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No one is expecting you to be a god but at a certain point the responsibility is on you to improve. The tools are all there.
Especially when you have things like 360 bunny hops which conserve momentum where it shouldn't be (Bunny hopping Warlocks can tag you with DoTs while at full move speed with it) and factoring gear into the equation (like stacking move speed which can be a win condition far more often than many would care to admit) I just don't see what you'd actually measure.
I don't need GBMM, thanks. Just ranked would work great; gear is not so important. I don't need "responsibility" to play Hunt or PUBG and feel I have fair chances to win. Why is it different here? And the more important question is how many players like me have the devs lost while ensuring that a few pro guys can kill noobs (or, for example, old players with slow reflexes like me) by the thousands.
I'm personally in no rush to go back to those days of the playtests.
What? How long have you been playing? Gear is the most important thing in the game when it comes to fighting other players. It makes a massive difference in damage and damage absorption.
The only time skill is even remotely a factor is when either neither party is geared much at all or both of them are loaded up completely, any gap in between those two points tends to cover up skill to varying degrees, often allowing for more or less margin of error depending on which side of the scales each player lands on.
People would be cackling in chat in awe at how good the guy is and laughing at how easily he killed them and you’d be crying at how unfair it is and demanding the server owner ban him for cheating or something.
I don’t want every single encounter in DaD to be with somebody perfectly equal to my skill level, I want those to be special moments that turn in to extended battles while people lower than me demonstrate how much better I’ve gotten while people higher than me become horror game juggernauts that I have to run away laughing from because they’re gonna smear me across the map if they catch me.
Those experiences are part of why games like this are fun.
again, how do you define "succeed"?
the problem is this isn't a MOBA. your team doesn't objectively win or lose the dungeon, unless perhaps you all die, and K/D/A isn't necessarily the best way to gauge player skill.
if you look at the way AP is calculated currently it's a composite score for each individual player that independently weighs different metrics and this has changed from season to season. there is no clear consistent consensus on the value of each "objective" when you head into a dungeon, the devs have gone back and forth radically on this topic.
should you lose AP for dying even if you're rezzed and extract? should you be rewarded more for PvPing than PvEing and looting? if so, what matters most? kills, dmg, spell/hit accuracy %? how would you standardize that across classes? and how would you assess that for players aligned more towards support? should shrines continue to provide AP? what about other interactions?
you've been asked to define how to quantify skill in this game and you've dodged the question while claiming you don't see SBMM as a problem.
it's likely win/loss ratio will be a fundamental core to their upcoming arena matchmaking where winning and losing is clearly defined and PvP is clearly the goal, but as far as dungeons this is not a very good answer.
if it's so simple then why haven't you answered? how do you quantify skill in dungeons?
=o
https://store.steampowered.com/app/594650/Hunt_Showdown/
You are welcome