MrMori
MrMori
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- MrMori
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A good tip is to change your win condition. If you get constantly rolled as survivor or killer, say to yourself "This match, it's not about getting a 3k or even a 2k, it's about hitting some good hits with my power". Same on survivor, "It doesn't matter if we get anyone out or not, I just want to see how many gens we can do and hold a decent chase". Suddenly it doesn't feel so bad when your whole team dies at 3 gens, because hey, at least you had some good plays in there.
It also helps to play builds you enjoy and simply accept that you'll sometimes go up against killers and survivor teams that simply can't be beaten with such builds. The matchmaking is too unreliable at getting you into similarly skilled or even similar MMR lobbies to begin with so most matches are basically just a coinflip between the map you get, which teams has the most skill, and who has the most powerful build. Obviously gameplay matters a huge deal as well, but that's the one aspect you can control, so focus on that, and not the actual outcome as much since often you can play quite well and still have no chance to "win" with a 3 out or 3k.
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This has been discussed a lot and I find it strange that people aren't okay with killer abandoning when there's literally nothing they can do to change the outcome of the match. Killers don't have to wait on the ground for 4 minutes like survivors used to do, sure but at the same time, is there any real fun to be had in forcing the killer to walk across the map for 20 seconds so they are forced to watch two survivors who are standing 1 inch from the exit gate leave before you can even get a hit in, or let you hit them just to waste a little extra time? The match is over. Just leave, and if you're not going to, let me just leave and declare that you've won myself. I just want my time not wasted and admittedly after a tough match where I've tried my hardest, my ego not to be needlessly bruised when the match is already decided.
At that point there's nothing the killer can do to get another hook in most cases depending on the killer, so why on earth not just give the killer the option to abandon the trial and leave behind a bot that pushes them out for you? It makes no difference on the outcome of the match anyway. Now I don't think this option should be available as soon as gens are finished, but only when:
- EGC has begun
- No survivor is downed or hooked
It wouldn't end the trial at all to not mess with challenges and such, but it would leave behind an AFK killer bot or a killer bot that just walks and presses M1 and goes for hooks in your place as killer since there technically isn't any more real gameplay for you to be had if survivors truly are sitting at gates and there's nothing you can do to hook anyone anymore. Obviously some players will open gates and immediately leave, but those are the same players that would open gates and AFK right now anyway, so this would just be faster. And they'd still only be able to do this once all gens are done and EGC has begun, so I think that's fair enough.
@Thirteen said:
Grow a pair.
If something as little as tbagging on an online video game gets you worked up, you have the mental fortitude of a wet toilet paper.
>b-but they are wasting my time!
force them out, or just afk and alt tab, go on your phone, go grab a drink/snack…
What exactly is the point of continuing to play if you are 100% guaranteed to not be able to change the outcome of the match? At least before gates are open you may be able to get a hook if you're lucky, but when survivors are directly next to the leave-zone there is literally absolutely nothing a majority the killer cast can do anymore.
And why is the solution to other players purposely waiting to drag your loss out and in most cases rub it in to either walk over and entertain their boring nonsense, or to straight up go AFK? One of the huge reasons why survivor is so chill to me compared to killer is that as soon as all survivors are downed, or even you are slugged as the second to last player and the last player goes down you can immediately abandon. No need to sit and wait on the floor to be picked up. Why exactly not save killer the bother and frustration as well? As for tbags, they are what they are, BM will always be the case, it's wasting time that I can't stand.
To add to this, the excuse some survivors will make is "I'm just staying to make sure all the others are okay". I wouldn't mind at all if there was a survivor HUD element which showed up when a survivor was within the exit gate zone. That way the survivors can see on the HUD when everyone has reached the exit gate zone and it's okay to leave and no one else is still is in need of help.
It just seems pointless and wasteful to keep trials that are completely decided going when like with survivors, we could be ending the matches and getting more players back in queue which would improve matchmaking times and speeds since players aren't kept in matches that are decided or like you say "Go AFK" for 2 minutes at a time at the end of many trials to save their ego. Which clearly is an issue since it's an ongoing discussion. Adding an option to abandon also wouldn't affect players that don't care about BM or gate waiting whatsoever since it's just that, an option, not something you have to do as killer.
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For me it's matchmaking and balance that mostly caused me to stop. Maybe just that I'm getting a bit tired of the game after many hours. It's just jarring to ping pong between very mediocre survivors you destroy with somewhat few hours and very good survivors that destroy you with loads of hours, even during peak hours. And this has been a problem even since before the MMR reset, not that it helped much. I don't think matchmaking will ever be good at all as long as they keep the pregame lobby which destroys matchmaking with backfill and needless lobby dodging, instead of just gathering up 5 players and sending them straight into a match. But whatever.
The other issue is balance. It's boring and lame to player lower tier killers, especially M1 killers and realize that the only times you have a decent chance is when the survivors misplay tiles or are straight up inefficient on gens. Decent survivors are generally just extremely hard to catch. Especially after pallet density, a good team that just predrops, loops the playable tiles and slams gens will win most times, and you rely heavily on survivors simply making big mistakes to actually win as some of the lower tier killers which are the ones I mostly enjoy playing.
And admittedly, the survivor experience isn't all that much better, with some games the killer barely getting 2 hooks before gens are done while others the killer is clearly far more skilled than both myself and my teammates and just obliterate us without any effort.
Cheating is still a pain point when it happens, and while I don't run into as many anymore it's still incredibly disappointing to meet a blatant "subtle" speedhacker that you straight up can't catch up to in spots you've otherwise caught survivors a hundred times before, and knowing that the server side validation to fix this will never be implemented, instead BHVR opting to try to band-aid fix it with some new version of anti-cheat which will get bypassed in a week or so, especially on less secure platforms like Epic games or Xbox which most cheaters play on, though Steam cheaters have become more common recently from the few I've met.
I'll say I'm kind of excited for the meta shakeup at least. Brings some pretty cool perk changes to both sides and I'm very happy that they were willing to go hard with the numbers and changes and truly change things up a bit. Still not a fan of the perk bloat and that you don't just immediately get Tier 3 perks once you hit Prestige 1 on a character, don't even have to remove perk tiers, they could just add both Tier 1, 2 and 3 as a reward to prestige 1 on a character if the spaghetti code prevents removing perk tiers outright. Not that it affects me since I've got all characters leveled anyway.
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No, that's literally the same file that the ingame settings change to save your new settings when you use the actual settings menu. If all you're doing is changing numbers up or down in there or setting things to true or false, you'll be just fine.
I've changed values there to customize my graphics settings and never gotten any ban at all. In fact I think quite lame that the game doesn't have a proper graphics settings screen yet where you can tweak things like textures, shadows, viewmodels, shaders, or even audio quality like you probably want to do separately, and that you have to go into some obscure settings file to begin with.
So that file is safe to modify.
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This is the only account I use to discuss DBD. Reddit I check sometimes for news and updates but don't want to make an account on plus the update to gain visibility format makes it more useful for memes and other posts than in depth balance discussion and stuff like that. Definitely can't be bothered with Discord.
Steam forums are a cesspool, full of trolls and extremely inexperienced or biased players, and is pretty useless for actual serious discussion to be honest, so I don't bother with that place at all.
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Extremely disappointing, and I think you'll be getting way less quality feedback on average on a Discord server than on a dedicated forum. If it's moderation costs, bots and new accounts posting spam or inappropriate images/media is an issue, why not just add more severe restrictions to new users like not being able to post media until you have at least 50 upvotes or something? Or more severe filtering and automatic blocking of new accounts posts? If this is even part of the reason. If the reasoning truly is just "A lot of people don't use this forum so we don't value it" then I think that's dropping the ball on good feedback from extra dedicated and often experienced players for the sake of pandering to a majority that have far less interest in the game.
Also really dislike this because searching for posts and information becomes less accessible due to discords account access based nature not letting posts show up in web searches or even being viewable without an account. On top of that, where will patch notes be posted now? Discord only? I think it's dumb to need a social media account just to read a games patch notes, although I guess there's still the Steam page.
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@Wezqu said:
They might be playing with random perks its not their choice to run the perk. There is challenges in tomes that randomizes them.
I really doubt that's the case, newer players probably don't even know what the tomes are. I think it's more likely they're just equipping one of the few perks they have available and thrill is a general perk so they just put on thrill because any perk is better than no perk right?
On a side note, I miss when perks gave BP bonuses, like thrill and beast of prey used to do. I know it wasn't healthy design and that you should pick perks purely because of their effect on gameplay, but I wish I could get rewarded with BP based on my perk choice still. Maybe having a BP bonus for using randomized perks, or fewer perks than usual. That'd be cool.
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Totally agree. 66% faster recovery was very high and I'm fine with them toning it down to 40%. Reasonable nerf, even if the biggest problem was Exhaustion with Sprint Burst. Technically, they could have used different values for different status effects but fair enough if they want to keep it simple. At 40% it's still viable. Spring Burst was justifiably nerfed in the same patch so Vigil should be in healthy spot, right?
Then they nerf it to 30%, which is a little overkill. Already by doing this it's going to be way, way more niche and less useful and powerful. At least it still reduces status effects which is unique and cool.
But then on top of that they remove every status effect it decreases except Exhaustion? Why on earth would they do that? Vigil reducing status effects is literally it's entire identity besides reducing exhaustion. No other perk does this like Vigil does and we're removing it because people are using it with Sprint Burst which has already nerfed, on top of the perk now only being 30%? Not only does this kill the perks identity and uniqueness completely, it reducing those status effects wasn't even complained about by anyone!
The only problematic status effect that Vigil reduced in my opinion was Hindered. This disproportionately screwed over weaker M1 killers that rely in Hindered in their main power, like Skull Merchant and Freddy, Clown to an extent, Nemesis with Licker tongue. Removing Hindered would be fair toward those killers, you don't have to remove every status effect it reduces, that's overkill and totally misguided and makes the perk yet another unusable forgotten perk to add to the ever growing pile.
I really hope they bring it back to 40% and let it reduce all the status effects again except Hindered. Vigil didn't even get a single week to settle into the meta or even fall off before gutting it. Disappointing.
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This is great. This is also an amazing opportunity to let players show their own perk icons on the HUD by selecting them with this system.
So for example, you could bind a player intent message to be "Perks", then that would open up a submenu showing your own four perks and you could ping your perk to have the perk icon show up just like a player intent message would. Doesn't need to be more fancy than that, no further action needed, literally just the perk icon, maybe with text showing the name of the perk as well. Good players will be able to get incredibly high value from this since they all know the right play if someone when someone says "I have X perk" in a situation.
Just being able to quickly communicate to players "Hey, I have this perk" without them needing to check the scoreboard would be amazing and give great info to your teammates about both your intent and what they should do.
You get hooked with Deliverance, the killer is proxy camping. You ping your Deliverance, and just by the icon alone, everyone knows "Ok, let's leave him on hook".
You're being chased straight off hook but you ping your Decisive, the icon shows up, and now nobody needlessly tries to go for flashlight save or bodyblock, and simply let you do your thing, take chase and waste the killers time as they focus on gens.
Two players are going for a save, one of them pings We'll Make It, the other player lets them unhook.
A player uses plot twist and someone looks to be running to pick them up? Ping plot twist and they realize they don't have to.All this info by pinging a perk icon. Hopefully you consider this. It would be great info and would allow for super specific and valuable communication without much effort to implement. I know you can already see it in the scoreboard, but letting the players communicate it themselves on the HUD with this system is so much more intuitive and better, and easier to spot for teammates than checking the scoreboard.
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@SpyUA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103087#Comment_4103087
it allows to change the builds for both sides if they didn't do it before that and also it allows for the server to have full lobby, sometimes I have survivors just leave during the loading so the whole match is cancelled and I need to wait the queue times again (actually so annoying, takes longer than a minute or waiting for another survivor to get into the lobby), but if there's no lobby then if survivor really needs to leave for a good reason then the whole match is cooked same thing with killer, like not everyone is just dodging and again sometimes if I maybe try a new build I change something right before the match.
I'm not saying everyone is just dodging, just that it's a very common thing and that it is more detrimental for both match quality and how long it takes to actually get into a match than people think. As for selecting your build and stuff, in my opinion it should work like this instead:
You select your build and the moment you press "Search for match", whatever build you had selected is the one you'll be bringing into the match. Kind of like how you can search for a match as one killer, but still change the build and do the bloodweb on another killer.
Then, once five players are found by the matchmaker, instead of even entering a lobby at all, the players all get a prompt for "Accept match" which they have 15 seconds to accept. Once all five players have accepted the match, the game just instantly begins loading and boom, you're straight into the game. If someone declines, that player has to wait a short while, maybe a minute or so before they can queue again, just so people don't queue up just to decline matches.
That would be so, so much faster and better. The literal only downside is that you couldn't coordinate builds with teammates by chatting with them in pregame lobby, but most players don't chat to begin with there, so I really think this would be far faster and better to get into a match. In fact, we could even let players select a new build while queueing too by pressing a button or something. The point is just to get people into matches as quickly and effectively as possible, straight from matchmaking into the match with no lobby inbetween. It'd be a lot better.
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@SpyUA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103084#Comment_4103084
How is lobby dodging is a problem? Most of the time if someone leaves it takes 5-10 seconds to refill the spot and I assume you are talking about people checking the profiles but for that just use anonymous mode
When someone dodges a lobby, the matchmaker disregards similar MMR in favor of speed to fill the slot, so the more players leave and join a lobby, the less accurate the matchmaking of that lobby becomes. Not only that but at higher levels of play, it's not uncommon for weird sweaty players to constantly dodge and join lobbies, shopping for a "strong" team, or unconfident killers dodging lobbies because they "look" intimidating, without having the faintest clue about the actual skill level of the opponents. So if you show up playing an "off meta" character or look "casual", even if you're anon mode, you'll get dodged over and over, regardless of skill level which is technically impossible for these dodgers to gauge unless they can see your hours anyway.
The actual problem is the entire pregame lobby being there in the first place, which is what enables lobby dodging. To me, the pregame lobby is an extremely outdated feature that serves no purpose other than to slow down how long it takes to get into a match, urge players into dodging for whatever arbitrary reason they can make up, and reduce matchmaking quality, and I'd like to see it removed completely.
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Very painful to play as after the pallet density changes against good players, while also not being very fun to play against. He's still pretty decent at hit and run though, especially against uncoordinated teams.
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That would be good and I do agree a reset should happen. But my biggest frustration with hearing about MMR changes is that if they keep the top 20% of players in a giant pool of "top mmr" and wildly throw people into lobbies to backfill people lobby dodging, nothing will actually improve. As long as lobbies stay, MMR is meaningless due to backfill on top of the extremely loose matchmaking pool. Which to an extent I get because there's only so many players in each MMR bracket per region at any given time, but lobbies just make this issue ten times worse. I don't think BHVR are able to recognize how much easier it would be to make a good matchmaking algorithm if we removed the pregame lobby. Then, they could actually guarantee that the 5 players they put together for a good match actually play the match instead of lobby dodging and everything falling apart.
I hope at the very least that like every other team based game with MMR, the MMR you gain or lose becomes dependent on how well the survivor team does as a whole, not how players do individually. It sounds bad on paper, but when you think about it, all that would change is that selfish players that don't play to get the most players out would lose MMR, and strong players that are willing to play for their team and get everyone out, sacrifice themselves for others to get more escapes in the endgame would end up higher MMR, as long as they were a net positive on the match.
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Killer should only be able to abandon in the same conditions survivors get the abandon: The game is effectively over and there's nothing the killer can do to affect the outcome of the match. Although the whole "get slugged 3 times and you can abandon" thing for survivors kind of breaks that rule but you get my point.
To me, that means killer could to abandon once an exit gate is open and EGC has begun, and there are no survivors currently downed or hooked. You still have to stick it out till the gens are done, and you still have to play until gates are open, or simply open them yourselves if you really are giving up completely. But once EGC starts as killer, you're free to leave unless you have a slug or hook to defend.
This saves you from the waste of time and frustration that comes from pushing survivors out that many killers experience. Or the boredom of having to wait for people to decide to leave. Another huge plus is that if you close hatch and the last survivor decides to hide the whole 2 minutes, you could simply abandon at that point too and let that survivor get the door. I probably would pretty often, I care more about getting into the next match.
One of the nicest things about playing survivor is that when you lose because the killer snowballs your team, you're hooked or downed, and eventually everyone are, the instant the game is decided and there's no more gameplay left for you, you can move on to the next match. It feels incredibly good and makes losses way less painful and it's something I find myself missing on killer quite often.
An important detail if we were to implement killer abandon though is that it would leave behind an AFK killer bot instead of just ending the match outright, just so it doesn't mess up survivor adepts or hatch challenges and such.
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Just let me disable the chat feature completely, not just "hide" it, basically having zero chat box whatsoever like console players have with no way to turn it on except when you're completely out of the match and postgame screen. Show on the scoreboard which players have access to chat and which don't. That way you'll know if the globe players are console or EGC, people will know you have no chat if you've turned it off so they'll waste less time waiting for an argument after a match if they see the player they're mad at has chat disabled anyway.
When it comes to moderation, BHVR barely moderate postgame chat anyway, they just threw on a roblox filter and called it a day. And I personally think banning people from playing the game they bought because of what they say in chat is unfair, banning them from chat makes much more sense. But since there's no chat bans, only game bans, there's only the nuclear option of banning players from the game when they talk trash which I get why BHVR doesn't do. Even then I still wouldn't want AI moderating it, that's just stupid.
On the topic of bans, it's still baffling to me that there's no separate chat ban vs game ban. I don't care if a player who is extremely vile in chat gets to keep playing, but I do agree that it's an incredibly bad look and very unprofessional of BHVR to allow people to tell others creative ways to kill themselves after every single match and get zero punishment.
I'd actually prefer they completely remove both the chat censor and the report option for harrassment entirely and just let people go wild if they're going to do this moderation half-measure where extremely toxic people basically never get a punishment anyway. I'd like to see BHVR own up to how awful post game chat is and just come out and say "from now on, post game chat is unmoderated, if you don't like it block players that are mean or turn the feature off". Again, as long as I could turn it off and everyone could see that I had it turned off, I wouldn't care what these people said to each other in post game chat since it wouldn't be my problem anymore.
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There is zero good reason why the lobby exists in the first place if this game wants to have an actual functioning MMR based matchmaking system. All the pregame lobby does is encourage lobby dodging which causes backfill which throws the whole MMR system out of the window. Not only is it slower than just sending people straight into a match, it leads to worse match quality as well.
The pregame lobby is such an outdated waste of time feature that only makes the game worse in my opinion. Especially now that you can see ally perks in-game, outside of social stuff which again rarely happens due to crossplay, what's the point? Sure you can chat with teammates before the game, and that's fun sometimes, but for killers literally all you can do is sit and wait for the match to start, adapt your build to whatever people bring, stalk profiles to see if players are SWF or dodge lobby. I don't bother with any of that, I just ready up in every single lobby I enter no matter what because I just want the match to start and wish the stupid lobby wasn't a thing in the first place.
Why not just let matchmaking find 5 players, have them all press an "Accept match" button, and then once all 5 accept, you go straight to loading into the match? We can skip the offering screen too in my opinion. Gameplay offerings are hidden now, and seeing what BP offerings people brought is hardly worth waiting like 10 extra seconds before every match. Is the game even loading stuff for the match during the offering screen? I bet it isn't, which wastes even more time.
But I doubt they'll change it anytime soon. I personally don't get why they don't, it would be such an easy way to massively decrease time between matches and improve matchmaking quality. The only thing is people would have to get used to is that the queue itself would be a tiny bit longer, and that they had to be ready to actually accept a match once they found one. It would be so much better and it's lame that they haven't changed it already.
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@vol4r said:
Game should be free to play with a good anti-cheat.
There is too much characters that you need to pay for to unlock everything in the game.
You're right that the game is monetized like a free to play game and that way too much gameplay content is locked behind either a paywall or a grind wall. But making the game free would be disastrous.
Of course DBD "should" have good anti cheat but the truth is DBD is built upon a foundation of spaghetti code which fully trusts the client, and the server just does whatever the clients send to it, aka you can do almost anything you want and the server doesn't reject your requests. This is why hacks in DBD are so crazy compared to most other games. Sure in CS or Valorant people can aimbot and insta headshot you, but they can't teleport around the map and do it 1 second after a round start while you're in spawn. Whereas in DBD, hackers can do whatever they want because the server doesn't actually validate anything, so teleports, instantly doing all gens, and all the other impossible nonsense is fair game.
The last time the game became free permanently was on Epic games many years ago and only for a few days, and all that happened was that cheaters stockpiled accounts to cheat on. It's still super common to find after someone blatantly cheats in a match that "Yep, they're on Epic games", despite this free to keep weekend being years ago. Making the game free permanently simply isn't worth it.
In fact, this may be a hot take, but I think they should retroactively make all the Epic games players that got the game for free have to buy the game again if they received it for free in the first place. That's how bad the epic cheater stockpile of accounts is for the game.
@ActualRifat said:
Tired of cheaters in game why don't bhbr increase the game price and never give a discount or for new created steam and epic games account, they need to be at least 1 week or 1 month old to be able to purchase the game?
Kindly reply?
I literally agree completely. If they won't implement functional anti cheat, the best they could do is increase the barrier of entry so it costs more for the cheaters every time they get banned. But they should also look into stronger detection. It's embarrassing that a player can finish all gens in 10 seconds and the game doesn't automatically flag them as a cheater immediately.
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Totally agree. I tested around and if your main goal is to get the most addons of the highest rarity, bulk spending will get you about two thirds or 60% of the addons you'd get if you spent BP manually. The gap is especially huge when it comes to blue addons, probably because of map offerings clogging up the blue nodes and being selected by whatever algorithm instead. What you get instead of useful addons are junk offerings like low tier BP offerings and map offerings.
It's pretty lame that they haven't added a way to prioritize certain addons, offerings, and rarities of them that you want. Even though I'm grateful for the bulk spending feature, I feel like a priority system for what stuff you want it to pick up should be a given, especially considering the enormous variety in what addons are useful from killer to killer.
@SoGo said:
I feel like it's intentional.
Bulk BP spending is for the times you don't care about the result.
And manual spending is for the times when you want a specific thing.
I don't believe that, I just think it uses the default "auto bloodpoint spending" logic and applies it to the bulk spending or something similar, and they simply haven't bothered to update the feature since.
If it really is intentional then that's terrible game design. The whole entire point of the auto BP feature was to save players time in the bloodweb since it's one of the least fun parts of DBD. To me, asking players to level bloodwebs manually to get rarer addons is just a pointless time sink that no one enjoys, except for maybe the first few hours when you're getting familiar with how the bloodweb even works.
I hope they add a priority system to the bulk spending so we can fix this problem, but I don't have my fingers crossed.
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@CatManThree said:
I could make a massive rant or essay about why but I don't feel like it as it should be extremely obvious at this point.
MAKE HER 4.6 FOR THE LOVE OF GODYes, fair and good take. And no weird "compensation nerfs" either. I also think she should keep her smaller terror radius even if they make her 4.6, just like Sadako who is 4.6 but also has a 24m terror radius.
Also turn one of her brown addons into the waterlogged shoe, and turn the waterlogged shoe into a new addon. Because chag is more fun than regular hag and I wanna play her without needing to get expensive iri addons.
But also rework Rusty Shackles, that addon is lame to play against for experienced players, and confusing and unfair for newer players. Not as a compensation nerf or anything, but because this addon is poorly designed and makes an already rare killer which most players don't know how to play against even more unintuitive to play against.
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@CorgiSploots said:
TBH I blame fellow killer mains for not allowing any breather matches and forcing comp mindset. You aren't allowed to be casual outside 2v8 as survivor players and it shows in our player stats even twitch viewership drops by half. I can't blame survivors for rushing gens when if they even tried a silly build chances are they are the weak link and snowball the match. BHVR furthered this with their changes and forcing anti/gen rush to be the only viable means for survivor side. Like we can't keep demanding one side to be pin prick perfection then be pikachu surprised that's the only way they ever play. I prefer 2v8 as a spirit player because I know a good portion aren't gonna comp in anticipation I'mma tunnel off hook.
I blame matchmaking and pregame lobbies not doing a good enough job to create balanced matches. Also the MMR system being based on individual escapes instead of team escapes, and a terrible matchmaker that is way too broad in favor of speed, yet comfortable tossing people into lobbies where both the MMR balance AND wait time gets destroyed by constant dodging instead of spending a bit more time gathering 5 players that are a good match, then sending them straight into the game instead of going through lobby in the first place. Completely fixable problems but I doubt anything will actually be done to improve it. Didn't BHVR promise MMR changes as part of their QoL changes? Whatever happened to that?
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@random1543 said:
The thing I find funny is that they where able to go on a ban wave for consmetics duping / "illegal " dlc keys meanwhile game effecting hacks continue to be a scourge.
I versed one that led to YouTube and was just a bot, could see everything even the anti camp meter and how much of a item was used. that stream funnily after checking back on it eventually had the server kick then for being AFK and they got stuck on first screen. (because bot was not programed to click the pop up message I guess)
So game new they where hacking (they where afk even when going into matches) but anti cheat so light nothing happens. this person have months of backlogged streams.
Would like to see hardware bans because from my knowledge that does not happen.Hardware bans don't help in this day and age, most cheating programs set up a virtual machine with a unique hardware ID that can be spoofed within seconds. The only thing that truly helps against cheaters is to either implement stronger server validation to prevent impossible things like teleporting, speedhacking, bringing infinite perks, etc, and to increase the barrier of entry to gain access to DBD, so it's more expensive for cheaters to get access to the game once they're banned, making the business less lucrative and the cheating "hobby" more expensive, pricing people out of cheating.
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Fair and reasonable nerfs to two very strong perks. Especially agree on the Hinder thing. It hurts Freddy, Clown and Skull Merchant the most which is just unfair considering that they're all pretty weak killers.
One thing they should buff about Vigil to compensate is the perk description, I mean come on. Just write "All Survivors within 16m of you recover from the following effects 66% faster" and then list the effects, it's right there man.
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We should just remove the lobby entirely instead, it's a terrible system that wastes time and encourages lobby dodging which wastes even more time and ruins matchmaking.
But you're right about a ping limit, the game should not allow you to matchmake in regions where you have say 150+ ping in. The only issue is that this might make the game unplayable from certain locations that don't have servers or even enough players near them to actually play at a reasonable ping, which is bad.
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Server side validation is never being added, so even the most egregious cheats like teleporting and speedhacking work perfectly in DBD, which doesn't actually happen in other multiplayer games because the server rejects those calls by the client completely as it should.
As for banning accounts, there's still probably a stockpile of many, many thousand free epic games accounts that cheaters use so there's no actual cost to being banned. Not only that, but DBD is on Xbox game pass which there are special promotions and ways to get for extremely cheap, like 1 dollar, and you can family share with other Xbox accounts so even if a shared account gets banned, the main account doesn't, which is another source of basically free DBD accounts.
On top of that, DBD is far too cheap in my opinion. There is literally zero reason why they couldn't just include the first four chapters with the base game and increase the price to 20 dollars or so, never dropping below 10-12 dollars. For actual legitimate players this isn't a problem, since you'll buy a DBD account exactly once in your life. But for cheaters, this would mean every single time they get banned they'd have to spend another 5 dollars or so. Remember that cheating is both a business for the providers, and an expense for the cheaters, so every little bit you do to increase their costs make cheating less appealing or even accessible depending on people's economy.
If this games code is such a mess that you can't even implement extremely basic server side validation for checking if what the players are doing even makes sense or is possible, fine, keep it the way it is as basically an open sandbox that trusts each client completely. Whatever. But could we at the very least try to have some degree of gatekeeping easy access to the game to make it actually cost something for cheaters to get banned? The reason why DBD is one of the most cheated paid multiplayer games is it has extremely weak anti cheat, on top of being very easy to get access to, despite being a paid game.
They can ban all the accounts they want, it doesn't matter if cheaters can get access either for free using stockpiled accounts, or Xbox game shared accounts at zero cost, or get the game extremely cheap using other methods like gray market accounts (which would be more expensive if the game itself got more expensive) anyway.
I have some pretty drastic measures I'd take to at the very least reduce cheating even if improving the actual anticheat or server validation isn't possible, but I'll save it for now.
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@dragonfrutaa said:
https://forums.bhvr.com/dead-by-daylight/discussion/460132/will-endgame-chat-be-added-to-console
everyone talking about how toxic the endgame chat is and whatnot but im just really nosey 😭 i also enjoy the beef
I wouldn't mind post game chat for console players at all. Give everyone post game chat.
But also remove the "hide" icon on the chat screen, and instead go all in on removing chat for players that don't want the feature by adding an option in the settings to completely disable chat entirely. Most other multiplayer games have it, and it's not just hiding the chatbox.
Players that had chat disabled would even have a little "no chat" icon show up on the post game screen next to their name so everyone knew that this player doesn't even have access to chat at all and will never see your message.
That would be great because then people wouldn't need to waste their time waiting for someone only for them never to see their message. Even right now, if someone has a globe, you can't be sure if they're a console player with no post game chat or an epic games player that can see chat, so having a "no chat" icon for anyone that has post game chat disabled would be nice.
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@cammoking123 said:
Why not just let us see our teammates perks in the lobby? Seems less useful to see perks once the game has already started.
Would encourage lobby dodging. We should get rid of lobby to begin with anyway, it serves very little purpose beyond messing with matchmaking and making it take much longer to get into a match. For killer it's essentially a complete waste of time beyond letting you metagame and check profiles to lobby dodge, which shouldn't even be a thing in the first place.
I'd say we should be able to see teammate perks on the loading screen, but you can actually crash your game during loading and not receive a penalty so I guess not. Would be nice to be able to show off your perks straight on the HUD manually as survivor while in-game though, like "pinging" in a moba or something, so your teammates don't have to open the tab menu to check.
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Pro tip, time of day has an enormous impact on matchmaking quality. If you queue past midnight as killer you'll only get the sweatiest matches, but if you queue in the early evening you'll get more casual matches.
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It's not considered cheating and this post from their official reddit account exists basically encouraging third party crosshair usage if you feel like using it.
I think encouraging third party solutions instead of just implementing it into the game is a dumb solution and that there should be a crosshair option available in-game instead. It doesn't have to be on every killer, just ranged killers, and it doesn't even have to be enabled by default if thats the devs "vision" of how killers "should" be played. Same with aim dressing/autoaim by the way, that should have an option too.
Such an easy change to implement but I guess it's not happening. Maybe they're afraid of certain killers getting "too easy" and overperforming if you give them a crosshair in-game, but come on, it's such a basic quality of life feature, why isn't it in the game yet?
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Maybe for like a day or two, but I think the meta would be figured out pretty fast. Also hard tunneling would be an issue since killers wouldn't have to be afraid of DS.
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True, and also we should get uncapped framerate as an option too imo on all platforms. But that's less likely cause of weird coding issues and there still being physics tied to fps to an extent.
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I still think we should remove the FPS cap. Why punish players for having good performance? Seems kind of petty to me. Letting players have uncapped framerate would lead to better, smoother feeling gameplay and also skillchecks would be more consistent. On PS5 as well if they wanted to do that. But nothing will happen because of spaghetti code so I guess 120fps on PS5 is all they can do next.
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That's just an immature streamer with terrible sportsmanship and emotional management skills being salty about the game and wanting to lash out at someone and picking whoever presents themselves for it. Don't bother taking it seriously. Just report the cheater in post game chat and move on, these people aren't worth wasting time or energy on.
BHVR have said no such thing as any survivor that escapes when there's a cheater in the game being responsible, although I think maybe if you actively queue with someone you know is cheating, that's bannable.
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Like you said, it's an outdated feature altogether. All it does it encourage lobby dodging from both sides, not just killers do this by the way, that's a narrow minded way to look at it. Both killer players and survivor players are guilty of lobby dodging, which in turn makes both wait times to get into a match and matchmaking as a whole worse. But ultimately, the only ones we can truly blame is BHVR for keeping such a terrible feature in the game for so long even after adding an MMR system.
Players on both sides check profiles before the match to try and "self police" the lobby by dodging weak players on their team, or killers dodging strong players on the enemy team, which ironically just makes the matchmaking way worse for everyone as backfill tries to fill in players in an even larger range than before.
Removing pregame lobbies completely and simply matching 5 players together, having them press "Accept match" to verify that they're not AFK, and then going straight to loading screen and into the match would be infinitely better than what we have now. Offering screen could be skipped too in my opinion, since it's just boring BP offerings and 90% of the useful gameplay offerings are hidden anyway so what's the point in showing them and wasting time on that instead of just getting on with the match?
I don't think they'll change this but it baffles me that one of the players biggest complaints is matchmaking, but BHVR simply aren't willing to bite the bullet and do something dramatic, but effective like removing lobbies and letting people wait for slightly longer in queue to actually put together a good match.
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Agreed. I think that while bots should keep prioritizing opening exit gates, once they've opened gates they should go into super altruism mode, desperately trying to save remaining living players off hooks, off the ground, etc. It's already punishing enough for the survivors to have to play with a bot, but if they actually tough it out and get to endgame, their reward is to get abandoned by the bots instead of having them at least try to rescue like most players actually tend to do? Lame.
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Ghoul is able to cut people off with power between loops and even in a few select larger loops, sure. But he's still an M1 killer at his core that relies heavily on basic M1 gameplay on lots of tiles, mixed with some vaulting with using power. Making him 4.4 would absolutely destroy the character in the worst way. You would still get cut off between tiles if you don't know how to path between resources, and he'd still be able to cut you off with power on bigger tiles, except now most M1 tiles would be unplayable for the Ghoul.
I'd rather they completely fixed the revault bug that survivors can still do, but then slowed down the power vault just a little bit, and also remove the "mark" mechanic where survivors have to either get downed or cleanse their mending before the Ghouls enraged timer begins to tick down. It's dumb that a survivor drops a god-pallet and then gets rewarded with a free revault if the Ghoul does the right thing and vaults after them. What should have forced them to leave tile, now instead forces ghoul to waste time and kick the pallet anyway because the survivor clipped into his model and vaulted back over the pallet. It's unintuitive, makes no sense, and makes predropping without thinking the best choice always since you can just vault back if Ghoul ever dares vault after you.
Slow Ghouls enraged vault speed down a bit, give him full collision the whole time he vaults with power so he can't be clipped through at any point, and make the rules for the auto-injure much, much clearer: If you touch Ghoul right after he has vaulted in any way, you get hit. No nonsense, doesn't matter if you manage to clip through his model or not, touch him and you get hurt, the play after Ghoul vaults after you should always be to run away. But to add counterplay, the enraged vault should be slower overall. This way, if you use the vault on a smaller tile, you don't actually gain any real distance and simply reset the tile, extending the chase. Use it on a bigger tile or god-pallet, and it forces the survivor to leave the tile and look for something else, since they won't have the distance to try and loop the same tile again, and they can't revault without getting hit.
I think one of the biggest pain points playing against Ghoul is how easy it is for him to stay enraged the whole match. It means that even if you do play well against him and have a full minute chase, he will still have his entire enraged timer remaining when he downs you and goes for your teammates, and I feel like that gives him too much uptime for enraged mode. It's simply too easy to keep it active.
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Totally agree. Would benefit old and new player alike, and it might even push players to play different survivors/killers, buy cosmetics for them etc, because they now can bring BP offerings on anyone they want.
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Just put every map to be the same chance please… And if there's still variations of specific maps or whatever, then you count them as one. I'm sick of 1 map indoor realms being half the map pool while all the staple maps from realms with multiple maps rarely see play.
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The survivor grade punishment system is a bad system anyway because the game has zero clue what is actually going on in a match past some basic stats and events. Oh you got downed quickly off hook? Did you stand still and give up or just get pelted by a Trickster proxy camping? Game has zero clue. It faced so much backlash when it came out but they've silently put it back in the game.
At the same time, self unhooking generally isn't worth it. Those offerings are outdated, luck should just be reworked or something and keep the self unhooks limited to specific perks.
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@azaxydbd said:
every competitive game have hackers, u cannot fix this problem, just like anticheat improves, hacks also improves, the only hope gamers will have to verse cheaters will be to have finger prints in games. but that will be in the future.
That's not true, you can absolutely fix many things cheaters are able to do, just not cheating as a whole. But limiting what cheaters can do is extremely important too, even if it doesn't remove cheating completely.
Look at a serious competitive game like CS2, Dota, League, Valorant, and you'll see that hackers aren't able to immediately instakill everyone on the enemy team and end the match right as the round has begun, give themselves infinite HP, stuff like that. Why? Because the server would see those events coming from the client and say "Nice try buddy" and immediately discard those packets as nonsense, then send what was really happening back to that player.
Of course that still leaves stuff like hacking to get info like seeing people through walls, hacking your inputs to instantly headshot people as soon as you see them, etc, but at the very least hackers can't do literally whatever they want like they can in DBD.
But these games are only able to detect and prevent such cheats because those games have a very strictly programmed server that checks the game state constantly and knows what is and isn't possible at least in theory. And DBD simply doesn't have that. In DBD, whatever the client sends to the server goes. "Hey, I just finished all the gens in .5 seconds. Hey, I just teleported, hope that's okay. Hey, I opened the exit gate and started EGC even though no gens have been done." And the server goes "Yep, looks good to me."
I don't think DBD will actually ever get real anti cheat because that would require BHVR to code in server side checks for everything already in the game, it's just too much and too big of a workloads to rewrite everything. And that saddens me. I sometimes wonder how many resources it would really take to take a serious look at how the client and server communicate, and rewrite whatever must be rewritten so the server determines the game state, not the client. It would be a huge undertaking but I feel like it would be worth it for the longevity of the game.
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Fixing matchmaking would be extremely simple and not difficult at all, but it would require BHVR to remove the pregame lobby and change what counts as a win/loss in terms of MMR a little.
First of all, remove pregame lobbies. They destroy and ruin matchmaking, and if getting players quickly into a lobby/match is the main priority, why on earth do pregame lobbies exist in the first place? All they do is allow players to dodge, waste time, and mess up matchmaking with backfill. Remove them, and instead have the players press "Accept" on the match once the matchmaker has found 5 players, and then go straight to loading. Much, much simpler, more effective, and easier for everyone.
Second, change the win/loss of survivors to be team based, not individual based, meaning all survivors lose or gain the same amount of MMR in the trial, but it's based on the whole team's performance. It's players that play in such a way that most players on their team escape that are actually good, not just players that play selfishly and they escape. So if you hide for hatch constantly and always get 3k-ed, you lose MMR. If you carry your team by taking chase and you die, but the team gets a 3 out, you gain mmr. It's pretty simple. No other team game has individual gains or losses based on performance because it's a mess and detracts from the team nature of the game.
On top of this, if players abandon, that should immediately count as a loss, regardless of if the killer abandons, the survivor bot escapes, etc. The player is gone, they gave up before they escaped, or as killer, killed anyone. Why does what happens to the bot matter at all in terms of MMR? Seems pretty obvious, right? I mean the player gave up before they escaped, of course it's a loss? Who cares if the bot remaining dies, or the killer abandons? Pretty simple stuff.
Finally, be a little more patient with the queue. It's fine to let players stay in queue for 1:30 to 2 minutes or so looking for a decent set of players to put together.
Unfortunately I don't really think they'll improve MMR or matchmaking even though it's very straight forward, which is very disappointing to me. They said in their roadmap earlier that they have plans for it but truthfully, as long as lobby stays and MMR stays as an individual survivor metric instead of a team metric, then this won't get better.
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@EntityNea said:
Edit: Check post further down that visualizes how this would be improved for everyone. I feel like this post got misunderstood because all I'm suggesting is improved options for both PC and Console players.
When you turn off cross-play, queue times are insanely long. I gave up waiting after 15 minutes (survivor).
One reason it's like this, is because the default setting for cross-play is enabled.
The problem with it being enabled by default, is that it takes players from all platforms and puts them into the cross-platform matchmaking pool - this leaves the dedicated matchmaking pool for each platform very empty.
It would make much more sense to leave this setting off by default (at least for PC). Because otherwise, the only people who end up in the non-crossplay pool are those who go out of their way to disable it, which ends up not being enough people.
The game is slightly different on PC and Console.
- Consoles have no text chat.
- Console killers auto aim at survivors when they attack.
As a PC player, I want to be able to talk to other players before and after the match. Feels depressing when there's a really fun match and I want to say something to the other players, only to see that they're all on console.
I also want to play against people under the same circumstances, not where some players have auto aim and others don't.
My suggestion:
- Please disable the cross-play option by default for PC players.
- Keep it on by default for console players, because they all share the same circumstances (auto aim+no text chat)
This way, we will by default have healthy player pools for the various types of lobbies.As a PC player, I'd like to talk to nobody before or after the match, and I'd like an option to remove the box completely and show everyone on the post game screen that I can't chat with them. So changing this to your liking wouldn't be objectively better for everyone.
Auto aim isn't important enough of a game element to justify separating the player pools, and it also makes no sense to separate survivors from PC killers if killer auto aim is the problem in your eyes. Games suffer when player pools are split like this.
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I think that overcomplicates things, also that finisher mori ignored any self pickup and self unhook. Not that abandon doesn't, it's just removing player choice with no real benefit.
I'd really like however if when all survivors have abandoned that I could see the aura of any bot on the ground permanently so I can easily go pick them up and sacrifice/mori them without having to go looking for them as long.
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I don't think this is a common enough complaint that it would make sense to change it to be honest. Now I wouldn't mind if there was an option to skip seeing the entity displeased/merciless killer//you died/whatever match result screen since it'd make it slightly faster to move on to the next match, but I don't think it's worth the dev time to implement. Consider, is it really the screen you're upset about, how the match went as a whole, or how the players you're playing against acted?
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Players can be blamed to an extent, but I put more blame on BHVR and how little they've done to foster a positive community in general. Extremely unreliable matchmaking which often leads to very one-sided matches, a practically unmoderated post-game chat with almost zero repercussion in any way regardless of what you say, and a lack of options to minimize frustration when losing on either side and a game that's inherently prone to creating unfair situations where one side has no chance of fighting back or winning against the stronger side.
Consider that it took about 8 years of survivors being bled out for 4 minutes for BHVR to add an abandon option to combat it, and something similar hasn't really been added on the killer side for similarly annoying issues. Before that if you brought it up, what would players say? "Oh, just wait a few minutes, who cares?" and to that I just wonder why? What's the point of these pain points that serve absolutely no one other than miserable players that specifically want others to get upset? That they still haven't added a chat ban separate from a full game ban is also weird to me. To me, it doesn't really make sense to ban people raging in chat completely from the game, it makes much more sense to mute their accounts like any other multiplayer game would do with ragers that frequently and repeatedly act up in chat. But since that isn't an option, and a full on game ban is a bit drastic, that leaves no room to discourage terrible behavior in post game chat. At least Anon mode is a good addition since it helps prevent harrassment outside the game, although usually each platform has settings you can tweak to turn off random people messaging you.
And why can't you disable post game chat completely anyway? You can hide it, sure, but to me that's not the same. And why can't you see if a player has access to post game chat on the post game screen or not? If a player has a globe, you have no idea if they're epic games or console, you just have to guess. I bet people type things to console players that will never read it all the time, assuming they are Epic. It would be much clearer for everyone if you could see who has chat or not, and as a result also see who has turned it off themselves.
On top of that, there's no incentive to be positive, at all, neither in post game nor in gameplay. There's no profile to show off "likes", thumbing a player up does nothing, gives no feedback to the other player, if you have no chat then there's no way to even say "gg" button so there's at least some sense of positive communication between platforms that don't have access to chat, nothing whatsoever, no rewards for good behavior or getting many players giving you commends, thumbs up, GGs, whatever. Zero incentives for positive behavior, zero punishments for negative behavior. It's no wonder the community is the way it is.
Although I find most players to just silently move on or say gg and move on.
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Map is super hype, I think everyone wanted a map with the all-kill chapter when it came out so it's gonna be good to see it in the game finally. As for the rework, I'm curious what they're planning. I'm thinking it'll be more interesting than just a revert back to six blades to injure and slower throw rate, but who knows.
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I think torchbearer should be removed but the flashlight and flashbang ability should be given to scout instead. It would fit perfectly with the class and hovering for a flashlight save compliments the ability to reveal the killer's aura while looking at them, so regardless of them missing or hitting the save they're still adding some form of value to the team, unlike torchbearers who only really benefit from their class if they actually pull off the save. It's a well deserved buff too since scout is probably the second weakest class next to torchbearer anyway.
I don't think we need any changes on killer outside of more added. My biggest complaint on the killer side is the queue time to get in but honestly, it takes me an average of 2 play while you wait survivor matches to get a killer match, which isn't that bad.
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I've been wanting a really basic system to simply "ping" your perks for a long time now as survivor. You'd press Alt or some other bind, a wheel of your four perks shows up, you select a perk and then the perk icon shows up on the HUD next to your survivor.
Literally just that, no fancy implementation of showing people's perks when someone's on hook, showing unbreakable when someone's on the floor, etc… Just let the players show what perks they have in-game themselves on the HUD with this little menu.
That alone would alleviate soloq comms issues so, so much. At least at the level where players are actually paying attention to the HUD and know what these perks mean. Literally just being able to ping a perk would help soloq coordination and teamwork so much.
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@Anniehere said:
It would be nice to have the option to choose one or two characters you want to play, and then have the game randomly select one for the match.
This would be cool, having your character completely randomized would not be good but this I could get behind
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Not bad changes. I don't mind them making Blighted Crow basekit if they also remove any bonus rush speed addons, as well as reduce rush tokens to 4. Right now Blight is just too oppressive with Rat+Crow, but might struggle against very good players without it. It's an awkward place to be, but overall he's just too strong.
I think an issue of making Blight 4.4 is that if his power becomes less reliable to get hits, and he also isn't able to play tiles M1 properly due to being 4.4 he could actually end up pretty mediocre. I suppose there's many players that wouldn't have an issue with that, but I'd rather keep him decently strong but not OP. At this point, I just want BHVR to address him and Nurse and a few other top and bottom tiers. It feels like it's been so incredibly long since they've done balancing tweaks on so many killers that could need them. Like they're scared to touch it or they'll mess something up somehow, and I sort of get that but come on.
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@Junylar said:
So you want to remove the last resort players have to avoid cheaters? Good idea.
I don't like this argument, because that just means players that can spot cheaters or check profiles of cheaters get to dodge them, while newer or less experienced players that aren't able to spot them get into matches with them. They will get into matches either way, and if they wanted to they could just swap to anon mode and regular outfit and get matches where they cheat anyway.
The lobby is an outdated mechanic which only ruins matchmaking and causes problems at this point. It's neat in terms of aesthetics and the vibe of the game for sure, but it's undeniably bad for the gameplay experience. How about we just keep the lobby system for custom games and special modes like 2v8/chaos shuffle, but remove it from the regular 1v4 mode which is based fully on MMR and is where MMR gets updated?
And if cheaters are such a problem that the community has to police it by dodging lobbies, then that should be tackled as a separate issue instead of trying to use lobby dodging as a bandaid. In fact, I'd be all for letting players NOT matchmake against players they've blocked. Then it would be possible at least to some extent for the playerbase to self-police against cheaters by blocking them. If you block too many people and your queue times go up, that'd be on you.

