friendlyant1
friendlyant1
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Just had this issue. Couldn't move, couldn't be blinded etc.
I had to DC and of course get the DC penalty.
Had to queue up for over 20 minutes just to get this bug within the first 1 min of the game. Really sucks. -
what are you on about lol it’s such a fun mode. Best fun I’ve had in dbd in a long while.
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@Seanzu said:
How can you tell it's in the past 2 weeks?
The "Recent Activity" on Steam profiles is based on all of their game time in the last two weeks (in all games), if you have another method of knowing, I'd love to know.
Edit: Also if they're very good and /actually/ putting in 200 hours a fortnight they'd probably have high MMR anyways.
Yeah it shows all their games, but you can see their games listed and when’s the last they played a certain game
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It’s not about showing the killer anything. For me personally, this is a game. If im not having fun in said game, ill move on to the next game.
now “having fun” doesn’t mean I need to be winning and stomping on the killer.
for example, if I get into a long chase with killer, over 2-3 minutes, I get downed eventually and hooked and no gens get done, and I look around and see survivors doing god knows what, I’d rather just move on. I don’t wanna play that game.
another example, if I (or someone else) gets hooked, at 5-4 gens, killer is camping or proxy camping and preventing saves, I’d rather just move on to the next game.
a third example, if I (or someone else) keeps getting tunelled early (at 5-4-3) gens, I’d rather move on as well. Especially if it’s an oppressive killer.
before you jump at me and scream that those are strategies, fine, they are, but this is a game and if you’re not having fun, by all means, move on to find a better game.
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@TheArbiter said:
I dont think thats ever been debated. The power level has always been
solo q < killer<<<<<< swf
And yet, everyone who ever complains about is how killers need to be buffed, or survivors to be nerfed, and in both situations, solo q survivors get f**cked.
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@Sludge said:
https://forum.deadbydaylight.com/en/discussion/comment/3154933#Comment_3154933
They adjusted MMR, all the streamers and players who thought MMR would be great started quitting because matches got so sweaty and they were tired of facing nothing but Blight/Nurse/SWF every single game.
It's like everyone forgot they changed MMR to make the game easier and give people more "Variety"
not everyone. They just wanted to please the 'top' performers on the platform, which are a small percentage and just put them in with everybody else. As a result, they might have better matches, but a lot of the matches for average people are frustrating because of it.
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@WeakestNurseMain said:
Get Botany knowledge and Self Care, and bring 2 other strong chase perks(I like to use resilience and Dead Hard.) I find solo queue less frustrating than weaker killers, because at least when I'm in solo queue I feel like I'm not being limited by the constraints on my character, but by my teammates. When you see survivors pop the final gen in front of you with Pig, and they all have adrenaline, you just want to explode.
Haven't used DH since the nerf, I feel like it would be much more frustrating to use than not at all because of the very tiny small window + lag issues...
I considered getting Botany and Self Care, I usually bring CoH to benefit my entire team.
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@Krazzik said:
A lot of games don't show you your MMR though.
True, but in a lot of those games, you don't feel like you're getting stomped on every game or every other game. I don't know if their MMR is better or what, but I can't think of another game where you wait to load into a match, start the match and then within 2-3 minutes, you're basically held hostage until you're kicked out of the game.
Well that's not true, I guess there's fortnite like that, but at least the other players are more or less on your level.
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@Marc_go_solo said:
One recent trial I had involved Jill being hooked and rescued. I found them healing close by and struck, knocking Jill down again.
I wasn't going to hook her again, so went for the person healing her and injured them. They ran off, and I just then decided tp see what would happen if I went to Jill and just hung around for a couple of seconds then left her alone. She dc'd when I was barely there a second.
Her jump cost her team the trial. If she had hung on, she would have been picked up by another survivor, but some people cannot be bothered.
Appreciate that this was your intention, but there's no way for Jill to know that. Tunneling is so often in games now that I can understand her DCing.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3151540#Comment_3151540
It's definitely not. There wouldn't be a softcap and acceptable range (350) that accounts 40% of the range between a fresh account (900) and a soft cap (1700) in a ranked mode. If anything, what we have now is the opposite. The best players often play against very average players, and it shows.
That's true, they designed it this way so the best players don't have long queue times (or have to go up against the same people all the time) but then it hurts the average player IMO.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3151575#Comment_3151575
Two pips without escaping? Yeah... vs friendly killer and later give him a kill.
A pip yeah but really situational 4 unhooks and killer being bad and doing gens and totems.
Right now im on the place were i get tunneled out of game when 2 gens done at most 1 gen done vs killers with the most broken ######### ever
Yeah, it depends how long you last in the game. From experience, the longer you last in the game, the more pips you'll have. (Unless of course you're doing nothing but hiding all game)
But yeah, I meant that it's easy to lower your MMR by dying at the end of every match, but still getting pips to increase your rank.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/342900/why-cant-we-see-our-own-mmr
When u said getting to rank 1 as surv without escaping u lost me.
Can you please do a video of no stop no escaping and having pips.
?
Have you never played games where you died in the end but still got +1 or +2 pips? The pips are not solely based on your escape.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3151540#Comment_3151540
But what makes it ranked mode? There's no like, ranks, there's no restricted rules, there's no rewards, there's no requirement to play [x] amount of the regular queue, there's no regular queue to begin with...
Seriously, I'm asking you. It's lacking literally every marker of a ranked mode and has been brought more in line with more standard matchmaking compared to where it was before- what am I missing that makes it ranked mode?
it's essentially ranked mode without everything else you mentioned. Which is what makes it a bit 'unfair' and 'not fun'.
If it wasn't ranked, they'd just match you with the fastest random players and your matches would vary greatly.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3151454#Comment_3151454
That's basically the same as just satisfying idle curiosity, though. Seeing a higher number doesn't make the game less frustrating, nor does it solve the problem, so it's kind of just throwing fuel onto the fire of people who already think the MMR system is catastrophically failing and who are loudly, aggressively complaining about it.
I don't begrudge the desire to see it, I just don't see it having practical value that'd outweigh the downsides.
It wouldn't make it less frustrating for some, sure. But instead of someone blaming a certain perk or killer and thinking it's broken, they might think, hey, maybe this perk is broken at that MMR level.
I just wish the devs were more transparent in terms of what they take into consideration when they're balancing the game. They've mentioned in the past how Nurse always ranks low on the % of killers that are played and therefore they don't think she's a problem, but then again they adjusted a perk for the upcoming chapter because of her.
Having "prove thyself" at low MMR/ solo q would not nearly be as broken or effective as in high MMR/swf... so MMR must be taken into consideration and I believe revealing those values would help the players formulate those arguments better.
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@mischiefmanaged said:
https://forum.deadbydaylight.com/en/discussion/comment/3151404#Comment_3151404
Rank wouldn't matter, but there will be some matches where you effectively lose no MMR. The glicko algorithm, which they've confirmed they use for MMR, takes your opponents MMR into account when modifying your own. It's not a static value that increases or decreases. It increases or decreases relative to your opponent.
So if you play against opponents that are higher MMR than yourself, losing won't really change your rating. Going against players that are lower than your rating will change your rating, but one match doesn't really move the number very much except at the beginning. So you'd have to constantly be in matches that are against lower MMR survivors for many matches. Any match where the survivors are higher MMR, which is more likely the more you lose, will effectively not change your rating much. And the matchmaker is trying to give you a match that's close to your rating.
I'm not sure how it works, but I can tell you that for a period of about 10 days, I constantly died as a survivor and my MMR kept lowering to the point where I was facing almost baby killers. It took maybe, 3-4 days of escapes to get back to what I assume is my regular MMR.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3151376#Comment_3151376
Actually the question is whether showing MMR bracket would lead to significantly more bullying than what they currently show. It’s not immediately obvious that people who are inclined to bully someone they perceive as a weaker player won’t bully them based their Prestige or perks or loadout or any other excuse to bully them. So I think that part is in fact debatable.
My point exactly.
People who are going to bully you in post-game, are going to use any information they have (alongside your perks).
I have literally been criticized for having "Windows of Opportunity" as a 'try hard' perk and to call me a bad player.
People have been criticized for their prestige level (if too high --> no life, if too low --> baby)
so why should we take that into account? MMR is just one more number shown.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3151399#Comment_3151399
Except I have a tinfoil hat theory that you lose less or no MMR at rank1. I have done a couple of experiments and the basic outcome is that you can die for 2 weeks straight and the games feel exactly the same.
Interesting... Is that only at rank 1? That would be counterproductive considering they confirmed they don't use our public ranks to use as values for MMR.
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@Ryuhi said:
Because they don't want people to have a number assigned to their skill, because most people would end up lower than they expect. They also definitely don't want to encourage all the mental gymnastics that come with it. either "why is it so low" "oh, thats just because x/y/z" "I must have hit the soft cap" etc etc.
This community is far too egocentric for any type of verification about standing. Which is a shame, because im sure there are plenty of people who are honest with themselves who might appreciate that info.
I think having the number though would either be a 'wake-up' call to some people who think they're much better than they are as well as be useful to those who appreciate the info. I'd certainly appreciate it.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3151384#Comment_3151384
Yes. We would have the current toxicity, and the toxicity that comes from rank elitism. One doesn't replace or lessen the other, they both exist in harmony; the only blending would be calling someone "boosted" instead of "baby" some of the time.
As for your other points, I'm not really following- how would seeing your MMR fix that problem? It'd still be a problem with the matchmaking system afterwards, so they'd still have to fix it anyway- at which point you're back to seeing your MMR having absolutely no benefits. Could you elaborate?
Seeing your MMR wouldn't fix it, but just give you a better picture as to why you lost a certain game (possibly because your opponent's MMR is much higher than yours). It's simply to give context.
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@Biscuits said:
I could tell you how I would abuse it if I was able to see my own MMR. After I reached rank 1 every month, I would stop escaping until I found the "sweet spot" where I could juice killers but my teammates weren't too bad.
You could already do that now though. Without finding out your MMR level. We know that the only thing that MMR takes into account are escapes, so you can theoretically do very well in a match to get your pips but still let yourself die in the match. Your MMR will go lower.
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@[Deleted User] said:
I think their logic is that there's no ranked ladder, so there's no reason to show it. They're not using it as a ranking tool.
I understand that, but my counterargument is that many players are going to treat it that way regardless. And it's easier to give feedback about things when there's a better reference point for match balance. Of course, BHVR may not care at all about balance relative to MMR brackets, so that might be moot.
I'd rather have ranks in addition to MMR. Not pip-based ranks, but more of a skill rating on top of MMR.
I would like to have ranks related to your MMR as well. With possibly good rewards. I don't play League of Legends, but I hear that's what they do more or less.
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@jesterkind said:
It's worth mentioning that it will absolutely become a bullying tool, and it will lead to toxicity. That's not up for debate, the only question there is if the benefits would outweigh it being used in that manner, which is a question that is very worth discussing!
So, in that vein, let's look at the benefits. Certainly, it would satisfy idle curiosity of players who'd like to know where their MMR is at, but I don't really see what else it'd bring? Other games don't show your MMR unless it's tied to a competitive mode, and that's mostly (I assume) because there's really not much reason to.
You also expand halfway through your post to not only your MMR, but also your opponent's MMR, and there's definitely no reason you should be seeing that outside of a competitive mode, surely? All it'd achieve is people getting mad if they think the gap between them and their opponent is too high- which it may be, but I don't know what the acceptable gap would be and I'm willing to bet the vast majority of people who'd take to the internet about it wouldn't know either.
Personally, I just don't see the benefits, and there'd be undeniable downsides to deal with if they made this change.
We already face toxicity from killers/survivors who'd call you in post-game a baby killer or baby survivor, or saying you aren't good at the game, etc etc. Do you really think having a number to throw out would make that worse?
I would agree knowing your MMR value (or your teammates) would not be relevant if matchmaking was doing its job how it's intended (without the expansion that happens).
We saw that when they did the matchmaking/MMR tests, the matches varied greatly from day to day depending on what values they chose. So clearly, it has such an impact on the type of games you encounter. Currently, you can go into a game, win it easily, feel great about your abilities only to get completely crushed in the match right after without any explanation as to how that's possible.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3151329#Comment_3151329
And this is a problem ?
With that said. 10 seconds of BT and haste BASEKIT. Is way better then nothing off hook and immediately downed.
Yes, obviously. I am simply saying that them increasing it to 10 seconds instead of 5 virtually doesn't make a difference to truly protect against tunneling.
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I had to look up what Dark Theory does because I haven't used it nor considered using it since its release.
The problem with this perk is that if they increase its speed and bundle it with other boons (like shadow step) it can make an incredible difference in looping tiles for expert loopers, especially in a SWF.
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It's not going to make any difference.
People thinking increasing the basekit BT is going to do anything against tunneling are wrong. I've seen it first hand, killers will simple hit you off hook instantly and then keep chasing. They don't care if you have 5, 10 or 40 seconds of BT. They'll hit you instantly and get rid of it.
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After the BBQ nerf, I don't use it on the majority of my killers. Like you said, it's easier to find survivors once you have a good game sense. They're going to be on gens or going for that unhook.
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@ThatOneDemoPlayer said:
Just because it was "worse" doesn't mean that what we currently have is "good"
I can tell you that what we have right now is good. I play mostly solo survivor and pre those changes, my escape rate was higher. Not that much higher, but I can expect to escape maybe 1/5 games? A little more, a little less depending on many factors.
Now, it's much worse. Sometimes I can play all day/all night and not get a single escape. Killers don't even have to try that hard and they still get a 4K.
The balancing for perks always considers the weakest killers and the strongest survivors (which are often a SWF) to try and bridge the gap between the two. Unfortunately, that often results in the strongest killers getting stronger and the weaker survivors getting weaker.
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People don't like to admit that what they did was a mistake, or that their selfishness cost anyone else but themselves.
I've been in many situations similar to yours and I cannot fathom the thinking behind it.
I sometimes feel so puzzled (especially if like you mentioned, it's two people nearby on a gen and killer is nowhere to be found) and I spectate to see how's the game going to end. 100% of the time, the survivors lose if one team member gets sacrificed early on.
I'd think they just don't know enough about the game (or don't care). They just want to do their objectives, get points and move on.
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@ImNotBobDylan said:
https://forum.deadbydaylight.com/en/discussion/comment/3149519#Comment_3149519
A good tunneler will not target someone who can loop, he will usually target the weak element. That's even one of Otz's "Essential killer knowledge" advices and that guide is not even about tunneling.
https://youtu.be/dKQXO7yFbLA?t=501
"You should ignore the survivors who are really good at looping and go for less experience players who are easier targets."
That's the whole reason of tunneling being so effective in solo queue and why people are annoyed. Against tunneling, it's not your looping skill that matters, it's the looping skill of a newbie Claudette that the MMR decided would be your teammate this match.
I disagree with this. A smart killer would not tunnel someone who is good at looping. A stubborn killer (like a lot of killers) would want to tunnel you out of the game. Especially if you're in solo q and your teammates are not efficient on gens.
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Highkey disagree. I play equally survivor and killer and I no longer consider teabagging/ flashlight clicking as toxicity (nor do they happen that often).
Smart survivors know that teabagging/flashlight clicking only slows them down during a chase instead of making more distance, so the majority don't do it.
Killers tunnel off hook to make their game easier, whether the survivors are playing nice or not.
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@RatbasterdJr said:
https://forum.deadbydaylight.com/en/discussion/comment/3149551#Comment_3149551
Then that sounds like a bubba issue. You still will be able to knock gens out with a prolonged hook.
Not against Bubba, you have to be within 6m of hook to activate this perk. Yes, it is a bubba issue, but this is why it's hard to balance the game because there will always be a killer that will ignore or take advantage of that 'balance' (aka nurse with the new Wesker perk that got nerfed)
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The problem with basekit BT is the fact that it's counting on the killer to 'wait out' the 10 seconds (or 5 seconds now), same goes with OTR, they're designed to dissuade killers from going after a survivor that has just been hooked.
However, in practice, that does not work. If a killer wants to tunnel you, they'll instantly hit you off hook, therefore, doesn't matter whether you had a 5, 10 or 40 seconds BT, it is instantly cancelled and the killer now can go after you again.
I'm not sure what would be the way to counter tunneling like that.
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@RatbasterdJr said:
They literally added an anti camping perk, and increased basekit BT/speed to help with tunneling..
Try to use this anti camping perk against Bubba and let me know how it goes.
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@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/3147509#Comment_3147509
Yeah, but why quit when it hurts the other survivors and rewards the killer?
Survivors will get a shorter game, killer's MMR goes up higher to face tougher survivors, I move on to a new game with hopefully a more engaging and entertaining gameplay. I've been in games where other survivors suicide (sometimes unjustified IMO, like getting downed first etc), yes it ruins the game for the rest of survivors, but hopefully if the killer plays fairly, we can still have a semi-decent game.
I don't care about losing. I don't want to win every game (or care about winning games). It's really just about having a fun game where I feel like I'm given a chance to loop, do some objectives and get some points.
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Definitely looking forward to this next chapter! I do agree, the devs have been giving us really good updates in the past few months.
I wish some things came faster, especially when it comes to improving the solo Q experience for survivors.
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Wish it was the same but 2 hits instead of 3... I tried to use that perk seriously and I think the most I got was one use of it the entire game.
I understand though that if they make it 2, in a strong SWF, it'll be an absolute nightmare for killers along with basekit BT and other stuff.
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I fully agree. I've been playing solo for months and I would say 80%+ of my games result in death. And yet, I get the sweatiest killers, the sweatiest builds, but somehow my survivors are not good? So I don't understand how the MMR work.
I think the biggest flaw in the way MMR is designed is that it 'expands' to find killers and survivors to match your MMR, but what often happens is that it pulls killers from the higher end of the MMR and survivors from the lower end of MMR range.
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I completely disagree. I played Wesker in PTB (and got shitted on) but I still had fun, his power seems very fun to master. The survivor perks also seems pretty good and very viable.
I'm not sure how you say he's very weak, in almost every tier list I've seen from big streamers, they always rate him high up. His power lets him vault windows and pallets.
Very excited for this chapter!
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@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/3147168#Comment_3147168
Do you just up and quit when you're playing board games with friends?
Just asking because you quitting a game affects the other players in the game. Typically in a negative way.
If there's a board game where someone can block me from playing the game and I'm just sitting there watching until I am out of the game, then yes, that doesn't sound like fun and sounds like a huge flaw in such board game.
A killer camping and/or tunneling essentially doesn't care about the game being fair for everyone involved. They care about winning. Which is completely fine, but I don't want to be part of that game.
FYI, I have equal if not more hours playing killers as survivors (I have all killers unlocked and all perks unlocked). And I have given up myself to killers if they're doing badly and trying their best in a game that is obviously going badly for them.
This is a social game. You're not playing against ruthless bots. You're playing against other humans. You can play dirty to get an easy win, but don't pretend that survivors facing that gameplay should be happy about it.
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@nottwenox said:
Hello, I was reading the developer update and I was wondering if the new low profile perk still has the 90 seconds time limit (so it would work like lucky break) or if it always activate as long as you are the only survivor who is not dying/dead/on hook. Thank you
That's a very good question. Maybe 90 seconds time limit every time it's used?
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I would love this option as well. I actually find the new webs very annoying. It used to be much more 'efficient' to gather up more items/perks on a full web without having to go back to level 1 and start with a small web and have the web-leveling-up animation every few seconds.
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@Rudjohns said:
https://forum.deadbydaylight.com/en/discussion/comment/3147168#Comment_3147168
I honestly think survivors should just start playing against the "killer rules" if the killer is playing against "survivor rules". Camping or tunneling? Just don't play at all then, let the killer finish the game and move on. Is it gonna be fun to play as killer when no survivor is actually playing the game? I would not find fun at all. Just saying.
This is exactly my mentality behind it. A killer is tunneling me? They want me out of the game? Ok fine, I'll make it easier for you. Enjoy overpowering the 3 other survivors.
I can tell you from experience playing killer, when I am constantly winning against survivors over and over, it doesn't feel fun or engaging. There's no value in the win if survivors aren't even trying.
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This is probably a controversial opinion, but this is a game. If you're not having fun in this game, go ahead and DC/suicide on hook.
If a killer is camping you first hook at 5 gens and you're solo Q, just go ahead and get it over with. If I notice the killer tunneling (or they're tunneling me), it's better I move on to the next game, because I simply do not want to play with someone who think this is a viable strategy.
I don't care that some killers think they "HAVE" to act this way because otherwise they can't get their 4K. I'd rather play against someone with actual skill and gives a fair chance to the survivors to recover and enjoy their game as well.
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Agreed. Thought this patch would make killers tunnel/camp less because they have better base-kit attack speeds and slower gens to give them enough time to get downs and hooks, but it's gotten worse.
Killers now tunnel or camp someone quickly out of the game and then enjoy getting a relaxing 4K game.
P.S: for those saying "get better at looping so you don't get tunnelled", there are tons of arguments against this. Lots of killers don't care about your looping skills, vaults, pallets or walls won't be effective. No Iron Will to hide ur noise, etc. You might last an extra 5-10 seconds, but won't make a difference since killers have gen-slowing perks etc.
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@some_guy1 said:
nemesis has an intended lingering hitbox on his tentacle attack
Yeah, I’m aware of that intended lingering, but currently, it is much longer than usual
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@Ula said:
I think it's not correct to tell people what they must do and not do.
However I would like face camping for instance being more interactive. The only viable counter play to it being "finish all generators as fast as possible" is not amazing.
I wish too camping and tunneling were mitigated by making them weaker, but that will not stop some to continue face camping or tunneling even if it becomes not viable. Just make it fun is what I wish for.
Honestly, I would like more of a solution from the devs to make tunneling/camping not viable for anyone to use.
I find the game much more fun when killers are good at using their power and mind gaming during chases, much more interactive.
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@MrPenguin said:
"Strategies like tunneling & camping often go overlooked."
People complain about these 2 so much I'm tired of hearing about it, I really don't know how you got that impression.
Both are strategies, but both also hurt the games health. It's not the players fault, its the devs for designing the game this way and leaving it alone for so long.
Camping works often enough and tunneling is the most efficient way to play the game, don't blame the players for trying to win.
Your comment is valid 100%! I play killer and survivor equally and I’ve seen time and time again that tunneling and camping are very good strategies to almost guarantee a “win” (at least 3K)
id never blame the players for doing what they need to do to win. However, I do believe the devs should do something to mitigate that to help the health of the game. It sucks being on the receiving end and getting tunneled or camped several games in a row.