vacaman
vacaman
About
- Username
- vacaman
- Joined
- Visits
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Comments
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Show me my MMR number please, thx
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They said DC's and escaping through hatch count as if this game didn't happen. For example if a game 3 people dc and one escapes through hatch the nobody gets any progress, even the killer, all +0
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@eleventbh said:
If you want to limit the range, make it take 14 seconds to relight it, and let survivors stomp it out in 2 seconds then sure.
There's 4 survivors and 1 killer, in any case it would be quadruple the range, make it 3.5 seconds to relight it and let survivors stomp it in 8 seconds, this would be the fair equivalence you are making there.
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It is very hard to 4 man slug, I've been doing it these days to test stuff and mess up with mmr and you need knockout and infectious and pray they are not swf so they can call each others position. Imo slugging is more fun than going for hooks, games get much more active, chases everywhere and survivor spend less time on gens, i don't get the guy above that says it's boring, it actually keeps people active all the time, the fun part of the game.
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Don't worry mate, they are already nerfing the best pig addons next patch.
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@xEa said:
No.
Escapes should influence the MMR but it should not be the only relevant factor. Chase, dealing with the given resources, genspeed and even things like items or addons have to put heavily into consideration.
It's impossible to balance an assymetrical game based on 50% escape ratio if you factor in more stuff than escapes. If you want to take more stuff into account we can go back to the old pip system wich i prefer 10 times.
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Pig, i thought she was trash and it turns out i was actually right. But there's something of a basic killer with slowdown that makes me love it, even though it's a garbage tier killer. And being able to use tampered timer with the extra box is so fun sometimes, it's a shame that they are actually nerfing the only viable Pig build next patch and not buffing her kit.
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Just get back to the good ol luck of the draw matchmaking. Stop trying to get 50% winrate. I want variety in matches, sometimes little babies and sometimes 4man elite groups. I'm sorry if you are a bad killer/survivor but after a lot of games you will eventually get good.
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I call [BAD WORD] on most comments, i haven't read a single Deadhard and it's the most used perk. For me it's Deadhard and BBQ.
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They nerf his only usable build so don't expect much. And i bet they did this intending it to be a buff but they are so clueless of their own game even having all the data, they just don't play it.
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If you loop the killer the whole game i bet the last thing he wants from you is to be looked down upon. Just leave.
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Just hold W 4Head
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Be careful calling cheaters "modders" in this forum, people get triggered easily and feel personally attacked.
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With the old pip system if you ran the killer the whole game the worst case scenario you got a safety pip, usually pip up. Now the game thinks you are bad and deserve to lose mmr. They just had to expand the pip system to higher ranks and make it individually for killers, it was more accurate that what we have.
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A skill check while vaulting, they break their neck if they fail
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2552322#Comment_2552322
It could be more safe if the fourth survivor had a pallet too.
Actually true, stupid killer sided game
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The dasy game i found the same, those 3 pallets next to exit gate, to the main building and to 2 story building. The zone couldn't be more safe.
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Do you seriously believe that Behaviour has the capability of implementing NFT technology in a game where the simplest change in the code generates 10 bugs? I'm not worried at all.
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@tortrader said:
https://forum.deadbydaylight.com/en/discussion/286154/thumbs-up-report-option
It balances out past reporting of bad behaviour.
I've recieved tens if not hundreds of reports of bad behaviour and i've never been banned (because they were not bannable offenses) so balancing something that does nothing in first place seems pointless to me. Does it not have any influence in matchmaking at least?
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@Demogorgeouse said:
https://forum.deadbydaylight.com/en/discussion/comment/2550729#Comment_2550729
if a game is fair, it increases the fun for both sides.
Not true for my case at least, i had more fun when it was "unfair"
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I'll never understand why people want a videogame to be "fair". You want things to be fair in real life, in a videogame you just want to have fun.
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@Demogorgeouse said:
@vacaman i would replace iron will wih ds incase the killer tunnels
It's supposed to be an all in chase build, iron will helps so much in chase, in any case i would replace resilience for ds but still i don't care that much if he ends up tunneling.
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With the big buff to Windows of Opportunity that's coming: WoO, resilience, deadhard, iron will. Im already hesitant to try it, WoO is already good but with it being infinite it will feel much better.
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Ironically the old pip system worked better
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Deadhard. It's so good that even if you don't run it you will still get value of this perk because the killer will be paranoid.
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@SlothGirly said:
https://forum.deadbydaylight.com/en/discussion/comment/2548897#Comment_2548897
Partial Auric Cells refund, charms and bloodpoints considering that the tomes are connected to the rift, so in completing the rift you are incidentally completing the tome which gives you bloodpoints.
Stop pretending, nobody does the Rift for bloodpoints, the entire point of it is the cosmetics.
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"GaTeKeePinG". Yeah i gatekeep cosmetics in a videogame, what's even the problem about that? I've earned that, you didn't earn that. I deserve to gatekeep them. You work towards something, you get the reward. It's not like it's something vital to have, it's a nice reward that someone got to get it and you are not entitled to it because "gatekeeping". This term is so dumb.
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It's not a surprise that Pinhead is top kills since release. I've been saying that he has a lot of passive slowdown, specially against solo players. What surprises me is that Freddy is still number 2, I think new players just DC or don't even try against him because i can't explain those results.
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@Hoodied said:
A long time ago Brutal was 50% at tier 3 according to the wiki
But I remember the base speed for breaking pallets was slower too so the nerf wasn't that big.
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2546734#Comment_2546734
Read again, it's not my profile lol... it's a camper tunneler that just tunneled a survivor playing with me.
I instanty assumed from the salty post that you were complaining about insults on your profile, even worse than that, you are salty about a killer playstyle and i bet you let him a nice comment too. Oh god, if you want i can share my endless pages of salt from my profile and I play mostly "fair". I hope people keep giving easy wins to facecampers, it never gets old.
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Those comments are badges of honor from the games you've played, display them with pride
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Just go back to the luck of the draw and everybody will be happy. Let the newer players get stomped and as they get better they become the ones that stomp, that's what made people grind and want to get better at this game you want to admit it or not.
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Territorial imperative, i bet most of you don't even know what this does, I had to check what exactly does.
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@StarLost said:
What likely controversial but true things have you always wanted to say?
For me:
- Something that was overpowered a year ago does not justify something else being overpowered now.
- The devs really need to come out and tell us what constitutes a win state for a killer.
- The Spirit nerf was probably needed. Wraith, Ghostface and Deathslinger's nerfs definitely weren't.
- Freddy needs better addons.
- Nemesis needs a third zombie.
- MMR needs to be inflated slightly for every player playing together in an SWF.
- It's way, way too easy to game the MMR system and stomp newbies.
The MMR part on SWF is a common practice in most competitive games, i hope they are doing the same in DBD
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@AgustinPichi2 said:
https://forum.deadbydaylight.com/en/discussion/comment/2544751#Comment_2544751
yeh, but no I agree with you that it's not bad and It's their main objectives, but I'll put your example (I hope you don't mind).
A killer can tunnel, but If he's/she's not careful you could eat a DS, whereas, a survivor can genrush, but he/she might eat a noed or If he doesn't heal, he could be downed with one hit.
I guess you are right but you can deal with noed much more easily if you keep track of the dull totems you see (specially if you are in comms in a swf). On the other hand, I think i saw in asome stats that DS is brought by 40% of survivors and getting hit by it kills your tempo, that's why I think you should be more careful when you tunnel than when you genrush, it's much more safe to genrush consistently IMO. For example i would tunnel if i saw a survivor that was unhooked recently that performed an action that cancels DS, or if i am in a chase and i have to pick between 2 survivors i'd go for the one that has more hookstages (i don't know if that case could be considered tunnelling tho).
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None of them is bad. Maybe tunneling is not optimal because you will eat DS if you are not careful. But getting someone out of the game as soon as possible is what you should do if you have a clear opportuntity to do so. On survivor side i've never understood what "gen rushing" even means. Yeah their main objective is m1 gens and leave.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2543919#Comment_2543919
this is what happens when Devs don't play their own games on a regular basis.
Twins, Trickster, basically 7/10 nerfs/buffs seem to be very conceptual, aka 'the devs THINK people will play like this, but they won't'.
Read up on Desire Paths (goes to the wiki article):
The devs are very much trying to discourage 'desire paths' in playstyles by blocking off everything but the path they intended for people to use. and if that doesn't work they'll close off that path and lay their own assumed desire path for people to use (which leads to the same issue). Likewise they will close off a desirepath that's trampling the flowers or a rabbit's nest, but in a way that only bars people that were already stepping around the flowers/nest, leaving those that intentionally trample these things free to go
deathslinger is a wonderful example:
They could have went and change M&A, one of the main issues a lot of people have with Caleb. That would have also solved a similar issue with it in killers like Myers.
They could have made it that his shot only goes definitely into the centre of the screen if you aim long enough. That if you shoot from the hit there's a bigger margin to miss (this is technically possible), this would have made shooting from the hip take much more skill and thus would have been more rewarding.
They could have made it that faking a shot too often in a row triggers an exhaustion animation during which you're slowed down signifcantly. (again, this is technically possible)
This would have paved the desire paths of a lot of good players properly, while discouraging those going out of their way to trample little rabbits. But no.
I like that desire path analogy. Me and my dog ended up creating a dirt path in the park behind my house over the time because it was the most optimal way to walk through while the urban planner made a concrete path that nobody uses. I guess this is a pattern that is repeated in multiple disciplines where the one that "designs" something is disconnected with the context that it will be implemented.
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@Clowning said:
https://forum.deadbydaylight.com/en/discussion/comment/2543602#Comment_2543602
Oh, yeah. It made me give up on Twins, despite quite enjoying them, as I simply don't like slugging and I don't see why I would play a Killer that gets punished for using their power correctly, it's such a strange design choice.
This couldn't be more true. I don't understand the reasoning behind those choices. They are the devs, they can't be "biased" to one side but it surely seems that they usually fail to consider the fun factor on killer side when balancing.
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Haddonfield is actually confusing if you don't know how to take advantage of the broken loops. When you understand them you can run some killers the whole game if they commit to you.
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Yes it is time, they have to change the engine asap and stop digging themselves a hole deeper than it is. They could even transfer progression from DBD 1 and keep the same killers and survivors.
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If you want a higher chance to win you dodge lobbies where your teammates have flashlights, so many of them waste precious time that could be used m1ing a gen.
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@Duskk said:
i really do not understand why legions fatigue is 4 seconds in the first place, it’s incredibly too long and weighs the killer down for how meh their power is. Should be 3. But that’s besides the point; one of the flaws of legion is You can miss an attack, and it’s 4 seconds. You can make the sickest legion play in the history of DBD with your frenzy, fatigue is still 4 seconds. How to fix that?
make it for where every frenzy stab landed on a survivor in a single frenzy reduces the fatigue by x amount of seconds. Maybe like .5 seconds per survivor or something. So if you hit all 4 survivors in one chain you get a 2 sec cooldown. You hit 2? 3 seconds. Just 1? 3.5 seconds. Etc. Reward legions for actually getting value with their power.
This is actually a simple but great idea that i could see easily implemented. Legion needs some love in the chase department, specially now that hit and run killers will be nerfed with circle of healing.
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I wonder what the people that say it would be OP think about boon totems
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They still used to tbag on hatch, they just jumped in a little sooner...
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2540382#Comment_2540382
It's wasn't. Games were complete mess with huge difference between players. Now they are more fair. I don't have babies in my games anymore and I don't have someone like Otz who wins most of his game no matter who is his opponent.
This is exactly what play to win is, the more you play the more you win, you are contradicting yourself. Now you allways get 1/2 wins. Then it depended on your skill overall wether you win or lose, the worse you are the worse win ratio, the better the best win ratio. This is not an opinion, that's a description of the system.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2540355#Comment_2540355
Older system was worse. It was completely Rng based. And yes, new players also played against 2-3k players.
Only difference now is mythical mmr that pushed majority play to win.
What? Play to win was what was before, now it's play to get the same results no matter your skill level. The more hours you had the better winratio you had before, now you have the same winrate no matter what.
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When playing as survivor i just want to let the game continue and if we get stomped we get stomped, but the last thing i want is to waste time farming with the killer, it's so pointless and boring. When I'm in this situation as killer i just go end the game as fast as i can so i can go next.
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@ShadowGenesisRM said:
https://forum.deadbydaylight.com/en/discussion/comment/2540232#Comment_2540232
Like I just want to learn the game with people at least the same skills, not getting thrown into sweat lords matches that run brand new parts and all meta crap
Ironically the old system without MMR worked better at making newer players play against newer players. I've read a lot of new players that are going against people with 3K hours.
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The pip system only shows roughly how many hours you've played this month, not the skill of the opponent. But yeah SBMM is broken, i can't deny that.
