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VegasRalphie

VegasRalphie

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VegasRalphie
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  • @Chocolate_Cosmos said:

    Seems like it doesn't do much at all :/

    Survivors usualy have no problem still running where they need to after they stun you / blind you.

    Depends on your build. Use it with stuff that helps you shred pallets quicker when you get stunned, and it can be an effective way to get free hits. If you are good at it, it is a fun way to get survivors to DC.

  • Mine didn't move over at first either. I have both a PS4 and a PS5 that I play on, and when I moved back to my PS4 one night, all of my trophies from both versions merged. No idea why. Maybe try that?

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609368#Comment_3609368

    It's always the most puzzling aspect of this events: peeps could just take a step back and just enjoy a silly event and get into finny situations, not taking the gam too serious for once ... but instead a sizable part of the community will sweat EXTRA hard and show the other side how awesome they are, whole finding all possible ways yo weaponize the events assets to their fullest.

    I had a survivor sweat squad blowing through gens and throwing snowballs. They were so focused on the snowballs that they kept running into my bear traps. It was hilarious.

  • I didn't play for about a year and started up again a few months ago. Once I get on a DBD kick, it's hard not to play every day. I don't know if I feel guilty, but it does kind of feel like another job/compulsive behavior.

  • I enjoy Sadako too. She feels about right now. Honestly, I don't think the condemned rework is that powerful because it is fairly easy to use the tapes. Much more effective as killer to use her as a stealth/mobility killer. If I get a condemned kill or two during a match, that's just gravy.

  • If you have a team that brings two or more toolboxes, they will blow through gens. That happened to me today too, I don't think it has anything to do with the event. For whatever reason, they kept running into my bear traps. One Feng even did this as she was hurling snowskulls at me. I was laughing so hard as I hooked her.

  • @darkcloudlink said:

    I have about 2,000 hours in the game. About 1,700 of it is Survivor (solo queue), and about 300 is in Killer. I don't enjoy playing killer at all. My experiences playing killer before MMR were dreadful, but now? They're even worse. I get that I have a lot of hours in the game, but my killer is pretty mediocre, and I don't have that much time in it either. I'm consistently going against survivors who are so much better than me, and it's not fun constantly getting stomped all the time, so I don't play it anymore.

    I find that it comes and goes in waves, as always. But I certainly hit a definite wall at a some point, and any kill I get is going to very sweaty for a while.

  • @Viskod said:

    https://forum.deadbydaylight.com/en/discussion/comment/2938976#Comment_2938976

    So what you're saying is that people that practically play the game for a living with multiple thousands of hours who have extensive experience with matchmaking going over the actual technical results of the SMMR tests, and speaking to how its less the matchmaking system and more the perks in play can't possibly have actual insight into these systems?

    Your lived experience is what it is. You just lack objectivity.

    Thank God you are here to explain to me how my experiences aren't objective reality. You are truly a public servant, sir.


    Btw, not that I buy into your whole "argument to authority" thing, but did you actually listen to Dowsey on this? He fully admits that mid level players are going to get fed to higher level ones because the developers think it increases enjoyment for the higher level players and the mid-level ones are less likely to quit than newbies because of it. Your own source says this, man.

  • @Viskod said:

    MMR is working great. The last test run with the bilateral changes were a big success. I'm Iri 1 and most of my matches are really fun. Now this varies greatly on time of day and weekday vs weekend because you can't expect the player pool to be filled with the same kinds of players 24/7 and sometimes I'll get a group that just was not prepared for a killer like me in any way but that only happens occasionally,

    I'm seeing a wider variety to matches than before but in a good way.

    I think these videos are a good watch because I think the whining about MMR is overblown and people use it as an excuse the second they have a bad match.

    https://www.youtube.com/watch?v=G4ww2ByCS8A

    https://www.youtube.com/watch?v=4vx08Gy5Ny4

    Oh, YouTubers who are (1) awesome at the game and (2) make a significant chunk of money from it every month disagree with me? My lived experience must be wrong. Thank you for helping me to understand that I can't trust my own eyes.

  • Good post. I am another gay DBD player btw, and I have to say that there are a lot of beats of David's story that ring true for a lot of gay men out there. Well done on this, Behavior.

  • Funny thing about this thread. Guys, I know the problem is MMR. Because I didnt have this problem before the MMR changes. Now I do. It is genuinely puzzling why so many folks here spend so much time and energy trying to convince me that the simple explanation isn't true (or that it's all somehow in my head). I guess I could understand the reaction from the developers, but they aren't reading or replying. Seriously, Yiu can just tell me, "Huh. I don't have that problem" or "I have a different problem" and it's fine. You don't have to monopolize every conversation into making it about your thing. Truly.

  • @IlliterateGenocide said:

    Its HOW they did it.

    not THAT they did it.

    Meh. My only problems as a gay player are 1) that they made such a big deal over it (because they are straight liberals who want to show how enlightened they are), and 2) people who call it LGBTQ etc. representation. David's gay. He doesn't represented lesbians, transgender folks, etc. Otherwise, I am fine with it.

  • Gay player here. I think it's hilarious that people didn't know David was gay already. I feel like his lore was oozing subtext. He has a lot of single friends and he sleeps over at their houses. The married one has a spouse that doesn't want him coming over anymore. Daddy issues. I would have been shocked if David weren't gay.

  • Mid tier player here who does both sides, but better as a survivor. Killer was awful for a few days after MMR rework. Over the past 3-4 days, it has been a bit better. Still worse than before MMR changes, bit at least playable. I was thinking maybe I had been stomped by so many high level survivor teams that my MMR went down, but I notice I still play some of these ridiculous SWFs when I am palying a killer I have only played 2-3 time before. So I suspect the MMR is till wonky. But I don't think BHVR cares. They just declared victory and left.

  • @GoshJosh said:

    Are you also going to stun killers for five seconds hitting a hooked survivor? Or allowing base kit Unbreakable for four-minute bleed outs when hooks are available nearby?

    No? Oh, you believe only survivors can be toxic! Silly me.

    I mean, hitting a survivor on a hook does trigger the cooldown/wipe animation and gives survivors the chance to rescue. So they already have a penalty for that....

  • @Souplet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2927356#Comment_2927356

    I truly think that if you take dead hard from survivors, games will be less stressful and frustrating

    The main problem as killer is the time you are given and that you starts with a huge disadvantage. Shortening chases would balance thing so the 1st hook doesnt come at the same time as th 1st 2 gens

    That is a good point. I have gotten that first hook quickly before but honestly it doesn't happen very often.

  • @Souplet said:

    If i have to be honest, mmr is a thing i despise in this game

    But thinking about it, what prevents me to win against high skilled survivors ? The 30-45 seconds extended chases due to dead hard

    Good survivors use it so well that it basically give them a 3rd hit for free

    I'd lile bhvr to disable dead hard for a few days to see what game looks like

    So, I am not a fan of survivor B's either (and I play survivor on solo queue at least as much as I do killer - no SWFs though). Dead hard is a pain in the butt for sure, but honestly I don't know that I would rate it or DS as my number one problem in killer games. Most of my issues come from being marched against teams who clearly have a lot more map knowledge/mechanic exploit knowedge than I do. The survivors that aren't as good still have DH but they usually don't use it very well.

  • @fixdeadhard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2918965#Comment_2918965

    And then a week of DS BT DH UB basekit , you know, just to gather data... Not everything needs testing when it's obvious what effect things will have

    See, I agree with you it's obvious, but I came to the exact opposite conclusion. Wonder which one of us is right? If only there were a way to see.

  • @Tizzle said:

    https://forum.deadbydaylight.com/en/discussion/comment/2918965#Comment_2918965

    Collect what data?

    Someone has already pointed out that shortly after the game was released there was no SWF option.

    Nearly impossible to find a game because people would lobby dodge until they found their friends.

    Everyone would be in the Solo queue trying to find friends again because there wouldn't be anyone to play with in the SWF queue.

    You have to be completely delusional to think this would have any sort of positive impact at all.

    @Hawk81584 said:

    maybe they should just put an easy mode. where the killer gets props they can just go swing at and they dont move. i think that might just satisfy you! and btw...you dont need to collect data when the result is well known across the board. killing swfs means the end of dbd. Plain and simple

    It's not reu that no SWFs means no game. I play solo queue all the time, as do plenty of other players where I live. I say collect the data because I suspect this "if we don't have SWFs, we'll take our ball and go home" is either a bluff or wildly misinformed. (I think it's the latter.)


    The sneering, superior attitude from SWFs sounds to me a lot like "if you won't let us cheat, then we won't play!" Oh no. Really? Don't let the door hit you in the butt on the way out

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2920301#Comment_2920301

    The harm I could see in doing that would be NFT-levels of backlash, further driving away players. No one wants to go through that again.

    At this point, it's not whether you drive away players, but which ones you drive away. Do we want the game to essentially be a closed community because we are actively hostile to lower skill level players? Or do we want to take the risk of pissing off the folks who insist on having total communication with teammates - something the game isn't pointedly designed for in the first place?

  • What a mature and thoughtful response. It definitely makes me think you have a well thought out position and are not just defending bad design choices that favor you personally.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2918936#Comment_2918936

    Definitely not a no-win, but I get how it can feel that way. I think killers get used to capitalizing on unforced errors rather than forcing mistakes or making the best available play every step of the way. Most solos are going to hand a 4k on a silver platter, and it's easy to fall into the trap of never really thinking about what you're doing in a macro sense because you don't have to most of the time on killer. It's hard to flip that switch against survivors who are playing intelligently

    Of course you can get better at the game. That's not my point. The point is that SWF gives the equivalent of 1 or 2 extra perks (especially when you are playing against one of those really good teams). And given that there ARE people of different skill levels playing (which will always be the case), the SWF advantage goes from a competitive edge to a completely unfair advantage, especially in a game which is designed to limit communication between players.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2918946#Comment_2918946

    I meant they cannot interfere with comms being used, which is the real strength of SWF, although splitting the playerbase imo is a bad move.

    Maybe. But my point is we won't know if we don't try. And recent MMR changes have been just as disruptive. What is the harm in trying it?

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2918946#Comment_2918946

    Splitting an already dwindling player base just for playing with friends is a terrible idea and will kill the game, as several others have already said above. No killer will choose to play against SWF if given the choice, not even for faster queue times. The fact people are asking for an option not to play against SWF should be sufficient evidence of that.

    Maybe. What's the harm in testing it for a few days, though?


    We can trade anecdotes and hypotheticals all day, but at some point we just need to collect data.

  • Oh, I see what you're saying. I understood the comment in the context of buffing killers in SWF matches only, assuming there was a second queue. Which sounds like a better idea to me.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2918910#Comment_2918910

    There's absolutely nothing the devs can do a thing about comms, no way to enforce it at all.

    Not so. They can create separate queues. Maybe killers (and other survivors!) would like the option to not play with SWFs. Why not not test the two-queue idea? It can't be worse than the recent MMR tests. We might find that it works swimmingly. (We might also find that no one wants to play against SWF and that queue is dead. Which is not something a lot of people want to hear, but it's an important bit of data nonetheless.)

  • @[Deleted User] said:

    SWF is a huge reason the game is alive. I would bet half the time you think you're facing a SWF, it's a solo team. SWF does not break the game. Improve at killer.

    Meh, I can definitely tell when it is SWF vs. a good solo team. SWF can coordinate with designated roles for each of its members, so you see a lot more specialization. They can also pick complementary perks at the outset to put maximum pressure on the killer, which often leads to no-win situations for the killer later on the game. And of course the whole team can instantly materialize in an instant around a hooked survivor because you are playing against a team of people with high map knowledge + comms.


    I am not saying to get rid of SWF, but it obviously makes a big difference in gameplay to the point where it is like an extra perk for good players. Let killers opt out and have longer queue times if they want. I don't see how that hurts anybody.

  • @ScarBack said:

    Yeah, Behavior said that they just did matchmaking fixes to create more balance and variety in players’ matches but that is completely lies. All the matches I’ve been getting are completely unbalanced and there is absolutely no difference I’ve seen in the before and after these so-called matchmaking “fixes”. No wonder the game is dying.

    From my perspective it has been way worse since the "fixes."

  • I agree the MMR is completely screwed. My experience has been a bit different as my killer games have been about 95% unplayable due to much higher experience SWF squads. I have noticed problems very similar to what you described on survivor as well, though. The only thing I can think of is that the MMR changes weren't made for us- they were made for the high MMR players who didn't want to play with each other anymore.

  • @Valik said:

    As designed, the current meta is for survivors to 'bully' the Killer in order to most effectively waste their time.

    The second chances and tools survivors are given, in the game's current state, are mere toys in the hands of noob survivors - but coordinated veteran survivors are able to bend the game into knots.

    What you are seeing is a byproduct of complete and utter confidence instilled into the survivor community given the game's current state.

    Not only are you not in control of the match, but the survivors are made abundantly aware that this is the case - and those who can capitalize on it find the greatest clemency in match.

    For instance, there's a survivor (B) with a Styptic Medkit, a Dead Hard, BT, and boon CoH up.

    The survivor on the hook (A) has a flashlight, DS, Sprint-Burst, and Unbreakable.

    There is another survivor (C) with We're Gonna Live Forever, Dead Hard, Prove Thyself, a strong Toolkit, and an active Soul Guard.

    Even if you are directly in front of survivor A - who is hooked, you look to see an injured survivor B and survivor C nearby.

    Normally, it would be best if they left the hook and got to objectives, survivor B would understand that they are injured and survivor C would know that it's best to tackle objectives while you are busy with the hook.

    In the current Meta, Survivor C and B go for the hook. If you hit survivor C - he runs towards the boon and survivor B gets the save. If you go to hit B, they use their Styptic and tank it. Either way, Survivor B gets the unhook.

    After the unhook, B uses DH and makes A tank the hit with Borrowed Time. (You just wasted more than 6 seconds and were unable to prevent the unhook)

    Now you must choose, who do you chase.

    If you chase survivor A, they will use their DS and you will lose the match. By the time you finish chase, B and C will have healed up and finished much of the generator. If you slug A, C will sweep in for a save - or they will use their Unbreakable to get away.

    If you chase B, they will use their distance to get to loops. Even without DH, they have so much distance that you will take several seconds to down them. By the time you may win the chase, the others will have healed within seconds and be nearby once more. If you pick up survivor B, survivor A has a flashlight - forcing you to drop B. If you slug B, C will sweep in to pick them up. If you lose them in chase or give up, C and A could finish a generator quickly.

    If you choose to chase C, you will have an extended chase, having to chew through three health states (Dead hard is a virtual health state in this situation). By the time you down them, the other two are healed and on their way or on a generator. While their generator speed is slower - they are likely nearby with that pesky flashlight for a save. And you cannot slug, because you know Survivor C has Soul Guard.

    And if you turn around and try to defend the slugged survivor C, Survivor B will swing in and pick them up - and DH through them to force a Soul Guard proc anyhow.

    With a couple of Dead Hards and a few meta perks with normal items - the survivors have placed what SHOULD be a win-win trade for you into certain defeat.

    No matter what you choose - the amount of second chances and tools survivors have create a wealth of opportunities for them to defy your effectiveness, which can easily make a Killer feel helpless.

    What is worse still is that these situations can occasionally backfire. Survivor A misses their DS, Survivor B flubs their DH, Survivor C is eating chips and is distracted - not knowing what's going on, etc.

    Even in these situations, understanding just how powerless you, as a killer, have become in that circumstance - is the sobering moment that breaks the enjoyment that this game has.

    The moment where you understand, the match you're currently playing is completely and absolutely skewed against you, and even if you play perfectly, they still have the upper hand.

    Even if they throw the game away in front of you, it just reminds you of that bitter sensation that the match was always theirs to squander - in spite of whatever effort you may have put into it.

    Your message reads like a transcript of my last 10 or so killer games.

  • @JordanMalicious said:

    Hey all,

    I recently decided to return to DBD after a fairly long hiatus. I got really burnt out on the game early last year and hadn't really played much until yesterday/today.

    My experience has been...well, awful.

    My survivor games have gone fine. Fairly average, I escape some, die others.

    My killer games though? They feel entirely unbalanced. I've not managed to get more than a 1k in my killer matches. When I played this game a lot, I hovered around rank 6. Not the best killer, but not bad. I cannot reliably get more than a kill or two now. I'm a bit rusty, sure, but I've been booted all the way back to the lowest rank, every match I've joined, at least 3 survivors are between ranks 1-3. I know rank doesn't necessarily indicate skill, but it still shows time investment.

    How am I, after being knocked all the way back to the lowest rank, going against this level of survivor? And they are all good, map knowledge on point, optimal looping (most of the time), splitting up to do generators, rocking most of the strongest perks from across multiple characters.

    I'm happy to see that DBD matchmaking thinks I can somehow stand a chance against these survivors, nice vote of confidence, but I'm not at that skill level, even when I was playing the game every day.

    Is this just how matchmaking for killer is now? Am I having bad luck as a returning player?

    I want to keep playing, I enjoy playing killer more, but this is getting very disheartening to be stomped every match.

    Thanks for reading.

    This is all accurate. I have been playing for a few months and am very middle of the road killer (a bit better on survivor, but that is not as much fun imo). I could pretty easily get a 2k-3k before MMR changes, with fairly frequent 4ks (at least once a day). Now getting 1k or 2k is a terrible experience, and every survivor team is vastly more experienced than me. If it's an SWF on top of that, I am even more screwed.


    The survivors in my games all seem like they are having fun though.

  • @GamerEzra said:

    Yesterday my games have been terrible. After 3 games of killer which all have been against toxic swf's with the 6 same perks, I decided to stop playing until the next day. I feel like something has happened to MMR already, is this true or not?

    I feel like the games have been even less fun then they usually are. The grades are also still hidden which is stupid as well. And yes I know GRADES AREN'T USED TO MAKE MATCHES but I don't understand why BHVR decided to hide them.

    Yeah, it has been terrible for me since they "fixed" the MMR. It was never about me, a mid-level player, though. It was about the high MMR survivors who wanted "variety" (i.e., not spirit or blight every round) and high MMR killers who wanted to use less powerful killers. So they feed them players like me. High MMR people have fun, and my games now suck. So if I want to play against people of my current skill level, I either have to (1) get lucky, or (2) improve my MMR so much that I am beyond my current skill level.


    But hey! They hid the grades! I should be happy, right?

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2914529#Comment_2914529

    No grades didn't show experience or knowledge, they only showed time played that month. We have many players who get to Iri 1 on both sides - this does not mean their MMR is high. Especially as most players fall in the medium MMR bracket and only a small percentage are higher, it clearly shows that Grades are not equal to MMR but to time played.

    It doesn't just show time played, though. If you don't consistently play better, you stay the same or even get de-pipped. Your grade shows 2 things: time played + skill in a few short (month-long) window of time. Thus: if you are an ash or bronze grade player, you shouldn't be getting matched up with iridescent players. Thus: hiding ranks obscures problems with the matchmaking system at best, and gaslights players at worst. Don't be obtuse by pretending it's not a problem.