The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

MMR is going through

REL1_C
REL1_C Member Posts: 619

(This is not confirmed, just an idea)

It's very clear that the developers don't listen to the community, I mean look at the "Trickster Buff" which is terrible by the way. The DS nerf and the OoO nerfs was quite good I guess. With all that aside, the developers goal is to BUFF solo's. With the MMR this will happen, solo's will be as powerful as swf, no joke but maybe even better that most swf.

The Twitch steamer Tru3Talent gets a lot of hate because of the wild things he says but for once, that built in ruin is actually genius, obviously kindred will be base too. This will make it so where the killer gets rewarded for Pressure and not Screwed by the rubbish Mechanics.

Comments

  • NoOneKnowsNova
    NoOneKnowsNova Member Posts: 2,785

    I just want to say this quickly regarding The Trickster.

    The exact same thing happened with PH and Slinger. People called for buffs, they didn't get them, everyone went on saying how they'll be the "weakest killer in the game" only for them to both be A tier.

    I'm not saying Trickster will be good, he could end up being absolutely rubbish, but I think it's too early to confidently say he's F tier or D tier judging by past chapter predictions.

  • PanicSquid
    PanicSquid Member Posts: 655

    Basekit ruin is a dumb idea, it would hard buff survailance, and would destroy any perk that relies on kicking gens, like Pop, Oppression, Trail of Torment, etc.


    MMR will not magically make solo queue better than SWF, you just won't have really good solo players mixed with terrible players. It should make the survivors all around the same level in a given trial. SWF is powerful because of their ability to communicate.

  • REL1_C
    REL1_C Member Posts: 619

    The point is the developers got it wrong, there are more swf's than solo so why don't we balanced the mechanics first instead of buffing solo's.

  • CashelP14
    CashelP14 Member Posts: 5,564

    I think the devs know what their doing. They didn't buff Twins much (thank god) which we were all crying for. Currently they seem to do quite well once you know how to play them.

    Now the idea of a weaker Ruin being basekit I massively disagree. Just randoms are too unpredictable. I also don't want MMR added because of the fact that nobody wants every game they play to be super sweaty.

  • Seraphor
    Seraphor Member Posts: 9,399
    edited March 2021

    "They're gonna implement MMR because they don't listen to feedback."

    > Literally tons of feedback saying MMR worked great.


    I hope they do buff Solo survivors.

    1. Allow survivors to see each others perks and item loadouts in the lobby, so they know the capabilities of their team mates.
    2. Allow survivors to display short, preset messages in game that appear next to their portrait. Things like "Killer is here" "All clear" "Help me" and "Leave me". Give it like a 30s cooldown so it can't be spammed, but it remains on screen for ~10 seconds. Maybe even has a direction indicator when it goes off so you can kinda tell where they are without Kindred/Empathy etc.

    This will allow solo's a greater ability to coordinate with each other, bringing them closer to SWF levels.

  • BioX
    BioX Member Posts: 1,378

    build in ruin goes too far at any capacity, but survivors not being able to just gen tap to stop it regression would be welcome, I say survivors need a new animation of them fix/restarting the gen and that animation should take as long as it takes the killer by default to kick a gen.

  • Seraphor
    Seraphor Member Posts: 9,399

    This. Make survivors have to commit at least 2.5 seconds to a gen to stop it regressing, and suddenly kicking gens becomes worthwhile.

  • CashelP14
    CashelP14 Member Posts: 5,564

    Tbf your right the first sentence didn't come out the way I wanted 😂 what I sort of meant was they have a rough idea about the balance of the killer before releasing it.

    Deathslinger people were begging for him to be 115% but good thing they didn't listen to that.

    During the ptb they realised that the Twins were super weak against lockers and people holding Victor forever. They didn't give Twins a massive buff bar changing these few things. People said they were still super weak yet I've seen a lot of people have great success with them. They seem to actually be better than people originally believed.

    My point about the Twins was that maybe these changes to the Trickster are actually better than people first realise. Maybe after a few weeks people will be doing really well with him. People complaining about these "terrible buffs" maybe should just wait and see how he is first.

  • GhostMaceNotCrusty
    GhostMaceNotCrusty Member Posts: 716

    Exactly what I was thinking. Killers aren't good without practice and I think people will learn to appreciate him. I remember people saying blight will be only good for getting around the map but with practice, I can use the rush at almost any loop

  • If the devs knew what they were doing the gideon meat plant rework would have never gone through. This lack of oversight is evident in a lot of the maps but The Game is the perfect example.

  • NoOneKnowsNova
    NoOneKnowsNova Member Posts: 2,785

    People also said that Slinger, PH and Twins were all weak. Now all of them are considered A/B tier.

  • DemonDaddy
    DemonDaddy Member Posts: 4,167

    I don't see buffing up solo Survivors closing the gap swf create. For every benefit granted to a solo, that's one less thing a swf member needs to address with their load out.

    Let's say every survivor is buffed to the point of being on par (info wise) with swf comms; team location, map layout, gen % progression, killer activity, totem count, perk load outs (team/killer effects), probably other stuff I'm missing

    With all these free benefits now Survivors only have to worry about increasing their personal chances with each load out or further team synergy. Further increasing gen speed and looping time.

    What % of the current killer player base is capable of competing against those odds against them? How many adjustments to the less used killers would need to be made for those not in the top % to still find the game fun enough to compete Casually?

  • CashelP14
    CashelP14 Member Posts: 5,564

    Yea I didn't explain what I meant properly. Already told someone this on this discussion.

  • zacattak48
    zacattak48 Member Posts: 100

    That basekit ruin idea was just for tournament's im fairly certain