greed23
greed23
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- greed23
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@Devil_hit11 said:
The only perk that was really used was bamboozle. Fire-up is a weak perk with garbage numbers for pallet break and vault speed. Superior anatomy is plagued with cooldowns and survivor activation conditions.
https://forum.deadbydaylight.com/en/discussion/comment/3283495#Comment_3283495
What is confusing? I don't see much more perk variety post patch for killer compare to pre-patch. Most of the killer perk are still low impact. old gen defence was weakened and new generator defence took its place because barely anything for killer is worth running.
You've clearly not seen someone run the Noclip Myers build then lol. But the fact that the new nerfs remove even that very specific edge case scenario is still reducing perk variety you'll see. 1 less build using those perks is still 1 less time you'll see those perks being used.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3283635#Comment_3283635
That makes Legion and MM not really worth playing anymore. Both of those killers were elevated to a usable position with Bamboozle affecting their power.
Why dont we see this same treatment for survivors? Imagine if you could never have more than 10% bonuses to a repair or heal action.
Moreover not putting the changes in the patch notes is very dirty. Why not say you're changing how those perks work unless you hope no one notices?
Honestly, if killer add-ons invalidate vault speed perks, then medkit add-ons should invalidate healing speed perks
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/356878/vault-speed-changes
Which patch did this? That's incredibly stupid.
Most recent patch, but it's not in the patch notes. Tatariu made a bug report on it, and apparently they confirmed it was intentional.
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I would rather just have an option not to queue against certain killers. I dont have fun when playing against boring antiloop killers like artist and, now, knight. I wouldnt mind waiting an extra amount of wait time if it meant I would get to face fun killers like Wesker, ghostface, etc.
Saying 'DoNt PlAy ThE gAmE iF yOu dOnT hAvE FuN' is disingenious because of course people arent going to play a game they *never* have fun in. But like, if I join a match of TF2 and the other team is entirely Pyros, and I know Im not going to have fun, I can just leave to find a match where I *will* have fun. There doesnt need to be a DC penalty, because the penalty of waiting for two matches with 0 blood points is enough.
Also, DBD still consistently crashes anyway, so I'm still missing a 4th of the team 30% of the time lmao.
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I mean, the thing about Hubris is that a 4 man team only needs to stun the killer once to know its there. So, best case scenario its 4 solo queues so you get 4 procs of the perk. Worst case scenario its a 4 man SWF, and the person who stuns the killer calls it out, so it only procs once, and never gets used again. (I guess worstEST case scenerio would be a group of solo baby survivors who pre drop pallets consistently but I dont think thatd be too much of a problem then lol).
Now, you know what IS a broken perk? No where to hide. You basically get 50 meters of aura reading for the simple act of kicking a gen.
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The knight is boring to play as, and boring to play against. We want chases, not just "Oh fun he's going into power let me leave this tile before pallet even had to be dropped." There's no mind games, no thought, just wait till you get pushed into a dead zone and hope the killer has biiiig swings.
BHVR just couldn't help themselves when they saw he had potential to be antiloop, so they buffed all the parts they needed to to incentivize that playstyle.
BHVR, stop making anti-loop killers. Holding W as survivor isn't fun. Watching a survivor hold W isn't fun. It's just bad game design when you make killers who take no skill to not have to engage in part of the game's core mechanics.
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@Yatol said:
MMR might not be too good rn but lets not pretend the old system was any better. Most concern against MMR could easily be applied against the rank based system and sometimes it was worst.
Depends on your perspective. If you think DBD is a casual game and should be played solely to have fun, then the old Rank system was better, hands down.
If you think DBD should be a competitive game that makes playing outside of the established meta extremely difficult, then the new match making system is better.
The problem is this: I think if we could poll every DBD player across the globe, most would say DBD is a casual game.
BHVR could have easily solved this issue by having a competitive queue and a separate casual queue, but they hate splitting their player base for some reason even though wide, sweeping changes to an established game rarely ever please most people.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2559987#Comment_2559987
We've always had MMR matchmaking, only our MMR used to be ranks.
The old system was no better, and in many ways, worse. This is just the same system, using an MMR that's more context fitting, and without a hard cap or monthly resets.
There is literally no reason to go backwards. They can continue to work to improve the algorithm by all means though, it could still do with improvement.
You don't know? There IS a cap to current SBMM. Data miners found this out. It just increases how specific matching with other players can be.
I wouldn't describe changing back to the other system as "going backwards." That implies that new SBMM is a complete improvement; Which is only true if you value DBD as a competitive game.
That being said, the strength of the old Rank system was that you had a very general cap, so not every game was filled with people sweating their hardest, even at rank 1. It was a mixed bag; and in a casual game like DBD, that's a good thing. Imagine if TF2 removed Casual matchmaking and queued you up for Comp 6s every match instead- I would never touch TF2 again because it's just not a balanced enough game, and going in to every game knowing you have to try your hardest or else you're going to be bodied would make it less fun. That being said, I think TF2 is CLOSER to being balanced enough for comp than DBD is and ever will be, so there in lies the issue.
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@SabunoHakia said:
https://forum.deadbydaylight.com/en/discussion/comment/2549201#Comment_2549201
Have you ever played a game with 2 people using small game at high MMR? Have you? Because the irony is I stopped using them, I am not arguing that they aren't the best to slow gens but at high MMR it's obsolete against a group that is running small game on 2 or one using it and the other holding a map. I HAVE seen literally all 5 Totems go down with my SWF with this within 1 minute of the game, I have lost all my hexes to groups like these, with the new boon system you won't ever see hexes again. I am willing to record a few matches and gladly show you the speed in which most random groups let alone SWF can remove them.
Two man escapes with the hatch I have seen full SWF pull this on me with 4 many times the whole game trolling me along the way knowing I had no way to fight back against their coordination. I am not the best player I make no claim to this but I am able to say even before the NEW odd MMR system or whatever it is I am Red 4. Once boons boons come you will understand the point I am making. Because I know 3 red killers whom say use dying light or Phobia instead of ruin as it will begone nearly at the start usually every time.
"Ruin is bad because BHVR made a perk that gives you a built-in map."
I was a Red rank 1 killer before SBMM. Rank was kinda meaningless, and that's why I had more fun back then- it was a mixed bag. Nowadays, High SBMM is like old Red Ranks on crack. That being said, no, ruin still gives you a ton of value.
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@nikodemo said:
i play 80/20 Killer to surv. i love MMR. i've had a much better experience overall with ppl closer to my level. and when i get too high and see those Navy Seals, it's no big deal, my MMR adjusts until i'm back with ppl my own strength.
any surv i kill, i won vs that surv. if they escape, they win. the devs share this mindset and it's how they have built the base of the MMR, with some adjustments for how long one survives and with the exception of hatch which isn't counted for either side.
you need to adjust how you think about the game. there're two ways i think about Killer. one is me versus the team, and one is me versus each surv.
as for Killer vs the team, a 2k is an even split. any less than that, i consider the survs to have won overall. 3+ kills, and i consider i won vs that team overall.
so there's more nuance to how i look at the match. i can get a 3k, beat the team, but one surv still beat me. similarly, i can get 1k, lose vs that team, but at least i know i beat that one guy.
Alright my guy, but the majority of games I either 0k now or 2k at most. That's... not a fun experience. Queueing up for DBD when I know the likelihood of me getting any "wins" (1 kill isn't a win against a survivor... this is an asymmetrical game, 1vA TEAM of 4, there is no 1v1 wins, tf man. You either win against the team or lose against the team or tie against the team. A 1k is a surv win. A 3k is a killer win. A 2k is a tie, imo.) isn't fun, and SBMM doesn't seem to be adjusting correctly if I can consistently join games where I'm going against survivors who absolutely break my ankles every game.
Mind you, I don't think I'm a top-tier killer, but at least with the old Rank system people weren't: 1. Constantly sweating to get back to red ranks for the BP, and 2. Breaking my ankles consistently, in every. Single. Game.
I have not had a game above a 2k since SBMM. The majority of my games, I get 0 kills. Before SBMM was out, it was 50/50 on whether or not I would get a 0K or a 4K. I genuinely had more fun playing DBD when it was a toss-up. Now, I can try my hardest, but if I don't play a strong killer with the best slowdowns I can get, I won't get any kills, period. That's not Skill Based Matchmaking, because clearly I'm not as skilled as the survivors I'm going against, and I wish BHVR would prioritize people's fun over some idealized version of DBD where the game is, somehow, competitive.
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@ClumsyTrapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2549153#Comment_2549153
It's DS and BT everyone has been playing around them since they came out it's not that hard to wait 12 seconds or slug a bit or just hit the guy with bt let him run and mend
Oh, thanks Captain Obvious. It doesn't make it fair or balanced that I just have to play the game in a really awkward and inefficient way in order to maybe put a little bit of pressure on the team. If the DS+BT combo wasn't in most people's kits, and if it didn't let the person who just got unhooked body block and tank hits for their team, this wouldn't be an issue.
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@SabunoHakia said:
https://forum.deadbydaylight.com/en/discussion/285695/remove-mmr-go-back-to-old-rank-system
Hexes are obsolete and based on high MMR game play you speak of you aren't if you run ruin which can easily be removed in mere seconds. The rest I can agree to but aren't required for high tier MMR gameplay. I get by with far less. Also 2 man escapes are gone as of next patch.. how much are you even paying attention to the devs statements?
Once I know I will follow up other than that. I DON'T think your even paying attention to a big majority of info being given to others.
What the ######### are you on about?
Hexes are not obsolete in high level play. I don't even know how you got that idea- ruin is still by far the best slow down perk, and I don't understand how anyone would say that its somehow obsolete just because someone can break your hexes.
And... 2 man escapes will never not be a thing? Two people making it out through the exit gate at the end of the game is something that I don't ever for see them doing something about?
Do you even play this game? I am flabbergasted you'd even say half the stuff you did.
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Unless you only solo queue as survivor, it has most definitely not been an improvement. At least the mixed bag of old ranks was just that: a mixed bag.
2k doesnt feel like a win.
2 escapes dont feel like a win.
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@ClumsyTrapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2545336#Comment_2545336
Leave the hook alone 😂 bother someone else that's working a gen while your trying to bother the hook counters bt and D's you think D's is unhealthy bc your the kind of killer DS and bt are suppose to punish 🤡🤡🤡
I get you're trying to rile me up, but you know you're looking like a clown, right?
What am I to do, if someone follows me to the hook, unhooks the person immediatly after I hook them, while I'm 3 feet away, and then the person who got unhooked runs in front of me to eat a hit with BT?
Or, perhaps I'm playing a super territorial killer like trapper or certain hag builds; Am I just supposed to not hook around my traps and go patrol somewhere with no traps where I'm literally just a m1 killer?
Alternatively, alternatively, I could be chasing someone else, simply near the hook after someone gets unhook, and the person who has DS has an entire minute to be able to body block while I'm chasing someone else.
What about cases where there's only 3 survivors left, I've chased one off a gen, and I know the other one is going for the unhook? Should I just let the third person take me all the way to the otherside of the map?
Honestly, there's a thousand reasons you could think of that aren't just tunnelling or camping that DS and BT can be used (and sometimes abused) to get a second chance when the killer is making the only right calls in certain situations.
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@ClumsyTrapper said:
DS has never been a healthier perk for the game than it is now. There's probably some weird situations where a killer doesn't tunnel and eats a DS anyway but it feels few and far between. Plus anytime you eat a ds and didn't tunnel you know that guy wasn't being productive anyways
I have people body block me while they're running DS. 9 times out of 10, Borrowed Time is on them so they abuse it to protect the unhooker, knowing for a fact that even if I wait out the BT and down them, they have 60 seconds to get away.
DS is not healthy in its current state- I don't think it ever will be, not when paired with the tactic of abusing Borrowed Time or using it to body block and have 60 seconds to crawl away and get picked up.
I've certainly also have the situation where I've hooked someone else after the person who has DS has already been unhooked, and they intentionally throw themselves at me to make me eat their DS while its still active. The HEALTHIEST DS would be is if it was disabled once another person was hooked at all, or downed while the DS user is outside of the killer's terror radius.
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Honestly, the only change I'd care for for my boy GF is his base cool down beinf 15 seconds.
Also, yeah, BHVR, everyone is still just going to stack double recovery because all his add ons are trash and 24-20 SECONDS IS STILL TOO LONG.
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Quick, no one buy pinhead until they readd his voice lines.
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@Mandy said:
We cannot comment further on this I'm afraid.
Welp, guess I'm not buying Pinhead until (if ever) they readd his voice lines. Lets vote with our wallets, boys.
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@Jago said:
https://forum.deadbydaylight.com/en/discussion/273259/remove-dc-penalty-for-killers
Wair at the doors, thats gonna be quick.
DC as killer is the same than survivors : it's an over reaction over frustration.
Except... no? Have you ever seen what happens when a killer AFKs? It just turns into survivors opening chests, and gathering around the killer to point at them. Meanwhile, you can't queue back up as a killer, and you're stuck sitting there until the survivors get bored; where as a survivor who gets frustrated can just die on first hook, then instantly queue back up.
At the end of the day, its another asymmetrical game mechanic- Maybe if killers could open the door at any point of the game, but that would open a whole host of issues lmao.
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@xXNurseXx said:
HONESTLY DEVS, JUST GIVE EVERYBODY LEGACY COSMETICS
Personally now I just don’t care, I would love if everyone had the same cosmetics cause even if a little stale to the eye... they’re pretty cool have. Plus like, I earned the Nurse Legacy Skin in legit the first year... all you had to do was playing the game. Than I did the trapper and wraith stuff later.
/sacarsm out
Yeah no, no one cares about your legacy crap bud. I just want to play HEY, VSAUCE DWIGHT HERE honestly.