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sakuraE

sakuraE

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sakuraE
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  • If 15% isn't a big difference, then it's a difference of opinion.

    According to the latest kill rate data,this is more than the difference between Pinhead and Trickster, and skilled nurses being only 9% higher than nurses overall.

    You can keep improving without restrict, like Wesker and Clown did.

  • " buff solo q to lessen the gap between them, not to forbid people from playing with their friends."

    I feel like it's been general answer.

    Considering that is right,If you replace this with the killer side, that is

    " buff low-tier-killer to lessen the gap between them, not to forbid high-tier-killer and addons."

    What is it actually like? quick shot,chainsaw without overheating,etc.

    If it's OP, shouldn't it be recognized as OP and made to fit the game better?

  • So I think the following are some of the problems.

    Assuming that the system had in this game is the widely used Elo rating or similar system, the current problems with MMR are the following two points.

    (1) There is a discrepancy between the kill rate and the winning percentage based on the rate system.

    (2) Killer and survivor rates are not zero-sum.

    I will explain them one at a time.

    (1)The principle of Elo Rating is that two players with equal ratings who play against each other are expected to score an equal number of wins. 

    Therefore, if we want to make the killer more deadly, we have to rethink the matching process.

    (2) Rate points exchanged between winners and losers are zero-sum, meaning that the total amount of points held by all players does not change.

    However, in this game, the game is divided into two roles, and there is no point transfer between the same roles.

    Therefore, if the winning percentage is skewed toward one of the two roles, the total amount of one rate and the total amount of the other rate will not be the same, resulting in different average rates and distorted match-making wait times.


    Let me know if I say something that's unclear.

    • Kavanaghs Last Breath - increased the blink duration by 30%
    • Heavy Panting - increased the blink duration by 20%
    • this keeps the speed the Nurse blinks at, a consistent speed with or without addons

    ---by PTB 6.2.0 PATCH NOTES

    Why aren't bracelets included in these adjustments?

    Forgot to mention?

  • Why isn't pickup cancel implemented?

  • @Kaitsja said:

    This argument has come up several times. If SWF is so powerful, but solo queue is so weak, then what would happen if you could choose to not play against SWF?

    Nobody would play against SWF. Those survivors would then stop playing, and move on to greener pastures. Solo queue needs to first be brought up to the level of SWF, and then they can look at making changes to SWF.


    but now killer stop playing, and move on to greener pastures.

    And next it is difficult to notice SWF by hiding name(maybe profile too)

    Why do bear the burden of any player choosing SWF?