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beater15

beater15

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  • What a surprise, survivor main complaining about a gen regression perk while explaining about how it can get completely denied.

  • @Jadelysta said:

    Knock out change was much needed, the new effect is actually very strong.

    I agree a change was needed since it only punished solo Q players, but no, the new effect is laughably weak. See my last post, brutal strength alone gives killers almost twice the catch-up distance.

  • @Pulsar said:

    ????

    • [CHANGE] Increased tail attack charge time to .35 seconds (was .2)
    • [CHANGE] Increased tail attack charge sound volume for survivors
    • [CHANGE] Reduced missed attack cooldown time to 2.5 seconds (was 3)
    • [CHANGE] Increased the Killer Instinct range when exiting a tunnel to 16m (was 12m)
    • [CHANGE] Decreased the time it takes to get out of a tunnel to 1.5 second (was 2.25)
    • [CHANGE] Increased amount of fire needed to burn The Xenomorph out of crawler mode to 175 (was 100)
    • [CHANGE] Increased delay before the Xenomorph’s heat starts to dissipate to 15s (was 1)
    • [CHANGE] Decreased the Xenomorph’s heat dissipation rate to 2/s (was 25)
    • [CHANGE] Adjusted several Add-Ons to align with these changes.

    So, they made his Tail Attack charge longer, which is nice because it was pretty much unreactable.

    They reduced his cooldown, which is a buff. They increased his KI range, which is a buff. They made him exit his tunnel faster, which is a buff. They made it more difficult to burn him, which is a buff. They made it take longer for heat to dissipate, which is a nerf.

    I'm no Xeno expert, but it seems like you just focused entirely on the fact that he got nerfed twice and ignored all the other buffs

    "I'm no Xeno expert" yes I think that's clear. These "buffs" nowhere near make up for the nerfs. Xeno is already sitting at the lowest kill rate, it's the only killer below 50% and 6th lowest pick rate. It'll just be easier to counter him, more so than it already is. These changes do make it easier for beginners to handle Xeno, which I think is probably the main reason for these changes. Good players will have an even easier time which is already laughable.

  • Just to show how bad the new Knock Out is:

    Knock out - 5% hindered for 5 seconds = Catch up by 1 meter
    Brutal strength - 0.468s faster break = Catch up by 1.87 meters

    Not to mention you only have a 6 second window, so if you continue looping around the pallet the perk may never even trigger, this may also force the killer to break it at inopportune time just to get it to work.

  • Even then these changes are overkill. According to nightlight Xeno is the only killer below 50% kill rate, currently at 48.87%. Not sure what the devs are smoking nerfing tail attack AND dissipation. I can see them making changes to the latter to force Xeno to use tunnels more often, but nerfing m2 in addition makes no sense.

    Also most people will never experience playing Xeno against good survivors, it will be even more miserable now.

  • Dumbest change I've ever seen for Xeno, it's mostly baby survivors who think he needs a nerf. These same people don't know where to place turrets and tend to put Xeno high on tier lists. Won't be surprised if playrate goes below twin's. Not to mention its kill rate will go from worst in the game to even worse.

    Oh well, sucks for Xeno mains lol.

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886094#Comment_3886094

    If, during public matches, you find you need to tunnel and camp to have a chance you're most assuredly not at top MMR.

    Source: guy who's never played trapper, ghost or pig in top MMR. Try making an actual argument next time.

  • @Defnotmeghead said:

    https://forums.bhvr.com/dead-by-daylight/discussion/438845/can-the-devs-revert-the-killer-nerfs-that-forced-players-to-tunnel-camp-and-slug-now

    There are no killer nerfs that "forced" players to tunnel, camp or slug. Killers have seen a ton of buffs, where survivors have mostly seen nerfs.

    In fact, I've grown to have the opinion that a lot of killers were MMR boosted because they so heavily relied on slugging, camping and tunnelling to the point that they now have to as it's the only skill they know.

    Punishing that behaviour will force those killers to lose MMR and actually play against survivors in their skill range.

    And yes, I am fully serious. No killer that is at my level of game knowledge will fall for Deception more than once. If they fall for it in the first place. You know what ALL killers I face that rely heavily on slugging and tunnelling have in common? They fall for Deception 5+ times.

    Survivors dont have ways to cheese their MMR much. They will almost always be at a level that they face killers that they can handle. But killers have many ways to cheese their MMR. From preventing hatch escapes in a 2v1. To relying on the fact that soloq cant do much against a tunnelling killer and making matches infinitely easier.

    Killer mains who claim they need to tunnel and slug need to buckle up and accept that they have relied on cheese methods to boost their MMR, and are now mad that their toys are being taken away and are forced to lose against survivors they never should have been facing in the first place.

    I am only kinda sad for Trapper mains, as his kit only really works because its camp focussed.

    I have no idea what you're smoking… basekit BT, OTR, sabo speed buff, 70 second hooks, anti camp timer, removed hook grabs, flashlight grace period, gen kick limit, reassurance, shoulder, hud activity, unhook iframes, uncounterable flashbangs, etc. Yeah, survivors seem to have it soo bad lol.

    Meanwhile every good killer gen slowdown perk has seem some kind of nerf - pop, pain res, grim, deadlock, dms, brine, ruin, etc. I will say the game is killer sided in low/mid MMR, but when you start going against really good survivors there's literally no time to make mistakes. This is where you need to tunnel and slug, especially when not playing killers like blight/nurse. 90% of the survivor mains on this forum have no idea what it means to play killer at top mmr and it shows.

  • It's killer sided in low MMR, you just need to improve.

  • @TwinsMain2004 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883963#Comment_3883963

    I also heard Choy say the same thing chatgpt pretty much I also never use wikipedia

    I gotta go so i wont respond as much if at all for a while so have a nice day

    And that's why you're misinformed on what glicko rating actually does. Just because it's used for 1v1 games doesn't mean it doesn't work on asymmetrical games.

  • @TwinsMain2004 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883947#Comment_3883947

    From what I understand, They didn't even bother to attempt to use something like TrueSkill or develop their own instead they just went with the easiest thing they could do / cheapest

    Glicko from what i've read and asked chatgpt is something that you can pretty much copy and paste into games without any effort It's also free so they didn;t have to pay for it

    Glicko is not meant for Asyms it's meant for 1v1's and symmetricals

    Glicko is just a rating gain/loss adjuster and might also be used in matchmaking queue for some reliability, it really has nothing to do whether a game is 1v1 or not. You should read about it on the wiki page instead of relying on chatGPT to explain it, which clearly it didn't.

  • Well glicko can work fine for DBD, as long as the MMR gain/loss is equal on both sides. For example if you face a higher MMR team, lets say you gain 23 rating for a 4K instead of the usual 20, then the survivors should also lose 23 rating as an average. (E.g. 20, 23, 23, 25 are the survivor rating losses with the '20' being the same mmr as you, and '25' being the highest mmr in the game). The thing the glicko system does is account the difference in mmr and adjust accordingly instead of having a flat mmr loss/gain every game.

    Not saying the current rating system is good by any means, only using kills to determine skill is a stupid way to do it, but that's not related to glicko. And yes BHVR are cringe for going to their legal team to specifically hide MMR from privacy data.

  • @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/438405/guess-devs-have-no-choice-for-2v8

    I agree fully. Survivor is still obviously the better role as its been since the 2nd version now. People not knowing how to play is completely on themselves, the bots actually do useful things and typically disregard their own safety over doing gens or helping teammates. Its all the communities fault as usual for complaining abt things that aren't a problem, then they give the devs bad opinions and ideas, then they make changes that actually good players disagree with.

    Its not really their fault, they can't please everyone

    "bots actually do useful things and typically disregard their own safety over doing gens or helping teammates." Sorry, what? Are we playing the same game mode? Bots immediately scatter at the faintest sound of a terror radius and immediately take exit gates/hatches despite players still alive in need of unhooking. And if you're too far away from a bot forget about being rescued lol.

  • For me the negatives are less about the game mode and more how they seemingly dumbed down bots while forcing 2 of them per game. I didn't have many complaints in the last 2v8 except for how stingy BHVR is with bloodpoint bonuses.

  • You said yourself that you're rusty, you can't really judge a killer unless you're comfortable with them and can compare them to other killers. I'm not saying you're wrong that ghosty is in a weaker spot, but there's a bunch of killers that need to be played at a higher level to get the most out of their kit. And kit simplicity isn't enough to say that a killer's skill ceiling is low or high.

    @Devil_hit11 said:

    BVHR: Gives wesker 3 dashes.

    Also BVHR: Here's 0.1% buffs to ghostface.

    You know that's only for 2v8 right?

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882778#Comment_3882778

    Well, that raises the question, what exactly makes hooking weak?

    DS, DH, BT, OTR, sabo, deliverance, reassurance, shoulder, 70 second hook stages, camp timer, bugged/uncounterable flashbangs, flashlight/pallet saves, 20 seconds gone when 5 gens can be done in 5 minutes, body blocks, etc.

    What did killers get in return? Almost every hook gen regress perk nerfed.

    The devs are literally trying so hard to make slugging as meta as possible.

  • Mori was nowhere near as useful as 4x unbreakables unless you played against noob survivors, it introduced some really abusable builds too.

  • They already tried basekit unbreakable and it was OP. Give killers basekit corrupt intervention then we'll talk about it

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873627#Comment_3873627

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873628#Comment_3873628

    I never said it did, I said BHVR does not only care about high mmr play. Which seems to be the purpose of MMR at least according to Choy in his video, he says that he wants people to show receipts of their MMR on their ideas for the game.

    Even so even if you guys have no sinister purpose for MMR being added, the fact players such Choy admit they to use it police others in discussions of this videogame, is more than enough reason to not have it, like ever.

    So you're saying 1 person is going to ruin it for everyone? That's not really how things work, of course there will be people that use MMR for arguments but that doesn't invalidate all the reasons to show it. People use the excuse of hidden MMR for arguments now, that's no different than what you're saying lol

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873602#Comment_3873602

    You don't need visible MMR to do that, its the people who make the claim that needs to demonstrate their point.
    Even so, that argument is already bad, because its up the the Killers digression to do anyway so who cares?
    Honestly I would have thrown that claim out on the basis of being too simple, its almost just a generalization.

    Seems this is also what Choy hopes, that a visible MMR will temper balance discussions and make certain people silent.

    The problem with that is this game is for everyone and not just high MMR, meaning dont balance for high mmr only.
    BHVR knows that, but wont say it to protect reputation, which is why they almost never seem to follow what the best players in the Community says. They have a larger and more inclusive approach to game design, for all of us, not just what the top is doing.

    Besides that, the people who have to make the decision already know our MMRs, we don't need to know it, unless ofc we believe we know better than BHVR and its Game Designers, which I mean, possible but I dont see us hired yet or making our own company.

    Showing MMR has nothing to do with BHVR balancing the game, like you said they'll balance based on their own decisions and not the top players. So there's literally no reason not to show it, lower rated players can still express their opinions. But they shouldn't be arguing on why a certain killer is bad or good because they're just not good enough at the game.

  • @not_Queef said:

    Public MMR will be a disaster. People will treat it like a progression mechanic and cheese games even harder than ever to make the magic number go higher.

    More genrush, more camping, more tunneling, more sweat, more misery.

    Still, I can't deny how much I want to laugh at all the salty bois finding out they're not actually "high MMR".

    So basically like any competitive game ever made?

  • @Ricardo170373 said:

    Thrid edition for Chaos Shuffle and still the same. I faced against hard tunnel EVERY SINGLE MATCH AND u didnt nothing about this even after 2 editions every single player report this terrible style every match, congratulation. Nothing new, segregate MMR ( 2 modes online now), poor matches every single time. Another boring tome to play, ALWAYS we face it of the same challenges every event, and principal, why i should play this game mode if every single game u cant do anything? again. Congratulation to u BHVR for bring this event 3 times and still incentive the most toxic and boring play style ever. Looks like u want player base melt until the ground.

    What does tunneling have anything to do with the game mode? You're matched based on your MMR just like any other event.

  • @Roco45 said:

    I had a match against a Lich today that was tunneling/slugging/camping; all three Survs DC'd so I was left with all bots. I just evaded the Killer to make it to end game, except the Lich killed two of the bots and then dragged out the match for +30 minutes with the last bot.

    Kept downing the bot, picking the bot up and letting the bot wiggle free to just constantly repeat the process. So the bot couldn't bleed out and the bot couldn't do gens. The Lich did this for +30 minutes until I just finally went afk and then even when I came back, the Lich had us both slugged and bleeding out.

    The game is atrocious right now and just incentivizes awful toxic gameplay on both sides.

    Killers do this to max out points for chases/hits, stop thinking the whole world is against you

  • @BroRespectTheBoop said:

    If they arent going to leave:
    A) Force them out?
    B) Force them out?
    C) Force them out?

    You know what survivors are tired of that we have no control over? Being slugged. Don't waste our time if you aren't going to hook us.

    Slugging has an actual purpose. Standing at the exit gates to waste the killer's time has no purpose and is just toxic behavior.

  • @KerJuice said:

    What happened to the idea of making Unbreakable basekit? Now seems like the best time to revisit that.

    What happened to being able to counter gen rushing? It's funny how all the survivors are asking for handholding (basekit BT, free unhook when camped, basekit unbreakable, etc.) and killers just get all their anti-gen perks nerfed lol.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867925#Comment_3867925

    Please don't generalize.

    As a killer player myself, I despise the way he plays. Why? Simple. Treat others the way you want to be treated. Nobody wants to get excessively slugged.

    Yet no one cares about killers feelings when they play nice and get gen rushed for it 😂

  • @not_Queef said:

    He clearly doesn't really like the game any more but he's forced to play it because he knows that's his audience.

    Plus his competitive mindset and giant ego mean that he really can't take losing, so he's more than happy to make the game a worse place for everyone else if it means he gets to win.

    It's really sad because he was the first DBD streamer I ever watched. I used to watch him all the time, but if you go back and look at his videos from 6-7 years ago, it's like a completely different person. He just seems dead inside now.

    I agree tru3 has a huge ego but I don't really understand the argument "he's more than happy to make the game a worse place for everyone else if it means he gets to win." It shouldn't be up to the killer to make sure survivors have fun, that's the devs job. And if you're a competitive player and play to win then of course you'll use all the tools available to do so. Sucks to get slugged or tunneled but that's just how the game is, especially at top MMR. And no the argument "you don't need to slug/tunnel to win" doesn't work even if it's true, because slugging/tunneling clearly helps achieve higher win/kill rates which is the goal for a lot of players.

  • He's explained it dozens of times, there are so many anti-hook perks and hook advantages for survivors that it just makes more sense to slug in most situations. Behaviour decided to nerf all the gen regression perks so slugging is now also the best way to slow down gens. If you watch his streams you can see it's clearly effective and gives him more wins.

    But survivors get upset with this playstyle and try to paint tru3 as a toxic streamer, case in point reading the comments in the thread 😂 But I agree he does a lot of complaining himself which is pretty annoying, not unlike survivor mains themselves.

  • The only good thing is his new snares, they look and feel good to use, not too strong or weak.

    The rest of his kit is laughable - you can't cancel teleport anymore, survivors can now clearly see and distinguish dream pallets, and dream pallets can now stun you. They are easily avoided in chase and can be pre-dropped around the map. I don't know what they were thinking with these choices, it's hilarious that survivors are whining about him being too strong now.

  • Yes, survivor mains seem to whine about everything nowadays, and since they're the majority then bhvr will likely listen

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866766#Comment_3866766

    I mean, it would be nice if survivors actually got to play the game. The entire game heavily incentivizes not just escaping, which tunneling is pretty much guarantees won't happen for that player, but also survivor gameplay is supposed to be well rounded.

    Do some gens, rescue and recovery, chase and being hooked are all a part of the gameplay loop. So when the killer decides you're just going to do exactly one of those things, and get at most 5k BP for the match, it feels kinda crappy.

    It'd be nice if the devs even acknowledged this was an issue at all. I get that there's situational tunneling, but there's gotta be something to prevent excessive tunneling at the start as well. They couldn't even make DS 5 seconds again, which is a pretty big indicator that they don't care.

    But this is, imo, the biggest reason for the current "quitter epidemic". Why stick around if being found first means you don't get to play the game? All of the anti tunnel in the game is at best a polite suggestion to the killer, and is easily ignored or powered through. Heck, most of it is endurance based and is incompatible with all the other endurance.

    Behaviour nerfed gen regression perks time and time again, now tunneling and slugging is the by far the best way to guarantee you can keep up with all the gens being done (hence why it's the only strategy used in the comp scene). I know it sucks getting tunneled but it also sucks getting gen rushed, and you don't know how "sweaty" the survivors are until it's too late.

  • @jajay119 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/436139/what-i-dont-get-about-defending-tunnelling

    but Killers only tunnelled because they had to counter dead hard… that was nerfed ages ago so tunnelling shouldn’t be happening now.

    Except it is because it’s the easiest way to play the game and there is a subset of killers out there who can’t be bothered to try. They’ll come up with any excuse to justify it as we have seen with the above scenario.

    "it's the easiest way to play the game" is a weird way of saying "it's the most efficient way to win games", there's a reason they do it in comp dbd. If you play to win you'll use the strategy that makes most logical sense, not play by some imaginary survivor rule book, which survivor mains get really salty about if you don't play by their "rules" lol

  • So basically a few survivor mains are crying despite all the handholding bhvr has done (anti camp 4%, basekit BT, uncounterable flashbangs, etc), maybe make the game about hooks not kills and you'll have the crybabies stop rage quitting or getting tunneled

  • @Jarky said:

    I completely disagree that people's opinions don't matter just because they're not 'High MMR' when it comes to balancing or design. No game should be purely balanced around the top skilled people.

    In an ideal world, this game should be balanced and perks/powers designed so that there is enough depth that highly skilled people can do things better than others and compete, but not so that the mechanic is frustrating, difficult to understand or feel oppressive to those who are of an average or lower skill.

    If a noticeable and sizable amount of people are annoyed/frustrated with a killer design, it's not a 'suck it up buttercup' or 'stop spreading misinformation' situation just because high skilled people find it weak - it's an alert that BHVR need to balance numbers or change design so that the killer can skill express in a way that doesn't make the average player's game unenjoyable.

    Skull Merchant is a perfect example of this. No she wasn't strong against a coordinated team before her recent nerf, but BHVR can't just keep that design around because it was incredibly frustrating for a sizable chunk of the playerbase. They also can't just 'buff' her because of this either to compete with 'high mmr' because that makes her even more oppressive to those who aren't - it's a complete nightmare in balance and probably why they opted for reworking her entirely.

    My point isn't that their opinion doesn't matter, but you have people complaining about things like Xeno being overtuned or too strong when in reality they just need to learn how to play against it. People get stuck with these ideas in their head and refuse to improve, and they blame the game, devs, etc. So in terms of BALANCING, no the less skilled players should not be listened to, they need to just learn. This is why misinformation is so rampant.

  • @jajay119 said:

    exactly. Developers usually balance games around the majority, not the minority. Being ‘the best’ doesn’t mean anything.

    That's missing the point though, being 'the best' at a game means you likely have better insight and knowledge of the game, and have a deeper understanding of what does or doesn't work. Right now a lot of content creators and users throw around the term "max mmr" assuming they're going against the best players, and thinking their opinion is gospel.

  • @satx3241 said:

    It's all subjective and largely dependent upon whether a killer is going up against a good SWF team or a group of solo survivors. I am a survivor main. I mostly play solo queue, but on occasion will play on a 4 man SWF. Take Ghost face or Myers as an example:

    When I am playing in a good 4 man SWF against a ghost face or myers there is a pretty good chance we are going to have most, if not all, of us escape. The ability to keep each other apprised of their location makes their stealth much less of an advantage.

    On the other hand playing solo survivor against a ghost face or a myers there is a very good chance it's going to be a 4k for the killer. Against a group of solo survivors a stealth killer is pretty much over powered.

    That isn't a complaint. I don't think there is a middle ground to be had. The bottom line is the very thing that makes SWF team so much stronger against any killer (especially stealth ones) is the very thing a group of solo survivors will never have - comms. So, the moment you do things to make a killer stronger against teams with comms it is unavoidable that teams without comms become that much weaker.

    If you're talking about specific killers, sure, but that's beside the point of whether MMR should be shown, I just used the Xenomorph example to explain my point. Although you don't have to be in a good group to counter xeno yourself, you can literally just double up turrets and xeno has no chance to stay in its power. And dodging its tail is obviously an individual skill.

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865514#Comment_3865514

    That's interesting. I'm concerned with the opposite thing, where people with high MMR become listened to much more than everyone else. I guess both things are issues though :/

    Let's take the Xenomorph example. Many people say Xeno is top tier and some even say it's overtuned, in reality they just need to learn how to play against it with proper turret placement and learn where/how/when to dodge the tail attack. In this case these people shouldn't be listened to for balancing reasons, they shouldn't express their opinions as facts, they really should "git gud" first lol. And showing MMR will weed out these people a lot better

  • @TwinsMain2004 said:

    i used to think most people were probably at high mmr

    but now i actually think it's an actual pretty small % of the player base

    i might not even be in it or at least not a the highest possible

    Based on watching some content creators i actually think only a few are in the top MMR bracket as well

    My reason for this is that you never really see people like scott jund who claims to be high mmr i rarley ever watch his killer gameplay and think "wow those survivors are strong / know what there doing" they usually seem very weak in comparison to what other creators play agasint

    if we look at EU for a second

    Otz never seems to play against other popular streamers / comp players that often if at all for example since MMR came out i think he and tru3 faced off like 2-3 times only

    And you call me a tru3 glazer but he legit seems to go against former and current comp players near enough every game since he checks profiles alot

    Not to mention Hens333 and tru3 seem to get matched up with each other quite often in comparison to other streamers, Same with knightlight he used to alot at least

    Now take into consideration how bad the average player is compared and how much better / above average these streamers are it can start to paint a pretty clear picture on what mmr actually is

    Quick side note that MMR will always try to match you up with players at your level

    BUT it will not force it if match making time would be affected by a good margin

    I like to call this "The Buffer"

    Anyway I truly think that around 85-95% of people are in low-mid MMR and High MMR is a more exclusive club then people would like to admit

    I didn't want to say it, but I 100% agree, I want to go as far as saying most youtube/content creators don't create their content in high MMR, but of course if you mention anyone's favorite youtuber you'll just get attacked for doing so.

    The survivors that tru3 goes against are miles ahead than what most content creators go against, maybe it's because of his particular region, maybe it's because some content creators do "reverse boost", maybe it's because they intentionally not try as hard in their games which naturally will lower their win/loss ratio and MMR.

    Also this isn't to say I'm some die-hard tru3 fan, I just pay close attention to how survivors play in every youtuber/streamer game.

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/435996/hiding-mmr-is-causing-an-echo-chamber-of-misinformation

    Most people's opinions do matter. Just because someone isn't as good at a game as someone else, that doesn't mean their opinion is invalid. They might be wrong about a fact, but that doesn't mean their experience isn't important.

    I agree that both new and skilled players' experience should be taken into account to improve the game for everyone, and the game should ideally be balanced around all skill levels. But hiding MMR gives too many players an ego which leads to very narrow minded thinking, and it's impossible to convince a lot of people despite them being wrong on some facts.

  • @Ryuhi said:

    While true, this applies to everyone in the game, due to the lack of user end confirmation. Many killers also assume they are playing at a much higher level than they actually are, just like as happens with survivors as well. The most unfortunate part about this is that people don't have a stable foundation to compare with, as their ego will generally be the determining factor of where they think they are, with no concrete way of actually knowing. You either understand the game enough to be able to accurately estimate your placement, or rely on your self esteem and/or narcissism to fill in that gap for you. Unless you have been keeping count of every single kill and escape in every one of your games since SBMM was introduced, you just aren't going to have an absolute reference to work off of.

    One of the most accurate statements I can think of regarding DBD as a whole is that the vast majority of the userbase has absolutely no idea where they actually stand in terms of skill/ranking, their presumptions of such are generated (logically or illogically) by themselves, and this is all by design (presumably in an attempt to cut down on the "As a red rank player…" comments and mindsets that preceeded the change, ironically.) Ego will forever be one of the biggest obstacles for balance in the game.

    Yes exactly, you are 100% on point. The unfortunate thing is too many of these ego players spreading or accepting misinformation, and players as a whole just accepting these "facts" or opinions which cause divides in the community. I think showing MMR to everyone would at least alleviate part of it. Even if we go back to the "as a red rank player" times, at least we know who has the knowledge or skill to POSSIBLY listen to.

    Not to mention I do think there are content creators who reverse boost and create false narratives, but that's beyond the point.

  • @PetTheDoggo said:

    I would expect most SWF and killers are above soft cap, it's not really that hard to get there.

    You can see it quite easily, when you watch any of those hardcore series, where streamers buy new accounts. They get high prestige killers very fast (sure not skill, but it means higher playtime), which I would guess happens as soon they reach soft cap.

    It can be definetly hard to get there as soloQ, because if you die → you get worse teammates → more likely to die again.

    "it's not really that hard to get there" is a subjective thing to say, it may not be hard for you or some streamers but most people are not going to max their MMR, many people don't know what "sweaty" matches really are.

  • @Rudjohns said:

    A perkless Trapper can destroy a comp 4-man SWF team

    If you lose, its a skill issue

    Can't tell if sarcastic or stupid 🤔

  • @GeneralV said:

    As much as I would love to never see Wesker again, I don't think this would be healthy for the game.

    People who main generally disliked characters, like Skull Merchant, would have insane queue times.

    Still have no idea why people dislike Skull Merchant, she's nowhere close how she was originally. Survivors with untreated trauma I guess 😂

  • @vBlossom_ said:

    No, Thrill should be reverted back to 10% as it was fine there.

    Idk why BHVR added buff, BBQ didn't get any buff after removing bloodpoints incentive and Prove even got Nerf.

    You must not play killer at a high MMR, it's not fine when the standard corrupt/pain res/etc. outperforms hex builds 9/10 times because hexes go way too fast with experienced survivors.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849419#Comment_3849419

    Hexes are designed to be countered by being found, cleansed in 14s, or blessed in 28 seconds.

    This one perk alone changes nothing about the "being found" part, but increases the cleansing part to 46.666 seconds instead, which is more than 3 times as long.

    Given that people threw a fit and lost their minds over claiming that MFT increased chase times by "20%", and since I need to put everything in killer terms for you, this would be like MFT instead increasing chase times by 300+ percent instead. I'm certain you understand how bad that would be for the game.

    "Designed to be countered by being found" which usually happens within the first 30 seconds of my matches, everyone seems to know all the totem spots in my MMR bracket. So I just bring meta perks such as corrupt, pain res, grim, etc. which gives me a way high win rate than any hex build. And now these same survivors are crying that it takes too long. 🤔

  • @danielmaster87 said:

    How is it historically accurate? All of her frocks behind her head come out to vampire-esq points. Everything is super stylized, the antithesis of historically accurate. I've seen Dynasty Warriors characters less stylized than her. She has that half-shaved head thing going on in her alternate cosmetic, as well as a poodle, very modern design decisions. And I'm not saying a pirate like her couldn't have existed, but likely didn't, and overall she just isn't what your typical pirate looks like. We had to be told that's what she was.

    She is a 2 though.

    No idea why these people keep calling her "historically accurate", much be an echo chamber lol

  • The one created by the wheel of privilege

  • In high MMR gens get done in 4-5 minutes at times, causing killers to need to camp/tunnel some games especially vs SWFs. And conveniently SWFs will by far benefit the most from shoulder the burden to spread hooks and will make high MMR games more miserable for killers.

  • At least skull merchant is hot lol

  • "Generators aren't the objective" - they're literally the main objective, and patrolling a 3 gen can be a huge win condition. But yes it's not good to generalize this

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