/comment/2501149#Comment_2501149

    I heard that some people have a really good experience with it, it might be region related? I am in UK, EU servers how about you?

    I'm also in Europe, closest are Frankfurt servers.

  • @blankfaced said:

    How do you lose that much that often after playing for that long while playing the role the game is tilted in favor of?

    Eh, I can understand the OP. I was exactly in his position prior to MMR. I had a death streak of 17 games, then I escaped one, followed by another streak of 16 deaths.

    I am playing this game since console release day and while I'm not the most talented player, before they started muddying up the rank system my solo escape rate was usually between 75-85%, so while I lost some games because I did something stupid, it's unlikely all those games were my fault.

    Interestingly, MMR works for me (I'm probably somewhere in the middle since I rarely encounter any tryhard killers anymore which were previously in almost every game). I get good teammates and challenging killers, so far I'm happy with the win/loss ratio, in fact I win more again than I lose, and the games are more fun and thrilling on average than before, even if I lose, so I don't mind the occasional bad game not thet much anymore.

    Sadly it doesn't seem to work for the OP.

  • Well they're likely just trying to advertise her new iridescent add-on. I've only seen a few huntresses with it so far, but those games were exactly what I expected when I saw the add-on first. They couldn't hit a single hatchet and after a couple of unsuccessful throws, it felt like playing against trapper for the rest of the match, except I didn't have to watch where I was running because she can't put down traps.

    As somebody who loves playing huntress, I'm really sad about both the add-on and the challenge.

  • The PS5 version is indeed considered a separate version with a separate trophy list, and there's no "auto unlock" for your PS4 trophies.

    If you want to complete your platinum, you'd have to install the PS4 version as well and get the last two trophies playing that one.

  • I did the second one (with Calm Spirit) just today and it turned out to be one of the best games I've had in some time.

    My teammates almost instantly started celebrating a basement party with unsafe unhooks right in front of the killer without BT (typical SWF gameplay), with one particularly bad survivor being dead already at 4 gens, one dead on hook and the other one hooked once. I basically gave up the game at this point and thought why the hell I always have to get these teammates.

    In the end I and one teammate managed to finish the gens and escape, I got a double pip for the game (so I did quite a bit of everything that match) and still completed the "30 seconds unseen within 10 meter" challenge. Love those games where it looks really bad and then you still make it, happens rarely in solo queue and with a "sabotage your team" challenge it's even better.

    As for the clown challenge ... yeah, I was lucky the survivors noticed I was throwing the match to get this challenge done and helped me. Was just about time that killers get a "do something stupid that doesn't help you" challenge as well, though. It's usually just survivors that get these.

    Maybe I'm just weird, but I still like these challenges more than the boring stuff like "earn x emblems of y quality" or "just grind it" challenges such as "drop 100 pallets while in a chase".

  • Have the exact same again since SBMM was turned back off. Last game I was going with rank 19 teammates vs a rank 2 killer. Games are shorter than lobby + loading screen time.

    I've decided to go look for people to SWF with. I'm usually playing solo because I like playing not always with the same people running the same perk and playing the same way, but at this point I don't see why I should just constantly be frustrated. Solo just isn't worth it anymore, at least for my idea of "fun" in a game.

  • It wasn't perfect, but they'll lose me as a player if they don't switch it back on ASAP, or alternatively I have to go 4 SWF full time.

    Not like I didn't have bad games, but the games after MMR are an entirely different league of "bad". Glorious rank based matchmaking gave me a rather bad Trickster with next to no aim. One survivor disconnected pretty early. There was an extremely nasty 3 gen setup that I tried to break with three gens extremely close and not even LOS blockers between them but one survivor decided to keep and keep running around this very area, went down, was hooked right there. Someone else goes for the rescue, killer still there. Gets caught of course and runs the same dumb loop so nobody else can make a save and we had to wait until this guy got downed and carried to another hook so the first survivor could be unhooked.

    They always stayed at the same loop, kept getting hooked there, and I was sitting here like "this map is huge, the killer is bad, there are much better loops against Trickster in other parts of the map, it's almost impossible to go down to him, why do you need to stay and go down in this exact same small place all the freakin' time where a gen really really needs to be done if we want to have a chance to get out of this".

    Ran into the killer and let him down me so that I could kill myself and move on to the next game and what does this guy do ... slug for the 4k and I am lying there waiting for him to down the other two, meanwhile one heals me up and I have to run into the killer again ... argh ... I'm back to playing killer when I am more in the mood to play survivor but not like this.

  • Well these people sadly do exist and somebody's got to play against them. In the "old" rank-based systems the really hard tunnelers who did their best to remove one survivor from the game before the first gen gets done, and killers who were facecamping at five gens that I encountered, were mostly rank 1, so it's not like the new system could be any worse in classifying them. In fact the reason why I play very, very little survivor is that I can keep myself in the middle of the rank range and don't need to go against red rank killers so I don't need to waste half of my build on "essentials to get to play the game" BT and DS and can run variety builds because most mid-rank killers don't camp or tunnel.

    I would totally agree that it is hardly skillful with how boring games some killers get their pity kill and still maintain rank 1, but if you assign them a low "skill" score they'll just get 4k after 4k against new players who have little chance of countering this kind of play properly.

  • I will probably give more detailed feedback after the test, but so far I am super happy.

    My killer matches are challenging but fair and fun.

    The biggest pain in DbD for me was solo queue since they made pipping too easy and changed the rank reset. And this is a difference like night and day now. I rarely had this much fun in solo queue. Just had a super fun match against a good Blight and equally good teammates, thrilling from first to last minute, I hope the matches stay this way.

    in Hows mmr? Comment by rha
  • Happened to me once with a rank 2 Stridor spirit (that was before the recent changes affecting Stridor) and it was an extremely interesting experience (also in the light of the MMR debate).

    The first game the Spirit got a 4k, though I considered it underserved because she wasn't good at all, she had absolutely no idea how to properly run the various structures. The last four gens were super close together in a corner of the map, and my teammates desperately tried to fix the gen that would leave the last three gens closest together. I tried to get as much space as possible between the last three, but couldn't finish the gen, because when they were chased by the Spirit, they would always run into the corner where all the remaining gens were rather than the rest of the map and were downed and hooked there, so the Spirit always had four gens and the hook in the same small part of the map.

    Right the next match, same Spirit. That time that Spirit was struggling to get a total of three hooks during the game and finally got a pity kill with face camping and tunnelling (unfortunately someone unhooked without BT, I had it and was right there, I hoped the other person would just fake the unhook so that I could do it).

    How this experience relates to MMR, well besides it being questionable whether a killer who is this horribly bad at chasing survivors should be rank 2, in the first game my teammates were all red ranks, in the second game the highest ranked of my teammates were green rank and the guy who ran the Spirit the longest time was a rank 18 Jake with a completely useless tier 1 Iron Will (because of Stridor) as his single perk.

  • Same, I play with crossplay off, but are there enough PS5 players already to have crossplay off on PS5 version?

    I tried the next gen version back when I got my PS5 in April but only got a match against a group that was really terrible. Looking for another match, I had the same guys in my lobby. Dodged and searched for match again, same group. Waited ten minutes and searched again, same group. Installed the PS4 version again after that and that's what I'm still playing on now, plenty of players there and queues are fast for me as long as I play survivor during daytime and killer at night.

  • I think they did comment on this once in a stream, it was like „yeah sorry but we probably can’t do anything about it so have fun doing it all again“. I have completely stopped caring about trophies in DbD now since I won’t do the old ones again.

  • No, I have crossplay off for a reason, that way other players can message me after the game. I know many people want to see the postgame chat removed or close it, but I had many nice conversations after games and I wouldn't want to give that up. Getting feedback that others enjoyed the game does make me smile a bit.

    With crossplay on as the only option, I would dodge every lobby until I got a lobby full of survivors without globe symbol.

  • Survivor: both Claudette (because I started the game playing her, she's on most of my survivor trophy screenshots, she was my first prestige, I've been through so much with her ...) and Jeff (because he's the only male survivor so far I like, he basically reminds me of the friendly guys in my little local record store who know my music taste and always have good music playing).

    Killer: Huntress in my heart, love her design and her lullaby and I love tossing hatchets around and go for crazy predictions and cross-map hatchets. In practice I've been playing mostly Piggy for quite a while now, because cute oink and snoot boops, but also because I hate playing against pigs, they never use their dash and always tunnel the RBT person the whole game long and then complain about gen rush, and I want to prove she's fun to go against when she doesn't tunnel and actually uses her dash in chase.

  • I'd just make it show gen progress through aura intensity, that would be enough for me.

    Maybe if you want to make it really good for solo queue let the other survivors see the aura of a regressing gen that you last touched while running RS as well.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2404220#Comment_2404220

    I run kindred and if I see killer camp first person he downs game is over. Where is no fun to be had in that match. I can hold button for 80 seconds or I can go and end game quickly by dying to camping deathslinger. Imagine playing the game to stand still for 2 minutes or holding one button for 80 seconds.

    Same thing over and over, if a team is at least slighty competent It's camping time. Be it big time streamers or epic rank 1 killers, the moment they understand it's not gonna be baby red rank survivors but actually good red rank survivors it's time to pull out the tent because they know no one just gonna sit on a gens and let their teammates be camped for 2 minutes. Why chase a good survivor when you can not to chase a good survivor it helps to not loose your ego because you won your last 40 matches and you think you are a God of dbd.

    And the biggest problem of them all it's why survivors run meta. I would LOVE to run something else and I do, love me locker build for the memes, but after few matches of this ######### it's back to dead heart, borrowed time, DS, unbreakable. I DON'T WANT TO RUN THIS #########, ITS BORING, BUT YOU MAKE ME RUN THIS ######### BECAUSE ITS THE ONLY COUNTER TO THIS BULLSHIT. Even it's not full proof, you can't do much againts tunneling spirit or nurse.

    I found a simple solution for myself. I just don't run all that "cheap OP survivor second chance meta perks" (killer view) that are "basically required to get to play the game against red rank killers" (my survivor view) anymore. Whenever a killer plays in a way that I can't counter without these perks, I'm just throwing the game and let the killer kill me without resistance because why would I waste 5 more minutes of my time if I can just lose, particularly in solo queue where nobody does gens when killer facecamps. They want to tunnel me out of the game? Fine, do it and let me go into the next one.

    Those games are so frequent against red rank killers (at least for my system, my region and the time I play) that I easily depip to rank 9. There I stop playing survivor until next rank reset and I'm back at 13, and then I start running the builds I want to - like Head On, Q&Q, Deception, Blast Mine - and have a ton of fun playing survivor, because I can actually play the bloody game without using the same build every time. I can make safe hook saves without BT because killers below red ranks actually leave the hook when no other survivor is obviously around, I am only very rarely getting tunnelled out of the game, and I don't need Kindred because the killers aren't so oppressively strong that it doesn't matter if the group is a bit uncoordinated. Matches there are somewhat more balanced, it's usually 2-3 survivors dead in the end and games are thrilling because both sides still have a chance of winning for a long time, while red rank solo queue often enough means one dead and two dead on hook by the time one gen is done (typically 100% by myself).

  • No thanks, not now, maybe in future when their design philosophy has changed. Right now I don't want them to touch any killer that I like playing. I'm still sad about the new ultra rares of the huntress. If they give Pig a new ultra rare add-on to replace Rule Set No. 1 it would probably be "If you don't use your crouch for at least two minutes, you gain bloodlust 50% faster. Caps number of available RBTs at 0."

  • Did you check the survivor's ping in the in-game options menu and your own ping in the lobby?

    It's not a massive problem for me, it was only two hits that looked clearly like hits on my screen and the survivor screamed but did not take damage, but based on those cases, I believe they got their system backwards and give priority to the highest ping.

    My own ping to the DbD servers is around a pretty stable 35. I always check this in lobby before I ready up. I'm not on wifi, I've got a wired connection to the router. When I checked the in-game pings after being denied those hits, the pings of the survivors who were granted priority by the server were 180 and 400 so I'm not sure if it's really the better ping that wins.

  • They have said before it's more procedural than random:

    @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/763202#Comment_763202

    It isn't 100% RNG. It picks random perks within a certain set of rules. More procedural than RNG. Although we are able to force certain perks to show up if need be, as we did when an error caused a few perks to be unobtainable from the shrine in the past. We don't do this unless it's absolutely necessary (to my knowledge, that has been the only time we've ever used that so far).

    The only thing I've noticed about the shrine is that perks getting major changes seem to have a higher chance of appearing shortly before/after the change goes live.

  • Along with Empathy my favorite aura perk.

    Has been invaluable particularly when there were just me and another survivor left and one gen left to do - it allowed us to coordinate to get both out where at least one would probably have been dead otherwise. The one getting chased can see which exit gate is being opened and when it's ready, and the one opening the gate sees from where the other is coming and can run towards him and take a hit if necessary.

    And awhile ago, I played against a Bubba with Devour Hope protected by Thrill of the Hunt. I had a totem cleanse challenge, so I wanted those to go really badly, but he came instantly back every time I touched the totem ... so after I got hooked, I motioned the Meg who unhooked me to follow me. Showed her the first totem, motioned her to follow me again, showed her the second totem as well ... then I ran back to the first. With the help of the mutual aura vision we could start cleansing both hexes at the exact same time so the killer had to give up on one of his hex totems.

  • She’s one of the few killers I still enjoy playing. She could need as bit of love but I am rarely happy with the recent choices of the design team, so I think I‘d be happier if they don’t touch her.

    If they touch pig I‘d fear that one of two things would happen:

    1. they touch the right thing (the dash) but overtune it so much that it doesn’t take much skill to land unavoidable hits and make her super boring to play

    2. they make her RBTs super deadly and massively nerf her dash to compensate

    in Pig Buff Comment by rha
  • Not sure if I would say I actually made some friends ... I had some conversations with a couple of players after the game, almost exclusively survivors I had played against as killers, who offered me to join them, but I had no mic for awhile so I couldn't join immediately, and they never asked me again later.

    I played a couple of rounds with an SWF who I had played against multiple times and who were always sending friendly messages after the match. Again, they didn't invite me recently so I'm not sure I'd say this counts as "I've made friends in the game".

    I still hope to get to know some friendly people who play well because solo survivor is so frustrating and unfun. From my experience, playing killer and playing fair is the best way to get to know nice people, at least on PS4, it's rare they offer to join though and I don't like to ask. As survivor, rarely people ask me to join them before the game, I don't like that because often these game turn out to be a complete disaster and I really don't want to be in comms with them then. I'd be happier if someone came up after the game and say, good match, do you want to join us?

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