I Need Killer Repeat Prevention
Wesker. Nemesis. Wesker. Nemesis. Wesker. Wesker. Wesker. Nemesis.
Are there any other Killers in the game? It's getting really redundant, and it doesn't help that both killers have nasty reputations for tunneling--which my opponents seem more than happy to live up to.
The other day I faced Wesker 5 games in a row.
These RE Killers must make up at least 75% of my Survivor games.
If I'm not going to be matched with players of equal skill level, the least I could ask for is a little variety.
Comments
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Nurse blight blight nurse nursight blurse are your other options i guess.
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I honestly can't blame people for playing Wesker so much. Played him for the first time a few days ago and he's just so much fun. Even if I get destroyed I'm having fun.
What we need is more killers like Wesker, not more ways to increase queue times.
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I'll trade you all my Skull Merchants
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And why would anyone want to play any of the boring og killers? Dead By Daylight's main appeal is being the Smash Bros of horror, the licenses are the driving factor and nothing else. I would have never even bothered installing this mess of a game if it weren't for legends like Michael Myers featured in DbD.
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I can understand that's annoying but there's really nothing to do about that... If a lot of people want to play Wesker, then that's what they'll play
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I suppose I'm not convinced they are as popular as my games would suggest.
If BHVR released stats showing that Wesker and Nemesis have a cumulative pick rate of 50%, then I'd say "fair play, nothing to be done." But NightLight puts Wesker at a 7.70% pickrate and Nemesis at 4.35%, for a total pick rate of 12%.
Maybe my MMR is just prime Wesker & Nemi territory--they seem to have very similar kill rates.
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You can't force Killers to play killers that they don't want to play.
Do you realise this could make que times for BOTH sides much longer, right?
You want to see other killers... Well you should ask for mid-lower tier killers to get some serious buffs instead. Then you will see more variation.
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Unlike maps, which killer you face is decided entirely by what people are playing.
It's been mentioned before, if you don't want the same killer, then killers need to not also go against the same exact perks every single game.
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You can't force Killers to play killers that they don't want to play.
Obviously.
It wouldn't effect queue times if it was implemented as a low priority feature.
Whenever the system identifies multiple Killers it could match a survivor against, it should take a quick look at that survivor's match history, then put it in the lobby that gives it the most gameplay variety (within a certain MMR range).
Presently, it seldom feels like I'm being matched with anyone close to my MMR. If the game is going to open up the search to a larger MMR pool, it should also be looking at play history.
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You're adding another condition to the matchmaking. It's going to cause longer queues for everyone.
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How does that add longer queues for everyone if it's conditional to having multiple Killers available for a lobby?
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Because there's never a balanced amount of survivors and killers in queue at once. Not to mention killers have their own mmr pool as well. Regardless of the priority, it wouldn't be unheard of for a player who had played against a popular killer having trouble finding a match in a normal amount of time, because the system gives out matches they could have been matched in to other players due to the priority of not playing the same killer twice.
This also hurts solo players more, because now you have 4 killers you are less likely to get matched with.
On the killer end, new chapter drops and everyone is playing the new killer. Have fun waiting for the system to eventually sort of 4 survivors for you.
This idea will never work, because killers queue up as the killer whereas the map can be selected after everyone has matched with each other.
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When a Survivor queues up for a game, the server searches for a Killer of equal or approximate MMR to match with the survivor. If multiple Killers of approximate MMR are available, the server needs to decide which Killer to match with the Survivor.
When this happens, Killer Repeat Prevention steps in and says "has this Survivor played against either of these Killers before?" If the answer is no, it queues the Survivor normally. If the answer is yes, it chooses the Killer the Survivor has not faced.
There are no more steps the matchmaker needs to go through--it's just replacing the last mile matchmaking when the server needs to choose between multiple viable options.
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Except you aren't the only survivor in queue. This breaks down once you realize that other survivors can fill those spots before the system decides to throw you in whatever options are available, because it'll still prioritize other survivors getting lobbies against killers they haven't faced yet.
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That isn't any different than the matchmaker giving priority to a Survivor who is closer in MMR to the Killer than you are.
The server wouldn't be auctioning you to multiple lobbies with the possibility of not being placed in a lobby at all.
At the point in which Killer Repeat Prevention kicks in, the server has already decided you're going into a lobby--it just wants to know which.
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That's not how matchmakers work. Once the system determines you are going into the lobby, there is only 1 option. Having the check after the matchmaker puts you into a lobby does nothing.
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At some point, the matchmaker needs to decide where you are going. It doesn't just throw you into lobbies.
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-"These RE Killers must make up at least 75% of my Survivor games."
This may come as a shock but these are fun killers to play.
Wesker has a moderately strong ability that helps a lot more in chase compared to all the old M1 killers. His dash also counters Shift+W play which is the bane of killers that have no movement powers.
Nemesis too is moderately strong in chase once you have whipped two different survivors. Instant pallet break is a really strong power. You can make everyone want to stop looping you so that the only strategy becomes Shift+W (to which you do not have much of an answer).
You know why Never see Trapper? It's because he's a burden to play. People just disarm your traps and be like :
Trapper would be "fun" if he started with at least 4 traps in hand and the rest of his traps were in the middle of the map AND bloody coil was base kit.
In addition to update this killer disarming a trap should give the deep wounds effect if you are already injured.
We also need to revert the nerf somewhere from around 2018-19 where Beartraps had their hitbox reduced. Make them bigger if you need to but there should be no "walking around them".
What do we do to replace the Bloody Coil? Pick one of these options:
- Beartraps are invisible beyond 3m and slowly fade in as you get closer to the trap.
- Beartraps cannot be disarmed except with a toolbox (consuming charges) or with the sabotage skill.
The Purple trapper sack can go back to being +2 traps in hand at the start of the trial and +1 trap in the middle of the map.
These changes would make Trapper a real threat - something he just isn't right now. And that really is the problem.
Are you familiar with the streamer CMWinter? He's the Pig main. He plays very well considering he plays Pig but at the end of the day someone who is just "average" on Blight will often end up with faster downs and an equal result.
Why would you bother for "MAXIMUM EFFORT" pig when you could just play Blight and not even be stressed.
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I sometimes get Wesker, and only occasionally get Nemesis. I think you're just unlucky.
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I can't wait to see Trapper set traps on all the stairs at Midwich Elementary School
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I remember first time playing this game thinking I was facing bots because EVERYONE was using the SAME EXACT PERKS.
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