Avatar

Advorsus

Advorsus

About

Username
Advorsus
Joined
Visits
2,051
Last Active

Comments

  • @buzzaman said:

    This is a very weird post. What do you get? An accurate matchmaking that puts you against equally skilled opponents and not just against people running meta perks and "winning"

    Which is what they're trying to do. Hence the whole, "They're still working on improving it."

    Even if everyone escapes or gets killed, so what? GGs, next match. I can understand not liking the current meta, or being upset cause you're getting bullied by people with those perks. But once again, that's a problem with that combination of perks and the meta in general, not so much the match making itself.

    The only way it becomes an issue is if you're only going against the full same teams with all meta perks, all day every single day. And that's just not happening, for anyone. Even some of the most experienced killers in this game aren't getting that every match all throughout the day where everyone is forcing you to play super sweaty or end up "losing". But even if you do end up "losing" you lose nothing for it. So again... GGs next match.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/306601/what-do-you-get

    The issues seem to be:

    • MMR caps out too low, leading to imbalanced matches.
    • SBMM focused too heavily on queue times, to the extent it'll put someone up against opponents that they have statistically no chance against because one waited for too long. This is especially common in backfill situations, which the devs are changing soon.
    • Even a 'fair' match according to MMR is subject to too much RNG in terms of perks, addons, the map you go to etc.
    • At high MMRs, the meta is pretty stale and killer variety is low.

    Most of these are issues with the back fill, which they're working on to fix next patch.

    And I can agree the top level of the meta is stale and boring, and that map RNG and imbalance can have an affect on winning/losing a specific match. But that's more of an issue with the strength of the meta and map balance in general, not the matchmaking in general.

    Map balance and the meta perks should be looked at, some of which are already being looked at, but that's a different subject.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768429#Comment_2768429

    Yeah, I think this is where most people's problems come from. This system does not reward or punish anyone, it does not "hold back" or "elevate" anyone, there's no "deserve". It's not a progression system, there's no reason to assert that players who play very aggressive and cocky "deserve" to be elevated higher. If you're not escaping, you should be going down until you can, that's how matchmaking works.

    It's not actually a strict, game-to-game evaluation of your personal skill. That's what the emblem system is for, not the matchmaking system.

    Exactly

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768430#Comment_2768430

    That would be a bad system as it supports a constant rise and fall in MMR, for a player that should otherwise be a NET POSITIVE and climbing in rank.

    I didn't propose a system? I was simply saying that nothing happens from you dying. Nothing.

    Also, that's how MMR works in all games that have it. All. It constantly rises and falls as you play, that's how it's supposed to be. Only in this game it doesn't matter if it changes. What do you get for being high MMR? Absolutely nothing.

  • Say you both die in this scenario. What happens?? You died, your MMR goes down, you face sightly less skilled opponents until you CAN survive. That's it. Nothing else happens. It doesn't actually change your game any, you don't lose anything by dying, and you don't really gain anything for not dying or having high MMR. You're complaining about something that has no effect other than who you're facing, and it takes the data from many games not just one specific game or scenario.

    The only thing that has any affect outside of each match is the amount of BP you gain, which is only used for grades and investing into characters. And if a person is hiding all game and not doing anything but just escaping, they're not gaining any bp, no pips to go towards their grades, and they will continue to face even harder opponents. Sooo... I'm not seeing a downside. So you died? Boo hoo. Did you do stuff? Did you gain Bp? Cool, ggs next match.

  • Very well said. I also can't understand people's complaining about the matchmaking. The only problem I had was the backfill. Because it was taking average to bad killers and putting them against really good survivors and vice versa, just so they don't have to wait in queue longer, and that's dumb and makes it just like the old system. But they said they were looking to fix that next patch so I can't complain.

    I actually like the 2 survive and 2 die scenario. My most unfun matches are where I 4k on my main killer, and then at the end game screen there's 2 survivors with 10 hours combined. It feels unrewarding and feels like a hollow win because of their inexperience. Same thing if I'm playing a killer the first time, and I'm going against the sweatiest swf possible, it feels like you're completely helpless simply due to poor matchmaking.

    But having 1-2 survivors actually survive feels legit. Those are the matches I have the most fun in. Plus, it feels like an actual horror movie. You have the hero/heroes that always manages to survive at the end. That's how all the movies go.

  • Yeah solo queue is a mess. Even just having 3 people playing together and 1 Rando usually ends up badly. They'll either get downed and then run straight to the killer and get downed again, run the killer straight towards you so that they can go hide in a corner doing nothing while you get chased, or they just slow walk the edge of the map all game hoping the other 3 will do the gens fast enough by themselves. Or, my personal favorite, they have we're gonna live forever, and self care, and urban evasion with no bt. So they'll do nothing but wait in corners all match, wait for someone to get hooked, unhook them, and then slow walk back to the corners while you get tunneled out.

    I was actually streaming with 3 friends the other night and every single match had someone like that. It's horrendous.

  • This post makes me smile and sad at the same time, because it's very true. People freak out over everything. They freak out of baseline BT without it being even close to confirmed. It could've been something they've just been contemplating at that and maybe already scrapped the idea? Who knows. The devs say, "we're working on it" about different stuff. And everyone's like, "The devs never do anything!" They ask for a meta change up then get mad when devs Nerf and buff or add different perks that change the meta.

    And usually people's response is, "Oh well I've played for years and they keep saying the same stuff but never do anything."

    Great! So you remember the old infinite loops, old ds, And all the other old stuff that was broken in the game right?? And they changed it and it's a lot more balanced than it's ever been.

    The only gripe I have is when they go backwards. Like the game map, y'all knew there were way too many pallets on that map lol. Aesthetically, love it, but needs some of those pallet spawns removed.

    Or the house of pain. You knew it caused a lot of problems on Haddonfield, so why rework springwood and then add that into it? It doesn't make sense.

    And the whole key to Mori thing. Those should've been reworked at the same time. Nerfing Moris for the second time and then not touching keys for almost a year later was obviously a poor decision that was gonna be met with backlash.

  • I don't think he needs to be changed too much actually. His add-ons are the best thing about him. Most of his addons change his power and playstyle a lot, and he's one of the few killers that still do that. Most addons are just cooldown reductions, or increased range now. Too few killers have addons now that actually change their powers in meaningful ways, like hags body blocking traps.

    And if you've ever played with both iri addons since their change, it takes forever to get to tier 3 now, that you can actually lose the entire game before ever getting there. It's kinda one or the other now, which is nice. But yeah, they're strong add-ons, that's why they're iri addons.

    The buff I would give him is just making it to where stalking gives the same amount regardless of distance. Yeah his power is kinda boring gameplay wise, but he's also kind of a basic AF killer in the movies too lol. If I were to change the addons at all, it'd probably be tombstone. Keep tuft of hair, but make tombstone where you can power house through pallets and walls at tier 3. Kind of like how Jason does it in the Friday the 13th game when he's enraged. Might be cool, and less powerful than straight up killing people.

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2767521#Comment_2767521

    that's really how I play too, but it's not really effective. What strategies do you use for finding the box/keeping it from survivors?

    It depends on your perks too for that playstyle. I usually run hooks of resonance, corrupt, plaything and devour. I can usually get quite a bit of devour value, even Mori 1-2 before they can find it. And the scourge hooks lets me keep pressure without having to kick gens. Between that, corrupt, and the chain hunts you can really slow the game down.

    As far as the box goes, it's about learning it's initial spawn in relation to your spawn. This is difficult if you don't have lethal pursuer, which I don't have it on him yet. Other than the initial spawn, it's just about keeping pressure, and if they're close when they pick up the box, it might be worth it to drop chase and go down the one with the box. Sometimes you just have to let them solve it if it's too far. But usually I get anywhere between 3-6 chain hunts a match.

    Between the box, plaything, my constant pressure, and them trying to do gens all at the same time, it's a lot for them to try and juggle. Then you add in devour and it becomes a nightmare for them.

    If you have trouble finding the box, and or getting quick downs on the people with the box, maybe try a build like this.

    Lethal, franklin's, bbq, and corrupt or pop.

    Lethal to find it initial, franklin's to make them drop it so you can pick it up without having to down them, corrupt or pop for slowdown, and bbq for the aura reading. Sometimes you can see people running for the box after hooking someone, giving you free knowledge of the box.

  • Possessed chains are trash. I mainly only play him as an m1 killer and play around the box, which is his best ability by far. I only use his possessed chain for two reasons.

    1. To instant fire it as said above. I only do this if I'm close enough to hit them almost immediately, and spawn the gateway as close to them as possible and then fire it quickly. This is just to stop them at certain loops.

    2. Someone picks up the box and I'm too far to m1 them to stop them, I'll just shoot a chain to get them to stop. Gives me time to catch up.


    Also, little tip, I almost never teleport. The only instance where I'll teleport is if say I downed someone and they picked up the box and started working on it as soon as I went to hook them. Then I'll hook them as fast as possible and teleport. It applies a lot of pressure as you'll have one hooked, one in chase, and one forced to go get the save.

  • Doctor main.

    Like clown, you can tap your shock to bait out DH easily.

    Don't immediately blast after hooking a survivor, as most survivors expect this. I typically walk a bit forward first.

    BBQ is particularly great on doc for a number of reasons.

    1. Doc naturally gets more BP than other killer's due to all of his different interactions.

    2. Once you hook a survivor if you don't see the survivors then you know they're either close by, which means you can blast to reveal them, or they're in a locker.

    3. When paired with iron maiden means you can know where all survivors are at all times. Very good for learning survivor movements and behaviors.


    And my last tip, stop shocking at loops! I know this seems counter productive to his power, but I promise you it'll help. Most doc players try mind gaming and shocking too much. But most of the time, due to his slowdown when shocking, you can actually save a lot of time by just brute forcing it than actually trying to land a shock.

    This last one kinda goes hand in hand, don't use shock to rank up madness. Takes too long. Instead use blast for madness, and shocking only when you know it'll land and prevent them from getting a pallet or vault.

  • @[Deleted User] said:

    Point 6 is not considering the fact that DBD has many different killers and F13 only has jason and the bots are still awful.

    Below it mentions that DBD has more killers.. lol

  • @Shaped said:

    The only big problem with it was voice chat imo and teaming with Jason.

    I am really looking forward to their new game. And it is our boy Bubba now.

    Yeah I wish they would just do a non licensed title with original characters, then have licenses killers added in. They already have the gameplay, just need the diversity.

  • I will agree that it's one of my most favorite multiplayer games. But also that yes, I think a lot of people see potential in what this game could be, and then get sad that it's not or when they make changes that don't really push it towards it's potential.

  • @GeneralV said:

    Friday the 13th was a nice game. I really enjoyed it while it lasted.

    Same. I'm having fun just playing bots and challenges right now.

  • Boons themselves don't really need a cooldown as only 1 of them is a problem. COH should just be unlocks the self heal action, without any bonuses to heal speed. And healing itself should be capped at 100% speed

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2764429#Comment_2764429

    Either that or the TTVs are sus. It is not unheard of. Most of the ones I play against are so bad, bro. Meta builds on comms or not. Maybe you should just give them a chance? They might just surprise you. 😉

    Oh I did lol switched to nemesis who I have a little, not much, but a little more experience with. Got another full swf, all the same perks, got the largest macmillan map variation. 5 gens in 4 minutes with 3 hooks. Fun.

  • @ThiccBudhha said:

    This is exactly what mmr is for. If you want to play against chill, you need to chill. You don't get to have your cake and eat it too, fam. Not anymore.

    I do play chill. That's the thing, I don't camp or tunnel, and constantly use meme perks like unrelenting, spies from the shadows, and just all around meme builds. Like my basement only build that involves agitation and monstrous shrine where I'm only allowed to hook in the basement.

    It's just that matchmaking is busted currently.

  • @MrPeanutbutter said:

    As much as I think the SBMM system is garbage, this is a tough situation to deal with. Like you said, shouldn’t have really good killers facing baby survivors just because they are playing a new killer. Unfortunately I think the only option is to try playing during the day when it’s more solo queue teams and hopefully easier. Playing at night on weekends is mostly sweaty SWF squads and not a great time to be practicing new killer unless you don’t care at all about being abused by the survivors.

    I agree, timing is a big factor. I don't think it's fully a sbmm issue, although it's an attributing factor cause of the backfill right now.

    I just think they should've made the cap a bit higher, slightly harder to reach, not much just a little. Then make two baselines. You have a starting MMR if you're brand new to the game, which they did. But then make a slightly higher starter MMR for the different killers, and then make it to where each killer MMR is individual to that killer. So if you're experienced at the game, you don't go against baby survivors just cause you switched killer. But you also wouldn't be forced to go against the sweat squads you'd be facing on your main.

    Also the whole balancing thing. It's just boring and stale to go against the same 3 perks on every survivor in every match, with only one or two perks being different on the whole squad.

  • I kinda agree that the pallets are a bit much. Love the aesthetic though.

    But I've played a match where a survivor would run to a pallet, stay there until I started to break it and then run to the next one and just kept repeating that all match. The gens got done and the exit Gates powered and they still had pallets left. That's a bit much. To break pallets for an entire match and still have more to break? Not including breakable walls. Keep the aesthetic, lose SOME of the pallets, and it'll be fine.

  • That's all I want, remove the pips as they do not equal playtime, and fix the matchmaking to be more like that match. Idc how lol

  • @GannTM said:

    No actually make pips the matchmaking and fix it up a little. That’ll make everyone’s day better.

    Nah lol I like the idea of the grades being equal to playing, and even MMR, when it works. That match as one, it worked perfectly.

    But what I don't like seeing is playing my main(doctor) who I'm fantastic with and getting a bunch of new players, because it's simply not fair to them. And then the next match playing huntress, who I'm not good with at all and lose with pretty consistently, and then getting the most sweaty SWFs you can think of.

    Old system was bad and completely random.

  • @illusion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762068#Comment_2762068

    I did not misunderstand his point, I just disagree with it. If a person gets 8 hooks, they could have easily gotten kills if they face-camped or tunneled. I would say that they are more skilled than a face-camping Bubba. If they go against better players and still get a lot of hooks but few kills, they are doing fine. If they start getting fewer hooks, they will drop into a rank they belong at.

    Likewise, a survivor that carries the team but gets hooked once and is not rescued by their much less skilled teammates, should not be penalized because of who they are matched with. It's actually worse for survivors because when you lose you get teamed up with even worse teammates.

    What I'm asking for is not astronomical. They were already tracking those things and using them in the old system. The problem was that the value that they gave to everything was not an accurate representation of overall skill. All they really needed to do was tweak the numbers of what they were already using.

    Even worse is that it has led to more toxic gameplay. Killers are only concerned with kills so face-camping and tunneling is the norm. Not fun for the players on the receiving end. Survivors are far less altruistic now and it has become an everyman for themselves situation. It has even led to BM stuff that I rarely saw before, like deliberate body blocking so that the killer will get that person instead of them. In LoL, you win or lose as a team. In DbD, each survivor wins or loses individually, solely based on whether they escape or not, making escaping individually the sole focus, rather than escaping as a team. People that do little, but escape, should not be elevated while people that do all the heavy lifting, but get killed on a single hook because those other people don't want to risk going for the rescue, lose rank.

    I agree that the current system needs to be tweaked, but shouldn't account for everything. It's just possible to do. Tracking and actually implementing it into a system that reads all these different variables and then makes decisions based on these variables are two different things. Queue times alone would be far more ridiculous than they've ever been.

    I'm also curious to see what all the face camping killers do when the ability to do that is removed. They mentioned in a previous one that camping was being looked at, and now with the conversation about the bt basekit, it does lead me to believe they're currently working on that. I doubt they'll make BT as it is basekit, but I imagine they're working on something to eliminate or reduce the effectiveness of camping.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762075#Comment_2762075

    Overall, I don't agree with that. There's currently way too many things that get screwed over by disconnecting, and not just on the survivor side. Survivors ragequitting rob the killer of hook perks, emblems, and the ability to get certain challenges or achievements. This is very deliberately weaponized, alongside the much more obvious issue of "I don't have a teammate at 5 gens left because Feng didn't like that her CJ tech didn't work." Even if the bot is awful in chase, it's still an extra set of hands to do gens and heal. You can give the bots BT if hook farming is an issue. In the majority of situations, something is better than nothing.

    It's a weak reason. I'm more convinced they won't add this because of the other reason they alluded to - the bots aren't programmed to react to killer powers, so they'll do stupid things like ignore zombies, window vault in front of Huntress, or sit tight with a RBT on their heads until they blow up, and they don't want to have to create and maintain 26+ subroutines for them.

    You also have to think, all that time creating bots could be spent on game health, balance, and new content. No other game adds bots when someone leaves an online match, why should this one?

  • @gilgamer said:

    I have to ask how many QnA's you've watched cause this one just rehashed a lot of the same questions for no reason they could have very easily just listed a bunch of the questions and said we answered these in our last QnA and our answer hasn't changed. Also there answer behind the MMR question and perk tiers are laughably out of touch.

    Not really. Peanits answered this both on stream and in the forums about the perk tiers, and I agree. Anything worth doing is worth doing right the first time. Why spend all that time removing perk tiers from every aspect of the game, meaning bloodwebs, shrines, ect.. which yeah would help a lot right now in this current moment to reduce the grind. But then that grind would eventually come back when more stuff is added. Or! You could spend the time now to get it right to where it's not an issue in the future at all.

    Everyone keeps saying they don't want just band aid fixes and instead want permanent change, but they're trying to do that now by making sure it's done right and y'all are mad cause it's not done right now the way y'all want it. Makes no sense. If anything, it shows longevity because it means they see this game going strong still 5 years from now, which I hope it does. And it's good that they want that too. Otherwise they'd just make quick fixes for everything till it died.

    Also, MMR is a brand new system to DBD. It's going to take a while to iron out, just like it does with any game. But they can't really look to other games for tips and tricks, because there's no other game like DBD with SBMM on the market. So it's all trial and error right now.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762053#Comment_2762053

    You don't change a meta filled with broken and op perks by adding equally or more broken and op perks. Survivors have plenty of good perks to choose from but don't bother because nothing is, or will be stronger than extra lives and ways to extend chases.

    COH didn't even change the meta, it just filled the 4th random perk slot on a single survivor while the other 3 take other broken filler stuff for their 4th slot.

    Once again, I do agree it's currently too strong, and so do they, hence the nerf. It happens a lot in other online games. They'll introduce something new to the game, it'll be extremely busted for a while, and then they'll slowly balance it out. It's even happened with DBD, it's just been a while.

    But you're taking only one part of something someone says, trying to make it fit your point, and then discarding everything else. There's no other way to change it without just nerfing its numbers, which they're doing. Have a little patience.

  • @Laluzi said:

    I'm less annoyed at the non-answers and more that I really strongly disagree with some of the actual answers given (bots can't replace DCs because we don't want to lose the feel of playing against real people, kills are a better indicator of performance than hooks and if you don't agree with how MMR works then git gud, a CoH nerf that doesn't address why the perk is broken.) There's some things like match replay or no visible thumbs up indicator that I understand their decision on even if it's not what I was hoping for, but some of the others seem vitally important and seriously missed the mark on why they reached that conclusion.

    That said, I do get the aspect of being leery of giving the community too much information - we do take any hypotheses they float out as 100% features we're getting and riot when they don't happen. I did think it was funny (but sadly necessary) when they brought up a Twins rework and had to stress several times with a rolling header that this wasn't happening immediately.

    I agree that I want the ability for bot matches to try killer powers, but not replacing a DC with a bot.

    Because of the exact reason he said. It's hard to get bots to do what they're actually supposed to do in a way that replicates humans. So they most likely scenario is you get a bot that gets instantly hooked and gives the killer access to perk abilities that you might not have had to deal with otherwise. Or, they do something else like trying to unhook you immediately in front of the killer, ending with you both going down and free pressure for the killer. It'd probably hurt more than help.

  • @illusion said:

    I totally disagree with their view that kills and escapes are valid indicators of skill. Their football and hockey analogies were flawed. Players on the teams have their own stats which indicate how good they are as individual players. Even if they are on a team with bad coaching or other players that are not playing up to the same standard, we know that that player is good, and if they get traded to a better team, they get more wins. Look at Barry Sanders. One of the best running backs ever, but he was on a bad team. He did well regularly, but the team had trouble winning games. The team's losing record was not an indicator of his skill as a player. Instead, we look at his personal stats to see how good he was. Rushing yards, yards per carry, receptions, etc...

    If you are just looking at kills and escapes, you are ignoring the individual stats, and only looking at the final outcome. For survivors the game ignores rescues, gen repairs, killer looping, etc.. For killers they ignore hooks, chases, downs, and more. A survivor can play amazing but die on their first hook because their teammates sucked. The fact that they did not escape has little to do with their individual skill.

    He also said that a killer who gets a lot of hooks but few kills is not that skilled. It takes a lot of skill to hunt down and hook survivors, say, 8 times in a match. Certainly, far more skill than a face-camping Bubba. I get that escapes and kills should be a factor, but it should not be the only factor. To me, they are just being lazy, and it is hurting the game. Good survivors who play all of the aspects of the game well should rank up, even if they don't escape. They will likely get more escapes when they are matched with better teammates. Killers should rank up based on everything they did accomplish, even if they didn't get a bunch of kills.

    I think you misunderstood his point. If a person gets 8 hooks but isn't able to secure kills, why put him against even harder opponents next time? And vice versa, why should it be counted as a loss for survivors when they get hooked?

    What you're asking for is separate systems, one calculating killer hooks, kills, chase times, and anything else it could calculate. And another for survivor chases, hooks, unhooks, Healing, gens, escaping ect..

    What you're asking for is astronomical and isn't done by any other game, let alone a niche one like DBD.

    Even league of legends, millions of online players, has only one system. Did you win? MMR goes up? Did you lose? MMR goes down. How much it goes up and down, is based upon your past games, and the people you're currently facing. That's it. It has nothing to do with in game stats. And they've had SBMM for years and have tweaked it almost every year.

    DBD is an asymmetrical game, one that just introduced SBMM a few months ago. And is not so easily defined as, did you lose/win, because it's 4v1.

    As they said, the calculating part is doing well, but the backfill is not. The prioritizing of skilled opponents vs time spent in queue isn't working out, so they're updating it.

    I will say I would like to see it become a little less easy To reach high MMR, but that's neither here nor there.

  • Everyone is entitled to their own opinion and everyone interprets things their own way.

    But if you stop and think about, COH is pretty strong right now, game changing even. And yeah, people are asking for it to be either gutted or changed completely, which is in my opinion completely ridiculous. It's called circle of healing. An area of healing is the point of the whole perk. They're not about to change the perk or gut it completely because then it would just not be used anymore and the meta would just continue being the same 5-6 perks it's been for a while.

    Your only other options then would be to either Nerf boons entirely and change their mechanics, which would indirectly Nerf the other two that aren't overly strong or game changing. The last option is changing it's numbers which is what they're doing. But I can understand them wanting it to still be strong enough to stay in the meta. Hence the 25% and then they'll watch and see how it does. Then if it needs more tweaking they'll tweak some more.

    Y'all remember mettle of man? It was so broken when it came out and people cried for a herf immediately. Now it's been a perk almost nobody runs anymore for years. So instead of just nerfing all new perks to the ground and keeping the stale meta, I would much rather them tweak it as they go along until it feels healthy.

  • Agreed, and if you actually go back and look at old DBD, it's really come a long way in terms of balance and overall gameplay experience. It's just very easy to lose sight of that sometimes.

  • They did also say in the stream that there were other things they were looking to change for the twins on how they play and handle, and some of the issues that players face when using them or going against them.

    But they also said that ghost face and legion are first, and then twins would receive some love down the line.

    They also explained their reasoning behind the add-on changes. Mainly, their ability to kill when using the addons vs their ability to kill without them, and that difference was more than what they would like on any killer.

  • Spies from the shadows.

    Disturbing crows now causes one to follow around that survivor for 4 second revealing their location, but have it with a longer cooldown than current spies

  • Nah she straight up getting her face destroyed right now. Idk how y'all don't see it. 😂

  • @Mandy said:

    I prefer to the play the game properly and not to farm as do many others. Farming is a grey area - it's not something we're particularly keen on, as we want players to actually play the game and you cannot force players to farm with you.

    I don't always do it, but it's a nice break from the norm. And I'm completely okay with people not wanting to farm, that's fine with me I'll play like normal. What I don't get is the participating in said farming and then sending end game messages afterwards.

  • @ActualPainedFrog said:

    https://forum.deadbydaylight.com/en/discussion/305740/teachable-perks

    Yep, makes sense to me, which is exactly why it will never be added.

    ^ grind fix coming in 5 years.

  • Actually I feel pinhead is probably your best bet. He has a high skill ceiling so you're always going to be trying to improve with him, built in game slowdown, and all of his perks are pretty decent. Plaything, dead lock, and hooks of pain can also help with slowing matches down. Can't really go wrong with him.

    Another fun and skillful killer is Pyramid head. But his perks and add-ons mostly suck.

  • @Ryuhi said:

    I thought this topic was going to be about perks that are strong enough to be meta but aren't actually. Like Kindred. or Windows.

    Holy hell more solos need to run those perks and it shows.

    I actually see quite a few people run those. Not as much as boring DH but it still gets run. I'm talking about perks that no one runs but they can still provide a lot of value that isn't initially seen.

  • I've been seeing a lot more fear monger here recently when playing survivor, which is nice because it makes things interesting lol.

    I also like running builds where I can stack as many debuffs as possible. Like mixing plaything with hook of pain and the third seal. And then addons for broken status or something like that.

    It may not win games, but people's reactions when they have 5-6 debuffs on the side of there screens is amazing lol

  • @lauraa said:

    No amount of Distortion Bad posts will convince me to take it off

    Right! Or if like I get a good guardian save off, it feels so much nicer than saving with BT imo.

  • @furret534 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752995#Comment_2752995

    Seriously? I always thought he would be the one killer on console that was easy to use. Is he hard because you can't control how fast you turn, or is he hard for another reason?

    His recoil, also his knife throwing isn't centered. So you have to adjust aim left to right and back again almost every time you throw. It feels really clunky and bad to play.

  • @lauraa said:

    I find sometimes when I basic attack I do a weird spin and hit air. Idk if it's some weird aim assist but it's annoying.

    It is indeed an auto aim mechanic, and it sucks, especially on controller. Which is one of the reasons any precision killer feels just bad to play on console. There's no worse feeling than blinking perfectly behind a survivor, go to hit them and it thrusts you into the wall next to you for no reason. The amount of times I've missed attacks that would normally be very simple to hit, but miss because the game decided to 90 degrees me into a wall is wayyyyy too many.

  • Yes, just what we need, more things to litter bloodwebs with to decrease the chances of you getting something you want/need even further, no thanks.

    I do like the idea of adding different states to maps in general though. Day and night for most maps, weather affects, more atmosphere for maps. It'd really add character to the maps and make things feel different.

  • Artist: now that you're swarmed I just need to hit you with one more and. . . They're gone. *sighs* back to square one.

    Now I just place these birds here and. . hey stop running away from me! Get back here and let me kill you!

  • Unbreakable counter play... Pick the survivor up lol. But seriously it has one job and it does that job well, I don't think it needs changed. It only really becomes a problem with certain other perks. Those are the perks that are the problem and need to be changed.

  • @km66 said:

    Haha that was me and they deleted that thread and my follow up thread complaining about the deleted thread. But your post was funny nevertheless. After this post you may never hear from me again…

    At least we'll have this post lol

  • @YOURFRIEND said:

    This thread is all over the place. Are you ironically complaining about ubiquitous perks? For what reason?

    Someone else made a post about how they were tired of seeing 'Nerf dead hard' posts. So I told him I was making a post just for him.

    It's a joke post

1 … 7 8 9 10 11 … 16