vacaman
vacaman
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- vacaman
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How about just fix the maps and don't make this unfun mechanic even worse to deal with
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@Vampwire said:
https://forum.deadbydaylight.com/en/discussion/comment/2474071#Comment_2474071
Just because its a good part of his kit doesn't make it healthy. Bubba can facecamp pretty hard but that isn't what makes him good. All it does is secure kills.
Bubba being able to facecamp actually makes him good, even if he doesn't do it because survivors have to spend more resources trying to unhook a survivor and will have to be much more cautious.
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Because that's what SBMM does for players with a win ratio higher than 50%
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Why would you want to nerf a killer that not many people play? At least propose a buff with that nerf to counter it, his tunneling capability is one of the thinks it makes him good.
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Excuse me for my top quality graphs, I spent a whole 2 minutes to make them.
Difficulty curve without SBMM for killer:
Difficulty line? with SBMM:
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No he doesn't. In fact from now on no killer will need buffs or nerfs anymore because with the new system all of them will have the same win ratio no matter how op or bad they are.
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@steezo_de said:
https://forum.deadbydaylight.com/en/discussion/comment/2473386#Comment_2473386
There are new colors with numbers in the icons. I don't remember what meant what but there was some type of ranking in the PTB.
They have no correlation with mmr or matchmaking, just the amount of games you played this month, a new player can get to the highest one if he plays enough.
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@Kilmeran said:
Well, no, it doesn't have to be. Just that some of you want it to be.
When I play Quick Play in Overwatch, I have zero clue what my MMR is. Blizzard doesn't show it. And 5+ years later, I'm still playing the game.
You might not now what your MMR is, but you know what your rank is, wich is based on MMR. The new "ranking mode" is not connected at all with MMR, it's just a grinding thing that resets every month and gives you some BP. Why are you against showing your rank? How do you know the system thinks you are getting better if you don't even know an estimate of your MMR?
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2472709#Comment_2472709
When has there ever been a meaningful sense of progression, apart from the grind? I've played since late 2018, just before spirit came out. The first time I hit rank 1 on each side both felt pretty good, I'll give you that. Since then...I'm red ranks both every month I bother playing a lot - most of us on here probably are.
Progression for me isn't told to me - I only recently started getting flashlight saves consistently. I went from my first game of blight where I didn't get a single hit and honestly wanted to ragequit to being able to pull off hits that make me cackle like a low budget supervillain. I don't need the current crappy system to improve, I don't need to be told whether or not my opponent is better than me, I usually know, and I don't usually care.
The progression with the actual system was getting better winstreaks and getting better than everyone else. Now we won't even have that. We will have nothing, just the grind. No winstreaks, no rank that proves that you are best than other people, just BP. I still don't get why would you be against showing ranks. WHY?
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The thing is they don't need to be buffed or nerfed anymore. Every single killer from now on even if it's terrible or it's the best will have 50% winrate. They could release a killer with survivor movement speed and no power and it still would have a 50% winrate with the new matchmaking.
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@Aneurysm said:
So let me see if I understand you. You are happy with a unique gamemode that doesn't reward experience in the game with either having a higher win rate than other people or being able to see people MMR and know if you are better than other people? I hope you at least agree with the second part.
I'm not certain I understand the first part. If you mean your winrate never really changes from being a newbie to an experienced player because you're being matched correctly according to an MMR system, then yes I'm happy with that. As to not being able to see your or others' rankings, I'm also fine with that.
Then were the hell is the sense of progression? If you allways have the same winrate and there's no rank or MMR number to see if you are improving or not the game will die in the long run, because people want to feel like they are working towards something. Sure they will come to play for fun from time to time, but people won't be playing as much because everything will remain the same once you have grinded everything. If you want SBMM and don't want to kill the sense of progression we need to see ranks or the game will bleed players.
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I play a game to get better and feel a sense of progression, if there are no visible rank or mmr and i allways get 50% win ratio it kills the progression of the game. You either introduce a proper ranked mode or you let matchmaking be random and let the more experienced killers stomp. Don't just make a mix of those where you end with something so unsatisfying as that in the long run.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2472370#Comment_2472370
I know they both have casual/ranked modes because I've played them both (full disclosure, only experienced both modes on siege, smite casual only) which is why I think people put too much faith in split modes.
Casual modes are full of tryhards (in the sense of playing like it's ranked) throwers (it's casual, who cares about teamkilling or feeding?), smurfs (they like all modes) and the poor bastards who just want to play...casually who it was probably originally intended for
So let me see if I understand you. You are happy with a unique gamemode that doesn't reward experience in the game with either having a higher win rate than other people or being able to see people MMR and know if you are better than other people? I hope you at least agree with the second part. If they want to make it a unique gamemode they have to reward players with a public emblem or a number that represents their skill level in the game otherwise there's absolutely no sense of progression.
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@Aneurysm said:
the worst affected by the SBMM will be the veteran players. On killer side they will have to constantly face strong survivors and on survivor side they will allways face nurse, blight, spirit.
This is how spoiled veteran players are by the current matchmaking system. What other game do you see people freak out at the idea of going against people at a similar level to them?
Get big into siege or smite or something, then go on their forum, discord, reddit etc and explain how you have a right to go against players with a few hundred hours in most matches when you have several thousand. You'll be laughed at.
And before "those are comp games, dbd is a casual one" yeah well almost all of the people who make this argument don't treat dbd as a casual game at all.
It's funny that you mention Smite and Siege, 2 games with ranked and casual modes with completly different matchamking systems to make your point. I'm actually in favour of introducing a ranked mode and a casual mode, but every time I've mentioned this everybody puts their hands on their head: "This won't work! THE QUEUE TIMES!!!" 70k concurrent players, yeah queue times won't be an issue. "But sweaty players will abuse casual mode!! It's useless!". Then why all those games have at least 2 separate queues one with luck of the draw and other SBMM and it seems to work?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2472202#Comment_2472202
Abused to exploit the system, if you have say a score between 100-200, you would have to play worse a handful of games to decrease significantly in your rating.... knowing exactly the progress, you'd know exactly how much you need to play bad/ throw games to decrease so you get against weaker players.
Maybe in the future they will but that's the issue that will arise.
Do you really think that people won't end up digging up the exact factors that influence your MMR? I give it a week. People will try to exploit the system downward anyways.
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@WeenieDog said:
Isn't that what the new ranking system is supposed to do?
It's like SR and MMR in Overwatch. You can see your numerical SR but you can't see your MMR
No, as far as I understood the new ranking system is like the actual pip one but rewards you each month with BP and gets rested but your MMR is not. If it actually works as you said then it's fine.
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Spirit is that killer that you pick when you want to destroy survivors without having to concentrate on her mechanics (like nurse or blight) because you literally just need headphones and general experience with killer. She can be countered tho, i don't really buy that argument. If Spirit needs a nerf on somehting it's not the hability to hear it's the stupid thing that you can stand still and survivors don't know wether you are phasing or doing a "mindgame", she should make phasing sound when near aswell.
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I used to use it a lot so i hope it does. I FEEL like it works but i couldn't tell you 100%.
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@PanicSquid said:
Hard disagree. I don't think we want to make the top players sweat, I think we want the players to play like they want. Let the sweaty people be sweaty. Don't let the MMR info influence their thoughts into how they play.
Lets end the Survivor-Killer arms race of sweat.
Yeah let's end world wars and hold our hands together! This is nonsense. What you said has no correlation with being able to see how you are doing. Let me see my MMR, thx.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2471895#Comment_2471895
Wait a minute,do you realize how rediculous this sounds?
You are seriously complaining that you don't want to play against people of equal skill because then you would actually have to try to get you 4k instead of destroying some 100 hours babys with some silly meme build.
Yes, that's exactly what I'm complaining about. Why improve in the game if you are going to get the same results even if you get better? At least in other games you have ranked mode in wich you can see your MMR and prove your skill. In this game they said they would make MMR hidden. You either make matchmaking by the luck of the draw or make it a ranked mode where better players are recognized with public MMR and leaderbords. Not this stupid half way nonsense where you have 0 incentives to get better.
Time will prove veterans bleeding out from the game if they implement this without substantial changes, as it has been for every single game that has implemented SBMM without a proper ranked mode with rewards.
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That's exactly what people did when they implemented SBMM in Call of Duty. Imagine spending years of your life getting better in a shooter, at the beggining getting assblasted, and little by little getting better than other players to a point where you could get 25 killstreaks consistently and suddently one day they decide to nah, your average kill death ratio must be 1:1. Many veterans stopped playing the game and the season was a disaster, then they decided to disable it.
Imagine back in Wrath of the Lich King, you are in one of the first people in a guild where you finished the raid content and have better gear than everyone else, you queue excited in a battelground but then you realize that you are put against only people that also have similar gear.
My point is matchmaking based on the luck of the draw instead of similar skill is what gives players a better sense of progression and the satisfaction of "pwning some noobs". I just want to be able to keep using my stupid builds and still do decent in the game, i don't want to have to use ruin pop tinkerer... to continue getting my 4ks, I invested a lot of time in this game and everyone who invests it can get to the same point as me.
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Bubba is the best one, so fun to loop him and you rarely find bubbas that don't bump into every single branch from that 1 damned tree.
Nurse is another one (but without blink range addons then it's at the bottom) because she is so unique in chase, you have to constantly mindgame and try to lose her sight to confuse her, and i usually run DH and Iron Will wich are godly against her.
Oni is also fun if i get into a chase with him first, so i can make sure he eats every pallet and delay his power for as much as possible, and when he finally gets it, it's fun to hug tight corners and disorient him.
Huntress is allways fun, being able to loop her so many times in a simple unsafe pallet loop because of the 50/50 "will she wind up or lunge?".
I've just realized that i mentioned killers that are countered by iron will and deadhard...
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@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2470614#Comment_2470614
- They've already said multiple times they don't give a ######### about balancing for the top level
- See above
- Last test was mostly Blight and Nurse games for me as survivor (i'm not save)
- So the current emblem system then?
- It took them 4 years to change iri head + infantry belt from 3 hatchets to 1. Just as long to add color blind settings. Time doesn't equal better.
If they don't balance for the top 5% they will lose a big chunk of customers because they are the biggest whales, most people in this bracket spend a lot of money in the game. I really hope you are wrong and that they make the necessary changes ASAP or the game will bleed a lot of old players.
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I agree with the streamers but at least I'm honest, i don't want MMR because i want to keep pwning some noobs and have long winstreaks. In reality didn't really hate it, it's fun to have challenging games, i just wish i could get some chill games inbetween.
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@YearOfTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/2471133#Comment_2471133
totally worth the perk slot, though when I experimented it was often the one I dropped.
It lets you actively chase and TP more seamlessly. When you get up to high stacks hag's slower speed means even less than usual.
Good to know, i think the perks might be more of a choice of being comfortable with them. By the way i absolutely love the "techs" you've mentioned and I'm going to try them right now lol
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Damn congratulations, and even more with Hag! I'd guessed it was with nurse, maybe spirit. I allways found hag strong but more of a snowball killer that was not that consistent. And STBFL with hag? Do you really get much value when you have to waste the stacks on the obsession?
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His tentacle is fine, he will never be a top killer but he is fun to play. They should just rework the vaccines to act like vaccines instead of antidotes. Survivors should search for a vaccine preemtively to being contaminated, this gives them a status effect that gives them immunity to 1 tentacle slap and the next slap makes them infected for the rest of the game. If they don't vaccinate before being contaminated the vaccines do nothing and the vaccines do not show as white auras, they must be searched like chests, this would give him a little slowdown.
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I agree with all you said, specially the part where Pinhead can break his own chains just by walking through them, this feels so stupid.
I've said before that clown is a better pinhead because his bottles don't slow him down, cenobite makes you stop while you throw the chains, they are harder to hit and the slowdown is inconsistent; sometimes it stops the survivor a decent amount of time, sometimes it does literally nothing.
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As long as it's not Trickster that is not strong or fun i'll be happy.
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@Volcz said:
I don't teabag spam all too much but I think I will start doing it more since it pisses people with weak mentalities off.
You can't turn off your feelings but you can change your mentality and not associate everything to 'toxicity/insults'.
I wish we can go back to the days when movies like Tropic Thunder came out and had a black man played by a white man and there was no outrage.
You can ignore tbags and brush them off but pretending they are not an insult is disingenuous. When you tbag the killer after you got a stun you are insulting him, there's no other interpretation. I agree that it's dumb to get triggered a random guy on the internet insulting you but don't lie to yourself pretending it's not intended as a taunt.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/2470200#Comment_2470200
No, they explicitly avoided saying what it's about and the latest update implies at the very least an incredibly heavy weighting on it.
Literally from a dev:
"Nope: The first version of SBMM only used kills and escapes to calculate your rating, but it did not work out so it was quickly scrapped. The current system takes a number of different factors into account when deciding when your rating should go up or down (and by extension, by how much).
Basically, the way it's calculated is complex, and the goal is to have you "win" in about half your matches."
Why speak when you clearly don't know what you are talking about.
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@SunderMun said:
Too much RNG and just as I knew would happen, they've based it entirely on kill/survival rate, which is pretty much the worst metric you can use in this game.
I don't want to have to sweat every game as either role. I like to run around and meme around the killer, or play around with the survivors rather than trying to delete them ASAP. My experience with SBMM was awful, even on the last test.
They explicitly said that MMR is not based on kill/escape rate
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With the MMR i will intentionally lose games as survivor so i don't have to face the same 3 killers every game (wich was the case) and just spam m1 on gen and as killer i will use the most busted addons because the norm was 4 medkits or similar and people that are good at chases and good at knowing what to do to be efficient. I hear a lot of people saying they didn't see a difference but my games were much more sweaty. I don't dislike trying hard to win but i hate that this will be every single game from now on, sometimes you just want to have a game with a weak link and have some fun, no more variety when it comes up wich i will miss.
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@TacitusKilgore said:
The only use i can really see for them is a "Sniper" build with engineers fang, where you injure people from insane ranges they can't anticipate. Otherwise i agree, the chains go 30m before dissipating, which is already further than you'd ever need. Range addons are just useless at that point.
I would argue that you better use the one that increases casting range of the gateway with this build instead, it does the job better and you can also use it to scout.
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Looks like that killer destroyed you instead.
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/2468339#Comment_2468339
1) What counts as a 'win?'
2) Will we ever know what factors are taken into account?
People will dig up what factors are taken into account sooner or later
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@Pepsidot said:
As someone who's playing a lot more solo survivor lately I'm quite excited about this. It'll mean more challenging killers which could get a bit stale after awhile but I'm still looking forward to better teammates (and not having to dodge survivors with 25hrs).
If you are at the top percentile gl facing anything besides nurse and blight. Maybe the games will be more balanced but i will certainly get bored much faster if I keep facing the same 3 killers and same build every game.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2468233#Comment_2468233
We have Killers complaining everyday about gen speeds and we have survivors complaining everyday about proxy-tunneling / face-camping. The entire player-base absolutely hates this aspect of the game, killers and survivors both.
Also, streamers have proven over and over again that you don't need to proxy-tunnel / face-camp to win games. The game can work without these specific tactics.
I just want a solution, you just described a problem (that not everybody agrees that it's a problem btw).
And I call bullshit on that streamers don't proxy camp to win, they almost allways do. I don't usually watch streamers but i've seen some of Otzdarva doing the 50 win streaks and every single time he proxy camps in some sort because it's the best way to win and i would argue he is one of the most fair killers there are. You need to defend your objectives, and hooks are an objective too.
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Oh great i can't wait to face just Nurse and Blight as survivor and face immersive SWF nonstop as killer.
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But do they really need to adress this? How do they change this mechanic without breaking the game completly, specially tunneling. They would have to make so many changes and buff killer a whole lot to compensate since survivors would have 2 perk slots that are usually used by BT and DS free and killers would lose a lot of pressure knowing that if you hook a survivor the 3 others can be each on a gen without any penalty because they have no pressure that the killer might be protecting the hook.
I'm very skeptical of the idea of changing such a core mechanic of the game that I don't really think it's even that bad unless I see somebody coming with a big revolutionary solution that pleases everybody and doesn't break the game.
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My favourite builds are usually the ones that make me win consistently, that being pop, tinkerer, bbq (for bp more than anything) + extra good perk for the killer.
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It was tried, didn't work. Camping is a legitimate strategy specially in end game or when you see multiple survivors around the hook doing nothing.
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When they made the new animations i thought they looked so bad but comparing them now it's the opposite.
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@CrowVortex said:
Maybe bloodwarden too, kindred for survivors.
Noo not bloodwarden, the good thing of this perk is the surprise factor
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Why? Insidious is not an excuse because when the killer hooks he is visible to Kindred before he goes to stand still and you KNOW he is there unless you are distracted doing something else and you didn't see him going to stand still. Kindred is already an awesome perk an I run it almost everytime I play solo, i don't think it needs more buffs. Stealth killers were already nerfed with the BT buff, i don't think they deserve even more damage to their kit.
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Bait post
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Sometimes a survivor is mad about that but most the time i don't see any complaints about that, either "gg", nothing or an unrelated insult.
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Wait isn't spirit fixed already? I've played spirit and i had sound while phasing. I used the blood addon and the ultra speed because i thought sound was still bugged but i could hear everything in phase wich made me feel like an ass for using such a broken build with sound lol.
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The best thing you can do if you feel bad for a killer is just leave as soon as possible and don't bm in end game chat.
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@xenotimebong said:
I do this. But most killers I try to give kills to won’t accept it, and just carry me to the open gate.
Because it feels extremly condescending even if you are doing it in good faith. Most people want to feel like they earned the kill, getting a freebie won't make the bad taste go off. I think the thing most killers appreciate when you stomp is just to open the gates and leave inmediately.

