Audis
Audis
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Just saying, if they make it a sphere, it will make camping easier in situations where the killer can wait on top of a building or right next to a hole in the floor, allowing them to quickly drop back down to the hook. Not to mention if it was a sphere, it wouldn't help against Basement camping, because you can do that just by staying near the basement entrance.
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My solo queue comfy build: Windows of Opportunity, Kindred, Botany, Leader.
All the info I need in solo queue + healing is much faster both ways.
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Have you considered that you have room to improve? Or can lookup a strong build?
When I was struggling, I switched killers or watched a guide instead of complaining about the matchmaking.
You MMR must have simply increased after getting many 4Ks. It will stabilize if you give it time.
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@SOULWARRIOR71K said:
This would be disproportionately killer sided. Chances are, the scenario you are describing is when there are 2 survivors left with an unbreakable 3 gen (and after that long, the gens would have 0 progress). Taking 90 seconds to do a gen from start to finish, and with most of the maps' resources gone by this point, killers would basically be guaranteed a hook/kill - which they currently already have in this situation, it's just a matter of time.
The 3 gen problem would require a fundamental change to the game (which isn't going to happen).
The scenario OP described can happen with 4 survivors alive as well, when the killer is ruthlessly defending a 3-gen.
This is a fundamental change that would fix the 3-gen problem, and the problem where survivors are just hiding on a big map. It probably just needs some tweaking because OP's numbers and the generator being able to be repaired twice sounds way too strong, which would make playing around this mechanic the most optimal way of playing the game. The suggestion posted to reddit yesterday had a pre-determined 8th generator in the basement or anywhere else on the map that would unlock after 12 minutes.
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Nothing, it doesn't automatically win games. Before CoH, people would just run more medkits and could heal even faster.
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Don't face-camp their hook and go chase their teammates, and you won't get in this situation where they can bodyblock you with 10 seconds of endurance.
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You can't start making the game easy for deaf players, because next you would start asking to see survivors through walls when you can hear them breathe, or to see the killer through walls when you should be able to hear their sounds (stomping, spirit ambient sound etc.).
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@BrokeJotaro12 said:
So the survivor side has BT and Unbreakable built-in which is fair because of some killer mains but what about base kit perks for killer I find it kind of unbalanced of course their are some perks for killer I think should be base kit like blood Warden or no way out because survivors like to be toxic and brag about their escape because a killer had a bad game or because I'm sure hyperfocus will never get changed even though it completely reverses the 90 second gen nerf maybe deadlock?
Basekit BT and Unbreakable is a response to killers' behavior creating unfun experiences.
Giving killers basekit perks would make the game even more unfun for everyone. Impossible games to win as survivor and impossible games to lose as killer sounds like a dead game.
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@DancingCactus said:
From what I understand everytime they tried to explain it, the incentives take your MMR into account.
So your Killer MMR is needed, so it bribes you with a Bonus "We need more Killers with your skill!".
Your survivor queues are faster despite that because your Survivor and Killer MMR are different, the Killers in your Survivor MMR are plenty. Fast Survivor Queues.
"We could use more survivors with your Survivor MMR, but the killers with your Killer MMR is even less! So Killer Bonus it is Beep Boop!"
Guessing there is a Quantity thing, maybe there are overall less Players in your Killer MMR which gives it more importance
That's what I think is happening
Or maybe BHVR be doing a little ๐ฑ๐ฏ๐ฌ๐ฉ๐ฉ๐ฆ๐ซ๐ค
That can't be correct because this way you would be able to sometimes see some incentive for both sides at the same time.
Also the incentive is shown in the main menu where you haven't even picked your killer and it's been confirmed that you have separate MMR for each killer.
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I used to be a killer main, but never play it anymore for 3 reasons:
- MM often put me against survivors that are bad, or just not trying very hard. And having to obliterate these players every match was making me feel terrible, because I know how your average solo queue survivor probably has a 20% or so escape rate. Letting them escape just made me go against even bigger babies.
- Painfully long killer queues vs. cozy instant survivor queues.
- Drastic switch from killer always having 100% bonus BP from BBQ, to 0% bonus BP as killer and permanent 100% BP incentive for survivors.
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This might be more of a matchmaking issue.
Players from Russia keep having to play on servers in Germany and UK; West coast players have to play on East coast and vice versa.
If some matchmaking speed was sacrificed in order to keep everyone playing on servers closer to them, the thing where you are instantly downed without seeing the killer start their swing would happen less often.
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FWIW, this also happens with Overcharge + Call of Brine, without having to let the generator drop to 0.
Step 1: Kick generator that has progress with Overcharge and Call of Brine equipped.
Step 2: Survivor starts working on it and succeeds the Overcharge skill check.
Step 3: Survivor stops repairing.
Step 4: Now the generator is permanently regressing whenever no one is repairing it.
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It will go up again. Every game has ups and downs. Next Licensed chapter will be big hype, next survivor-sided update will be big hype, whenever 1 famous twitch streamer plays the game, number will also go up etc.
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You hit the nail on the head. Only the high tier killers with slowdown perks are able to stay at high MMR, since the more average killers can't compete at the same level.
The game's direction is extremely conflicted:
They've forced Skill-Based MM on everyone, and then they admitted it doesn't use skill as a measure, but if you've escaped by any means. Or how many kills you got even if thanks to facecamping, tunnelling or NOED. They've also publicly admitted that they don't know wth is happening in terms of balance and that it's so all over the place they're not even trying to make it fair.
They're balancing the game around 1v1 and solo queue, while ignoring the fact that killers have to often play against coordinated teams with comms.
They're calling killers wee-bit overpowered or them being a coin-flip to play against, while people playing them in high MMR are clearly struggling, because survivors are outplaying them in chases or doing 5 generators faster than they can possibly get hooks.
It would be easier if they at least did something against the constant BM, because being a clown for 4 survivors gets old really fast.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2564209#Comment_2564209
Sure, lower-rank Spirits are easy to play around, but once you get someone that's actually good with her there's very very little you can do, and any time you escape her it's the result of a lucky guess, not outplaying her. She does know where you are- she has sound if you don't have Iron Will, and she has the scratch marks (or lack thereof if you stop) if you don't. That's more than enough.
I don't think there's much more to be said on this topic. The bottom line is: even taking the ridiculous assertion that she didn't need these nerfs at face value, people making out like Spirit's been killed are being silly. She's going to be fine.
From the Spirit's POV, every haunt is already a coin-flip (more precisely, requires game sense and correctly predicting survivors' movement, which is directly counterable by learnable skills such as not sprinting and being unpredictable,) whether you catch the survivor that is making no sounds and has no scratch marks.
Here the only real problem was the standing still mind game, which was a counter to looping using a single vault window/pallet which for some reason survivors demand to be enough to endlessly loop a killer till the end of the game.
After the nerf it will just be a case of waiting at a window or pallet until you hear the woosh sound coming towards you and then you slow-vault. No prediction, mind games, or being unpredictable needed from the survivor to outplay her.
I'd say the unexperienced low-level survivor deserved to always lose if they never stopped sprinting, and guess what, those players will perform exactly the same against Spirit until they learn to stop making sounds when Spirit stops chasing. But because of them, another killer is completely robbed of their ability to compete against high skilled survivors.
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That's only from your POV. You're essentially saying "I play only solo-queue, pretty casually, and don't care to get better at outplaying killers, so I'm happy to get more escapes with no effort".
But all killer mains suffer.. You need to experience playing against high MMR survivors with 4k+ hours and stretched res to understand, they're untouchable and you'll almost always end games with 1-2 hooks while having to deal with CONSTANT teabagging, clicking and bodyblocking.
The new SBMM is also super unfair, I had to play against a swiff with 15k hour Penzi guy from the top of BP leaderboard at 120 hours in. Like, did I already somehow grow my MMR that high (which should be physically impossible) or did they somehow throw games and reduce their MMR to play with newbie killers? Or is the SBMM just not taking MMR so seriously in order to keep queue times low?