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Ramondiola

Ramondiola

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Ramondiola
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  • Before sbmm this kind of gameplay used to be fun. You could still get pips without any kills. And as you'd be ranking up you would still get challenged.

    Now with sbmm not getting kills means you face easier survivors in next matches. And if they are not good but still escape, they get a harder/meaner killer next.

    Doesn't seem fun with sbmm

  • I played a wraith game yesterday. Killed 2 and when I downed and picked up the third to go I hear a locker through the wall. Hooked the survivor and went to the first locker I saw in that spot and there was the fourth survivor. Accused of wall hacking.

    Sometimes people just don't accept losing

  • Well... They may even release a Photosensitivity chapter that you can purchase as a dlc. Guess they'd like the idea

  • I had another challenge bugged, the one in which you have to point at the killer using the perk premonition. I watched tons of videos and tried everything... Couldn't complete it. What's worse, it was, at that time, the last survivor challenge left for me among all the tomes until december that I stopped playing.

  • I see many comments are harsh, like treating the OP rudely for saying such abominable thing.

    Everyone can play around dead hard. Wether you wait/trigger the survivor to use it before you hit or you swing earlier, you may get the hit or they can get away with it. It's not only about skill from each side but luck too.

    Seeing so many people complaining about the perk and some very convincing reasons, I still wonder how many of them actually think dead hard needs nerfing/rework to balance the game and how many want it just because killer would be easy without current dead hard.

    I think dead hard is fine. People can use it well but they can also screw up. And to people saying things like "a group of good survivors all equipped with dh is unbeatable". How different would it be without dead hard? A group of good survivors can win a match without meta perks or even without any perks at all.

    I think people are actually overreacting.

  • @RaSavage42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2827025#Comment_2827025

    Ok cool... but then how does one qualify to be "competitive"

    That is what needs to be changed (an actual Competitive mode and a Causal mode) not both at the same time

    Doing that will lessen the MMR talks (cause they'd mean more in the Comp mode then casual)

    Hopefully less Camping and Tunneling in casual... but more in Comp (which then would be complained about so.... yea)

    I don't think so... Campers/Tunnelers would get tired pf getting destroyed at renked games and would move to casual to keep camping and tunneling.

    Giving us two different game modes wouldn't change anything

  • @fulltonon said:

    I feel you are terribly wrong, game shouldn't encourage us or help us to play with "problematic mentality", dead hard and SBMM does that, and thus it's the problem.

    game should be fixed, don't expect players to fix the game.

    That's a fair point. Sbmm has never bought me and I think it's unhealthy. But dead hard is just being dragged by sbmm. A system that "rewards" you for just escaping regardless of whatever happened during the match.

    Thing is, we cannot see our mmr. We can't compare how lower or higher we are among other players. We can just guess and we are most likely to be wrong.

    People complain about camping and tunneling at both high and low mmr. Sweaty matches, games too easy that are boring. It feels like we can find everything at any level of mmr. So what changes when you win a game? Why we still care about mmr?

  • @SuzuKR said:

    The overwhelming majority of killers have zero way to counter Dead Hard for distance, which can easily buy another 30+ seconds on a strong tile setup against a standard M1 killer.

    True, but it wouldn't be that big of a deal if the game wasn't so fast paced. I still believe that getting higher mmr by escaping makes survivors focus on repairing and escaping, making gens go fast. And that's why an extended chase is unacceptable to the killer.

    Instead of dead hard, you could face a well timed fast vault plus lithe and lose a lot of time too.

  • I guess there are hacks for almost anything you can think of.

    Those things you mentioned can be done without hacks. If you are new to the game, take a moment in end game screen (when it shows everyone's scores and perks) and take a look at their perks to learn what they do, especially if you see something weird. You need to know what you are going against so you know what to expect.

  • I used it a lot and I love it. Problem is most survivors will run away the moment you hit the first skillcheck, or at least that's my experience. Building up stacks can be tough.

  • And why are you looking at the guy running towards the hook? Ignore him, as it reads in the rulebook, just do something else, let them unhook, reset, maybe sabotage the hook, bless a totem, teabag, and get back to their gens. Then you can chase them again.

    Man... Killers these days...

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817029#Comment_2817029

    Maps now have townsfolk NPCs that walk around and don't do anything except get in the way of everyone. Talking to one causes a 30-minute text box conversation.

    I wish for a cosmetic that's just default Clown with no clothes from the waist up.

    Granted. But it's a hag's cosmetic.

    I wish we had more bp per match

  • Imagine a system that really meassured skill. Since roughly downing someone at end game and killing them by facecamping doesn't take much skill, that nemmy would next be faced against worse players who are less likely to survive so it would actually reward Nemesis with an easier facecamp game.

    I get karu's point and I never liked the sbmm system, but that Killer did get a 2 kills and should face survivors that make it harder the next time, something like a swf.

    What really sucks is the fact that you are getting behind. Some would think that if you dealt with the killer pretty well until you died, you can do it again in the next match and survive since the killer will have lower mmr. Problem is, your teammates will have lower mmr too.

    I think the old ranking system was better, it was terrible, but it was better.

  • Sadly DC penalty is needed now, I've played with friends who had terrible internet connection and I've met the unfair side of this system. But if there was no penalty people would DC all the time for whatever reason and ruin everyone's games without having to deal with a punishment.

    On a side note, I remember when they implemented the penalty for the first time, then they switched it off. THEN I started to see way more DCs than before the penalty. It was almost like people didn't realised they didn't have a penalty before

  • A good survivor running DH can get amazing plays out of it. A bad survivor using DH may use it to correct a mistake, which will only slightly delay their death, or may use it badly and instantly get downed.

    In any case, a survivor may be rewarded for a mistake or simply not.

    I understand the frustration and even if you learn to play around DH it feels unfair sometimes.

    The reason for this is not the perk itself bit the nature of the game. Both the killer and the survivor are conditioned by RNG. A good survivor can make a mistake and get downed even after a good DH play, and a bad survivor can get lucky and escape with a bad DH play.

    It's annoying to see them win the chase without effort and knowing you can play better than that punk, so it's easy and comforting to blame on DH, "it's unfair", "it's OP", "it rewards bad gameplay". We forget that most of the time we are playing against ourselves and against luck.

  • I'm all in for farming. I'll play the game normally but if I see the killer acting wierd, I'll throw my self into their arms, they'll either farm or hook me and whichever is ok to me. If they decide to farm I'll get a chill game and some nice bp, if they decide to play normally I'll follow then and play the game too.

    Same as killer. I'll try and get my hooks or kills unless someome makes me know he/she wants to farm.

    I don't mind throwing the game to relax and chill with the other team.

  • @CashelP14 said:

    There's no need to for people to sit at the exit doors to deliberately be toxic. If you weren't toxic to them, then they shouldn't be toxic. However I can't say that everyone waiting at a door is doing it to be toxic.

    Survivors also are played by humans, who may want to progress in the game by doing challenges or getting more bloodpoints. Unfortunately for you sometimes this requires them to wait at the door longer to get hit out. Could be WGLF stacks or protection hit challenge or something else.

    Like survive while other survivors escape, which means you have to escape last.

    I often stay at the gate to give the killer a hit or two so they get points for that, I don't clicky-clicky or teabag tho, I've played killer enough to know how annoying it is.

    Sometimes I'll give a pity sacrifice but last times I played I've been conflicted about that cause I don't want a killer who struggled against me (not a really good survivor) to increase their MMR and face stronger opponents

  • I often ignore that hex when I play against. And I found lots of people do the same. You can miss some skillchecks and still play around it. Only cleansing if I happen to see the totem.

    And that is a gamble. I don't think it's a bad perk. If the killer is good enough to get stacks and use the pressure they got from that, it can screw up survivors. If the killer can't use the perk good enough it's the same wether you cleanse it or not.

    I guess if it had max stacks from the beginning it would be cleansed in the first minute of a match almost every time, which -by my experience- is not the case right now. You don't know your playing against lullaby until you start repairing or healing after the first hook. I think having to build up its power is a good thing, survivors tend to get confident until it bothers too much.

    Of course, being a hex, chances are you don't get any value from it some matches. But it's not a worthless perk to bring imo.

  • Doctor, the game, sloppy, distressing, coulrophobia, thana, double calm.

    The most killer sided map

  • They need to nerf lightborn

  • I think throwing your game to chase your chaser would be a good way to practise and learn how to loop and chase better.

    In the other hand, as someone said, the survivor chasing you is not repairing, which is a good thing for you.

    Without any perks for it you can still find your way to play against flashlights, although sometimes a flashy save just happens and there's nothing you can do about it.

    Get better as killer, just keep playing and you'll get the experience you need for that.

  • @Lyralistix said:

    Hello Team,

    i played a Match in the time of the Rankreset.

    Just look at this Visual Bug, maybe it is easy to fix :)

    https://us.v-cdn.net/6030815/uploads/6CJ07I3R8VIN/rankreset.jpg

    ps: i became 250k Bloodpoints for the Rankreset from Iri I to Ash IV

    after my first match, with my new Rank i became another 10k Bloodpoints for the Reset ? Maybe you should doublecheck the Rank system for Games due the Reset occure. :)

    Best Regards

    Lyra

    That's some hardcore depip