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rha

rha

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rha
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  • Worst thing for me about this challenge other than there's no notification when you fulfilled the condition and can start playing the match normally and helping your team is that it's linked to a particular character. My Dwight is level 10 and I don't intend leveling him further. So I've got only three perk slots and Dwight's own perks are also my best ones ... except they don't really help with this challenge so Dwight is a really poor character choice for this.

    If I could just pick any character, it would be so much more bearable: I could choose my build freely and e.g. follow chases and try to flashlight save or sabo the hook so I'm not completely useless. Except I don't have flashlights/saboteur on Dwight. I could use an offering for The Game which would be the easiest map to get this on, except that I don't have such a map offering on Dwight. I can't even pull keys out of chests to make up for me being useless all game because no Plunderer's.

  • I had this issue, too, a couple of days ago, also on PS4. It was the only time though. First gen I could do normally. Second gen I let go just after the skill check sound appeared and the gen blew up. After that my skill checks were invisible for the rest of the match.

    It's an extremely rare issue, sadly, I had this only once. And it's old (or reappeared). Someone I played with for the "Where did they go?" trophy had this issue for one match - and my WDTG trophy is from December 2018.

  • As a general rule, I'm not interested that much in licensed DLC. I'm not a big movie fan. All I associate with licensed DLC is trouble getting it to new platforms, much fewer cosmetic options that are constrained to actual movie outfits, and no tome lore/rift content for them. I have all original DLCs but only few of the licensed ones. The actually rare case of a licensed character that I liked because of her gameplay, the cute oinks and potential to get my snoot booped was Miss Piggy. I don't have Halloween, nor Nightmare on Elm Street, nor Leatherface, nor Ghostface.

    When it was announced the new killer was licensed my first reaction was, "ok another DLC I can safely skip so a welcome break from having to grind bloodpoints to level characters, the only truly amazing license that I can think of would be Silent Hill and that's not ever going to happen. What a sad 4th anniversary".

    It's great to see the devs look beyond movies and serve people like me as well. I bet the people who would have cheered about e.g. Jason would have been the same who already celebrated Myers, Freddy, ...

  • Killer: never cared much, now I care even less. I just want to play a match enjoyable for everyone. Pipping with scummy tactics is more a defeat than a win to me.

    Survivor: I used to care a lot about pipping to get better teammates. Since they kept making ranking easier and easier, and in particular after the rank reset change, I actually care to not pip too much because it's embarrassing and frustrating to be with three red rank survivors and get destroyed by a yellow rank killer with 1-2 tier 1 perks because they all go down in seconds and nobody does gens.

  • Huntress: Shadowborn, BBQ and Nurses are set in stone. Last slot is flexible, usually one of Bitter Murmur, I'm All Ears, Surveillance or Discordance.

  • @TheDG said:

    That’s really unfortunate. I wonder if they have any plans to address those issues.

    Yes, see here:

    https://forum.deadbydaylight.com/en/discussion/124795/status-update-matchmaking-changes

    in Wait Time Comment by rha
  • I'm on PS4 and I'm having no troubles with the servers playing either side.

    I'm not even sure at least for me that the "man in the middle" introduces more lag. In my case, my ping to server is 30-35. If the other players have a similar ping, then it's even less overall than before - in P2P the lowest ping I could get to other players was around 95.

    If anything might be badly configured then it's that the killer hit registration happens locally on the killer's machine. They said on stream they absolutely do want the killer to hit if on his screen it looks like a hit, but that just rewards killers with bad internet. I always thought that the point of a dedicated server would be to be the "game master" who e.g. decides whether something hits, so that the player with the better internet would have the advantage in case of doubt, which would seem actually more fair to me. Sadly they never talked about why they don't do it this way (there may be a reason I'm missing).

    But as I said, I have not have any really bad cases myself that were worse than my P2P experience (where rubberbanding and spicy lag occurred from time to time).

  • Best killers struggle to get a single kill? I've been watching some 4SWF gameplay on Twitch for awhile (I prefer to watch solo players) where everyone has thousands of hours ... they wreck some killers completely, get wrecked by some killers completely (= 4k, occasionally with one gen done), but most games end in 1-3 kills. Overall it doesn't look like that's so imbalanced that this game needs as much of an urgent massive rebalancing as is constantly implied.

    The killers who get stomped by them will probably get stomped by any other such group as well, so from their point of view survivors may be hopelessly OP and game balance needs landslide changes, because they don't see their other games where they lose.

    In solo queue I have some days nothing but an endless stream of bad matches, and then finally there's one good game where I have good teammates, after the match instantly my message inbox goes "ping" and there's a message from the killer telling me I am using exploits because I do SWF (I am always solo, I don't do SWF), how I can be lucky to have nothing but good games because I'm playing the easy auto-win role (I was matched to teams that got nothing but stomped the entire day) and could be lucky that the devs suck at map design and we got one of the ridiculously survivor sided maps (was Shelter Woods, no less).

    Right the next match after that message I had so much fun playing against a Doc where after the first two gens had popped (both done by myself 100%), one of my teammates was dead, the other two dead on hook, and there was only a single unsafe pallet on the entire map left (I ran around with Windows of Opportunity). At this point there's nothing to do than to throw myself at the killer and kill myself on hook. That's much more representative of the games I usually get. So so fun experience in the auto-win role that needs nerfs really urgently.

  • @ZaKzan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1208529#Comment_1208529

    well, you can just do a gen, unhook someone, get chased by the killer, die, get your pip and your 10k points and go onto the next game all within the span of 4 or 5 minutes. You have plenty of options as a survivor if the game isn't going your way.

    I really cannot stress enough how simple this game is as even a solo survivor. In fact it just increases the difficulty enough that if you want to personally challenge yourself you can, but you don't have to if you don't want to, you can still pull through with a decent survival rate even if you do barely anything, that's part of why you get so many dumb survivors, even at rank 1, because it's so simple to rank up and survive as a survivor. You don't need to think as a survivor, you don't need to try to reach the upper echelons of the game.

    The people that play with the mindset you promote (roughly summarized "don't care about my teammates, don't care about playing well, because as long as I pipped I won") are exactly why others like me find solo queue so frustrating and unbearable. I'm thinking all the time and it's very obvious when others don't.

  • @TheOneElric said:

    https://forum.deadbydaylight.com/en/discussion/comment/1187393#Comment_1187393

    57 hours ON TOP of the time you need to put in to get all the challenges.

    Reading comprehension, man.

    No. You already earn fragments through gameplay while doing challenges. If you complete all challenges within these 57 hours, you've completed the rift. If you complete the challenges in 50 hours, you've got to put in 7 hours more.

  • You best read the blog post about the change. Otherwise you'll get mostly incomplete answers. There were three reasons listed, and the fact that it was used in 80% of high rank games was not one of them (that was given as information in the post, but was not a reason for the change). In short: punishment of new players, passive nature (potentially high reward for little effort on behalf of the killer), and the inconsistency due to the RNG nature of the perk.

  • @Aven_Fallen said:

    "When the rift first came out we were told completing the tomes would be enough to finish the rift." This was never said. You can do basic math to see that the Rift Fragments are nowhere near enough to complete the full Rift.

    Regarding the Grind, not everyone has to finish the Rift. Like, even when not reaching Tier 70, there is quite a lot of Stuff to get for the 1000 Auric Cells (including most of the Auric Cells back).

    And well, Rift Extension... Lets say the Devs give a extension of 5 days now. Then, after 4 days the next guy will show up and wants an extension... Makes no sense at all.

    They actually said this, in the status update that announced the tome 1 level 3 changes:

    When we originally planned the Tome and Rift, we had designed it in such a way that you would earn enough fragments from Player XP to finish The Rift by the time you complete all the challenges.

    For the second tome, you had to earn slightly less than 3 shards per challenge through gameplay to finish the rift with the last challenge (assuming you got the 600 XP first game daily bonus every day). I reached tier 70 last Wednesday when I had finished the second last challenge, but I played normally (mostly, the "10 protection hits" drove me crazy in the end) and did not "optimize" my gameplay to finish challenges super fast.

  • I've seen a handful. I think you get such a name if your PSN name is reported as inappropriate/violates Sony's name rules in some way.

  • @InTheBushes321 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1173185#Comment_1173185

    Two points.

    One - DbD matchmaking is objectively terrible. How do you expect people to trust you guys this time around, when the dev team has done such a bad job so far?

    Two - This is a hidden mmr system. It basically allows the devs to say they fixed it without doing anything. We can't see our ranks, so we don't know if it's fixed. Essentially, you're just eliminating the ability of people to criticize you. How do you grapple with legitimate concerns like this, especially considering how inconsistent certain scoring events are already?

    Why do you need to see the MMR to judge the new matchmaking system? If as a new killer you constantly get stomped on by survivors getting only 1-2 hooks per game, or in 90% of your survivor matches the killer gets his 4k before two gens are done, the system is so obviously not working that I don't need to see the MMR to tell there's something wrong.

    If you can't tell at the end of the match whether it was a fair and fun and thrilling game without seeing ranks/MMR value you maybe should start developing that skill.

    I have had a good number of games with rank-wise perfect matchmaking where the skill levels were so insanely different that it just wasn't fun. But those matches are no reason to question a ranking system because some numbers did match?

  • I fear this "complete multiple challenges in one game" thing would have the opposite effect as intended. It does not change the overall grind required. You have to play a certain amount of games in addition to the fragments from the rift. This does not change.

    If you complete the challenges (much) faster, then this only means that you have to play even more matches after you've done all the challenges, without having additional goals through challenges and the temporary "fragment boosts" from them. Ideally though, you would want to complete the rift with the last challenge (or almost complete it).

    The best way to reduce the grind would probably be to have more challenges and make the multi-game ones less grindy (15 iridescent emblems, 10 protection hits, I'm looking at you ...).

  • I'm tier 68 right now. I have two regular and two master challenges left to do. On average I was earning 2.9-3 fragments per challenge through gameplay, the optimum would have been 2.8 if I calculated correctly (assuming you get all daily bonuses).

    The grind is a bit much for me. For someone with a job and friends, it seems like it assumes DbD is the only game you ever desire to play, And the first two tomes were in the cold season of the year. When summer comes and people want to go out and enjoy the sun or go on vacation (alright, this year that's a bit impacted by that virus, but there'll come other summers) and they put up the same amount of grind then sorry, I'm out.

  • Not a dev, but it has been explained before and this is probably the same case. There's a map-dependent minimum number of pallets, and also other pallet placing rules (distance between them). When you see such a thing, the game needs to place another pallet to reach the minimum pallet number but there's no suitable spot anymore so it has to violate the placement rules somehow. It also means that the match has the lowest amount of pallets allowed for the map.

  • I had this exact same issue yesterday as well (also PS4). While I was stuck in the blood web, the sound from selecting the node to buy was constantly looping. To fully fix it and be able to properly buy more than one item from the blood web, I had to restart the game.

  • @[Deleted User] said:

    "Will this become any better?" - No. There are not enough red rank killers to match with red ranks survivors. Change in matchmaking will not magically create more red rank killers.

    How does everyone immediately conclude "we need more red rank killers"? From my experience, we rather need less red rank survivors. As killer I am put against red rank groups a lot of the time and I don't really notice them to be much better than many green ranked survivors. As teammates, they are not the biggest help. I remember the times when everyone used to be against cluttering the red ranks with players of all skill levels.

    In any case, only BHVR have the data to know what's really going on. We're all just speculating, even though everyone claims to know what's up.

  • For me it was the controller. I connected mine with InputMapper to a PC and could see in XInput test that the left stick did not work properly.

  • I wish it was more than a meme. Nobody tried to boop my snoot so far in game.

  • As I understand it as a non-expert ... this MMR thing is not the solution that magically gives you balanced matches all the time, it's more like when an unbalanced match happens the "weaker" side isn't punished that much for losing so I don't se a reason to "boost" anyone to get matches going. Right now we don't really know what causes the wait times. I know many forum members have their own obvious easy answer, but the only ones who have the data is BHVR.

    There are many players at higher ranks that don't belong there. If the new system classifies them better, then that alone could help the matchmaking overall.

    Also it's not just that ranks don't matter anymore for matchmaking, they also will use a different method to form lobbies that is also supposed to help to improve matchmaking quality.

    I personally quite like the hidden rating. If they would show it then people would just try to figure out how it works and how to play "optimally" to boost their MMR instead of just playing so that they have fun.

    I will judge the new system by whether it's giving me enjoyable games most of the time. How it does it and how "good" it thinks I am doesn't really interest me.

  • Well, there are more killer dailies than survivor dailies and with every new killer released there's one more killer daily (the one for using their power). The game probably simply picks a ritual randomly from the entire pool (so killer dailies have a higher chance of appearing since there are more) and does not first decide 50/50 whether to pick from the survivor or killer daily pool.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1072780#Comment_1072780

    I'm in the same boat. Since they nerfed ruin survivors have an easier time ranking up. Killers are depipping because it's harder without early game pressure. So the red ranks are flooded with survivors that shouldnt be there and killers very scarce cause no one is playing till they fix this mess. Once you que up long enough the match making then throws the first available killer your way. regardless of what rank you are.

    Which is why they are going to hide the ranks so you can't "see" that your getting screwed.

    Oh please, can we stop blaming everything on Ruin change? It's slowly getting old.

    This has more to do with survivor emblems having gotten easier and easier to get over time, and then the rank reset changes. There were quite a few survivors in red ranks who absolutely didn't belong there even before the Ruin patch landed.

    The matchmaking was also broken before the Ruin change. I returned to playing survivor for tome 1 challenges. Starting out at rank 20 and stopped around 5 to not get to red ranks. I played only against a handful of green killers. Mostly yellow. I double pipped maybe 3/4 games I played actually serious and escaped, even at purple ranks. This too makes it easier for survivors to rank up if you almost never play against better killers.

    Also killers don't have it more difficult to pip. The Gatekeeper emblem has been improved. As someone who didn't play with Ruin before the nerf I can say if anything I pip more easily now due to Gatekeeper usually being a bit better. Those who did rely solely on Ruin will now have to go through an adjustment period where they will need to learn to play how the other 20% without Ruin did, then they will pip again.

  • I use it almost every game unless I need to run some specific build for an archive challenge. In times in which I find most survivor matches super frustrating picking up pallets is the little bit of fun I can still find in them. Unfortunately the cool down is way too long. If killers leave so many strong pallets unbroken it should be their problem.

    One of the most fun games was one where I could put the shack pallet back up twice in the same match so I could run the killer three times around the shack. When I dropped the pallet he just left and I put it back up. Granted you can't do that with a good killer and in some matches it's useless but I get enough value out of it that it is one of my favorite perks at the moment.

  • Same, I was completely burned out after the rift grind. I'm currently tier 2 in the new rift. I have not completed any survivor challenges yet, and just with the last game the second killer challenge.

    Luckily, there's not really anything in the rift that I'd want (well maybe the Last Gasp charm would be nice, but that alone is not worth it), and the only character the tome is about that I am somewhat interested in is spirit, the doc I hate with passion, and Jane and David are ok but I usually don't play them. So I'll skip it.

  • @NullEXE said:

    Exactly! The game would be 100x easier to balance when Solo players have the same tools as SWF's.

    That's precisely why I don't want voice comms built in. There would be a lot of pressure to balance around comms then. If you don't want complete strangers screaming at you for minutes the stuff during the game that they'd otherwise write in endgame chat which you can simply close, or don't want to listen to terribly embarrassing role-playing attempts, you'd be at an even bigger disadvantage as a solo player than you are now.

    Not to mention that here in Europe, there are many different languages spoken, and if I'd be paired with a 3SWF from - for example - Russia then the chance that they'd talk English just for me is probably as close to zero as it could be.

  • I'm looking forward to this as well. It won't be the solution to everything, it won't make everyone happy, it won't produce nothing but flawlessly fair matches. I don't even expect it to judge "skill" accurately. But it can hardly be worse than the current state of the ranking system, and will definitely be better than the forum's full-time doomsayers predict.

    I even like that they want to keep the players' ratings hidden. Maybe I'm too old already, but I don't want to micro-manage a number and keep a laundry list of things to do in order to improve it. I just want to play the way I want and have the ranking/matchmaking system to come up with mostly matches I enjoy and relatively few crappy ones. What do I care if it considers me mediocre, good or godlike as long as I have fun. That's how I'd judge the success of the new system for me personally.

  • Yeah there are quite a few potato survivors on red ranks. However if you want to ignore them for balancing purposes then you have to ignore red rank potato killers as well.

    All the people I watch that I really enjoy watching playing killer and I think are amazing killers don't use Ruin (nor NOED) and do very well at red ranks, some even with killers not considered top tier, nor do they play scummy (otherwise I wouldn't watch).

  • As still solo player, I'm now intentionally avoiding ranking up to red ranks by simply avoiding playing survivor. I was very sceptical about the changes as survivor pipping is way too easy. My experience tells me I was not wrong.

    I've had three games with purple ranked teammates against two trappers and a wraith from yellow ranks who had only a few random tier 1-2 perks equipped. All games 4ks, two games two gens got done, one game only one gen (guess who did those).

    Then with three rank 9's (granted, the were still green, but they were certainly purple a couple of hours later) against a rank 18 huntress with Lullaby tier 1 as only perk which I cleansed during the first minute of the match. Was on console (where huntress is more difficult). So this very new console controller huntress managed to kill my three much higher ranked teammates with 110 movement speed, perkless and not using her power at all. Sigh.

    I've been watching a (pretty experienced, played on PC since 2016) streamer who's playing on my system in my region in red ranks solo. So, matches I'd be getting if I was in the reds. After seeing what it's like there, no thanks, keep me out of there. It's even worse than what I am going through. Four rank 1-2 survivors against rank 2 wraith. 4k for wraith with not a single gen done.

    Same streamer two days after previous rank reset, again red rank game with all red rank players ... dead on first hook. With(!) Kindred. What made it worse that a teammate actually tried to save him. Even though it was obvious from the auras that the killer was chasing someone else in a completely different part of the map, he crouch walked over there, finally when the chased person got hit he started walking, and when the hooked person was just about to die he finally ran, but did not make it in time anymore.

    If I can't avoid ranking up any longer, I'll go looking for an SWF group for sure even though I'd prefer to stay solo.

  • This would probably lead again to lobby dodging if there's someone with No Mither or just a single level 1 perk, and they removed seeing ranks and levels in lobbies for that reason.

    What would buff solo players enough IMHO would be a better ranking system. Solo experience is fine for me if I have good teammates. It doesn't have to be complex or try to super accurately judge player skill. No system will be perfect. Should just work more often than not. I would be interested in how it would work out if survivor ranking was a lot harder but seasons were longer so that everyone could find his place. I remember when emblems were first introduced, I had really great teammates once I managed to rank up.

    Sadly the direction the devs are taking is the exact opposite: shoot everyone who plays more than two days a month into red ranks.

    If they keep the current ranking unchanged, no amount of other buffs will help to make solo queue a better experience.

  • Besides the Q&A stream late last year where it was mentioned by McLean, Peanits also said here on the forum that they were working on it very recently:

    @Peanits said:

    We are looking into increasing the maximum sensitivity for controllers, which should in turn help you keep track or survivors and adjust your aim while blinking.


  • Happens so often in solo queue that one good solo survivor is stuck with three terrible teammates that have little else to do than dying. Anyone remotely well playing would be forced into SWF because constantly being the deserved 4th kill because your teammates were bad isn't exactly fair either.

  • @AntiJelly said:

    Killers don't want 3-4 kills a match, they want a fair match. When you lose, it doesn't feel deserved. Even winning sometimes it doesn't feel deserved. There's too many broken and unfair mechanics.

    (Also dev stats are completely meaningless. They use a tiny test-group and skew the data.)

    Most of the time I lose as survivor it doesn’t feel deserved either because the killer was every bit as much of a potato as my three teammates. That’s why I prefer playing killer, if I lose then it’s all on me and my own skills so I feel most losses as killer were fair and deserved.

  • I did some quick, rough math today while I was bored at work. I can't recall the exact numbers, but based on the currently known tome 2 challenges (which may be changed) it is a bit less grindy. I think it was something like 90 or so matches less to play to finish the rift, provided you get all challenges done.

  • I think it could be overall - including Gatekeeper changes - a good and healthy change.

    I always believed it's possible to do well without Ruin. Only match I played with Ruin was for Adept Hag. Other than that, I learned to play without. It took more effort, but in the end it was worth it. So it's kind of entertaining for me to sit here and watch people freaking out who fooled themselves by believing the myth that Ruin was absolutely necessary.

    What I hated about (not using) Ruin was that it felt like the better Gatekeeper emblem qualities were kind of balanced around using Ruin and you're emblem-punished for not using it, and if this has really been addressed (tough to judge the emblem change without details and playing) then it is overall a very positive change in my eyes: a nerf to mediocre killers relying solely on Ruin, a buff to killers who put some effort in their gameplay.

  • Assuming groups of the same strength, the current system seems fair.

    However, the devs are currently doing everything to avoid that happening other than in SWF. Pipping as survivor is super easy. Along with the new rank reset this floods purple+ ranks with people who shouldn't be there much faster than before. The new SWF matchmaking puts two rank 20's with me in the lobby without me knowing, just because they queue with their higher ranked friend. They all know what they sign up for and are ok with it, as the random survivor in the lobby I have no way of telling I have lost before the match has loaded.

    At least for me it's more the rule than the exception that my fellow solo teammates are way below my skill level (and I'm definitely not god like, I know I'm not perfect so I'm not expecting perfect teammates and still I'm massively disappointed).

    Solo life is at least for me frustrating enough and whenever somebody says I've already had so many chances by the time the hatch gets closed that I don't need another one, I'm really wondering what chance they are talking about, because it feels that already by the time I got put in a lobby I had exactly zero chances and didn't even have to begin playing.

    There is of course always another solution to all of this, which is to go SWF with teammates I trust. It's rather a novelty that killers prefer to face a SWF of good survivors who are fed up with the solo experience that gets them one kill at best to getting three kills and giving the last survivor a remotely decent escape chance to make up for all the rank mess.

    Just my solo survivor view, probably my last one, because I'm seriously considering going SWF as a goal for the new year, solo has definitely become worse over time as the devs "tweaked" the survivor emblems and ranking.

  • My experience (PS4 EU): killers almost never send messages, only messages I get from them is „Farm?“ while in lobby.

    As survivor from other survivors, it's even more uncommon to receive messages. And those few are usually negative because they judged a situation differently or have a different playstyle.

    Getting messages from survivors as killer is the most common case for me (though it's sadly not that common). With one exception, the messages have been very positive so far. I try to play fair and make the match fun for everyone, and I am happy to see that people appreciate it. Last message I got was a compliment on my console Nurse play.

  • @Peanits said:

    The tell I feel is pretty obvious. Once you see someone go down from healthy once, you know she's using it. Ideally you don't want to get hit by a hatchet even if she's not using it, so it's not really a "too little too late" situation.

    Anyway, I'd be totally okay with that personally. The most interesting idea I've heard was to make long range hatchets (>24m or 32m) instantly down people. That way it stays powerful, but requires a lot more skill to use and has way more counterplay. What do y'all have in mind?

    I'm "only" playing huntress on console with controller, but even there I have enough practice (I hardly play anything else than huntress ...) that with aura perks like BBQ or Bitter Murmur I can hit people with hatchets from halfway across the map who haven't even heard the lullaby yet. It's not much more fun to be instadowned when you don't even know that you were on the killer's radar. Yeah, means the killer has skill, but that doesn't make it much better.

    I am hoping for a rework that even good huntresses could equip without feeling like they ruin the match for the other players. New nurse add-ons were really great, would be nice to get a similar add-on rework (not all need to be changed) for huntress that are cool instead of boring (exhaustion hatchets, yawn ...) or op in the right hands (IHs).

  • @Almo said:

    Regarding rank reset update:

    One serious problem we had was people who don't play a lot who still want to rank up. Sure, playing a game a month just isn't enough. But when it takes quite a few games to get from 15 to 5 and each month it knocks you right back down, that's not fun, nor is it indicative of how good you are at the game.

    Also, the system knocked everyone from 1 down to 10, and then various ranks down to 15 depending on how far from 1 you were. Given how the matchmaking algo works (in order to get queue times down), that meant every single player in the entire pool was a legal target to play with every other player in the pool.

    As for the first issue: I am one of the people who didn't play that much to rank up a lot. However: My only reason for wishing to rank up as survivor was actually getting matched with better teammates. If ranking up is made ridiculously easy then yeah I do rank up quite well, but I'm not getting matched with better teammates, because all the people even worse than me (I'm not among the best players, I don't belong on red ranks) who just play a lot more are long there waiting for me at the high ranks (the actually better ones are probably organized in 4SWFs to avoid the people who don't belong to higher ranks).

    All I get is much sweatier killers because much unlike the survivor pip system, the killer emblem system is pretty much unforgiving, especially at higher ranks. And going with people who can't stand on their feet for even 15 seconds after being spotted against a super sweaty wrecking ball of a killer is not a good experience.

    The initial emblems system for survivor was a bit too hard to pip especially at low ranks where noone could play the game properly. The current system is just throwing pips at you for being in the game.

    The best solution for me would have been to keep pipping more difficult for survivors (but not as hard as initially) and then make time between rank resets longer so that those who don't play so much have time to rank up if they are able to.

  • @DBD78 said:

    Well does not look like it. Have to go to sleep in 4-5 hours so I'm running out on time here. They should give everyone like 200.000 BPs for all we have been missing out on.

    Bloodpoints?? I'm usually not the person asking for compensations, but if anything I'd rather have a few rift fragments. You can earn your bloodpoints later, the rift closes at some point. I've had awfully little time to play recently, e.g. my employer sent me to a conference last week Wed-Sun and I was out of town the entire time. Tomorrow night I'm also out for a concert right after work and won't return until after midnight. Yesterday we had a birthday dinner in the family. Those are all my personal "problems" nobody's responsible for, but I really badly wanted to make up for these things by playing as much as I could today, and now I have zero progress today, too ... We won't get anything, though, so there's no point in asking. It's just bad luck.

  • I‘m on PS4 and it's slightly more difficult than on PC I think, but I get better and better and I hit most of them now. I don't bother searching for the totem anymore. 

    Exception: when someone else is working on the gen at the same time, then I miss considerably more, that's why Ruin always motivates me to work alone on gens.

    I have only restarted playing survivor for the Archive challenges and get mostly teammates of rank 15-18. I am delighted that the majority of them are powering gens through Ruin. This was very different back when I stopped playing survivor, even at much higher ranks. 


  • @HellCatJane said:

    Nothing really to "leak"... it's always 2 weeks after PTB..

    It's usually 2 weeks after PTB. It's amazing how fast people have forgotten the last mid chapter patch and the frustration with the delay of Withering Blight event that six weeks later we hear "it will be released on December 3rd" again. This is very, very likely the date the devs are aiming for, but as we all saw things can happen, and that's the reason why there's no official release date yet.

  • @Endstille said:

    Sounds like a you problem.

    It's really not. It's IMHO more of a problem with the ranking system not doing a proper job for solo survivors. 

    It is the same for me and it's definitely not a „me“ problem. I know that I am not perfect, and sometimes I lose games because I screw up and that's ok.

    Typical solo game I had last Sunday: killer has already killed two teammates while I‘m only on the second gen. Wow, killer too strong for us, right? Nope. He finds me (P3 outfit btw) and I run him all around Pale Rose for minutes. He was so terrible with refusing to break pallets and chainsaw timing ... if he plays the same on Hawkins he‘d manage to turn every single pallet location there no matter how unsafe into an infinite loop.

    Still, the other survivor did do nothing while I kept the killer busy. Eventually, killer gave up on me, I finished one more gen, killer chased me again, gave up again, I finish 4th gen, another chase, unfortunately I get downed this time and facecamped and hit on hook next to hatch which he could then insta-close. 4K for a killer who lacks pretty much any skill. Explain how this is a „me“ issue?

    The vast majority of games go like this. My problem as solo survivor is that it doesn't matter how good I am and how poor the killer is playing, as long as the game insists on matching me with survivors that don't do equally well (I am not asking for godlike teammates, I said I‘m not the best, just people who play decent and use some common sense), it's a full win for the killer every time.

    Best solution is to go SWF and have control over your teammates, sadly. I am currently in the process of doing so.

  • I’m at 16 1/2. From the tome I can still get the fragments from one master challenge and the end reward, that would get me to 18. I hope to make it to 19 with playtime before the next tome level is released.

  • Hey, survivors at low ranks aren't all that bad. I started playing solo survivor again after many months for the event and archives, from rank 20. To my surprise there are many good people hanging out on low ranks right now.

    Had a rank 19 match with a rank 19 level 12 (according to lobby) Feng Min. Tombstone Myers with Ruin, only 3 survivors as one had a DC right after loading in. All five gens got done, no-one looked for Ruin (was not cleansed), I did two gens with that Min and she didn't miss a single Ruin skill check (or didn't get any ...). I escaped with Min, other survivor got tombstoned unfortunately.

    Match at rank 18 against Trapper, also running Ruin. Trapper had some serious tunnel vision on me. Eventually he did catch me, but by that time my fellow teammates had powered through all five gens, again with Ruin still up.

    The more I rank up the more often I get terrible teammates. Self-care for ages (Sloppy ...) at the edge of the map where they have nowhere to run to when the killer finds them, run like headless chicken around the edge of the map instead of picking me up when I'm slugged, fully recovered, and the killer is clearly chasing someone else in a different part of the map, and many run from the gen as soon as they hear the faintest heartbeat ...

    Occasionally the matchmaking throws me into lobbies with higher ranked teammates. A group of all-purple survivors got completely demolished by a rank 14 Trapper who wasn't even that good. I'm not really motivated to rank further up when I see how they play there. To be fair, I've had some good teammates of higher rank, but I can't complain about the current experience on low ranks.

    That's what happens when the ranking system mainly measures your monthly playtime, I guess.

  • As long as they don't ask you to activate "Mettle of Man" twice in a single trial there's nothing that wouldn't be achievable.

    Seriously though, I don't mind difficult challenges, but I am proud to play very fair as killer. I have not gotten an actual hate message so far, quite the contrary, I get a lot of compliments from survivors. I fear that when going for four basement sacrifices (or even just end game sacrifices with NOED which I have not used a single game so far) would require me to play in a way that I absolutely don't want to and that'll result in my inbox overflowing with the hate messages I was missing thus far. Even worse, I couldn't even blame the survivors for it if I'd center my entire match strategy around getting everyone into the basement, and that for multiple games because I surely won't achieve that in the first game.

    At the very least, please don't lock lore behind such challenges. I can live with missing rift fragments and collecting them through regular gameplay, but lore would be disappointing.

  • Mostly Huntress because I love everything about her.

    Occasionally Pig because she's cute and I have fun outplaying people with the dash.

    I am trying to get into Nurse because she's so different from any other killer and has awesome cosmetics. (I should add that I'm on console so that no-one's tired of seeing just Nurses all day, rather the opposite). I still need more practice, but I'm already beyond the "get bullied instead of hooks" stage despite the controller disadvantage, and I am looking forward to her add-on rework landing tomorrow. I currently try to play her every day to keep practicing.

    I also like Spirit but rarely play her, partly because she's currently a bit overused by the "I am a real gamer, therefore I only play meta" part of the community.

    I play the other killers only for the dailies, most of them are still level 10 (for the adept) with no useful perks.

  • The achievements were not changed, the conditions for a merciless victory changed with the emblem system. „Merciless“ was always linked to a double pip I think (at least since Victory Cube), it was just that a 4K used to guarantee a double pip (most of the time).

    Instead of changing the achievements (which they can't easily do on PS4 at least), you would have to unlink the „merciless“ etc. messages from the amount of pips you‘ve gotten.

    At least that's my understanding.

  • Not sure why people consider it useless. I admit I have no first hand experience because I refuse to use „I hate your perk so I deny you its use“ perks (here in particular also because I think exhaustion has been nerfed enough by now and yet another way to deny exhaustion perks is pretty much the last thing this game needs).

    Still, when I look at the mere description … if you’re exhausted and jump on a gen, the only way to be fully recovered at the end of the gen is when you’re able to work on the entire last 50% of the gen alone, uninterrupted by the killer. I kind of see that this may be „useless“ and "underwhelming" for people who consider it the meta killer playstyle to play like Truetalent in the lately circulating clown video where he avoided going near gens and pressuring them at all cost. As soon as you interrupt survivors and drive them off the gen (which some killers prefer to do), they’re most likely not going to have their exhaustion perk for the next chase.

    And finally, as soon as you fix a gen together with at least one other survivor, you’re not going to have recovered from exhaustion either by the time you're done with it, whether you worked through the entire last 50% or not.

    Anyway, just saying what I'm thinking, I'm fine with the devs giving the perk a huge buff because I won't be affected by it, I will neither run the perk nor play against it, so I don't really care.

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