TwinCrow
TwinCrow
About
- Username
- TwinCrow
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hmm corrupt i think. use ur trap addon that resets traps. use bag addons also. Put down about 2 or 3 traps, hopefully you have at least 3 gens left after that find survivors and they run into your resetting traps. should get about 2-4 kills with a silver gatekeeper with all gens done and a black pip or depip in red ranks cause you didn't chase/hit survivors enough cause the game was over to fast and ur gens were done.
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lmao did at least 3 survivors spawn 16 meters in front of it?
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the music gives me a headache. I find it very annoying. Im all for killers getting their own chase music but all i hear is a loud weeeewoooooweeeewooo but very monotone-ish with someone in the background whisking an egg in a large bowl in the background.
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I hope this never happens. I fear I might uninstall and never come back.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/971794#Comment_971794
You really should only be pipping if you did better than average. I feel that pipping is actually fine for killers, but it's a bit too easy for survivors. When a survivor hits red ranks the difficulty goes up for pipping but that difficulty spike should be at the purple ranks rather than red ranks. If that were to be done we would have pretty accurate ranks and better matchmaking.
The issue is the difficulty in pipping with gate keeper. its a bs emblem because even if 2 survivors escape all gens have to be done and there are cases where all gens are done and none escape but gatekeeper says even though you did really good getting that 4k which is above balanced results it says no. Its one of the emblems you just can't rely on to gain a pip for a killer. Its way to against it. While the other emblems can straight screw over certain killers such as the Plague but favors the Legion Heavily.
Too good as the Hillbilly or Bubba? risk not pipping cause of the sacrifice emblem but you may do well in gatekeeper. Gatekepper right now imo is the worst emblem though for pipping. I do not think the change will be that significant especially with the ruin change for red ranks. Now nothing is holding those red ranks from doing gens. Beforehand some survivors could get carried by an early totem cleanse or someone able to do a gen when they couldn't until ruin was gone. I expect more survivors to hit red rank or at least stay in the red more so than ever. Imo they should make it harder for red rank survivors to pip in accordingly since I bet the stats will change in favor with survivors. those 80% of games that had ruin won't be affected by it now, meaning games will even be shorter unless survivors decide to stay well after trying to pip.
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I don't understand the change for ruin as to why the change according to the reasons.
Ruin was to good against new players and bad players but Ruin was used no more than 45% of the games across all ranks while 80% in red ranks.
But new players is the 1st issue despite its not really an issue considering the use of it. I think matchmaking is more of an issue having to wait 5+ minutes for games cause all the low level survivors 15-20 are playing swf with their rank 1-10 friends. Which hurts killer ques at 15-20 and survivor que times who aren't playing swf.
But lets stay on Ruin discussion. The entire reason people use ruin is to prevent horrible punishing gatekeeper emblems. I can kill 4 survivors and either de pip or saftey pip simply because as a Plague I didn't M1 enough cause they never cleansed and they were able to do enough gens but still die.
Pipping itself is horrible for killers. Not every killer functions the same. Even a trapper will get screwed with their own traps. You are also not very clear on the gatekeeper pipping change either.
Currently, Gatekeeper's underlying points are scored as a number of points per generator remaining to be repaired multiplied by which minute the match is in. Additional points are scored for any remaining generators at the end of the Trial.
that was the old way. You needed a lot of gens up for the 1st 9 minutes as possible and what ever you had left gave a nice boost buuuuuuuuuuuut. Devs...you say the wanted results is 2 survivors escape and 2 dead to be a balanced game but for 2 survivors to escape they have to do the gens. The old way PUNISHED killers hard if survivors blew through them gens even if all 4 didn't even escape.
How does the new way impact it?
If survivors are able to get all 5 gens and 1 or 2 gates up whats the worst possible outcome for a killer in gatekeeping and the best in pipping if 2 survivors die and 2 escape in red ranks for example?
The new version of Gatekeeper is simpler: one point is scored per generator remaining to be repaired per minute for the first nine minutes. At the end of the Trial, if both Exit Gates remain closed, additional points are scored. With less focus on keeping seven generators up...
But I need as many gens up as possible correct for the 1st 9 minutes (isn't that the same?) and my bonus after 5 gens are doing is assuming if both exit gates are closed where in a "balanced" game, 2 survivors should escape and 2 die but a gate has to be open for 2 to leave unless a key gets in the mix.