http://dbd.game/killswitch
Nerf SWF
Buff SoloQ
Is that too difficult for you?
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how tho
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Voice chat was given a hard no. There's just too many problems that come with it. Personally, I'd go for a chat wheel.
inducing reductions to their power efficiency regarding their MMR
What does this mean? How are you imagining this?
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How do we determine how tryhard a team is?
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You’ve yet to state what this “punishment” actually is.
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What does “power efficiency” mean though? Do you mean repair effiency?
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Why should anyone take you seriously when they're just asking a simple question? Plus, not everyone speaks your language and "power efficiency" is not a dbd term. If you want people to listen, don't treat them like trash.
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efficiency with chasing and looping
Again, what does this mean? You’re implying there’s a numerical value here that makes someone better at looping.
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Bro half my time in survivor has been in at least a duo and I have a 39.88% ER. It's not even 40%. Having friends doesn't make you a god. For many, it just makes you a doofus with friends. I already have no reason to play solo. Nerf SWF and I'll have no reason to play survivor at all. The killer queue doesn't need to get longer.
And why should the best players be punished for being good with your MMR idea? Do you want to nerf any killer player over 80% KR too?
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Well, I think that would require a working hidden skill system.
I think we both know that escapes don't equal skill.
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Yes, but what are you proposing we DO about those things. I understand you want to lower efficiency, but how exactly?
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But again, does this apply to killers with 90% KRs. Why are skilled survivors a problem but not skilled killers?
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And you say you want to change some values, in relation to the group’s MMR, to nerf them.
So then I ask you what numerical values you want to lower that specifically affect how “efficient” someone is at looping, so that they get less efficient at doing that.
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Yet there are upper MMR killers with numbers like 90%. They seem to do okay against those 4 brains without any more help than they already have.
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That first part, meaningless. You’re just saying words without making an actual suggestion. Like I wrote before, voice comms are a non-starter, so you need to come up with something else here. By your own admission, there’s a big hurdle to overcome here, so it’ll require a big solution.
That second part strongly implies you want the map to generate more weak tiles or even deadzones in correspondence to how high the group’s MMR is. You’re just creating scenarios where the High MMR survivor is going to go down, because there’s no workable tiles around, just because they are high MMR.
I don’t think you’re thinking this through. High MMR players deserve to have fun too. ‘Sides, High MMR survivors should go against high MMR killers. If you’re facing these “high MMR” groups and don’t stand a chance, that means the matchmaker screwed you over, or your MMR is too high for you, or a combination of the two.
Above all else, the matchmaker needs fixing first.
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There are people in this forum with numbers like these.
Time in the game doesn't always matter. You can be not amazing consistently. Many people hit skill plateaus.
If you want to give buffs to lower MMR and nerfs to upper, I don't see why this shouldn't go both ways. But, to me, this sounds like trying to help people go against players who are better than them by handicapping their opponenets. We just need better matchmaking so those super skilled 4mans with clock callouts only go against equally intense killers.
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Who would be someone you couldn't imagine being played for quite some time and having a high KR? Ghostface? Nemesis? Wraith?
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