Avatar

MyWorldHasCome

MyWorldHasCome

About

Username
MyWorldHasCome
Joined
Visits
4
Last Active

Comments

  • @Zeidoktor said:

    Sincere question: Does Spine Chill affect speed of Pallet drops?

    https://deadbydaylight.gamepedia.com/Spine_Chill

    No it doesn't, but affects Vaulting, something i find even better to be honest!

    By the way, full list of perks: https://deadbydaylight.gamepedia.com/Perks

    So if you need to search something fast, CONTROL + F and search a keyword to look for it, i find it pretty useful when i need to search a perk and i don't remember the name but yes what it does!

    Have a nice day!

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1515090#Comment_1515090

    Where are you getting that information from?

    (And if you're making it up as a joke, it would be good to clarify that so no one like the OP takes it as a fact by mistake.)

    Im guessing (a guess) that the new system is based around the points you have in the end of each game.

    If i were a BHVR employee, my first thought about the MMR would be doing a difference between the max. points and the points you got.


    Or another one is being based on the final score and the badges you have. Also having in consideration the level and hours but just as a conditions and not as something that must be followed without taking the points in consideration.

    Im a programmer, so i would love to see the numbers as accurate but shorter as possible so...

    I would do an arithmetic average taking in consideration also your badges and having a difference between the max score available in the match.


    Lastest 5 games (an example)

    23.500 BP

    21.450 BP

    18.500 BP

    12.700 BP

    28.900 BP

    ----- Max. score: 32.000 BP + Arithmetic average: 21.010: 10.990 Initial MMR score.

    EDIT: Yeah, i found a problem that makes this system useless in the first calculation since your starting MMR would be worse as you better play. A possible fix would be making an inverse system that doesn't makes better players have more, but less points so in some points, the best players would be in the same score.

    That would make a "finish" line, so its not a solid long-time term system but a short one.


    MY IDEAL BADGES POINTS

    Iridiscent badge - (+30 MMR)

    Gold badge - (+15 MMR)

    Silver badge - (+0 MMR)

    Copper badge - (-15 MMR)

    No badge - (-30 MMR)


    Since the initial matches for the MMR to calibrate doesn't need anything more than the arithmetic average, now the badges come in action. Let's think those were my badges in the next 5 matches

    I - Iridiscent, G - Gold, S - Silver, C - Copper, NB - No badge

    I, I, G, S -> +30, +30, +15, +0 (total: +75)

    G, G, I, I -> +15, +15, +30, +30 (total: +90)

    G, G, S, S -> +15, +15, +0, +0 (total: +30)

    C, C, S, NB -> -15, -15, +0, -30 (total: -60)

    G, S, S, C -> +15, +0, +0, -15 (total: 0)


    Initial MMR score: 10.990

    +75 -> 11.065

    +90 -> 11.155

    +30 -> 11.185

    -60 -> 11.125

    +0 -> 11.125


    The system should get us with people that has +150/-150 more or less to have a "decent" calibration, but should take in consideration also the hours to not being a bit unfair and the rank as a calibration methods even if that doesn't really matters nowdays.


    Again, this is not the MMR system and its a though of how it may work. Most probably this isn't the way the system calculates anything and i didn't even got near, but hey, i tried!

    Have a nice day!

  • I said this plenty of times, and i'll continue saying it.

    Play as you like, play as you feel you're having fun. If that means having genrush perks, do it. There is a "non-toxic" builds or "non-toxic" playstyles. This is a game, and you must finally have fun with it.

    If you're not using third-party programs (hacks, cheats, exploiting the game by using non-allowed programs...), then almost everything is okay.

    If you want to use toolboxes, if you want to bring overpowered flashlights, if you wanna take keys, take memento mori, camp, tunnel...

    It doesn't matter.

    Really, it doesn't matter.

    Play as you feel you're having fun. That simple, that effective.

    Some killers have fun having memento moris and killing the survivor in his first hook. They don't earn much bloodpoints but they've fun, they feel like the game is worth playing.

    Some survivors have fun by just rushing the generators, not helping and leaving the game afterwards they opened the door. They don't earn much bloodpoints but they've fun, they feel like the game is worth playing.

    At the end, this is a game and we must use it as it has been made: as a game for having fun.

    Have a nice day!

  • @Impermanent said:

    I had to stop playing yesterday because all my games were with Brown rank teammates vs Red Rank killers.

    Today - exactly the same. 2 games with immediate DCs by teammates who are brown ranks. Last Game was Me (Rank 2 now), a Rank 6 and two Rank 20s vs a Rank 3 killer.

    This is almost 20 games in.

    Not only this... but on PS4 SWF isn't working properly. We don't get each other's invites. And we can't even back out of our own lobby to go to the main menu where you can choose to play killer. We're just stuck solo in a lobby and can't SWF.

    This game would be so great with some quality devs.

    Remembering, again for like the 1.500th time. The color ranks aren't an equivalent of how good that survivor/killer plays, but mostly how often he plays.

    @PatBrutal said:

    We've selected a few questions from the community about the new matchmaking system and had them answered by the team.

    • I know you’re looking at skill across different killers but are you looking at skill across different survivors too? even though survivors are just skins, we still have to grind for open perk slots which, for a less experienced survivor like myself, that’s a big deal 

    Generally speaking, the performance difference between a low level survivor (as in, the character level is low) and a high level survivor for a given player isn’t statistically extreme. It also changes very quickly, relatively speaking: It doesn’t take that many games for a low level survivor to get to a reasonable level. To complicate it further, it can even happen over “0” games, if you got the BP from some other means! All that said, we’re going to keep an eye on this and see if it plays out differently in reality, and potentially modify the system to take this into account. 

     

    https://us.v-cdn.net/6030815/uploads/150WZBYV10VT/patchnotesdividersmolwhite.png

    • Can we get a little insight into how SWF matchups will be balanced in the new system? 

    Currently, SWF groups will calculate an average rating of the players in the group, and then the matchmaking system will attempt to find an opponent based off that average. We will be monitoring this and the results it gives in the real world, and may tweak the formula to produce better results if we identify any problems. 

    https://us.v-cdn.net/6030815/uploads/07DXKY7XE8V0/patchnotesdividersmolwhite.png

    • How is it gonna be fair to those that are new as a survivor? I feel bad for them 

    We’re specifically monitoring the experience of new players to ensure the system doesn’t immediately throw them games where they are hopelessly outmatched, and we have a few techniques that we’re implementing already to help with this. Lots of technical / mathematic details, but the basic effect will be that new players tend to get matched at a lower skill rating while they’re still new. 

     

    https://us.v-cdn.net/6030815/uploads/TGFAZUA81XL9/patchnotesdividersmolwhite.png

    • So after reading this post why aren't the current ranks not weighted in the starting skill rating for the player base?  

    We’ve already been running the skill rating calculation in the background for several months, in order to collect data and to validate some elements of our approach. Anyone who has been playing regularly in that time will already have a loosely calibrated skill rating to start with, which will be refined with each game they play now that the system is live. 

     

    https://us.v-cdn.net/6030815/uploads/FNM6B04UNAD6/patchnotesdividersmolwhite.png

    • Is it taken into consideration if players have returned from the game after a long hiatus. Some examples are some people returning after a year or even two. 

     

    Without getting into extreme mathimatical details: Yes, the system does take how long it has been since you last played into account with the rating system. 

     

    https://us.v-cdn.net/6030815/uploads/OQ1TAUEV9UFQ/patchnotesdividersmolwhite.png

    • Why are ranks so mismatched now? 

    The Matchmaking News post we made went into detail about this, but to summarize: Ranks are mostly a measure of how much you play in a given month, and doesn’t have a very good correlation with game skill. Skill rating is completely driven by how skilled you are at the game, so there will be some divergence between the two. The rank system will be getting updated Soon(tm) to reflect this difference. 

     

    https://us.v-cdn.net/6030815/uploads/20LI55NFCJ4C/patchnotesdividersmolwhite.png

    • Why are we keeping the skill rating hidden? 

    For every player who gets really excited at the prospect of seeing their skill rating, there is another player who dreads it. For now, to encourage everyone to play the game the best they can, we are keeping the skill rating hidden. We have plans to expose it somewhat in the future, but nothing to announce at this time. 

     

    https://us.v-cdn.net/6030815/uploads/01VR4OI1EPR4/patchnotesdividersmolwhite.png

    • What will it mean to Ranks in the Tally Screen? 

    Right now, the Emblem system / Rank system is being left as-is. We wanted to get the skill rating system out and in player’s hands as quickly as possible. The rank system will be getting updated Soon(tm). 

     

    https://us.v-cdn.net/6030815/uploads/A1KXBT9T9HR6/patchnotesdividersmolwhite.png

    • Is the rating started counting now, or already set from past performance?  

    Ratings are initially based on your performance over the last few months, while the system has been collecting data in the background. 

     

    https://us.v-cdn.net/6030815/uploads/5HFZKHX7LQ75/patchnotesdividersmolwhite.png

    • What are the factors that affect the ratings?  

    Ratings change based on how you perform in a match while taking your opponents rating into account. If you outplay an opponent who has a much higher rating than yours, then your rating will be adjusted quite a bit. If you outplay an opponent who had a lower rating than yours, then the adjustment is quite small. 

     

    https://us.v-cdn.net/6030815/uploads/V7FFIZ2GXWC6/patchnotesdividersmolwhite.png

    Other

    • Does this mean that those with different NAT types that weren't able to play together before (unless they had a connection with the lobby leader) can now play together? 

    The skill rating has not direct relation to NAT and network connectivity, as it is used to determine who matches together. As long as your NAT type allows you to connect to the dedicated server, you should be fine to play with anyone else (who can also connect to the dedicated server, of course). Since we are now using servers instead of P2P, NAT incompatibilities are less of an issue. 

    And let's move to another developer message right there.

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/LFYVZLBFOZE7/matchmakingchangesstatusupdate.png

    Today, we have enabled the first phase of our new Matchmaking System for all regions on Xbox One. Read on for more info on our next steps for rolling out the new system!

    Update August 3, 2020 : NOW ACTIVATED ON PC AND CONSOLES.

    We have been running smaller tests of the system on select Xbox One regions for the past few weeks, and the results have been encouraging. The rollout on all Xbox One regions is the next step in testing the system on a wider audience. If all goes well, we are planning on rolling out this feature for all platforms in a couple of weeks.

    The next phase that you will notice goes live with the upcoming mid-chapter update: We are no longer allowing Killers to switch their character while searching for a match, or once in a lobby (excluding Custom Matches). This will allow the new Matchmaking System to track player skill with each killer individually and match them against more appropriately skilled opponents based on their killer selection.

    To put it simply: If you are great with The Oni but you struggle with The Nurse, you will now be playing against stronger survivors when you play The Oni than you do with The Nurse.

    What does this mean?

    The most obvious thing you will see when the new system is active is that there will be a greater variation of Ranks in a single match. Rank 1s playing Rank 20s? It’s possible, don’t panic when you see this, as Ranks are not a true indicator of a player’s skill and are no longer used for matchmaking.

    Additionally, this system comes with a revamped algorithm for matchmaking as a whole. This should improve wait times for finding matches, and we will continue to tweak this part of the system to improve them further over the coming months.

    Why replace Ranks?

    Ranks are not a great way of figuring out how good a player is at the game, because it primarily focuses on "How often you play" and not on "How skilled you are when you play". Based on our matchmaking studies, there are a great deal of “low” ranked players (15-20) who can easily play just as well as “high” ranked players (1-5), but they simply don’t play enough games in a month to increase their rank before they reset on the 13th. And as an inverse, there are Rank 1 -5 players who perform at levels more typical of lower ranks but they play so many games that their rank is higher than expected. This results in unpredictable games: All five players may have the exact same rank but wildly different skill levels in practice, making matches unbalanced.

    How are Ratings better?

    The new Rating system is focused on measuring a player’s skill and predicting how they will perform against a given opponent. This way we can build matches that are more objectively fair for everyone in the game. We have analyzed over 3 million games (at last count) during our tests, and the matchmaking system is proving to be extremely accurate at predicting the outcomes of matches.

    By using this new system, we will be able to place players into more balanced matches more often. When a match is unbalanced, the system will know exactly how unbalanced it is and adjust the player Ratings accordingly.

    Why are there still Ranks?

    Matchmaking has been and continues to be one of the hottest topics we hear about, and we have been listening! To get this implemented as quickly as possible, we have decided to roll it out independent of a rework of the Rank system. That doesn’t mean we don’t have plans for Ranks, however! We are exploring different ideas like turning them into a monthly activity tracker and reward system, when we are ready, we'll communicate more about that

    I still have questions!

    That’s great! We are planning on doing more posts explaining the system in detail, as well as Q&As with the developers who have been working on it. Keep your eyes on the forums and official Dead by Daylight social media channels to learn more.

    Move to the path we want to know:

    WHAT DOES THIS MEAN?

    The most obvious thing you will see when the new system is active is that there will be a greater variation of Ranks in a single match. Rank 1s playing Rank 20s? It’s possible, don’t panic when you see this, as Ranks are not a true indicator of a player’s skill and are no longer used for matchmaking.

    Im rank 12 as a killer, got my rank 1 time ago, im rank 4 survivor, got my rank 1 time ago too. Actually im rank 12 facing red ranks after my games of queue to the MMR got set. Im a beast with the Legion, but poorly as a Nurse even i played like a lot for a challenge i did.

    Do you know what? In my Nurse, i have decent survivors, but not too much skilled, what allows me to learn progressively.


    TL;DR: MMR works flawlessly good. People still complains about the color ranks or played hours instead of true ability. In too many games i have 2-4 SWF and atleast 1 or 2 of them are just people that do gens and escape, but don't know how to play with the killer. That means: search those guys and make your game easier.

    DON'T USE THE RANK COLORING FOR THE "DISPARITY" OF YOUR MATCHES, ITS OBSOLETE GUYS. PLEASE EVERYONE THAT PLAYS 4-5 HOURS A DAY CAN GET INTO RED RANKS EASELY.

  • @Mikeasaurus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1506783#Comment_1506783

    Both of those quotes nail what I scream at my TV everytime! This has made my day :D

    Glad you got some fun with it!

  • @yobuddd said:

    Slippery Meat —> Please be Trapper Please be Trapper Please be Trapper

    Sadly this never happens... We always will get the Legion or a Bubba instead...

    😥

  • @KingFrost said:

    Decisive Strike = Who's got the power now, #########?

    Spine Chill = Oh, so you think your small terror radius will stop me from knowing you're coming after me?

    Kindred = Camping Detector

    Unbreakable = Pick Me Up Right Away

    Dead Hard = Extra Health State

    Sprint Burst = Gonna Walk Most the Game

    Inner Strength = The Best Healing Perk

    Soul Guard = Borrowed Time for Slugging

    Deliverance = You'll Be Hooked First, Guaranteed

    Resilience = No Reason To Heal

    Bond = Lead Killers To Your Teammates

    Balanced Landing = A God On Haddonfield

    We'll Make It = Please Stop Self-caring

    Flip-Flop = Going to be picked up instantly every time

    Self-Care = Waste of Time

    For the People = We'll Make it, for non-wussies

    Head-On = Eat it, Huntress

    Alert = Who's been dropping pallets?

    Empathy = Seriously, please stop running self-care

    Botany Knowledge = Faster Heals

    Autodidact = Worthless

    Mettle Of Man = Insta-Borrowed Time for Real Men

    Urban Evasion = Eat it, Hag

    Object of Obsession = Make Killers DC

    Distortion = Anti-BBQ

    Plunderer's instinct = Key Finder 3000

    Saboteur = Why didn't you just bring a toolbox?

    Left Behind = Use In Case you don't know how to listen for the hatch

    Breakdown = Try to Farm Me Now

    Dark Sense = Better Hope They're Not Running Rancor

    Second Wind = The Heal you'll never feel

    Better Together = Get your teammates to lead the killer straight to you

    Detective's Hunch = Deja Plunderer's Game: 3 Perks in One

    Diversion = Nobody's Fooled By This

    Pharmacy = For Those who want to self-care without wasting your time, but don't own the stranger things chapter

    Streetwise = Two Extra Seconds of Flashlight

    Calm Spirit = Eat it, Doc

    Breakout = Don't take my teammate to the basement

    We're Gonna Live Forever = BBQ and Chili, only not usefu

    Red Herring = Nobody's Fooled by this 2, but at least it doesn't take ten minutes to charge and hey maybe you can find that gen you were working on earlier

    Off the Record = Poor Man's Iron Will

    Boil Over = Trash

    Repressed Alliance = Eat it, Pop goes the Weasel

    Stake OUt = Great SKill Checks for people who don't know how to hit great skill checks

    Babysitter = I don't know what Borrowed Time Is but I bought the Stranger Things Chapter and I wanted to see what this did

    Premonition = Spine Chill with a cooldown

    Open-Handed = Aura-Extender (not to be confused with Ace in the Hole, which has been known to happen to some Devs)

    No Mither = Tunnel Me Please

    This is an insane large list. I must read them carefully to select which ones i can do an image for. The most fun one is, by far, this one!

    MettleOfMan_2.png

    There is already a "Mettle of Man" did by @TragicSolitude but both are equally funny tbh

    MettleOfMan.png


  • @Golden_spider said:

    Any Means Necessary -> Lift with your Knees!

    Better Together -> Doing Gens, You?

    Breakdown -> Big Chungus

    Coulrophobia -> It's What's On The Inside That Counts

    Déjà Vu -> The 3 Gens Nobody Touches

    Mad Grit -> The Cooler Carrying

    Monstrous Shrine -> Bubba's Wet Dream

    Open-Handed -> Nobody Brought Aura Reading

    Overwhelming Presence -> *Sticky Note that says: "IOU half an Item, XOXO Killer <3"*

    Spies From The Shadows -> "Caw"

    Tenacity -> Slug Race Performance Enhancers

    Up The Ante -> Going All In On Trapper

    Zanshin Tactics -> It Hurts To See

    BetterTogether.png ByAnyMeans.png


  • @Mikeasaurus said:

    Kindred to Stalker

    Unlocks potential in ones Aura-Reading abilties.

    While you are on hook, you display the Killer's Aura to every other survivor who will ignore it anyway and rush the hook. The Aura can be seen within 8/12/16M of the Hook.

    If another Survivor is hooked, you will see the aura of the killer within 8/12/16m of the hook, but secretly, you're just using Kindred at this point to watch the Claudette Self-Care 100M away from the Killer and nobody else is going to save the poor hooked survivor!

    Since you made my job easier, here you've both versions (yours and mine)!

    Kindred.png Kindred_2.png


  • @Vox_Nocturne said:

    Some more:

    Slippery Meat > B-but they kobe'd first time!!!

    Leader > The Power of THE POINTY FINGER!!

    Iron Maiden > Head On? That's cute.

    Blood Warden > I've got 99 problems, but this ain't 1.

    Make Your Choice > Tag, you're it!

    Oof, seems like i got a lot of job while i wasn't looking the forum, i've like 10 images to do. Oh god!

    SlipperyMeat.jpg

    @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1506528#Comment_1506528

    Do the bones and it doesnt hurt you. You can't ######### about a perk being OP or a crutch when it's easily countered

    Please as @Clevite said, this thread isn't about the complaining of perks, we're doing this for fun and this is what really matters. We're using the failures of some game experiences to make funny and original perks. Let's not switch the original thread into another!

    Have a nice day!

  • @LordTohes said:

    Alguien me puede decir que tengo que hacer en este ritual? compre a Freddy hace unos dias y no se que tengo que hacer.

    https://us.v-cdn.net/6030815/uploads/CT92CPQPCQ0V/20200802103817-1.jpg

    Como ha dicho el compañero de arriba, "Cazador de sueños" se obtiene al golpear a un superviviente en estado dormido.

  • @Vox_Nocturne said:

    https://forum.deadbydaylight.com/en/discussion/comment/1496677#Comment_1496677

    Thank you! Would be great if this was done for every perk and catalogued into a final revision of all perks! :D

    Yeah, but i don't have that much time haha

    Hope you got some healthy laughs of this post!

    Have a nice day!

  • @Snapshot said:

    Ever since the slight nerf to toolboxes, I have in my lobbies on average 2 to 3 medkits with nearly best addons. These are a great time-saver for survivors when you play killer 'normally' and not tunnel, etc.

    Something small has to be done, so survivors don't get 1 or 2 free heals just by bringing an item.

    Maybe limit number of specific item type in lobby? What do you think? Or reduce charges or moderately slow healing speed with medkit

    Medkits are fine. Technically speaking, its the only item not called "toxic" in this game by the community.

    Do you prefer toolboxes, keys, flashlights or maps? I really prefer medkits. That means they lose some of their time to heal themselves and make the chases funnier.

    @Customapple0 said:

    You could Run: Coulrophobia, Franklin’s Demise, Overwhelming presence...

    Medkits don’t need anymore nerfs.

    ^ This.

  • @Sinister0208 said:

    I have said that Bond is the best solo queue perk in the past, but using Kindred again after a long time this is hands down the best solo queue perk.

    It gives so much information, like which killer it is, if they are camping, if they are putting down traps near the hook, which survivors are going for the rescue and which are working on gens. Even tells you which direction the killer is headed after the hook, gives you an idea if the killer is using BBQ and Chili.

    I implore you please run this perk if you solo queue it helps the whole team, and you, immensely.

    I can't add anything more, i think just about almost everyone in this post. Kindred is, without any doubt, an amazing perk. Since i usually play with SWF i don't usually run since i should take away my Borrow time and that is also a must for some killers to be honest.

    Hope people takes your idea in consideration and start running Kindred instead of some meta perks to see some variety! Or atleast they try that perk a bit to see how well it goes in almost every enviroment :)

  • @ryanneary1234 said:

    i know its been said on every post but it needs to be revered to the previous aura system. i am colourblind as are many players and it is now near impossible to see auras. i ran past the hook my teammate was on 3 times. even my fiance can barely see the auras and her vision is 2020 🤣 please listen to this bit of player feedback and revert it back. until it is i literally cant play because cant help my teammates.

    You said it. This has been told in 100 posts so this one was necessary?

    I mean, i think people actually posts because they don't want to do a fast search in the forums. Also, there you have:

    @Peanits said:

    Recently, we've asked you for questions about the 4.1.0 update. We've gathered a few of the most upvoted questions and had them answered by the team. We're hoping to update this post with answers to more questions sometime next week.

    Q: Why change the auras?

    The auras were the source of quite a few technical headaches. The rework of the aura system was intended to give our programming teams cleaner code and a more stable aura system. Unfortunately, this had some unintended side effects on visibility. We heard your feedback and are working to improve their visibility. We will have a temporary fix in place shortly as we continue to work on a more permanent solution.

    https://us.v-cdn.net/6030815/uploads/QDX60AP52KH3/patchnotesdividersmolwhite.png

    Q: What was the thought process behind the Mother’s Helpers and Black Grease add-ons?

    The thought process behind both add-ons was to have a miniature version of the Hillbilly’s perks, specifically “Enduring” and “Lightborn”. So, we tried giving something to the killer for being stunned or for being blinded/having a flashlight pointing at you.

    We understand that these add-ons weren’t very popular, so we’ll be making changes to both of them (along with many other add-ons) in the next update.

    https://us.v-cdn.net/6030815/uploads/6FU6E577A57S/patchnotesdividersmolwhite.png

    Q: Where is the Server Side Hit Validation?

    The server side hit validation was originally planned to be tested out during the PTB. Unfortunately, there was an issue with how servers were selected on the PTB which caused most players to experience high latency, so testing the hit validation on that build would have been counter-productive. We will be running a limited test of the hit validation system on the Live version of the game in the coming weeks in order to gather feedback and data about its performance, with the hope of finalizing the feature in the near future!

    https://us.v-cdn.net/6030815/uploads/Y7W4XR5JR7UR/patchnotesdividersmolwhite.png

    Q: You’ve said that you want legendary outfits to have unique animations/sounds. Why doesn’t the Minotaur outfit?

    To clarify, we have only mentioned that we would like to do so in the future.

    https://us.v-cdn.net/6030815/uploads/RR6NXEG9EWWR/patchnotesdividersmolwhite.png

    Q: Why does Knock Out require a basic attack now?

    There were a few killers/builds on which knock out could be particularly powerful. To mitigate that, we’ve made it basic attacks only. We’ll be monitoring the perk to see how it performs.

    https://us.v-cdn.net/6030815/uploads/LAU4R21G9XV8/patchnotesdividersmolwhite.png

    Q: Why is the game freezing every 10 seconds?

    There was an issue in the most recent update which caused a hitch whenever the friends system would attempt to sync. For the time being, we have greatly increased the amount of time between syncs to prevent these hitches from happening as we work on implementing permanent solution. This temporary fix is already in effect and does not require a game update. In the meantime, you can force your friends to list to update by restarting the game.

    https://us.v-cdn.net/6030815/uploads/49TJ6REWV3IK/patchnotesdividersmolwhite.png

    Q: For Killer specific MMR: How will ratings work for newly released Killers? (e.g. Do you start from 0, or is it based on your other ratings?)

    Every time you start playing a Killer that you haven’t played before (either because they have just been released, or because you have decided to try something new to you), your rating with that killer is weighted based off your ratings with other killers. If your Rating is relatively high with your other killers, then your default rating with a new killer will be weighted upwards somewhat. Regardless of where this weighted rating ends up, the system zeros in on a 90%+ accuracy within ~10 matches. The intention is to give you a head start towards playing balanced (and fun!) matches as quickly as possible.

    First question:

    Q: Why change the auras?

    The auras were the source of quite a few technical headaches. The rework of the aura system was intended to give our programming teams cleaner code and a more stable aura system. Unfortunately, this had some unintended side effects on visibility. We heard your feedback and are working to improve their visibility. We will have a temporary fix in place shortly as we continue to work on a more permanent solution.

    You're welcome.

  • @RakimSockem said:

    I'm confused about the way some people think so I'm going to set up a scenario (and I'm sure you all will understand the connection to DBD) and you all tell me what you think.

    Person A and Person B are both trying to find something. In this situation, neither one of them knows where it is.

    Person A has a bike (meaning they can travel faster) and a weapon.

    Person B is on foot and has no weapon, and also has to be wary of Person A who is out to kill them.

    Logically speaking, which of these two people has the better chance of finding the thing they're looking for first.

    (Yes, this is about hatch)

    Well, Hatch is not the end of the game. I usually don't even bother in searching it. I just wait next to a door until they find the hatch. Then, i usually open a bit the door before the first light shows up.

    Wait until the killer appears and sees nothing changed, when he's out open the door and leave.

    Having a bike doesn't means you can go for every pedestrian lane without taking in consideration the other passers-by.

    Have a nice day!

  • @Babyyy_Boyy said:

    I should not be forced to play a game where the killer decides to play like douche. Why should I be forced to play a game where the killer lets me bleed out to death instead of hooking me? Why should I be forced to play a game where the killer first hook moris? Why should I be forced to play a match where the killer tunnels? Why should I be forced to play with a killer that shakes their head no as if they’re good? It’s kind of annoying how the dc penalty keeps coming back and going away. Like can someone on the development team make up their mind if you’re gonna have it up or not?

    The penalty was off for some errors BHVR did, but they never said the penalty was gone forever, only temporally and, as they promised, it was temporally. Now's back, what's the problem?

    Killer is playing dirty? Just do your best to help your team and, if you need to go, die on the hook.

    Survivors are playing dirty? Just do your best to gain some points and end the game as better as you can.

    Penalties removed those "oh, im gonna dc 'cause this map sucks" or "oh, im gonna dc 'cause i heard a music and i think its the demogorgon and i don't feel today as playing versus him".

    Disconnecting from a game deals to an unfair game if you're playing survivor (you leave your teammates versus 5 generators plus a less member on the crew) or as a killer (awaiting queue sometimes can get long enough. Why waiting like 4 entire minutes just for disconnecting 1-3 minutes after the game started?).

    You can still disconnect, but you'll have a penalty. That's all.

    Nothing's bad here.

    Answering your question: No one is forcing you to play versus a 1 hook mori (legal technique), no one is forcing you to play versus a bleedout killer (legal technique. 4 minutes of bleed out and you're done in a Slugging build) and, finally, no one is forcing you to play versus a tunneler killer (again, legal technique).

    In all those cases, you can do something about it.

    • One hook + Memento mori: Gain as much time as possible. Killers time is more precious than the survivor's one. Make it count.
    • Bleed out (Slugging): Ask your teammates to get you up. Bleed out takes fully 4 minutes to make you die. If he camps you in the ground, then your teammates can do full 4 minutes of generators. If he doesn't camp, just get up and continue the game.
    • Tunneler killer: Again, same as the point before this. Instead of looking the bad things, look what the killer is loosing there. Time, precious and golden time.

    Every action the killer deals has an action that can be took versus him to penaliza his decisions. This is why bigger players like Otzdarva or Truetalent doesn't usually use this techniques (even both have videos showing those techniques up): they usually have low results.

    Have a nice day!

  • @RakimSockem said:

    lol what?

    That's not even comparable. NOED gives a speedboost to a killer who is already by default, faster than the survivor. And that's not taking into account Cloaked Wraith, Phasing Spirit, Chainsaw running Billy, or Blinking Nurse

    Hatch is a killer favored mechanic unless the survivor already knows where it is. If both players are searching for it, the faster character (the Killer) has RNG in their favor.

    That's not even including the fact that the survivor has to hide if the killer is near them so they don't get found. The killer just needs to circle the map with no fear

    Well yes but actually no. You can use the Hatch at your side. Just search the door and don't go for the hatch.

    This is my gamestyle and works in almost every match. Just let him close the hatch and start opening the door until the first light. Wait for him to appear and boom, open it when he leaves (if he hasn't whispers).

  • @OctaviusK said:

    I'm assuming most people have complaints against NOED. So here goes.

    Original NOED:

    Once the exits are openable, NOED activates. If atleast one survivor is alive your movement speed is increased by 2%/3%/5%. As long as your hex totem is active when the exits are openable you will be able to insta-down once/twice/twice per survivor.

    Is this better? Im not sure. This is my first post here so please allow me time to adjust, thanks for reading.

    Hex: No One Escapes Death is a helpful perk, but not your triumph one. The first thing we almost do in my SWF is search for totems and take him down. Not only you get like a lot of points (1.000 for each, 1.500 if glowing) but you unactive the future perk activation.

    Noed has a pretty easy way to counter. I don't know every totem RNG spawn, but i know where aproximately they spawn so i just need to search around and boom, free bp points, more killer gameplay (since you're not genrushing) and more happiness for everyone.

    Ta-daa.

    Have a nice day!

  • The matchmaking system turns a bit crazy when a lot of different ranks try to search. This would be easy to fix IMO making that the matchmaking took the higher rank in the group as the pre-defined search.

    For example, in this match, as the higher rank is 1, the killer should be 1. That would make the SWF groups a bit more liable... But hey, that's my opinion.

  • Well i actually want to know if that's for the Matchmaking or a SWF that got a Red rank and a Yellow rank and got the search crazy...

  • This will be a short answers: They can fake it, as you can fake your direction or use your Dead hard (if available).

    This is a game that you need to know your enemy and use your enviroment. For Deathslinger, preventive pallets help. For Pyramidhead, just don't go for closed pallet loops or windows directly. Think that he can't turn while he's using his power, thing that was fixed time ago.

    I don't really get hit often by Pyramidhead (rank 3 survivor) since he's pretty predictable to be honest.

    Forgot about the Spirit. I actually always get screwed up with the Spirit but today i readed from a survivor with 2k hours that you just need to outplay him by being a bit smart and play with your scratch marks, double back, pre-dropping pallets and stuff like that. Im not good to play versus her, but seems like its possible to play against her with no problems.

    Have a nice day!

  • @Dpooly said:

    Really depends on the situation, eating a ds early game is always good so you don't have to worry about it later but letting them waste unbreakable early is also good. Just have to read the situation and act accordingly

    Eating a Decisive Strike will make you 5 seconds stun while leaving on the ground, as pretty smart said @2ndBusiestmusicnerd can deal to a survivor being busy to help that teammate.

    If Decisive jumped that means he got hooked before, that's something to have in mind while preforming the carry action. But your points is pretty solid too and i totally agree with your words: "Really depends on the situation".

    If you really want to take that DS away in your first generators, its a good choice to really do it since he'll be out of that perk the entire match.

    Have a nice day!

  • @Dweet_Unfairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/1498021#Comment_1498021

    Scott Jund made a great video talking about why even good MMR will kill this game. It sounds great in theory but so did dedicated servers, dc penalty and so on.

    I love the devs but if the anniversary cakes were broken for a week, and ruined auras as a "minimal" change, i don't trust their mmr system.

    Matchmaking sucks now, but on my tests using Xbox, it has been the worst i have ever seen in 4 years. Plus it will ruin all fun for long term/high level players and content creators.

    MMR will ruin DBD, and i am terrified the devs won't listen to the negativity and force it to stay like dedicated servers and the dc ban.

    Everyone complains about the Cake bug but no one talks about the 140 bug.

    The cakes were giving 140% personal instead of 104% globally.

    So you were getting 36% more personal Blood points. Also, i don't saw anywhere a "date of expiry" on the cakes, as i don't have any date of expiry on last year's cake. So if you see they're bugged, do as almost everyone, save them. I've more than 300 cakes in just one killer (Legion) by just saving them until i saw they fixed the issue.

    About MMR...

    I can't really complain about the system. The idea behind it is amazing and i think its a good path in the correct direction. Yeah, i also have xbox Dead by daylight and after the update my experience playing in DbD with xbox is pretty okay, better than before.

    I find killers of my level, as they find me since im pretty near their level (not very good in xbox, im better in pc).

    Have a nice day!

  • @Terra92 said:

    I struggle to see where anyone is while someone is hooked. I often use Kindred to decide if it's worth running to the hook or if I should draw the killer away, but more often now I'm looking around three or four times because I can't see anyone.

    I asked this yesterday, seems like the new auras were intended but actually now they're bugged or something like that, so we just need to wait until they do a fix. Let's have some faith in the DbD team

  • @Azgard12 said:

    I'm going to go ahead and post my solution again:

    Make it so hook progression goes 1/2 as fast when the killer is within X meters of the hook. Maybe even denote this with a purple health bar, akin to deep wounds. While the killer is in a chase, this does not happen.

    (I don't think campers should be banned, but I do think camping should be something the killer sees as choosing to lose).

    Camping, as facecamping, as tunneling, as slugging, as generator rushing...

    Everything is alright. You chose how to play, every action has a cost. They're camping someone? Then do generators and escape. If the killer thinks its a good change a survivor for the entire match, let him do it.

    This community should stop searching ways to tell people how to play. This is a game fellas, play whatever you like if that makes you happy. You love to play mori with 1 hook - die? You love to bring 4 full man toolboxes? Its okay.

    As long as you don't use third programs to cheat, every tactic its okay.

    Annoying? Maybe, but this is a cooperative game.

    Every day i read hundred of posts like: "Its time to quit playing" - "Don't tunnel/camp" - "Don't genrush" - "Don't mori, key, hatch"...

    Those are players who actually gave up because they didn't found a way to counter those playstyles. There's no rulebook for killers nor survivors (out of the Samination universe, i mean).

    Let's do this but in another game shall we? Let's use a shooter genre for example.

    "Don't camp with an Sniper rifle!" - It only works when you go for him or you actively go for his zone. He can camp with an sniper rifle if he wants, he's having the fun of looking the amazing textures while other players shoot themselves and gain points.

    You can barely get 8k BP with a camp. Surviving (leaving) grants you 5k full BP (not counting the door and generators) so...

    Well, maths are on your side.

    Have a nice day!

  • @Deathslinger said:

    Fire Up

    to

    Lukewarm Heat

    I relate to this perk description, but I don’t think the killers I’m controlling are as mad as I am.

    FireUp.fw.png


  • @LethalPugy said:

    Head On to Bonk.

    We’re gonna live forever - Gimme my ######### money * law and order theme*

    All of Nancies perks to her favourite word : Bullsh*t

    We’ll make it to Why are you running?

    Sprint burst to ######### Nayaon (or how ever you make the fast car noise)

    Ace in the Hole to Ace in my hole.

    ( ͡° ͜ʖ ͡°)

    Decisive Strike to Psychopath

    Fixated to Constipation

    Iron will to just keeping the emotions in.

    Any of kate’s perks to Big Boobs? Um what? Chille anyways so.

    WellGonnaLiveForever.fw.png

    @Huff said:

    It wouldn't necessarily make sense, but...

    I like to call Repressed Alliance "Tickle Fight" because of its icon.

    TickleFight.fw.png


  • @LazyPayday said:

    Decisive Strike --> There's an anti-tunneling perk in there somewhere

    Sadly just waiting is a super-effective perk to counter that one!

  • @bm33 said:

    Hex: No One Escapes Death > Hex: Should've Cleansed Totems

    Bond > There's a Teammate For You To Sandbag!

    Empathy > There's an Injured Teammate For You To Sandbag!

    No Mither > Oni Food

    Kindred > Die On First Hook

    Blood Echo > Survivors Time of the Month (Not injured but bleeding and tired? Sounds like a period to me. 🤷‍♀️)

    BloodEcho.png


  • @TragicSolitude said:

    Hex: Ruin -> Hex: Don't Let Go

    Hex: Haunted Ground -> Hex: Gotcha!

    Hex: Devour Hope -> Hex: [BAD WORD] You

    Monstrous Shrine -> Basement Meme

    Decisive Strike -> Stabby Stabby

    Solidarity -> Let Me Heal You First, Goddammit!

    Mettle of Man -> In Case of Emergency, Throw Match to Use Once

    Autodidact -> Decrease Chance of Getting Skill Checks by 99.9%

    Thanatophobia -> Slight Algophobia

    Hex: NOED -> Maybe Next Time You Do Bones

    MettleOfMan.png


  • @rottmeister said:

    Ngl this is fun.

    It's nice seeing positive threads.

    Haunted grounds: "If it glows, it goes." - a survivor with inner strength moments before their entire team gets slaughtered.

    Inner Strength: Magical locker

    "I rubbed some bones, touched myself in a locker and I feel reborn!" 😏

    Deliverance: I totally 4%'ed!

    Monstrous Shrine: The most OP perk in the game

    Fixated: Constipated

    I know, i always read posts about people angry or wanting some reworks, i just wanna have some fun, i think we all want!

    GetOverHerePerk.png


  • @LapisInfernalis said:

    • Decisive Strike: Decisive Locker
    • Dead Hard: Press E to Die
    • Diversion: Pebble Incoming
    • Head On: Dwight Perk 1
    • Q&Q: Dwight Perk 2
    • Inner Strength: Dwight Perk 3
    • Devour Hope: Found in 3 Seconds
    • No One Escapes Death: No One Did Dull Totems
    • Ruin: I Am Ruined
    • Borrowed Time: Farm While Chased
    • Sprint Burst: Walking Simulator
    • Hounted Ground: Not The Hex You're Looking For
    • Deliverance: Kobe in Your Face
    • WGLF: We'll Gonna Be Greedy Forever
    • Stridor: Darth Vader
    • Urban Evasion: Crouching Simulator

    A lot of good ideas, but i took this one from you:

    Ruin.png

    Gonna look one more from your list, holy crap how much ideas in just one post lol

  • @rottmeister said:

    Borrowed time: TAKE A HIT FOR ME YOU C-

    No Mither: Why would anyone run this perk? Why? Just why?

    Urban Evasion: I'm a sneaky snake.

    Decisive strike: DOESN'T FEEL GOOD BEING STABBED, NOW DOES IT?

    Buckle up: What does this perk do again?

    Adrenaline: Wow, the sound of the gates being activated healed up all my wounds ...somehow?

    Head on: Peek-a-boo. Nobody expects the Spanish Inquisition!

    Edit: changed up Head on a bit.

    DecisiveStrike.png


  • @Vox_Nocturne said:

    Empathy

    To

    Oh, thank God the Killer's over there!

    No Mither

    To

    I just don't care today.

    Any Means Necessary

    To

    Have none of you guys ever thought about doing this? Seriously ?!?

    NoMither.png


  • @Snowbawlzzz said:

    Dead Hard -> Mr. Sneakman's slippery slide

    Object of Obsession -> Distracting Jazz Hands

    Autodidact -> Idiot Savant

    OoO.png


  • @rottmeister said:

    https://forum.deadbydaylight.com/en/discussion/comment/1496559#Comment_1496559

    Perfection.

    Also can confirm I have accidentally thrown pebbels towards teammates. And whenever I'm doomed, I throw a pebble at the killer's face :3

    The good ol' Pebble at killer's face. He's like "What" lol

  • @cheetocultleader said:

    Distortion -> BBQ Detector.

    Head On -> Locker Boops.

    Spine Chill -> 'Fraidy Cat.

    DwightYouFuckedMyPerk.png


  • @rottmeister said:

    Head On -> Coming out (of the closet)

    "You are ready to show the world who you really are, even if it's at the expense of a kiler's forehead."

    Diversion -> Haha pebble go THONK

    Diversion.png


  • @GoodBoyKaru said:

    Hex: No One Escaped Death

    To

    Hex: Wait lemme get my crutches

    Unbreakable

    To

    I have a tiny dick

    Dead Hard

    To

    Dead and Exhausted

    Hex_NOED.png Unbreakable.png

    I got the best laughs doing those two to be honest...

  • @Cheers said:

    They were intended to change, although not like this. They are working on a fix to this as we speak.

    Thanks god, finding traps with the trapper is just a hell. You can't see it in almost any map, but it gets worse in the Legion snow map: 0 vision of traps auras.

  • Updated! Im still a bit busy but im updating this thread with the killers. For information, i did this challenge a few days ago so im not posting new results but the ones i have. I miss this challenge to be honest...

  • @Dreamnomad said:

    I wish you posted the actual results of each killer in terms of kill rates. Something like:

    • 0 kills - 9 games
    • 1 kill - 16 games
    • 2 kills - 29 games
    • 3 kills - 26 games
    • 4 kills - 20 games
    • Average: 2.32 kills per game

    Either way, thanks for taking the time to do this and post your results.

    Yeah that would be awesome, sadly i didn't even took the initiative to save my progress in a text and save all that useful information, im deeply sorry about that! As i said in the starting, this was a personal challenge and i wasn't thinking on posting this on the forums but i went like "huh, i could, that won't damage anyone".

    Again, im deeply sorry for that, that was a nice idea lost for not thinking about it... :(

  • I fixed so many typos, im sorry about that. Since im not english speaker you might read truly grammar errors in all the post. Please make me know which errors i got in my grammar so i can correct it, thanks!

  • @Belphie said:

    That's so cool! Honestly I'm impressed doing 100 each :) rly cool rly dam cool

    Thanks! Was so satisfactory when i got carried with some killers that i thought to myself "i will never touch that. Im not capable to play that!"...


    @ClickyClicky said:

    Nice. These kind of experiments are the best for helping you learn what works/doesn’t work in the game.

    I’m tempted to do the same and test out some things. I keep getting sweatlord swf though lol so I keep leaning on the meta perks.

    Sometimes a personal challenge is what makes the game funny. I got the most fun by just playing to make myself better! No pressures on ranks or blood points. Just a healthy challenge to make myself proud of what i did :)

    By the way, i still getting sweatlord as you with SWF, some stuff never changes...

  • @BaldursGate2 said:

    Finally a good thread without the constant whining about something. I bet you had the most success with Freddy.

    You bet! When i got the correct perks Freddy was almost unstoppable. Also, the power is incredible strong both versus looping and long range objectives :)

  • @PassarinoT said:

    Ngl I did not read as I'm too tired for all those words, but the way you formatted the killers and their builds is satisfying.

    Haha thanks, i try to make it less stressing to read since it's a pretty bad structured, cool that you liked the way i tried to make it less boring. Have a nice day! Thanks for your comment!

‹ 1 2 3