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Akumakaji

Akumakaji

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Akumakaji
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  • I recently started playing Pyramid Head in earnest again and he is just so much fun, once you learn how his power works.

    The build I am using right now isn't very synergystic, but its improving his overall performance.

    BBQ, Scourge: Pain Res, Agitation, Darkness Revealed.

    Basically I roam around, occasional check lockers and once I down someone I can pretty much every time hook them on a scourge hook. BBQ could possibly be phased out against something more useful once it doesn't provide bonus BP anymore, but until that time I am just too addicted.

    For a couple of games I switched it for Shatter Hope just for the lulz, and when you stomp a boon into smithereens its just so satisfying, but I feel that I don't get always value out of it. Still, I hate boons enough that I might just keep it, once the big change hits us.


    In my last game I had a perfect Pyramid Head moment. Had a survivor on hook, while leaving the hook I noticed scratch marks and chases the wannabe unhooker around the gym. After a round they throw a pallet and run for the unhook: I calmly plant my sword in the ground, take aim and BOOM! Double KO! :D The unhooked survivor instantly DCed, the other squirmed in the "no no no" thingy on the ground, and I actually showed mercy and just left her there, to be picked up by the others.


  • @CriticalWeasel said:

    Every time, I hear nurse I know we're all going to die.

    From all the soloque matches I play, I absolute know we're not going to make it. Of course I won't just throw the match but don't expect miracles when your against a decent nurse. It's usually a complete wipe out for soloque.

    I'm not saying Nurse needs changing, I'm just saying she's from a completely different time of DBD and the devs are in a weird position when it comes to her. You nerf her and she's really bad for newer players but if you tweak her she's basically fundamentally the same unless her blinks are gone.

    No, I embrace the challenge. Sure, against a really good nurse you are probably toast, but most aren't THAT good and you can often bamboozle them the first two blinks by doubling back at them, then the next time running straigth ahead and after that every blink is a mind game and I like to surprise myself by being as random as possible. It feels good when you actually run a Nurse for a gen or something like this and even better when she gives up and breaks chase. In all events you won big time.

    Good nurses might anticipate this behaviour and just mercilessly cut you down, but you can run into any expert-level killer, so thats just that.

  • They probably know how much BP you spend total and will assign a flat cost to each lvl, as to get an approximation which prestige level you would have reached if you had spend all that BP in the new system. Don't forget that you can't stay on lvl 50 indefinitely now, but that after lvl 50 your next bloodweb will only contain a singel node that let's you prestige.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/330933/if-the-old-freddy-had-all-abilities-of-new-one-would-he-be-bad-decent-good-or-broken

    He was fun.

    See - that's the thing about new Freddy. They didn't just reign him in, they literally took every single fun thing out of his kit.

    Which is probably why Freddy players tend to be the meanest, nastiest, most miserable folks to play against.

    I only ever played against cute Freddie's who let me escape, though.

  • @TerraEsram said:

    So, it's true that the aspect of the game, is that the survivors must try to survive, the time to have the power restored in the doors to try to flee... The killer, kill everyone

    I've seen very rarely killers complain about their targets, and personally there's a certain satisfaction in catching our prey and hooking it, killing it.

    But the survivors, about the generators...

    Why wouldn't BHV try to extend the concept? Let's imagine like, to escape, they have to go to the other side of a certain shore, and they have to collect the components to create a makeshift bridge to escape... Instead of generator, for certain map, find computers to "hack" them to open the airlocks or various doors in order to access the exit, find the way in a huge, very dark maze, where the killer sees quite clearly..

    Have you ever tried to imagine other ways of seeing the game? While keeping the core of the game?

    Find the ingredients to Hags cauldron and shut down her traps for 1min if when you throw in the last thing.

    Sabotage Billys/Bubbas gas tank, so that his saw overheats faster until repaired.

    Sabotage the breaker box at a crucial moment, so that the doctors next area of effect attack fizzles out without effect.

    Find Jigsaws video tape, bring it to tube surveillance room and broadcast it, in order do guild trip Amanda and let her utter her ultra cute "pig stun" sound effect.

    Find parts of the Dredges victims and pile them into one locker, which traps the Dredge for 8s when next teleported into.


    Obviously, secondary objectives shouldn't be no brainers or too easy, but should somehow interact with the killers power or debuff them when used for their one time effect and the crucial moment.

    Of course, this is way too complicated to balance, so it will never, ever happen.

  • @Babadook83 said:

    well they choose the easier way to deal with this and its gonna back fire very badly this time

    Nah. It's gonna work out wonderfully. Some survivors will mald, some will quit, most will adapt and on a whole the game will be more fun and less frustrating for killers, which in turn will lead to more killer players/ shorter que times and less tunneling/camping.

    Only issue is if OTR will break this all in twain, but we gotta see it in action.

  • @Mooks said:

    You can just run No Mither then you guarantee a medkit for every search from the beginning!

    #lifehack

    Based!

  • @Hi_Im_Chucky said:

    I have more of an opposite blinding rage for specific looking Claudettes aka Blendettes and tend to go out of my way to tunnel them out (if found).

    My survivor main account is Feng and I’ve never felt a need to spare her. If I was trying to match your ‘feelings’ then seeing a Dwight slow vault into a locker, in front of me, is precious enough to pretend like I didn’t see nothing and move away.

    I second that Dwight feelings. You can often sniff out if its a players first couple of games. They are terrified by everything!

  • I wish that there was some kind of progress screen for the event where you can see which of the items you earned and which are still locked. It would help a lot and 100% beats clicking through all 12 characters to see if anyone of them got their masks.

  • @Bwsted said:

    90 sec? Wait for the forever Legion/Plague meta. You're gonna need way more than fancy skillchecks to stay awake.

    https://forum.deadbydaylight.com/en/discussion/comment/3024804#Comment_3024804

    See, this is the right mindset. Play dbd on one platform while going dbd dating sim on another. Based.

    I love this! Will try it out later.

  • There are two schools of thought here:

    1) this players just play the game and get maybe bored with the way the maps got randomized today or they just wanna use some of the offerings that are useless pyling in on their characters.

    2) this player is what you would call toxic. They gain most of their fun from lording over others and making their existence as miserable as possible, just for the "lulz its just a game bro" moment. They plan accordingly, chose loadouts in advance and device a plan with their SWF buddies of how to abuse the map they are hoping to pull with their offering. On the killer side its much rarer, but this Nurses and Scratched Mirror Myers do exist.

    After getting loads of 2's a lot of players are conditioned to expect bad things to happen if a map offering is burned. A lot alt+F4 the game during the load up screen. Some of them rise to the challenge, though, knowing to give no quarters from the first second. Often, if you get the drop on a wanna-be bully squad and their little tricks don't work, they will cumble and DC, rather then face a strong player who just turned the tables on them. Because "getting bullied isn't fun uwu".

    Of course, I am overexaggerating, but this is the gist of it. Otz formulated some kind of law around it, and he hits it very true with this: if an offering is played, you play good and a player DCs early or kills themselves on the first hook, its nearly always the one who brought the offering.

  • @Swampoffering said:

    Second chance perks, rewarding mediocre players, has been nerfed.

    Is normal that average survivors cry, they never learned how to play, just being carried by a tons of overpowered perks that used to make them feel better than they are.

    Now, they must learn how to loop and they cry like babys xD poor baby survivors, without DeadHard and with 3 seconds DS, fresh meat for killers Who learned to play without any kind of second chance, getting stomped and tbagged.

    As this players used to say, GIT GUD

    Today I started a movement. I preach in the post game chat and sometimes they listen to me. I think I convinced one of them. So lets make this a thing :D

    Anti DH Alliance.png


  • @Slowpeach said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024344#Comment_3024344

    Detective's hunch would be absolutely king for that challenge. Totems are fairly easy to find and it triggers on getting a generator done. It's not easy and honestly anything involving cleansing totems is questionable in terms of actually trying to win the game but there are worse challenges.

    I had Detectives Hunch equipped for this challenge and of course it helped, but you really need the right quantity of luck, as often one piece of the puzzle is missing. You can easily sit on the first gen and then do some quick cleanses, but you must also quickly hop off to get those unhooks done before someone else does so, and then there might be only one gen left! But you still need one more unhook!

  • @Slowpeach said:

    Yup and certain killers just aren't good at getting them and survivors aren't good at getting them vs. those same killers ironically. Really emblems in general are a mess. Thankfully on the most part this barely ever matters.

    May I interest you in Tome 4s "Ace's Journey" challenge? Repair 2 gens, unhook 2 survivors, cleanse 2 totems, all in a single trial. Getting four of these done ain't that hard and happens 3 out of 4 games, five is already rare, but all six? You really need quite a bit of luck for that, as there is always something missing. Either your team is dominating, slamming gens and your survivor friends won't get hooked, or the killer is dominating, you easily get the unhooks, but then suddenly two are dead and you must finish the last gen yourself, while still keeping your eyes open for another totem. The horror. In the end it was somewhat amusing, but while trying to finish this challenge I did some scummy things :D Like not opening the gates when the killer approached, as I needed one more unhook. Sadly the killer decided to down and hook me instead of any other and of course they all got pretty mad at me.

  • I tried to 2 hook my last couple of games and it was quite fun, especially the hard tunneling, when I knew that I didn't want that third hook, but all the survivors tried to screen and protect their mate, giving me loads of free hits.

    Going for 8 hooks leads to pretty normal games, albeit without the killing blow. Some games still reach the end games without you getting everyone, others spill the beans prematurely because the survivors crumble and you dont want to kill them off.

    Occasionally my goldfish brain messes up counting to three and someone dies, probably upping the ante for the survivors who thing that the jig is now up.

    I had a situation where I downed two survivors near the galley on Dead Dog Saloon, then walked up there and stared just ahead. The other survivors just left :P So I hauled the two dying survivors towards each other, let one wriggle free and heal up the other, and they STILL ran in panic and asked in the pgc if they wriggled free legitly or if I let them go.

  • I am nearly 100% sure that you "only" need to reach P3 Lvl 1.

  • Once you become a good killer, ranking up and depipping becomes rather tough and an absolute sweat fest. Some of us would rather play 5-7 chill games with nothing at stakes, only aiming for 8 hooks in order to power through the next rank barrier at a lower MMR.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024158#Comment_3024158

    As someone who is legally deaf, you should try to be more inclusive and not think so much about "survivor bad killer good" dont you think? Because that's how your post kinda feels like to me.

    I'm glad as a deaf person you dont care if things affect you or not, but a lot of us get affected by it and do care.

    https://forum.deadbydaylight.com/en/discussion/comment/3024154#Comment_3024154

    "I'm all for inclusivity but". ok. So you are for inclusivity unless it is a perk that you dont like, because a perk that bothers you is more important than HOH people being able to enjoy the game.

    Discussion doesn't work this way: you can't just pick the part that suits your narrative and totally ignore what follows or else got said. Or of course, you could do that, but then: whats the point? So lets entertain your train of thought: if for whatever reason old Ruin+Undying gave my troubled mind, and the small, but nice and affable people like me, some peace and ease of mind, should it not have been altered and nerfed? Should it have stayed as it was, or should we have tried to figure out a different solution?

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024123#Comment_3024123

    So just because it's a special case it shouldnt be taken into account?

    Did you have the same mentality when they added different coloration to auras for color blind people?

    https://forum.deadbydaylight.com/en/discussion/comment/3024122#Comment_3024122

    Agree to disagree. IMO it is more reliable. If stake out/diversion/distortion got nerfed right now to not work in terror radius, I dont think anyone would complain about that. Most HOH people were clearly using spine chill for a reason. It just works better in general. I'd even be fine if they reduced the distance it takes for it to activate.

    I am all for inclusivity, but ultimately, I don't think that you can please everyone, and that in such a case the health of the game should be looked into first, and the smaller groups with their own needs second. I think that by todays standards we should be able to add some checkmarks in the options menu to provide all kinds of people with whatever experience they need, be it visual heartbeats, different colored auras or whatever else.

    On a tangential note, BHVR never saw pressing needs to implement as much as a 0,25s limiter to flashlight clicks, even though multiple users with mild to middle epileptic backgrounds asked repeatedly for this small change. Are you of the same mentality that will tell this people to play something else or that macro clicking the killer is just too much fun?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024009#Comment_3024009

    I always wonder how many people that play killer get to iri 1 and then basically just goof around the rest of the month.

    Thats what I always do, when I make it! I actually just want to reach Iri 1 so that I can goof around and have fun as I like it. But nowadays I just can't stand the sweatfest that comes before that, so I am content with my Gold-something.

  • @EvilSerje said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024028#Comment_3024028

    That's kinda surprising, because I got to Killer Iri 1 several times just by normal playing, but for survivor's iri 1 I grinded for months with no success (https://forum.deadbydaylight.com/en/discussion/326586/cannot-get-my-last-ahievement-legendary-survivor-rank-1)

    Now I do my last attempt (before killer buffs), it's now or never. But I already heavily stuck at gold.

    Why it is surprising: because it's hard for killer NOT to play game. You can got 0K, you can be outplayed or something, but you always get lots of devious points, chase points, even lightbringer if don't tunnel. You always do something.

    As a survivor you can be hooked and camped at the start. Someone else can be hooked and camped, and you just do gens and leave, or try to save and die. All this leads to depiping. And nothing you can do.

    So again, if you are not tunelling and caming, there are always be pips. I don't remember more than 5 games where I got 0K. Even 1K is not too often (and I DEFINETELY NOT a pro super killer). Just playing every match as if I try to get Adept (but with normal perk loadout).

    At first it was the same, ie I would easily reach Iri 1 was killer each and every month. But after a while (3 or 4 month) this suddenly changed. I guess it gotta to do with how the MMR system works. I played very very sweaty and was probably high mid tier (dont think that I ever was really high MMR), but it burned me out. Every game was a sweat fest, you couldn't even go for a single hook without fighting tooth and nail about it and every game felt like the dbd world championship finale. Eventually I relaxed my gameplay, I sunk again, but not too much, I guess. Now I am at a very swingy MMR bracket: it isnt that sweaty all the time, but sweaty enough. If I lose enough I get a few games were I crush the opposition, but outside of ranking up I now loath to 4k, because I dont see the benefit of 4k-ing a match; all it will do is raise my MMR again and send me to the sweat squads. Ugh.

    So, this is the reality that MMR brought down on me and why I personally hate the system. You can't play consistantly good for a couple of games without getting repaid double for it, and if you mention it in the forums, for each sympathetic ear you get three people that affirm that "you reap what you saw, play less sweats, lmao!". So is this what BHVR wants? Players being afraid of playing good, least they raise their MMR? Players getting frustrated that they can't raise their rank higher, just because MMR and RNG pummels them down whenever they are in grasping reach of the next rank? sigh its all so frustrating :V

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024034#Comment_3024034

    Yes, people with hearing disabilities got boosted by spine chill, now they should get some better hearing aid. /s

    You got to admit that this is a very special case. I would recon that more then 99% of the average Spine Chill+Iron Will users are not hearing impaired, but I could be off by a percentage point or two.

  • @pizzaduffyhp90 said:

    I don't get why people are saying Survivor is now basically dead cause you guys have Dead Hard, DS, Iron Will, or Gen Speeds and a couple others nerfed. Survivor isn't dead though as some of you claim it's been said in the past when something gets nerfed that it's "dead" when it's really not the same thing could be said about killer a perk gets changed killer dead a specific killer got nerfed they're dead even though they can still do well with them like Hillbilly for an example.

    I get you guys are upset about this and think this is mainly a Killer sided update with all the small buffs to base kit adding more challenge for yourself and I know most of you don't enjoy a harder challenge but, sometimes more challenge is better and also you now have Borrowed Time base kit now with the haste affect and who knows this could be make survivor even more fun to play rather than just steam roll most of the games.

    When I play survivor I literally play with not one of the affected perks, with the exeption of BT. I made the conscious decision to never use DH outside of the handful of tome challenges that demand it, and while I died a lot at first, ultimately it made me a better survivor player and looper. And when the killer corners me, he gets his deserved down, which feels much fairer.

    People who claim that the game is dead now are those that got just boosted by their meta setup without the skills to back their MMR bracket up. And the game has that much more to offer then just "survive with DH" or "nerver risk getting heared with IW", you must just leave your comfort zone and see how much fun a blastmine/flashbang combo build or a houdini build can be.

  • @EvilSerje said:

    Wait, are you talking about killer or survivor pip-depip cycle? Because I only have on survivor what you described.

    Well, I always reach Iri ranks with survivors, but with killers I normally just reach gold ranks, because I just can't muster the strength and mental endurance to do so. But I guess it can easily be reversed.

  • Yeah, but on the other hand, maybe he doesnt want to go to P6 just to get all those bloody cosmetics and got those juicy new perks directly on all his favorite killers. During the event you quickly rise and earn the next batch of 50 flan, so you can easily just prestige your favorite characters.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3023694#Comment_3023694

    I dont see how killers choosing to go against solo or swf helps solo q survivors in any way?

    The random nature leads to some harsh and bitter losses at the hand of click-heavy bully squads, and the pend up rage then unloads against the next baby group of soloQ survivors thrown at the killer, who get slaughered mercilessly, because you can never judge whats coming your way, and before you can shift gears they might be dead.

    If you knew that you were up against soloQs, you might go in with a much more lenient mindset, trying to 2 hook everyone and having an overall fun game. I honestly think that a lot of the miserable experience from soloQ survivors is stemming from the abuse suffered from bullies.

  • @Rythoriak said:

    What is literally the point? Obviously, you're not there to get bloodpoints. Had a team gen rush me on a M1 killer and leave. Didn't even see half of the team for the entire match even from a distance. They got 11k rounded up BP. Also, they were rude and BM'ed the entire time.

    Match ended in about 5 mins (including leaving through the exit gate).

    One flan is 3k. Is you genrush with 5 flans you will still get massive return for your investment.

  • @tendyhands said:

    Ok we get it survivors are strong... IF THEY ARE IN A SWF and can call out where the killer is at all times. If you are playing solo q it's pretty balanced right now. The issue is swf vs solo q, not survivor vs killer. I'd love to see these devs play solo q and see how much they "dominate" the killers all the games since survivors are so strong.

    It isn't rare to see survivors getting stomped and 4ked with only 3 gens done in a solo q game. This would never happen in a swf unless they weren't trying.

    Give the killers an option to play against 4 soloQ survivors for 1/2 BP or against SWF groups (2x/3x/4x BP depending on the team size), just so that killers might recharge their killer instinct after getting tilted by a bully squad, or at least know what they get themselves into if they like the challenge.

  • Set up a TV next to each gen and protect the gen by Sadakos curse: it can only be worked with when the tape is removed, which then must be brought to the farthest away TV.

    Let Sadako see the condemnation progress of survivors, it feels so wrong to deprieve her of that information, while everyone else knows exactly whats going on.

    Reduce the condemnation drop-off from inserting the tape to 2 stacks, but maybe let them decay slowly.

    Reduce the TVs cooldown, after Sadako teleported to them, significantly or get rid of them entirely and let her freely move between all TVs that don't have their tape removed.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/330664/what-if-the-new-dh-would-just-count-hits-in-its-1s-window-as-a-miss

    You would get so little distance out of it that it'd probably drop to a near 0 pickrate. I think Overcome would just overtake it at that point.

    Thats a good point. See? Thats why I like to throw ideas around, even if they aren't ready yet.

  • @UnknownKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/3023052#Comment_3023052

    Copy paste plague put some big nails and u have dimitrescu.If they dont put big boobs I will riot.

    Thank goodness that they nerfed Iron Will by that time or hurt survivors could easily hide in the Ladies blind spot.

  • @TheDarkTyrant said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022652#Comment_3022652

    The Licker was the replacement for the Hunter but they couldn't really be Legendary skins for each other. But I love the idea of a basic RE enemy coming in and not just bosses.

    Yeah, their movement is quite different, just a reskin wouldn't cut it, but maybe some truely legendary skin with a new model and moveset would work? I doubt, though, tha BHVR would want to throw in that much work for whats essentially a killer skin.

    I second your sentiment about normal enemies, though. Killers in movies aren't always Jason or Myers level, sometimes they are just some wild animal in the woods and I wouldn't mind basic grunt types as killers, if they were mechanially interesting.

  • @ich_häng_mal_rum said:

    https://forum.deadbydaylight.com/en/discussion/comment/3023427#Comment_3023427

    In my original post I said it’s not a good move from the devs to hope for a friendly playstyle… You can‘t say „hey, now people don’t need genregression perks cause gens took longer and chases will be shorter“ and on the other side make a minimal change for pgtw or buff thana for plague and legion. We all know, on both sides will always be player which will obuse stupid mechanics and try to create horrobile matches for the opponents…

    I would say that I was kinda surprised by the buff to Thana, as its not a bad perk, especially with someone like Legion, the nerf to PGTW, though, is rather substantial. Many only skim over it and think "oh, it got reduced by 5%. Ok", when actually its now "20% of the current gen progress". So if you kick a 99,9% gen, then it instantly drops it by 20%, but if you kick a gen thats 50% done, it will only drop by 10%. Its still working great in giving the killer some breathing room when he happens to interrupt a gen thats nearly done.

    That all said, I went back and re-read your original post and yeah, you are mostly right: camping and tunneling, much like using NOED, just artificially inflate several killers MMR and will only throw them befor bigger and badder SWF groups, who will eat them for lunch, camping and tunneling be damned. And then they will need a few extra rounds of bitter losses, before they reach the MMR regions, were they can somewhat perform again, albeit now with pent up rage that will let them go ham on the next baby survivor group. A classic vicious circle.

    What tilted me, though, was your last sentence, in which you mostly put alot of blame on the killer side. But whatever, all that is moot by now, because I think we came to quite a good understanding here. Sometimes the internet still manages to surprise us, can't it? So cheers and lets all try to be a bit less toxic to the other side.

  • I just prestige whichever character I like, right now, even if it means loosing 30+ flans. In the end, I will always end up with around 50 flans on level 50, so I can use this time to be rather productive? I changed my mindset, though: now I am not doing it just to get this dumb icon, I am doing it to unlock as many perks for all my killers, once the new update goes live, and to get as many bloody cosmetics for as many killers as I care for, so that I am not forced to prestige to P6 with everyone. Occasionally I will throw 500k or so at my Pyramid Head, who is the one killer who is P3 and has every perk unlocked, just to stockpile flan on him.

  • @Aquitus said:

    when hex undying was first released it was OP. we all know that

    boon totems are hex undying for survivors with 2 massive buffs

    1: the totems arent destroyed therefor boon usage can be infinite

    2: their is no 'source totem' since boons are a base-game mechanic so no possibility to end it early

    now with the shattered hope perk those buffs are changed to

    1: reduce killer perk slots by 1

    2: their is no 'source totem' since boons are a base-game mechanic so no possibility to end it early

    killers already need to balance alot to play the game and totem juggling is a nerf to their time management and map pressure. a bandaid fix like this isnt enough and i still have no intention of coming back to the game just to suffer through finding and breaking 5 totems over the course of the game while survivors have free access to gens and im down a perk slot.

    it took behavior 5 years to fix DS so i dont have high hopes that they will actually solve the problem any time soon

    If its your only Hex-related perk, give shattered hope the Counterforce treatment and light up the farthest totem once you snuff a boon, but without a timer. If you end up in that direction, you can now stomp that totem and the next one lights up.

  • Petition to BHVR: implement these changes, delete Kindred and rename Camaraderie "Cameron's Salvation".

  • Just delete the "Hex" part and I might run it now and then as a regular regression perk that closes down once it has done its due.

  • @ich_häng_mal_rum said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022764#Comment_3022764

    I feel often bad for killers, which are clearly not on the same level and give them a down or a kill and on the other side some killer give me the hatch. I think on both roles are good, nice, friendly but tryharding and bullying players to. Surely toxiness is more visible on survivor side, you see every match four of them and just one killer. I find killermatches more stressful too.

    But the point which I want make is that these scenarios where one side dominate so hard are in my opinion mostly matches, where the matchmaking doesn‘t work well.

    Maybe both roles have to accept that it’s okay to loose matches and give the mmr the chance to adjust.

    Its definitely ok to lose a few matches, but just to talk in absolute numbers: in my 1k hours of dbd I have been offered countless hatches, been granted countless mercies by crouching and laying low my items, but only 6 mercy kills. Its just such an alien concept for most survivors that the killer is just another player, and if you are winning, it ain't necessary to utterly stomp them into the ground, not even getting them one successful hook of, yet you see this all the time.

    Both side have their very fair share of toxic players and participants, but the toxicity in the survivors camp is often of a very different quality. I don't doubt you that you might give the killer the occasional down or even kill, but that is very much the exeption, the norm is that the killer has to show you some kind of mercy if they are dominating. If you can do a 4k, its quite universally accepted that you can at least expect that the killer might give you the hatch. Not ONCE has a team, that utterly dominated me, said "you know what? Leave that killer his 1k, we won't swarm the hook and go for the save".

    Contrast this behavior with your claim in your original post, again and think, if the ball really is in the killers field? It definitely ain't 50% of the time.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022034#Comment_3022034

    this

    I am guessing most people weren't around back then, I ran enduring back then. The fact the increase was tied to Enduring and then they made Enduring no longer affect that particular stun, it is time to revert it back to 3.

    I guess a lot of people didn't know that, thanks for the input! I just thought "pfff ... if I want to tunnel some rude person out of the game, I will happily eat a 5s stun ... moreso 3s. So what about people who wanna tunnel everyone?"

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022392#Comment_3022392

    Hell I do even think 32m permanent aura reading is OP even with requirement of two perk slot and a hooked survivor.

    It is indeed! But somehow no one seems to be catching up to it, because Kindred is too much a "trainingwheel perk" and not worth a valuable meta slot.

  • @fulltonon said:

    one open handed and basically 100% wallhacks as long as someone is hooked, very interesting.

    ..oh apparently only survivor auras are basekit, then it's no different from what it is for now I guess.

    I always vote for "Amandas Letter" being basekit for Pig. It would help make her stand out and allows for so many scummy, little jumpscares, while also helping her mindgaming the darn ambush attacks.

  • @dugman said:

    There’s nothing wrong in principle with a Hex having a time limit. For instance, imagine a Hex that makes all survivors Exposed for the first 90 seconds of play (or until the Hex is found). It would almost certainly land you one to three instant downs before it ended which is worth a perk slot, even though it has a time limit and can also be destroyed early.

    The new Ruin is probably a bit weak overall, but generally speaking a Hex having a time limit would be fine if its effect was strong enough to make it still worth using.

    First, I think the change with ruin turning off after the first kill is quite ok. I had a couple of games were I was actively looking for ruin the whole game and just couldn't find it, and once one survivor went down, it was basically gg because we couldn't stay on gens long enough to finish them; so that part it kinda fair.

    I am less happy with the massive reduction in ruins numbers, I know, they want to shake it up, but 100% regression just doesn't cut it for a Hex perk that could be gone 20s into the match AND now has a timer.

    I would prefer it if Hex Totems would basekit spawn in 1min into the match, while already affecting the game. This way they could very well spawn all over the map, a killer would get a guranteed effect, and if the survivors somehow cleansed or booned all totems before the 1min mark, they effectively disabled the killers hexes. This way its always up to the survivors if they ignore bones, do bones, boon or cleanse for Inner Healing/Overzealous, and still there is much more going on then currently.

  • @DrDeepwound said:

    Haven't taken it off yet, but have had it on my BUbba since day 1 release Sept 14, 2017

    The only perk I ever considered getting tattooed, still might

    Ngl, thats kinda cute. What what else should I expect from you?

  • @dugman said:

    I’m actually going to be curious to see if there’s an uptick in people using Inner Strength plus Overzealous. Basically they can cleanse a totem and get quick healing plus a nice gen speed boost all in one go. It’s also faster healing than CoH and not subject to the new killer perk which destroys Boons.

    Self Care will see less use, but I suspect some people will still use it, there’s definitely people who value being able to heal anywhere any time they want with no restrictions, even if the healing is slow.

    This! I was always an avid Inner Healing user (partly because the Killer main in me wanted to spite all the CoH users a bit), and I wanted to combo it with Overzealous. The way Overzealous works it will compete with all those Mikaelas trying to set up boons, especially if you get later hit, so I see this as an absolute net win.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022895#Comment_3022895

    New players are under the illusion killer is the power role. They get to play as a horror icon so they buy the game. Then they get looped all game, get told gg ez you suck, then they become survivor mains.

    https://forum.deadbydaylight.com/en/discussion/comment/3022920#Comment_3022920

    They would have to overhaul how mmr is scored. They stated it's based on kills and escapes. There's numerous threads about how bad that system is. A survivor looped the killer a lot, rescued people, did 2 gens, gets caught by noed and mmr goes down. Someone hides all game, gets the hatch and mmr goes up?

    Indeed, thats not a good system. But I still fail to grasp why people would WANT to raise their MMR? I know that this is a side question of the problem, but people always say "hur dur I looped them for 3 gens, rescued 2 and still my MMR goes down because I died on the hook", so whats the problem here? A bad killers MMR got boosted, yours got reduced, but that killer won't have fun during the follow up matches if he keeps up that attitude. You on the other hand...

  • @EvilJoshy said:

    I have a feeling mmr will not factor at all. The game will see "we need a killer" and grab the first one available. We'll just get bonus BP for our suffering.

    If I remember correctly, they stated somewhere in the dev update that this "role incentive system" will be dynamic, ie taking your MMR into account in order to fill the MMR bracket holes that are the widest at that moment.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/330603/the-pre-game-lobby-is-the-cause-of-many-matchmaking-issues

    Eh...

    On one hand, yes. I already dodge 'ready' lobbies, as these tend to either be full 4man SWFs, backfilled lobbies or backfilled 4man SWF lobbies. Too many bad, bad experiences where I'm put up against a SWF with over 10k hours between them who bring 3x further hook offerings and a map offering rather than flans.

    On the other hand, nothing is going to make me play out a game with a 4man with names like 'usuckuninstall' 'toxicsmurf3' 'imakenubsquit' 'urbadlol'.

    Pretty much this here! But, dodging lobbies is indeed not good for the community as you are basically throwing the next killer, whos MMR and skill level is most likely severely underprepared to the lobby even you dodged, in front of the wolves.

    Its proven to be more effective to start the match, and then during the loading screen when the offerings are burned to just close the game. Sure, this will take a minute or two, till you are in a new game, but it will also yeet everyone out and no backfilling will happen. This is scummy in its own way, ngl, but I have been bullied into oblivion way too often in order to care for the fun I denied a bully squad. I probably punished a few cool people this way, but I bet money on it that I was more often right then wrong with my gutfeeling.

  • @JawsIsTheNextKiller said:

    The dev update says that the incentives are based on our matchmaking ratings so one person might get a different incentice to another. But my killers are vastly different to eachother. The MMR might say, "hey you are quite bad at Dredge, and we need some bad killers right now." But then what if I play Nurse? Who I am really, really, really bad with?

    AFAIK the MMR system takes 80% of your best killer and slaps that as a baseline on your worst killer, because they figure that you know the basics about killer gameplay and won't magically turn into a potatoe, even though you might not know the new killers mechanics. To an extent thats okay-ish, but of course this system got its own slew of problems.

    Well, it is what it is, and it will be nice to be able to verse bots in the future, just to goof around, try the powers and walk around the maps unstressed.


  • @Hannacia said:

    https://forum.deadbydaylight.com/en/discussion/comment/3019485#Comment_3019485

    I mean the new thana will be ok and the overcharge but im mostly worried about the survivors healing buffs. That botany will bring old CoH healers back again. Hit and Run is even more dead now which is very important to some killers.

    The new endurance effect skills seems really busted ( off the record) with that skill we will never kill anyone in the end game. Borrowed time + the basekit together make it really strong at the end game.

    They noticed that killers have been struggling and they make it easier for the survivors to heal + do gens + escape.. I'm not sure the buffs killers gets to base like 2.5% kicking and 10% faster kicking stuff down is going to help slower M1 killers that much

    DH seems really broken still if anything might be stronger. I guess PT will tell but i do hope i dont see 2 second healers coming back again with botany + medkits +CoH

    At the same time you got Overzealous, which incentivises survivors do actually cleanse totems, probably multiple times during a trial, so that they can get their gen repair speed buff. This makes using boons a bit harder and might make survivors content for totems ... or the community will not adopt Overzealous and things will move on normaly, but at least there is the chance of that happening.

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