TapaKeHT
TapaKeHT
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@Unequalmitten86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3839063#Comment_3839063
I realize they are valid tactics but what chance do players have if they only last minutes in a game. Tunneling exists but it shouldn't be the go to strategy. It's seriously out of hand now and makes gameplay unfun and boring.
I can partially disagree. Killers who wanna win the match with 3-4k and there one of the best tactics to tunnel one or two players. Anyway once your MMR high enough it becomes one of the most stable and effective tactics.
And there is more. While playing vs good parties tunnel can be lil' fun for killer cuz of overplaying saves etc
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@Senaxu said:
Before a ranked mode can be thought of, there must be automatic and usable cheat protection, otherwise once a certain rating is reached there are only cheaters/hackers in it and there are a lot of them in DBD.
I think in this case will be easier to find and deal with cheaters. Besides everything else, players who understand how the game works are more likely to find cheaters.
And the faster cheating is stopped, the faster vulnerabilities will be eliminated.
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@Unequalmitten86 said:
So I really agree with you except ranked and unranked mode. Only reason being killers would get their butts handed to them in ranked mode and then destroy unranked (play sweaty). Maybe que up SWF's together instead. SWF's are stronger because of communication. Also if your paying with 2 or 3 person team one gets tunneled out of leaves they all tend to go, which really sucks for the remainder of the team.
MMR does not work now because of the tunneling, slugging, and camping. The only player it benefits is the killer in reality. See a killer can rank up easier than a soloq player. But when that killer starts hitting squads they go down. Now your average player is always going to be stuck with the same killer players playing the same way with a longer time to climb the MMR.
Soloq has been proven to be the largest amount of players, so in reality it should be balanced around that. I do feel aside with a few perks it's balanced if the killer does not tunnel, slug, and camp. It really depends on the killer's mindset and if they are avenging their dog or not.
It’s quite logical; however, if we take, for example, camping and tunneling, these are completely valid tactics, and that’s exactly why there are perks and counterplays to prevent them.
When it comes to the idea of ranked play, I’m heavily inspired by DBD Mobile, and I won’t deny that I might be seeing the situation through rose-colored glasses. But from my game experience, I can note that unranked there feels like regular PC gameplay, possibly with players at a lower skill level due to the control difficulty. Ranked games, on the other hand, feel very well-balanced: at ranks 20-12, you’ll find beginners, 11-7 are players who have learned the game basics, and in the top 6 ranks, you meet players who are genuinely striving to win. The most surprising thing for me was that I never encountered rage quitters there. Sure, there were things to complain about—objectively weak players, or on the contrary, players far too strong for their rank, ping issues, and, of course, gameplay obstacles with an overly cluttered interface.
Speaking of Mobile, there’s also an interesting results table showing each player’s contribution to the game.