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twistedmonkey

twistedmonkey

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  • @FleshTorpedo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1065307#Comment_1065307

    If thats how they plan to implement it they are going to have a rough time. I can already tell how thats going to be abused. But its better to reward not DC'ing then to punish too harshly for DC'ing. But it is BHVR, so i dont expect much from them lately.

    The test was done last month on pc.

    Hardly anyone was dcing so it worked the only issues were the false timeouts which was part of why the test was needed.

    No incentive will stop someone dcing if they want too. At least stopping them from playing will mean the rest who accept the game for what it is can enjoy it more.

  • @csandman1977 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1065180#Comment_1065180

    https://forum.deadbydaylight.com/en/discussion/comment/1065237#Comment_1065237

    So only survivors should be able to DC, for whatever reason they want, as 4 other people still get to play. Makes sense

    @FleshTorpedo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1065180#Comment_1065180

    Hows that any different then just DC'ing. Like ######### all corn maps.

    Who said anything about only survivors should be able to DC? No one should DC just play the game as it is.

    Harsher DC punishsments are being worked on. We saw the capabilities of them so good luck as after 6 dc's its a 6 hour timeout which takes a while to go down or you have to play a set amount of game to remove it after the timeout.

  • It would be a mechanic which would be abused by some for any reason they deem worthy.

    Some examples

    Map they don't like, Hit with a perk or item they dislike (DS, Adrenaline, flashlight), Looped, 2 gens pop quick.

  • First send them the information with your platform details and ID along with your DBD game ID and make sure your account is not set to private so they can view it all. Ask if one of them would even friend you just to view your account if needed.

    The achievements and playtime alone should show something has went wrong and mean a more in depth invesyigation.

    Screen shots are not a great reflection as they can be doctored easily so I would say looking at your actual playform account is the best bet if their server isn't showing anything.

    What they have done in the past with this scenario is gave bloodpoints so you can level up the chars again.

  • It's a known issue and has been discussed many times.

    Devour while a fun perk doesn't help with chaser as any Insta down hurts it a lot.

    Yes a 4k should always be a pip unless someone is camping before end game as that strat shouldn't be deemed as the go to one.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062577#Comment_1062577

    The reason they're being used is because they shared their evidence. I can't share evidence that doesn't exist.

    We only need to talk about one side because the devs have clearly stated the design focus for killer lethality... even for exceptional killers. This can lead into nerf discussions which we should ignore for now.

    They haven't done so for individual survivors. This is where my question lies. I'm trying to state this as clearly as I can since so many people seem to have a hard time understanding the idea.

    The other survivors in this single match are only important for the killer metric of 2k 2e, which isn't the subject.

    Their individual survival rates are the question. How often have survivors 1, 2, 3, and 4 escaped their matches? Is this their first? Or their 80th?

    The skill of the killer and the mixed bag of player skill isn't a factor in this question, but is in itself an indictment of the current state of matchmaking.

    But knowing they do exist out there shows a bias as you are highlighting a one sided viewpoint using a rare circumstance.

    The issue with using such videos is the same as using any killer ones to try and prove a point for nerfs to them.

    DBD had many skilled players but in the end yes matchmaking can and is the deciding factor for a lot of them as you so not know how well the other can play. I can't see this ever changing.

    Take AngryPug who is considered a great survivor. He played for 5 hours and escaped a handful of times. What does this say? Was he playing at his best? Was it who he was matched with? Was it just good killer players?

    DBD had no real way to reflect skill with so many rng aspects. You also have to account for the hatch and items like keys when it comes to escapes which Noob3 for one tends to use a lot in these challenges. Then their is what killers they verse on the tier list and the killers players ability. Sometimes players get lucky with who they verse and spawns of the hatch.

    I believe they have done changes based on how well some individual survivors play as when something has been shown to be strong changes have been made to that side at all. Afterall its the player base who show how strong things can be on both sides.

    I truly think you are trying to push something using a minute metric which doesn't say anything apart from they are amazing players who got lucky at that time. The same as those who 4k for a set length of games as its far and above what the normal game is.

    Now if you take the vast majority of any of these players videos you would find this isn't the norm for them and its extremely rare that they accomplish this and why after 3 years their may be a handful of videos from them.

    Since you like making videos I would love to see you perdonally try this challenge as survivor over say a 4 hour period.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062503#Comment_1062503

    No because the devs have designed the game so a 4k is an exceptional result. Survivors have more tools at their disposal in addition to teamwork to prevent a 4k.

    But this post is about individual survival rates. Not killer 4k capability.

    To only talk about one and ignore the other is an extremely biased viewpoint.

    Of course a 4k should be exceptional as it should only be an average of 2k. The fact some can get 3 or 4 almost every game shows they are intfact exceptional killer players.

    The same can be said with exceptional survivor players.

    The person may have escaped that many times in a row but how many games did 2,3 or 4 escape?

    What you don't see is how good the killer player was and with everyone being in a mixed bag there is of course a huge gap between capabilities and why these exceptional players shouldn't be used to try and say what you are.

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062296#Comment_1062296

    I mean I completely understand what you mean man don't misunderstand that in anyway as you read my post. I 100% am with you as I know how it all works.

    It's just that a vast majority of bugs that impede survivors are quickly patched while bugs that hinder killers are generally more or less take a significant amount of time to patch if they even bother between new DLC and Mid Chapters. A reoccurring issue of this is Bugged Sounds that almost happens with every new release or big update. How many times last year was the bug fixed and then readded in? I'll tell you something amusing did you know that bug lasted for the majority of the year on and off? Most people kinda got used to it and forgot about it more often than not until it was fixed right up until another update.

    Then with quick fixes to one side more then the other let's discuss the problem of bad PR we recently had with the announcement of the Ruin change. While we all understand why it was changed that didn't change the fact due to bad PR the entire message literally just sounded like a Survivor Biast post.

    Not to mention we had a Dev mention right from the get go they wanted Ruin changed since they got hired. Then people who are well known Mains of certain killers telling Dev's that they know. These are the current bugs with X Killer. Which then they reply that X Killer has always been that way. They try to explain again and either get told a "we will look into it" or shut down.

    So when a killer says that the game is Survivor Biast I can completely understand why they are saying it and where they are coming from. Is it actually survivor biast? Very unlikely, but appearances do matter.

    So please don't just give a generic quote like "People can't see the Forest, From The Trees" it honestly just seems rude and very insincere to legitimate issues people face.

    That all depends on the fix in reality.

    Each patch has multiple fixes for both sides but it all depends on the killer a person plays. If it doesn't affect that one they do then it can seem like they are not fixing it when its just in a queue.

    What we always have to remember is the survivors have two skins male and female and the animations are all the same.

    Now each killer is different between size and animations along with seperate powers so the amount of things that can go wrong is a lot more.

    My comment was in reference to the OP not everyone in general as the post itself only see the DS fix ignoring others in the same patch.

  • @Zagrid said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062296#Comment_1062296

    I look at it more like if you got shot or stabbed, you may prioritize dealing with that more than the paper cut you got a few seconds before.

    DS was probably a simpler fix and it did needed to be fixed, but did it need to be fixed more than hag or heck, even the entire dedicated server system... that’s the point.

    They have very poor prioritization for making the whole game functional. They focus on, how much BS can players put up with so they will keep giving us money.

    You are talking about one perk which was fixes in a doctor oriented patch and the hotfix for issue it caused.

    Did you not see the other fixes to Doctor within the notes? or Freddy's trap placement fix? Makes sense to try and fix issues with Doctor for either side while they are fixing other issues on him don't you think?

    • Tentatively fixed multiple crashes relating to the Archives The Doctor changes.
    • Partially fixed an issue that caused The Doctor's Iridescent Queen add-on VFX to be displaced in front of the Survivor if they were moving. The VFX is still displaced when turning.
    • Fixed an issue that caused Survivors not to see illusionary pallets created by The Doctor's "Order" - Cater's Notes add-on.
    • Fixed an issue that caused succeeding a Snap Out Of It skill check to grant extra progress.
    • Fixed an issue that caused The Nightmare's Dream Snare placement animation to be slower.

    That is also just a few of the fixes.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062440#Comment_1062440

    Because they aren't as prevalent as survivor escape videos. A search showed 2 results.

    https://youtu.be/MLYAFjg63FM

    https://youtu.be/XZZU-3mb38A

    The Oni video was made before the removal of his flick.

    If a killer can 4k that often they get nerfed. Nurse, Spirit are recent examples.

    Regardless of skill level, should a survivor go into a match expecting to escape?

    Not being as many doesn't say anything as technically you are versing survivor v killer mains which of course there will be 4 x as many survivors. Also most streamers play survivor as itd easier to engage with thr community so again of course their will be more videos.

    The one flick isn't quite the same but it's better than it was now as they buffed it again.

    Yes a survivor should go in expecting to escape if they are one of the top players as for balance their should only be 2 kills in theory. What is wrong with expecting to be better than the other survivors they are matched with?

    I pose you the seem question should a killer expect to get a 3 or 4k every game?

  • Where are the videos of Tru3, Marth and Otzdarva 4king 50 or so games in a row?

    Should killers truly be able to 4k that often?

    You are dealing with some top players here so I'd say yes they will be above the normal rate.

  • The DS was probably a simple fix and why it was done so quickly along with many Doctor fixes at the same time along with others. But yeah it was about survivor bias 🙄.

    • Tentatively fixed multiple crashes relating to the Archives The Doctor changes.
    • Partially fixed an issue that caused The Doctor's Iridescent Queen add-on VFX to be displaced in front of the Survivor if they were moving. The VFX is still displaced when turning.
    • Fixed an issue that caused Survivors not to see illusionary pallets created by The Doctor's "Order" - Cater's Notes add-on.
    • Fixed an issue that caused succeeding a Snap Out Of It skill check to grant extra progress.
    • Fixed an issue that caused The Nightmare's Dream Snare placement animation to be slower.

    The basement bug was causing players games to actually crash and killers had a specific challenge at the time which required survivors to be sacrificed down there. Seems logical it would be a high priority. Can't see any bias in that.

    The dedicated server issue for killers is also affecting survivors with DH and windows hits etc. It's a server issue which isn't a simple fix.

    The sound issues they are working on and came about initially with the engine upgrade. Seems some animations were changed also which they explained can have a side affect on sounds. Not a simple fix by any means compared to the others.

  • You talk about a dedicated server issue which is causing issue with things on both sides.

    The fix to DS obviously had nothing to do with it being a simple one and therefore the logical conslusion is it must have been about survivor bias 🙄.

    Sometimes people can't see the Forrest for the trees.

  • Well if this is your first time seeing this after over a month of play you can see how rare it happens.

    Yes some things are overly powerful in the game such as this but they are not the norm so imo are fine.

    I will say Myers in this state is a lot slower than normal and he needs to be right up on you to use the effect. He is very easy to loop due to his speed with these. Getting to infinite tier 3 also takes some time and you should have at least 3 gens done by that point easily. He needs a lot more than just one person.to stalk.

    I wouldn't take the ranks as good players. All rank means if they have played enough. The rank 13 killer could also have took a break and have 2k hours or more which looks the case since they have 4 perks all from different DLC characters.

  • DC bans are active on all platforms and have been for a long time. Right now it's done on percentage basis.

    The new system is being worked on with the timeouts and was tested in PC for two days only. The issue with it was that it punished players for issues with the game.

    Many were being timed our for the lobby error or the game crashing. Also being stuck in game and it not ending meaning you have to dc.

    We will just the to wait till they can get these things ironed out before its released.

  • The ranking was originally off bloodpoints but they are so easy to get now as everything has been increased over time.

    You also have to be careful with ranking using this idea as once either side has got enough bloodpoints they can just let themselves die or not sacrifice and never rank up keeping easier games.

    Survivor would be a lot easier to abuse since they can just stay in game letting the egc kill them.

    This is why doing well should equate to many factors on both sides with the multiple kills and an escape being part of it for a double pip but not a single one imo.

  • @Snow_Lep said:

    https://forum.deadbydaylight.com/en/discussion/comment/1059203#Comment_1059203

    I feel like the major point of the post went past.

    The game is not designed to be ranked off of anything any type of MMR could capture for accurate matchmaking. There are too many variables in the game for a computer or ai to possibly capture what is considered a bad player versus a good player.

    A human can watch someone play 10 matches and determine the type of killer they are because a human can take in the variables effecting the performance of the killer. Such as certain loops being open and pallet spawns being more or less favorable in situations. In addition to the statistics themselves.

    A computer can be given the statistics, the number of chases won, number of times stunned, number of hooks, time gens got completed in, and so on, but will fail to recognize the situational aspects of WHY those chases were won or lost, WHY they were getting hooks or being gen rushed.

    A computer can call a bad player in a good situation and a good player in a bad situation the same rank due to the similar statistics. Does that not sound unbalanced?

    If it does something where the first 20 games determine your rank for the month, a good player can get very terrible pallet spawns, open windows, big maps with low mobility killers, for 15 of those matches and then have it be considered losses. A bad player can get good pallet spawns, good windows being blocked, and small maps for 15 of them to get matches determined as wins.

    These two people will get put in inverse skill classes from what their actual skill levels are. The good player will dominate any situation where the game isn't giving bad RNG and the bad player will be steamrolled when the map gives more survivor-sided RNG.

    While I do not know the specifics of what the MMR system will be based on exactly, they have heavily stated that 2 kills and 2 escapes is a draw. So the best guess is that 3 survivors escaping is a survivor win and 3 kills is a killer win. Done in double if all 4 escape or all 4 are killed.

    I apologize I forgot about the "new player" gray ranks. Yet it still stands, why would they not just base current matchmaking off of color over rank itself and do essentially the same as the MMR divisions you suggest?

    Hence why I said them stating its a mmr is just another way to match make faster and since we know little of what they will changed if anything to get a rating from what it is now then in reality nothing changes apart from in theory larger pools to be matched with quicker 😉.

    As I said instead of 20 separate ranks with an average if 1k in them widening over time it may be 4 pools of players with 5k in then so its more instant.

    I think the wording of "skill based mmr" was wrong to use and has detracted from what it is to be fair.

  • I don't think pgtw needs a cooldown as its use can then be more strategically used. Its fine how it is as it gives more choices when to use it.

    The reason for the cooldown on TT is apparent since its use is passive after a hook while with pgtw it needs an interaction after each hook so would be an unnecessary nerf to it imo.

  • Things will always go forwards and backwards in a PvP game as its forever changing.

    I think the main thing you see with either side is when it personally affects how well a person was playing or what they liked to use then it will always be a bad change for them.

  • @Snow_Lep said:

    https://forum.deadbydaylight.com/en/discussion/comment/1058916#Comment_1058916

    We have 4 as it is, and they can't get that right.

    Browns, greens, purples, reds.

    The current system allows for pips to still be possible even with death (which shouldnt happen, but you can carry a team and then get noed camped at the end of a match) and now lose rank instead of gaining with the MMR.

    As a killer, you can put really hard pressure on tbe survivors. Just to get a collection of BT saves and DS stuns in the last bit of a match and then go down because of it.

    You did the work, you played amazing, but luck or just pure bs cost you the match. And then guess what, you get punished by the ranking system for it.

    They need to refine requirements for pips over just slapping an MMR into place and then base matchmaking off of average color.

    Sorry for those boosted survivors who can't handle it, but if you want to play swf you should expect as such. Going back to Rocket League, it puts the matches against parties based on the highest rank, just so that it is harder to be boosted.

    It does work, you just have to live with that and have less complaints. Average ranked swf has the equivilant of the highest rank there due to the communication. Sorry if the players cannot handle what they open themselves up for when playing swf matches.

    We have five coloured brackets but you aren't matched using them. It uses your rank number and then expands in it.

    Well first the reason you can pip without death is to try and help with matchmaking. Remember early last year when they made survivor popping harder what happened? Killer queues in red ranks sky rocketed so they made it easier. The whole system is build around finding players for each side nothing more.

    The killer was designed that way due to the above also. As I said its to spread the players nothing more.

    So I take it you have some first hand info on exactly what the mmr system will be based on and what they will use? You are asking for a pip refinement basing it off colour without realising its probably exactly what they are doing. It a much more simple looking for a rating which can be put into a much larger pool. This alone means you could have 5k players there ready go be matched with instead of smaller pools widening.

    It seems you ranted at the end for no real reason as I wasn't saying it should be changed for swf to average as I was and am in agreement with what they did as its fairer for killers. It was just an explanation why the match making is how it is atm.

  • @Snow_Lep said:

    https://forum.deadbydaylight.com/en/discussion/comment/1058531#Comment_1058531

    https://forum.deadbydaylight.com/en/discussion/comment/1058499#Comment_1058499

    Both of these bring up the point I made at the end.

    They need to fix matchmaking as it is rather than just throw an MMR into it and call it "fixed". It will at most stall the matchmaking to what is currently being dealt with (which is trash) or possibly be worse. Matchmaking didn't used to be this way. There WAS a point in time where it actually worked. They need to get it back to where it actually worked over this "fix" they are implementing.


    It worked in the past for the most part due to P2P regions being wider along with swf being matched with swf taking the average member rank of players.

    This was something the community asks to be changed as ping and being matched with high rank swf players were constantly complained about.

    They implemented what the players wanted and unfortunately it made match making worse so they had to widen the search pre Christmas making it even worse just so people can play.

    At least with an mmr they could say use bronze, silver, gold and iri making 4 large pools rather than 20 seperate ranks to try and match over with it widening every 30s to 1m or so out of your personal rank.

  • I don't see how this differs from what it is now. All the things you listed can directly affect your rank which is used for matchmaking.

    Imo a good mmr system doesn't auto drank someone for losing one game but takes it over a set amount of games to find an average. Its not just about losing one game but what happens over many.

    Yes the game has many rng aspects but that's true of any PvP game. Playing with randoms if ghe biggest rng aspect in all of them as you never know the players ability or if they will even play to the best of it in a particular match.

    This system then can work just as well as any others so far but instead of it being a default result for every win or lose at least with this you can gain or lose more depending on who you are matched with.

    That to myself may at least help with smurfing as it has the potential to have the player be matched further away from them.

  • @DaGreenBolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1057419#Comment_1057419

    Sure they are looking at toolboxes, but they are also metioning that they may reduce the synergy with slow-down perks. I'm sorry, but what the ######### were they smoking when they said this. Literally slow-down perks are needed to make the game last longer.

    I'm seriously questioning if the Devs are actively trying to kill their own game

    What this tends to say is they want the game in a state which isn't being affected by either too much.

    This makes sense if you want to gather data for the actual game to see what the speed of it is without so many different factors involved.

    If you truly want them to so something about the speed if gens then both of these are what makes this harder.

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1057327#Comment_1057327

    it's more like perks ruin is just the start as they have said they will look at other slow down perks and that is before they got data from the ruin nerf, if the devs don't want killers to play like they are atm then why announce changes to perks that will make a big impact on the game but hay as long as the survivors are having fun thats all that matters,

    They also said they are looking at toolboxes.

    The problem with any slowdown or speed up perks/item is that they change the core game speed so it makes it harder to see what exaclty need done.

    Then of course you have players who will camp anyway even with all that.

    Its not just about survivors fun or no perk/item for survivor would have ever been changed. Every change that has happened to survivor was for the killers fun in reality but some will only see the most recent changes and jump on a bandwagon of saying this while ignoring all changes which came before it to both sides.

  • I wouldnt call it a protest its more about anger due to a perk being changed.

    To be fair all camping does is forced the devs to address it with more than just emblem points. Now if you want change to happen then you play how you would have always when Ruin was cleansed in the first 30s. This gives the data the devs need to look at what may need changed.

  • Because BBQ was designed with survivors also in mind so killers have a reason to leave the hook to try and help stop camping hence why they can only see them from a set distance away.

    The only thing I would say is a bit meh about WGLF is if all four survivors ran it the chances of getting full stacks is very low unless you take protection hits. It then becomes a run to the killer to take hits game when someone is downed.

    I would prefer more ways to get stacks from WGLF but I dont think it needs anything else.

  • You dont lose rank between 20 and 16 as its the new player zone and let's pepole play without losing pips until they hit rank 15.

    The match making is not working atm and I'm sorry you are facing those players. Hopefully the new system isn't far away and it will help with the issue.

  • @GurkLion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1056945#Comment_1056945

    You shouldn’t have to expect a perk to be used despite how often it is used. Everyone has the exposed status effect before the first person is struck, being notified after ######### hits the fan isn’t a good way to have this perk setup. You get notified when the killer has ruin (even though its obvious when you work on a gen/get off a gen now), you get notified when Myers hits tier 3 that you have exposed, why does NOED get a pass? It’s an inconsistent feature of this perk that gives it a bigger buff than necessary. Giving survivors this notification will balance it out, killers get to have their one-hit freebie perk and survivors know to go hunting for NOED.

    A few perks work this way.

    For instance only one obsession is in the game but everyone could be running DS or just one person and the obsession themselves may not have it.

    No indicator for borrowed time for the killer.

    These perks are designed to be expected so certain things don't happen like tunnelling or camping or they do like in the case of NOED the totems to take away from powering through the gens.

  • There is one as soon as someone takes a hit with it all the others know.

    NOED is one of those perks you should always expect in a match.

  • The rights for nightmare on elm street reverted back to the family for US rights late last year. This could be why it has never made it to switch.

  • Its always possible. They did ask that specific question in the last survey. Not that means it will ever happen but it means they are discussing it.

  • None.

    I don't think any nerfs to killers should be looked at until they can gather the data from the ruin change.

    As it stands right now id say tool boxes should be the highest priority to be looked at since the changes to some slow down mechanics have been done the ones which speed it up should be starting to become more obvious.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1055359#Comment_1055359

    I said OTHER PEOPLE claiming billy is the best are wrong according to the statistics released as both spirit and freddy have higher KR then him from the most recent stats(Which mind you are from November as they haven't been updated sense then).

    Also nurse isn't in the best spot as people always claim she is the best but have no proof of it so I go by what stats we have and when she barely has a higher KR then CLOWN at red it should be telling of her power when people in red ranks can barely out perform clown with her according to the stats.

    Give me undeniable evidence that the nurse is the best then I'll agree until then I'll go by what the stats.

    Idk what most of your tangent is even on as its unrelated to my comment as I have said nothing about trapper or play rates(popularity) or only using overall data as I used both in my explanations such as nurse being the THIRD WORST IN RED RANKS.

    Just gonna put this out there.

    The stats don't mean what you think they do.

    They are over all platforms and Nurse has never performed as well on console due to frame rate and sensitivity.

    They were taken just after the change where players were learning them and getting used to her again.

    If we take the Nurse stats as showing a true reflection then we must then take all the others which means some killers are well above the 50/50 and all are above which means none need any buffs which we know isn't the case.

  • @Seltas0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1054556#Comment_1054556

    Theres more :

    Survivors :

    Just don't tunnel

    Just dont commit to chases

    Just don't overguard generators

    Just don't miss swings

    Just don't get pallet stunned

    Just don't get head on stunned

    Killers have :

    Just don't get hit

    Just don't gen rush (noed)

    Just don't self care in a corner

    Just do gens

    Just heal

    Just don't waste pallets

    The lists go on

    New ones appear with every change. We should be allowed to place bets on the next saying with a chance to win the next dlc 😂🤣

  • Survivors have - well just apply pressure.

    Killers have - well don't get caught.

  • Its not necessarily a lack of red rank killers from what there used to be but more to do with the two changes made of late and not enough killers to compensate for one in particular.

    Dedicated servers made queue times rise which became even more evident when ps4 had them activated as many complained their queue times increased. This could be due to the regions being smaller.

    The change to swf match making pulled in more players to be matched with red rank killers. This is the one which can affect queues the most as just 100 x 4 man swf with only one red rank players means 100 more killers are needed to compensate or it effectively makes queues longer for a total of 400 red rank players.

  • They only change I would make to BT is to put a timer on it of say 10-15s before it activates so its not used for instantly farming others.

  • They will be coming back once they are working as they should.

  • Well the most common complaint about the swf matchmaking change was how low ranks now have to play in high ranks or in the past high ranks playing with low ranks to Smurf. This shows swf do play with lower ranked friends not just high ranks.

    We know with steam achievements that only 7% of all players had the rank 5 achievement before the recent bug. I'd say it's not as many as one may think.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1049914#Comment_1049914

    Where can I check that data? I really wanna read it! Thanks btw!

    Chaser

    In the same patch (2.3.0), we introduced a “proximity to hooked Survivor” penalty. It was initially a conservative penalty but has been increased to be more penalizing to Killers who remain in proximity. Most players will not notice significant changes to their resulting emblem quality as the penalty applies ten seconds after hooking a Survivor, and does not apply if: A) another Survivor is in the 16M radius; B) The Killer is in a chase; C) if the hooked Survivor is the last Survivor remaining.


    @not_Queen said:

    People of The Fog,

    As some of you may have noticed, we launched the Chapter 11 Demise of the Faithful PTB with some slight changes to the Emblem System. This is the first step in an ongoing effort to improve our ranking and Emblem System. Therefore, we want to provide you with information on how these changes may affect your matches and overall rank in Dead by Daylight.

    WHY CHANGE THE SYSTEM?

    There have been many community concerns recently regarding the current state of ranking. We wanted to address these concerns by adjusting the system to provide an incremental difficulty scale in both achieving and maintaining higher ranks. Each rank group (color) now sets its own requirements for pipping thresholds rather than remaining a static goal no matter how high in rank you climb.

    In addition to the changes to pipping and ranking, there were several changes made to Killer emblem scoring. Killers have been generally pipping at a much faster rate than Survivors since the release of the Emblem System back in April 2018. This was causing issues with our matchmaking system, as Killers in red ranks would have a harder time finding matches as Survivors ranked up at a slower rate.

    WHAT CHANGED IN THE RANKING SYSTEM?

    The number of points required to meet certain pip thresholds has changed, based on the rank group you are currently in. The rank groups and thresholds are as follows:

    Rank 17-20 (BROWN)

    0-8 points = 0 pips;

    9-13 points = +1 pip;

    14-16 points = +2 pips.

    Rank 13-16 (YELLOW)

    0-5 points = -1 pip;

    6-9 points = 0 pips;

    10-13 points = +1 pip;

    14-16 points = +2 pips.

    Rank 9-12 (GREEN)

    0-6 points = -1 pip;

    7-10 points = 0 pips;

    11-14 points = +1 pip;

    15-16 points = +2 pips.

    Rank 5-8 (PURPLE)

    0-7 points = -1 pip;

    8-11 points = 0 pips;

    12-14 points = +1 pip;

    15-16 points = +2 pips.

    Rank 1-4 (RED)

    0-8 points = -1 pip;

    9-12 points = 0 pips;

    13-15 points = +1 pip;

    16 points = +2 pips.

    As you can see, the requirements to pip increase as you move through the ranks making it more challenging to achieve a higher rank group (red, purple, etc.) and then remain there.

    WHAT CHANGED IN THE EMBLEM SCORING?

    Devout

    This emblem was problematic in that Iridescent results occurred more often than any others, and the scoring was binary (did you get 4 kills? Yes / No).

    To rectify this situation, two AND three kills results in Silver and all four kills results in Gold. We added a condition to score Iridescent. Now you require all four kills AND nine or more hook events. This condition will make Iridescent much harder to acquire (as Iridescent results are intended to be) especially for camping Killers. The difficulty level represents the work and effort of going through the process of hunting, downing, and hooking all four Survivors.

    As we introduced in Patch 2.3.0 (October 2018), Devout continues to award a minimum of Bronze quality if all four Survivors are hooked at least once.

    Chaser

    In the same patch (2.3.0), we introduced a “proximity to hooked Survivor” penalty. It was initially a conservative penalty but has been increased to be more penalizing to Killers who remain in proximity. Most players will not notice significant changes to their resulting emblem quality as the penalty applies ten seconds after hooking a Survivor, and does not apply if: A) another Survivor is in the 16M radius; B) The Killer is in a chase; C) if the hooked Survivor is the last Survivor remaining.

    Gatekeeper

    This emblem was also problematic in the results we recorded. Iridescent results were occurring approximately 2x more than Gold, and about 6x more than no emblem quality. We identified this issue as being one of an indefinite time frame, causing a large amount of outlier results from exceptionally long matches that skewed the results.

    The rework of this emblem scores The Killer points for each defended generator once every minute of the match for the first nine minutes. If the match ends before the nine minutes is up, it scores every remaining minute. The generators are worth more the longer that they are defended for. The Killer also scores bonus points in Gatekeeper if they finish the match with one or more defended generators.

    WHAT WERE THE RESULTS FROM THE PTB?

    The results from the PTB gave us a greater insight into the changes that were made to both emblem scoring and pipping. We noted the following:

    Devout results were as intended.

    However, Iridescent quality was slightly lower than expected. The conditions to achieve an Iridescent have been modified from 10+ hook events to 9+ hook events to make this condition easier to meet.

    Chaser was broken.

    The Plague was not registering Brutality scoring events when applying damage and this was not triggering successful chase results in the emblem outcome. This has now been addressed. If you find that you are losing significant Chaser points from camping, then this emblem scoring is working as intended.

    Gatekeeper results were much harsher than intended.

    The scores received from remaining gens has been reduced to put more emphasis and value on the points scored in the early stages of the match. The thresholds have been reduced to make it easier to score. Defending two or more gens for the first nine minutes of the match will now result in a quality of Silver – even if you lose both of them by the end of the match.

    We strongly believe the changes made to the emblem scoring as noted above will show a significant improvement over what was experienced in the PTB. As we are always looking to improve our game, we will continue to monitor and maintain the system going forward.

    See you in The Fog, The Dead by Daylight Team

    It's in the wiki as posted above but I've linked the post by Not_queen also 😀.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1049776#Comment_1049776

    Definitely more SWF cheaters on console and PS4. It’s so easy to use comms.

    I bet those %’s are for PC. I seriously doubt it’s that low on PS4.

    The stats from last year showed differently. Bear in mind these were also almost 2 years after the console release.

    Untitled Image

    Many assume its swf if they play well together but it's not always the case as a good setup of solo players can and do play better. The amount of times I've been accused of being in an swf when I only play solo is astounding.

  • You don't lose points in this example.

    You have to be standing near the hook for a set time to start losing points so you have a chance to leave the area and also if a survivor is within a set range of the hook you don't lose points.

    For example in the chsser points.

    • -3 points: deducted each second you are within moderate proximity (16 metres) to a hooked Survivor (only applied after 10 seconds)
    • -7.5 points: deducted each second you are within extreme proximity (8 metres) to a hooked Survivor (only applied after 10 seconds)


  • @KrazyAce13 said:

    well seeing i have no option to send directly @Peanits the description explains how i am able to tell these guys are swf by what you are saying this matchmaking should never appen. and being a low rank survivor myself having joined with 2 red ranks them as host is the only way i seen a rank 2 killer ever in my survivor games so what you are saying may be true but only if the red rank is hosting the swf in my experience.I am not trying to be a dick i really do like this game and just wish the dev team would spend a bit more effort on the console end of things.

    https://www.twitch.tv/videos/543853132

    That's a match making issue as has been stated.

    The system is taking the highest ranked player to match with.

    The issue is queue times as by doing this they add a lot more players to be matched in red ranks with these swf pulling all ranks into it. What seems to happen then is their match making widens so much waiting that it eventually grabs any game available which just so happens to be the lower ranks where the killers are more abundant.

  • @NullEXE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1046108#Comment_1046108

    I actually slugged the last person. The last 2 I basically played hook exchange until the Claud died. For some reason I guess Feng's DS just ran out in between till the very end. It's stupid af if you ask me.

    I don't even tunnel, yet the "anti-tunnel perk" gives the last survivor a free win. She even pip'd?

    Yet I don't get a double pip because I was matched against a team of purple/red rank potatos? Cool story bro.

    Well technically you slugged one of them not the last one or they wouldn't have escaped 😛.

    The thing with DS in this scenario is like NOED you have to expect it to be possibly used by each and every player.

    There are issues with DS I agree but for myself its more about it breaking momentum with those who dont tunnel and randomly find the same survivor after hooking another in certain situations.

    In this instance though it seems you had a way to counter it but fell foul of not expecting it and lost the last one due to it. At least this will cement this into memory for yourself and I doubt you will fall foul of it again as once bitten twice shy.

  • In this instance it best to leave them slugged and close the hatch before picking them up.

    It easily could have been a 4k in this scenario.

  • @DragonOfPain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1045394#Comment_1045394

    Did they discuss about Ruin nerf though? I don't think so.. In fact if you read a lot of forums especially on reddit where most of the player base leave their opinion, There are more people players there who wants to send a memo to bhvr devs that they made a bad decision nerfing ruin, but did the devs even listen? when in fact even on their last survey ruin was not even mentioned after all the negative feedbacks on forums.. Therefore they don't listen.. Remember, Ruin was not nerf because it was boosting Killers, But it was a headache and frustrations for Potato Survivors to hit a Great Skill Check instead of finding ruin and destroying it.

    They talked about Ruin on there Q&A stream. The fact is they wanted to change the perk for a while and were actively looking at it since July last year. This change was happening regardless of feedback.

    Now while yes they could have put out questions on any of the survey's but what would it mean if it was hapenening anyway in the PTB one? what else would it tell them that hasn't already been said? technically if they did ask about it then I would bet some would be posting that they obviosuly dont read the forums as the feedback has been given many times.

    This survey seems more about possible future changes and looks to get an maybe idea on what aspects to get the teams working on e.g. the map rework question.

    Personally I wouldnt keep mentioning Reddit as that site isnt what it used to be. It became a meme site long ago.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1044049#Comment_1044049

    Doesn't that skew queue times greatly? Besides, if it's actually based on skill smurfing will be much harder.

    It depends on the pool sizes and how they widen.

  • Probably the same as it is now. Swf will be matched off the highest rated player in the group.

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