scoser
scoser
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Matchmaking has me on a 6 game no-escape streak right now as survivor in Chaos Shuffle, so I would answer in the negative with my anecdotal experience.
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Gotta go in to every single match of every single mode prepared with a big stick of deodorant handy for all the sweating that's going to occur.
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I'd prefer to not spend every waking hour playing this game in order to complete the rifts, so I'm happy with things as they are now. If you want to make a number go up, I would suggest work on devotion or prestige levels.
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Matchmaking is highly unlikely to be affected by challenges, no matter how many plagues you get when you have a healing challenge equipped. It is, however, still frustrating in general, which is probably what you're picking up on.
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@CountOfTheFog said:
What makes everyone think the player that wants to DC won't just kill themselves on hook anyway just to be an ass?
That's why we need bans for hook suicides as well.
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Literally everything causes rubberbanding this patch, it's not just balanced landing.
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Half my Wesker dashes get eaten, so yeah, it's still almost fully unplayable.
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Bold of you to assume anyone on either side can improve until the devs fix the constant rubberbanding.
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Yep, I spent about 10% of each match rubberbanding today. Almost fully unplayable at this point, which makes me going on vacation for two weeks perfect timing. Hopefully it'll be under control by the time I get back.
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Yeah, that was a less than fun thing to load into unexpectedly.
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My first complaint about this is the "get hit by a killer at a pallet while you have a droplet, then instantly stun them to steal it back" method is when the killers all have such bad ping that they'll hit me while I'm at a pallet, I insta drop it and end up on the other side of it from them, but somehow they're not stunned?
Second complaint is that you can only steal with an M1 basic attack as killer. Thus, if you're trying to steal a droplet from a killer while you have one as survivor, you pretty much can't face an M2 killer or they'll never actually steal your droplet first. To remedy this, it could just be could be coded as "When a survivor loses a health state for any reason, steal their droplet."
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I'd say that this would be a reasonable change. They already have distance based challenges in the "hide within 10 meters of the killer for X seconds" ones.
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I got mine after several games of trying for it by baiting swings at a window vault the killer was on the other side of, but I'm 50/50 as to whether they were actually trying for the hits or figured out I was going for this challenge and took pity on me.
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I would appreciate a look at the numbers for any of the anti-camp mechanism values, as I personally don't think it's overbearing vs. killer as it stands and I almost never see it activate in my games as survivor in general, proxying killer or not. Any of the values for range, fill rate, or amount of charges required to fill the meter could perhaps be bumped up a bit (10-20% maybe) to make it a bit more useful, and then reevaluated again.
I'm not sure if the code logic could be written to make different values for different killers, such as if billy or blight is the killer, the range of the anti-camp zone is extended further due to their ability to get back to the hook more quickly than some of the other killers.
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@TotallyUselles said:
First I think, it will be easy against The Nurse, but it doesn’t count when she blink.. I Played 2 games against, allways she miss 3/4 times with blink.. It hard makes this challange, 30+ games and I have only two games with 2 miss.. It should be Game, for 2 miss for game, or 2 miss, but not in one trial.. Not on gold or Iri rank..
They changed Nurse's blink attack to be a special attack several patches back, thus, it doesn't count as a "basic attack".
If a killer is on the opposite side of a window vault from you, you can try to run up next to it and then back away quickly to try and bait swings that way. It's a 50/50 as to whether the killer I was up against when I got this was actually trying to get a hit that way or figured I was going for this challenge and took pity on me.
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Flashlights are fine, flashbangs and firecrackers are not fine when survivors can glitch inside your model to create an unavoidable blind.
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The devs don't worry about MMR, they only worry about queue times being long. As long as you can load into a lobby in 10 seconds, they're happy, even if you're going up against a 4 man sabo SWF or teamed up with literal potatoes.
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Do what the devs said, go play Civilization. They obviously don't have any plans to make the game any less stressful.
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Killer matches have me up against survivors who are miles better than I am and I end up with a 0K most of the time, SBMM is somehow even more broken than usual.
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Even my usual method of using sprint burst to try and avoid a hit only worked once a match before the killer would just not swing when I started running. Plus, if you're against any M2 killer you have almost 0 chance to get this. Just when they said they're going to start making challenges more sane, they come up with this Tome 1-tier challenge.
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Alwayshasbeenmeme.jpg
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@SMitchell8 said:
Flashbangs are easy to avoid. The animation is quite obvious, just 180 turn as you see them throw it down. Mine miss often Expect Leon to use them. Best way to use them is to drop them just as they go to break a pallet, so they get blinded as they walk through it, meanwhile, you've hooked it 🏃♂️
@TatsuiChiyo said:
Lightborn of course. You can also try to position yourself staring at a wall.
If its Background Player causing issues, Singularity has I believe Genetic Limits is the one that causes exhaustion whrn you pick up a Survivor so it hard counters BP. Someone else mentioned Infectious Fright so you at least know if someone is close, also Awakened Awareness from Wesker lets you see if anyone is trying to hide for a surprise Flashbang blind
My main concern is with directly facing a wall while picking up a survivor and getting blinded by a flashbang placed inside my character model, so it sounds like it's either Lightborn or Infectious as possible solutions.
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Yeah, they don't seem as bright lately on some maps. I'd be up for a color choice or at a minimum make them stand out just a bit more.
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The devs can barely get killer powers, map textures, & object collision to work on flat maps and now you're asking for more elevation? You might as well just have them killswitch every map in the game at that point, because they'll all be busted for months straight.
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Killer is massively more stressful. You're often going up against 4 man SWF bully squads that massively outskill you because of the joke that is the SBMM system. Even if SBMM does give you a potato solo queue team to go against, you've still got to sweat out of control because you can't be sure.
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Survivors: "WAAAGH, why do killers only play Nurse/Blight/Wesker?"
Also survivors: "Every buff to a non meta killer is an affront to God and I'm going to start a crusade!"
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The cheater problem will end when the game gets shut down. Otherwise it's just a race between cheaters and the devs to find exploits and then patch them.
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All of Sable's perks are trash. I've been trying all week to get the What Lurks Beneath achievement done and am even running Territorial Imperative to see if people go into the basement. No one ever does unless I've hooked someone down there already and they're going for the unhook.
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Her perks are so useless that no one runs them. I've been playing all week as killer to try and get the What Lurks Beneath achievement done and no one goes into the basement unless you hook someone there and even then they get unhooked and run out of the basement in two seconds. I know when people go into the basement because I'm running Territorial Imperative and the only thing it gets me is insults in post game chat and survivors telling me that I'm mentally incompetent for running it.
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Is today a day that ends in 'y'? Then yes, matchmaking is broken.
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I don't see invocations in use in my games, but I do see people running to the basement after every hit to try and heal.
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I got this achievement fine on Steam, so it's not fully broken.
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Outbreak Breakout. I think I had to play 70ish games on RPD (including using every single offering for it I had at the time) in order to get it done in solo queue.
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I keep chat on because it's an easy report when someone rages out and starts spamming slurs.
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Where are those ragequitting or oblivious survivors when I play killer? I just get the teabagging flashlight clicking coordinated SWF kind in most of my games.
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Every day is the best day of a survivor's life in the current meta.
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Standard "dedicated server crash" every few games, don't host your games on a big pile of Nintendo DSes, BHVR.
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I'd much rather survivors just left when I play killer instead of having them just stand there pointing and/or teabagging just to give me a whopping 300 or so points.
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If anything they need to remove post game chat from PC as well.
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Need more glyph challenges for survivors, if anything. Otherwise it's just 24/7 gen rush.
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Most celebrities probably don't want to have a representation of themselves getting eviscerated by some filthy mori-spamming hag main.
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If we have to go down this route, it should be a variable number of perks on killers, depending on how good they are. Nurse gets 2 perks, Freddy gets 8.
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Survivors are often complaining about killer variety, but any time the devs buff weaker killers to try to increase that variety, survivors act like it's the end of the world.
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MMR is working just as the devs intend it to be: guarantee instant queues. If it somehow manages to match sides in terms of skill at the same time, that's a bonus to the devs.
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Solo queue is usually an abyss of suffering with tunneling killers, so they're quitting. That means that non-tunneling killers that are left have to deal with more toxic SWF bully squads, so they start to quit or permatunnel. Then all you have left is toxic tunneling killers vs. sweat drenched SWFs spiraling the game into even more and more deranged behavior on both sides.
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I know I hop in only to do my dailies and then immediately quit for the day for the most part. Either it's the SBMM system dealing out the most unbalanced games of all time or toxic players in my games (on both sides), neither of which are worth dealing with when I can be playing other games.
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If you're getting that much benefit out of jolt, then you're already winning regardless of whether you've hit the regression limit or not.
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You just won the SBMM lottery for today. Come tomorrow your teammates will be potatoes and you'll be strongly considering installing Civilization like McCote famously suggested.
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Unfortunately, the dev priority is having instant queues for players instead of even doing the bare minimum of trying to get evenly skilled players in the same match via their SBMM system. This is why your killer games will swing wildly from SWF depip bully squad to a team that is worse than the bots and otherwise similarly on the survivor side.
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It's not as bad as people make it out to be, it's actually worse.