
Rose Vtuber that loves Skull Merchant. #DBDCreator | DBD Renders | https://xitter.cf/t.co/ChcNvJqMtK | https://xitter.cf/t.co/GKsu69zJF3
Joined October 2024
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I don't want them to buff Art's gun speed at all, I think it's EXTREMELY funny how bad it is. The only thing I may want is a hipfire, but the accuracy is literally your entire screen. Art is genuinely one of the funniest feeling killers they've ever added & I love it.
Putting aside the perks, everything else is actually pretty good. They played it a bit safe w/the power, but he's fun to play, & verse, while being strong, but not too crazy. The mall is actually a cool map, it may be too big since it's 2 stories, but otherwise looks good.
Kill Spree genuinely feels like a joke. "When the game is over, you've made sure the survs had a good time, you had a bad time, and you're DEFINITELY losing, you don't have to hook people who are on death hook...and ig they have to hide for a few seconds before opening gates"
I feel like this, theoretically, is the coolest change of the entire stream, but it requires BHVR to actively use it & frequently shift perks around, but...they don't have a good track record of that kinda stuff, so idk
Praying they overcorrect & full kill STB instead of just going back to the previous PTB version. Also, Hyperfocus should've been the first target for "special skill check" alteration, idk why they touched everything else first lol.
4-hooks to gain 90 secs of exposed? Well, even though Ravenous isn't that good, this 90 seconds was thought of in context of vigil, so we're going to compensate survs for not having Vigil anymore by nerfing an already INCREDIBLY niche perk we JUST buffed b/c 60 was too short.
So they basically fixed the abandon system?
Killer no longer loses MMR in winning/favored conditions
Survivors - no longer can leave their teammates on a match that's far from finished.
I'm kinda sad the 10 min abandon is gone, but it wasn't a good solution anyway.
They made a worse unrelenting lmao. Yeah, increase the stun duration & uh, idk, if you whiff an M1 under a pallet you get slightly faster cooldown. great idea, what could go wrong
With the 10.2.0 update just around the corner, let's take a look at some of the changes happening between the PTB and the Live release. Thank you to everyone who shared feedback along the way!
🔗 dbd.game/4j55mt9
Hell World
With the 10.2.0 update just around the corner, let's take a look at some of the changes happening between the PTB and the Live release. Thank you to everyone who shared feedback along the way!
🔗 dbd.game/4j55mt9
I'm confused as to why people who wanted MMR changes are surprised/upset by the new MMR. The previous version was ~50/50 mix of people who aren't tryharding & those who are. You wanted it to be more accurate & now it's 99% people who are tryharding. Wasn't this the only outcome?
Huh, I feel like this is the first time I remember them pulling back the curtain on MMR (even if only just). Neat that they gave us not just the fix, but the specific reason MMR was broken.
Matchmaking System Update
Since the release of the 10.1.0 update, which introduced our new MMR system, we've been closely monitoring matchmaking data and player feedback. Many of you have reported matches feeling unbalanced, with players of widely varying skill levels and playtimes being matched together.
The launch of the new MMR system required a global reset to all players' ratings, after which we expected players to quickly settle into ratings that reflected their skill level. Unfortunately, as our players have highlighted, that didn't happen as intended. After investigating, we identified a matchmaking parameter that was unintentionally broadening the range of potential opponents and teammates.
Adjusting Streak Weighting
This parameter relates to win and loss streaks. Originally, consecutive wins or losses would expand a player's matchmaking range, putting them into matches where the amplified impact on MMR would help them reach their appropriate rating more quickly. However, the configuration we used led to an overexaggerated increase in rating variance and a skill mix in matches that was wider than intended. We adjusted this parameter late last week to lower the weight that win and lose streaks have on MMR.
Early results are promising, showing less variance in player skill levels and an improvement in line with our expectations. We'll continue to monitor and validate matchmaking performance throughout the weeks ahead and encourage you to share your experiences here to support our ongoing investigation.
A Reminder on the MMR Reset
It's important to note that some players are still calibrating after the global reset in August. For example, if you haven't played as The Unknown since, your rating is not accurately set to reflect your skill level when playing as that Killer. Your first few matches with The Unknown are likely to feel unbalanced, but you should settle into your natural range. This is the case for each Killer as you progress through the roster.
Looking Forward
This change isn't a silver bullet, but it's an important first step of many toward the matchmaking experience we're working to achieve. The team is actively monitoring how this fix impacts matchmaking over time and is committed to making further adjustments as we investigate longer-term improvements to the system.
We appreciate your patience, and most of all, we appreciate your feedback! It was integral to identify last week's fix. Thank you for being on this journey with us, and we'll keep you informed as our matchmaking system continues to evolve.
Just say you hate me Capcom, we all know you're not bringing back my baby, but the least you could do is not dance on her grave.





















