Akumakaji
Akumakaji
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@gammatsunami said:
it sucks because no one trusts billy
I wish i could talk to the survivors
Why does it have to be in a single match !?
Actually thats how I did it. You need to appear friendly and just be there to farm.. and then you need to be quick and bodyblock one of them and chainsaw one of them and let them see that you got the meme add-on equipped. Once you chainsaw the one who heals up the first one and no one gets down or hooked or something, most survivors will relax and let you chainsaw them a bit more. But that initial step ... that needs to be forced down their throats. Only then friendship can bloom.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2824317#Comment_2824317
I suck at aiming with Huntress. With some of her Tomes to make it easier I tried to show survivors I didn’t want to kill. Even when they were one step away from leaving the exit they would still dodge my throws. I’m like why are they so scared of being hit even in that situation. Got lucky once. Had an AFK player and another realised this. I would throw axes at the AFK player and let the other one heal them up.
I am quite bad with Huntress, not the worst, but I can't hit 2/3 of my shots. I got my "hit 15 hatchets in one trial" challenge done by slugging a survivor and farming hits by the guys who came for the pickup. That poor survivor spend most of their time on the ground, getting a hatchet to the face once they got picked up, but I got it eventually done.
The other ones, ie hit survivors 15m away, I cheesed by hooking one and then standing far away and just camping/not camping and just throwing hatchets at the unhookers. It still ain`t easy, but its doable. I guess not enough people know about this challenges, or they would realize that this can't be a serious strategy, but eh, eventually I got it.
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@MonsterInMyMind said:
So I was playing Freddy and randomly outta no where my game went into the loading screen style thing and pushed me back to the main screen saying "Network connection required to play" meanwhile my internet never went down. I load back into the game and receive a 5 minute penalty. Something feels very fishy about this situation.
Interesting. While you posted this I just wrote my own little angry piece about error code 8012. Had one of the best games in recent memory ... ruined :V
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@nixtunes said:
https://forum.deadbydaylight.com/en/discussion/comment/2822994#Comment_2822994
This isn't a single player game. You can't solo carry the whole team, regardless of skill. If I run for ages but no gens get done, that's not carrying. If I run for ages but get left to die on first hook, that's not carrying either.
Indulge me. Explain how you would go about carrying while you're chilling on the hook for the full 2 minutes till death?
I want to say something snarky like "lul git gud" or "do bones", but dayum ... what you describe is truly MMR Hell!! There is just no escape. You are trapped!!! :V
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@not_Queef said:
https://www.youtube.com/watch?v=1vKh2EnGYvA
Still better than playing against Legion, though.
Lol, what ya gotta say to that? Well I know what: the first half had awesome music, but the latter half was hella depressing.
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@Junylar said:
DS is a bully perk. Not many killers like to be bullied.
Thats the thing: nearly everything that protects new and innocent players can be used to protect the bullies even more, so that they can bully some poor killer extra hard without fear of any repercussions. Its just the nature of things :<
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I always forget how bad some of Billy`s add-ons are. Like the black grease for his eyes. Or I was looking at his gloves, because I couldn't remember what they did, and I was like "wuuut?! Thats awesome! ... wait a minute! Ahhhh, they are total crap!".
Why are so many of his add-ons dependant of his overheating? Yikes. Give this good boi a pass! (and Pyramid Head, please *puppy eyes*)
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Dayum. That Billy challenge will be a pain in the behind :D Oh well, lets Rip em Up!
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@herbaljellyfish said:
https://forum.deadbydaylight.com/en/discussion/comment/2822681#Comment_2822681
Yet killers who get outplayed and want a 4k every game aren't entitled at all. I get it, survivor bad, killer good.
"Do bones, lol" - "But, but, but muh ruin"
"Look at this survivor looping me. Such braindead gameplay. It's definitely not that I'm being outplayed. I get 0 kills every single game and never win a chase so it couldn't possible be that looping requires skill and some survivors are just significantly better than others, no way"
"Camping and tunneling are legit strategies, so how dare survivors use legit strategies and perks like DS and BT to counter"
"Flashlights are broken. Survivors should not be able to use a limited resource and perfect timing to free their teammate"
Everything a survivor does is either braindead, toxic or OP. You can spend 5 minutes on this forum and conclude that Killers hate survivors and you would easily get the impression that playing survivor is the easiest thing in the world. But sure, when someone says they've played "x" amount of hours as a killer and has reached "x" conclusion, they've "clearly never played killer before lol" or "bait post", but when a killer says they've played "x" amount of hours as survivor and it's just SOOOOOO EZZZZZ, it was etched in the ######### commandments and is religious law.
Honestly this is one of the most toxic communities of any game I've ever seen. Absolutely nobody can have an opinion about anything and it's disgusting. Nobody just playing the game and having an opinion on a topic is entitled. However, coming on a forum where people can express their opinions and calling them entitled for having an opinion is EXTREMELY entitled. Nobody's opinion is objectively correct. That's why they are opinions.
Thats pretty spot on, fam! But being a survivor main I doubt pretty much anything you say, so uhm, do bones?
Jokes aside, I think some of the problems stem from the rather long time that the game is active and evolving. Certain mechanics were once designed with whatever in mind, and after a year or two, when everything is well established, they throw a perk out there that totally turns that mechanic on its head and everyone goes bonkers about it. After a few weeks of raging about the new stuff most people settle back to their tried and true meta build, while some people always pack the new toys, because thats their jam, and so the effectivenes of every mechanic in the game can varry wildely from game to game, depending if someone has the counter perk to it.
CoH is the newest offender and shook the whole hin&run meta through. Now its sorta a new meta perk, but the underlying mechanics are old as the game itself. Dead Man Switch/Dead Lock can have a similar effect with certain killers. The demand for new stuff means that we get at least 3 new perks for each side four times a year, and the whole system, no matter how robust it is, has to carry this weight of countless combinations.
The new perks also are a sort of arms race. Your side has this thing that the other hate and eventually they get a perk to counter it. No your side wines to no end until they get some toys to counter the other side. "Ha, this pistol is great. Pew. Pew" "Ha, this armor is great, the pistol cant get through! Charge!" and eventually both sides are just chucking bombs at each other and complain about "where are the good old times of honest fun? These days everyone is just bringing bombs to the table!"
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Still, free BP are free BP, and I'm happy for her. Show some positivety and empathy, peeps :> Rejoice!!
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/2823280#Comment_2823280
As a team, we only completed 2 generators. I did 1 all by myself, and co-op the 2nd. I also unhooked two people, and healed like 3 people.
But the killer struggled to find me.
Interesting that you share the same animosity. What is an "immersed gen-jockey" ? You expect me to sit on generator, let you see me, and then go on a chase every time?
No, I don't guess anyone expects that. But sometimes you got this matches were everyone is quite adept at this playstyle. They immerse themselves the moment they here your terror radius approaching and you often don't even see scratch marks. Gen after gen gets done without seeing any survivor, without having any chases, and around gen 3 done I just stand in a corner and let them do their stuff, because obviously they aren't interested in chases.
There is a sweet spot for everything. Normally you don't have four survivors stealthing it out, so this is very rarely a problem. You often have the case were one or two survivors are very good at hiding, but eh, just leave them and try to find some easier prey. Its the same with flashlights: one is normal and easy to deal with, four means that the survivors are probably a bully squad having something nasty planned it that lobby ain't worth your effort. One toolbox with brand new parts is nothing special, four though lead to a game that I still remember, with gens flying so fast that it was dazzling.
All this are valid game styles, but overdoing one thing might not be everyones cup of tea. That being said, its one thing to get somewhat worked up about some tactic in the game and then angrily camp that person to death "to show 'em!!!11" *shakes fist at the sky* and a totally different thing to actually pull off something scummy like this here.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2822642#Comment_2822642
Tunneling-off-hook-till-dead is of course something most killers are going to do. You complain about gen speeds on the Killer side, yet you have 22 different gen slowdown perks. 4 of them I would consider as trash, but 18 are definitely usable. That's 3080 different combination of ways you can slow down gens. Not to mention that Hex: Ruin can literally win games by itself.
However as survivor, there is only 1 single perk that counters tunneling-off-hook-till-dead. If you don't have the perk, you can't even play the game if a killer decides to tunnel-off-hook-till-dead. I don't think that tunneling-off-hook-till-dead should be removed, but my god, give survivors some way to counter it base-kit. Not something that is behind a pay-wall and is only available if you happen to take the perk.
As a killer, I can take a survivor to a dead zone, wait for another survivor to unhook them, then immediately down them again because the survivor is absolutely defenseless, unless they are running DS. It's not even a game at that point.
Sorry for being a bit negative here, but this just sounds as theory-crafting of a person who never played the game. Not accusing you of that, but your whole comment reaks of just that: theory-crafting. You absolutely fail to mention the other perks you got at your disposal, if borrowed time, which is a staple in many survivors builds, or kindred, which many SWFs disregard as a soloQ perk. But I bet you haven't used in a very long time, kindred provides nearly flawless info on the killer, when he leaves the hook, in which direction, or where exactly he is at a given loop around a hook. But of course, kindred isn't as fancy as a lot of other stuff.
I don't consider DS a no-brainer or auto include perk. Its another second chance, and one that helps a lot when the killer actually tries to tunnel you, but I would much more run kindred and/or BT.
But I am STILL confused why we are both duking it out. Did I say anywhere that DS needs to be nerfed? And if offing a survivor in a dead zone was that easy, you would see a lot more high MMR games that ended with a 2k then a 4E.
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@scenekiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2822654#Comment_2822654
I've been playing solo survivor for almost 3k hours. It is undoubtedly the "worst" experience in DBD, and a team full of solo queues IS almost always thrashed. It's the whole reason good solo players go on to create SWFs.
I am sorry for that. I am having a lot of fun with my soloQ survivor experience. Sure, I get the occasional camper or mean Bubba, but that really nice guy up there, to whom I responded, claimed that "Solo players will never escape a trial unless it's the killers first game". NEVER is a very strong word, and when I mentioned that people like to "exaggerate EVERYTHING", I got shot down. So, is NEVER now the truth, or is it exaggerated and blown out of proportions? It can't be both :)
@ThanksForDaily said:
https://forum.deadbydaylight.com/en/discussion/comment/2822654#Comment_2822654
I thought so. Another proof that killer mains with no friends are locked up inside their own box. And they threw away the key.
This one made me chuckel, but fam, are you ok? Do you wanna talk? I might be a 70/30 killer main, but I might be more sympathetic to your plight then you think, so just spill the beans :)
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@[Deleted User] said:
If I had to guess, it's because this perk alone maintains a balanced kill rate at lower ranks. That's pure speculation though.
After reading through all this, I think that NOED should be implemented into every of my build and that NOED actually should be baseline.
These days a lot of survivors get super cheeky once all gens are popped and you can do nearly nothing to prevent a well coordinated escape. And I know that most survivors ignore totems, so yeah, maybe I will give NOED another go.
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Playing survivor and looping decently isnt't braindead, but needs to develop its own skill set :) (btw, I never said that, but you read that sooo often on this forums).
Using DH properly is also something that isn't as braindead as many killer-only-mains make it seem, even though it still is the most powerful perk available to survivors and I made it a matter of pride to not use it. Not using DH, but relying on some other exhaustion perk really helps you to grow as a survivor and git gud much faster, because DH still can cover for a lot of mistakes.
Also, keys ... what a keys? Getting the hatch challenge from tome 2 is a nightmare for me :D I wasn't around during the time when keys were OP, and I have seen a few videos of that time, but nowadays keys are a joke. If you ever see a survivor running keys in the lobby, just let them be and close the hatch for them. That extra kill won't be that important, but the hatch challenge is soo dumb.
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@Bennett_They1Them said:
I really think DBD needs a casual Q and a competitive Q.
no extra coding needed, really. they'd still be the same game.
the only difference in either Q would be player expectations.
in comp, you'd expect everyone to bring their A-game.
whereas in casual, people wouldn't need to sweat as much.
They don't want to do this, because it would fracture their player base even more; they said so on multiple streams and occasions.
But I think that you are right and that it could work if you just give a big enougn incentive to play comp Q. Like now with the grade system a lot of people will want to get that juicy 2 million BP at the 13th, thats already something. And you could throw in some shards, like something really minor like 3 shards every game, because some people would want to farm shards. And lastly, some cosmetics would also go a long way to get people interested. If the rift only leveled with comp Q and there were a few more colors of the normal costumes in it, yeah, I could see a lot more people playing it, but STILL getting the option to chillax with the casual Q if they feel like it.
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@ThanksForDaily said:
And killers demanding more buffs, more slowdowns and more survivor nerfs.
Even a killer few hours can destroy a mid to low SBMM solo team. Solo players will never escape a trial unless it's the killers first game.
What a load of crap. When I play survivors I only play soloQ, because I got no DBD friends, and I escape more trials then not, often getting some daring escapes and rescues into the mix.
People on this forums exaggerate EVERYTHING.
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@The_C12H15NO2 said:
So I finally hit rock bottom survivor MMR it seems. I play very altruistic in solo q. I try to get my team out even though it means I usually don't get out. At first when the new MMR rolled out, i didn't notice an impact. My solo q teammates still played well. But the past few weeks, nope. B/c i die more often than not now I get matched with new players. Last night the final few matches i played had brand new players in the game. They were too afraid of the terror radius so they hid all game while I was chased and 1-hooked. Not even camped.
I get it, new players do this. I did the same when i was new. But that was in the old system. I was paired with other new players. It made more sense.
How can the devs think this is a good match making system? I have over 2k hours in the game. There is no reason I should be paired up with other players with almost no time in game. While I do want to escape, it was never the win condition for me. Escaping still isn't my win condition. But the quality of this match making I'm in now is horrible.
So now i'm faced with a choice; continue with my playstyle of being a team player & get 1-hooked each match while i watch my teammates hide or play for myself and forget my team. Bring a hatch perk each game with a key to make sure i get that hatch escape. Team be damned. Easy choice really. Bye bye altruism
Wow, my sympathies. But this is also a unique opportunity. You could be this high leveled character that roams the starter regions of an RPG and who helps the newbies out. Just like a saint some new players get matched with you and, just like magic, you can loop the killer for ages, help them out, show them how to unhook or hide a bit, but then you die and go off to help the next bunch of scared noobs.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2821866#Comment_2821866
Decisive Strike is meta aka "most effective tactic available" against tunneling-off-hook-till-dead. In fact, it is the only tactic survivors have available against tactic that every Killer has available to them.
If you take it away, survivors are completely helpless against tunneling-off-hook-till-dead.
Think about that, survivors literally have to pay for Laurie Strode to have a counter against a tactic every single killer can do right out of the gate.
Don't you think it's a bit selfish to ask for DS to be nerfed, when the only way to get hit by it is if you are tunneling. And it's selfish to ask for it to be nerfed because it's the only counter to tunneling-off-hook-till-dead and it's not even that effective for that. I would feel ashamed.
I am a bit confused. Are you criticizing me for not asking to nerf DS, but actually saying from the killers perspective that its fine, or are you just musing and throwing your own thoughts into the room?
I literally said that DS strength in the EGC is the only somewhat valid corner case where it might be a bit too strong, and I still think its ok, because why not?
And DS has been literally in the shrine just a month ago, on January the 19th, so it was widely available to most of the community and new players all across the board. But I also said that getting hit by DS might incentivise the killer to go for a full tunnel kill, because there is now literally nothing protecting the player anymore.
Todays strong healing and gen-speed meta has a lot of killers with their back against the wall. If you play nice and fair you get often no chance to generate any kind of pressure, and one of the last ways to do so IS tunneling. Not only is a 3v1 often needed to get some breathing room, starting to tunneling one player out also often leads to overtly altruistic play of others and with some luck you will have two survivors trying to bodyblock and protect their mate on death hook, instead of doing gens.
Its a sad reality, but it can't be changed at the moment. And on the same note, if BHVR takes away camping and tunneling from the killers, many will have literally NOTHING left to play around strong survivors and multiple second chance perks. This situation must be handled with care and and BHVR shouldn't use the stick, in this case, but the carrot, not punishing killers for camping and tunneling, but giving them some baseline rewards for not doing so.
I think a system like Devour Hope, but with heal and gen repair speed debuffs could do the trick. The killer gets more stacks of this baseline ability each time he runs away from a hooked survivor, and on the other hand all survivors get a chance to actually play the game.
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This one got me wondering, too 🤪
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2821537#Comment_2821537
That is the easy part. The hard part is figuring out where that rodent spawned.
Oh, you are back to your old self! Nice :)
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@NemmyMan3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2821871#Comment_2821871
Yea, I rarely get the map and when i did it wasnt as bad but the most recent match was hell, I was at the point of just letting them fix gens and opening the gate for them.
Actually, I also throw a fair amount of games there. I can take a few pallets to the face but not thirty something. So if the survivors are halfway decent I sometimes just stand in a corner and watch some YouTube. On this map I got no shame.
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Its one of the most complained maps; at least from the killer side, obvious very little survivors object ^^
The map is often called the "pallet destroying simulator" or joked that it ain't a meat packing plant, but a pallet factory. I never sweat games there, anymore, because it ain't worth the effort.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2821808#Comment_2821808
I still see a good amount of ppl who are mentioning it or complaining about DS. Often you see arguments like "Typical survivor using DS, DH, BT". You can argue that DH and BT can be pretty strong at certaign situations but I dont have any problem with Ds, especially after the nerf that its getting disabled after you touch a gen (still one of the best changes BHVR has ever done imo)
I think it gets mentioned in this kind of situations, because it still is a meta perk that usually gets picked together with the others, especially DH.
DS really isn't that bad, eating a random DS 58s after downing someone is actually one of the best situations for the killer, trading 5s of inactivity for nearly minute of a survivors time. The only complaint about DS that you regularly get is during the EGC, where it basically is a free get-away card. Most of the time you can't prevent either the unhooking, nor pick up the survivor with DS, its a lose/lose situation and that sucks, but its a real corner case. I mean, just because DS is sorta advised as the anti-tunnel perk, its not wrong per se that it got this extra strength in the end game.
A lot of perks have unforseen combos or effects besides their obvious usage, and if we would cry for patching each one of those out the game would be much more boring. BUT OP is right: if I eat an early DS because someone did a super cheeky, unsave unhooking in my face, I might go the whole mile and get that survivor out of the game, its sorta free pressure.
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I liked Hawkins and miss some of its unique features.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2820954#Comment_2820954
Omg omg hey hi yes I'm here
Okay so:
You want to commit to the chase. Especially at the start of the game, your power means as soon as you're in range they're essentially downed so it's just a matter of holding w too (at which point you will never want to use your power to catch up quicker). Get them on a hook, and begin to swing momentum until you hit your Pressure Point of No Return.
Some maps you're just screwed, like Saloon or RPD or Badham, where holding W is even more effective because of spots you can't use your power, but others you've got lots of places to use it and get downs so he's absolutely map dependent.
Leaving them means they can heal up with COH and you'll never get any map pressure; you want to build this pressure as soon as is physically possible.
Don't be afraid to M1 either. Being overly reliant on your power makes for fun games but is a terrible way to win- go for out of animation lock shots and regular zoning, look at how each survivor plays and adapt yourself accordingly. If they dodge a lot expecting through the wall POTD, then zone them. If they keep running then predict and hit them.
Now, as for your perks- Pain Resonance as PH is terrible. It's trash tier. It's hot garbage. It's genuinely awful.
You want minimal downtime to maximise time you can spend travelling the map and chasing survivors (though if they loop chases shouldn't last more than 20 second each if you're playing to win). Any Scourge Hook perk makes you want to spend more time carrying, meaning you have greater downtime which in turn will mess up your potential for momentum. Personally, I'd suggest either Corrupt + Pop or Ruin + Undying, with Infectious Fright and I'm All Ears to back these up. BBQ over Infectious for most games because Bloodpoints but again, if you're playing to win, then Infectious all the way. IMO Corrupt + Pop is a lot more consistent, but Ruin + Undying feels better because you don't have to kick gens and can just go chase to chase to chase, again removing a lot of downtime.
As for him not having much comeback, absolutely not! His torment is one of the best for accelerating hook states or eliminating a survivor and the very threat of this will make survivors play more carefully, effectively allowing for later games to be a lot better. Corrupt can help in forcing a 3 gen if you have it. Remember that the game isn't over and you always have a chance to return until the very last gen pops (and even then you can still secure kills). PH can make unhooking with you nearby ultra unsafe because of the ability to hit multiple people.
Now, how to get better. The first thing you can do is practice practice practice. I've sunk over a thousand hours into exclusively him and I still make mistakes I warn others of doing (some because I don't care about the outcome of the game and others because I just make mistakes lol). I like to flick at loops, but this takes a lot of skill and prediction and sometimes I just mess it up- it's okay, you can't win them all.
I made a guide! I'm working on updating it now but it still contains a lot of very good tips I play by to this day. Here it ia:
Also, to give you an idea of the shots I mean, here's 3 and a half minutes of me using his power to mostly good effect over 4 different matches:
Hope this can help and if you need more tips or need me to expand on something just lmk!
Edit: let me just go off on why I think Corrupt is gorgeous on him. He has no mobility ability, and therefore will traverse the map slowly. Corrupt severely limits the initial patrol route to 4 gens over 7, so even if it takes you a minute to find someone that's a minute nobody has been on gens and you can be sure of this because the gens you didn't patrol were blocked by Corrupt, making progress on them impossible. It's so incredibly useful for his early game, but obviously if survivors do nothing but get hit and run towards the Corrupted gens then leave them to keep patrolling.
Also, if a survivor runs you to another who's on a gen that you can hit easily, switch targets. The injured person will spend time healing or running back to the gen when they realise you left them but you've also interrupted someone else (got regression on the gen if you're using Ruin) and bought yourself a few more valuable seconds. In DBD as killer every single second you spend in the trial is of vital importance and one wrong decision can cost you the match. It's important you gain as much time as you can to guard against this and play as efficiently as possible if you truly want to win.
But I play for fun so I obviously don't 4k every single trial and don't play efficiently, so if you ever watch gameplay where I'm not 100% serious on winning you'll probably spot plenty of errors lmfao
That was very beautiful to watch and soothing for the soul.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2820991#Comment_2820991
All I've seen was Otz using a mediocre build on a mediocre Killer on a really bad map. He used his Perks to his advantage and won because the Survivors made a mistake. Had they touched the gate earlier, they could've gotten out
Link or this didn't happen.
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@ThatOneDemoPlayer said:
Doing the objective as fast and as efficiently as possible was always the meta
Yeah, but people learned how to be more efficient with their time. When I started I often saw two or three survivors on one gen. If you found that gen you could throw everything into disorder, not to speak of the penalty you get for working together. Now survivors often split up. If one survivor gets your attention and no one comes for the immediate save, thats three gens already done.
The games were I don't tunnel are nearly always stacked against me, unless the MMR system throws some baby survivors at my feet. But against competent survivors you just can't keep up any pressure and defend your 3-gen against four healthy mischiefmakers. So tunnel one out quick and fast and often 1 or even 2 other survivors will try to protect the one on death hook, allowing you to get some free hits, while eventually turning the 4v1 into a 3v1.
The game lost its innocence; you can't no longer play it in the idealized manner, or you will just get stomped. Hard. So tunnel early and chillax the rest of the game at the old pace.
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@apathyinc said:
https://forum.deadbydaylight.com/en/discussion/comment/2820949#Comment_2820949
Thanks, that's great information, but this guy is only going to listen to a Dev's response, so I'm hoping they will acknowledge the same thing.
Well, tough luck waiting for a Dev to response here ^^ I guess they are busy with other stuff. You just can't always get an answer from the highest order, but here in the forums are a lot of knowledable people. This must suffice, I think, otherwise your dispute will never be settled.
Maybe you could ask @MandyTalk ? I guess she would probably just confirm what I said (I hope that I got nothing wrong :P) and she is one of the official spokesperson of BHVR on this forum. But she is no Dev, either. *shrugs*
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There is no "win" condition. We as a community have settled on 0-1K = survivor win, 2k = even match, 3-4k = Killer win, but this has no reflection in game mechanics or anything else. Of course it also feels good to have a 3 or 4k as the killer, better then a 2k, but you shouldn't strife for it every match unless you are willing to sweat the thickest of sweat droplets.
That being said, for the purpose of MMR a bleedout doesn't raise or lower your personal MMR, as well as having no effect on the survivors. Its essentially like a hatch escape, ie a zero sum game. The only events that let your MMR go up or down are individual kills (via hook or mori) or escapes, and the game counts every survivor as a seperate game, with the caveat that the first kill counts fully and subsequent kills factor in less and less, as a 4K becomes more likely the more survivors bite the bullet.
Lastly, some people seem to be a bit obsessed with their MMR score and how to raise it. Higher MMR doesnt make you cooler, as you can't show the number to other players and brag about it, higher MMR just means that you will get tougher games against tougher opponents. So don't feel bad that you didn't get a 3-4k a few games in a row.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2820891#Comment_2820891
Still not spaghetti code. 🤷♂️
and i have only seen it mentioned since Nurse was killswitched, but the actual implementation of the killswitch was some time ago. It was probably just an oversight.
My guess is that, thanks to the Spaghetty code, they can't just easily throw out Nurse, just kill switch the whole daily rituals. So just suck it up and keep the Nurse daily in your journal, as long as it stays there no new ones will spawn and you will only "lose" 30k BP.
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@WishIcouldmain said:
I’m sorry, but you are complaining about Up the Ante and Bite the Bullet?
I mean, this just proves that people complain about just anything!
I saw some video of a stream where two not-so-good chaps complained to no end about a Myers who was so sweaty and out of his frigging mind, because he played Bamboozle and Brutal Strength. Of all perks! ;D
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Its called MMR hell. You need to push through, no matte what. Down at the bottom of MMR hell all the survivors die on first hook to NOED using Wraith. But you got to endure. Once you won a few games you actually reach the pastures of "normal MMR", where things look much better. And the grass is more green on this side, too. :)
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@Tiufal said:
Cause Blight is the new "play a bullshit loadout to win easily" killer.
Yawn. Sorry... I just fell asleep reading that.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2820841#Comment_2820841
That… has has very likely nothing to do with spaghetti Code at all. It was probably just not thought about when implementing the killswitch feature for characters.
Everyday someone comments on this on this forum. I am pretty sure the devs knew from day one, but stuff is probably not THAT trivial, or they would do it.
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@Aneurysm said:
Anyway here's a funnier level of postgame salt. I think the pride charm gave it away...
https://us.v-cdn.net/6030815/uploads/V2MEFJIMHM8H/20220202015705-1.jpg
Here is another one. This one made me actually chuckle.
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@ChurchofPig said:
https://us.v-cdn.net/6030815/uploads/R43XYAJUQLD2/screenshot-28509-29.png
So I just logged into dbd for the first time on Playstation since friday night and this is peculiar. Why are we able to get rituals for killswitched killers? You can't play them and from the looks of it, we aren't sure when we'll be able to get Nurse back. Obviously I rerolled the ritual after discovering this, but why was I able to get a ritual for an unplayable killer in the first place? I think if a killer is killswitched, the rituals shouldn't be able to be obtained also.
Please repeat after me: Spaghetti. Code. Spa. Ghe. Ti. Code. Soaghetti Code.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2820718#Comment_2820718
Because not all survivors want to use 4 second chances. Why so aggressive?
Yet majority of them do...funny how that works huh?
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@Tiufal said:
The issue is most killer tend to run back to the hook immediately meaning even this 8 seconds arent fast enough to heal under the hook. Also its like 10s cause of the delay you have after unhooking a survivor. Thats why healing perks like this are basically never used anymore.
Easy: make "We will make it" heal at +200% speed and make the unhooked person wriggle free of the killers grasp +20%. That will teach them and get everyone slugged again :)
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@C3Tooth said:
So no one can use Coh.
https://us.v-cdn.net/6030815/uploads/S0BH5969XFLW/ethereal-megmika-watermark.jpg
Cute and funny, as ever :>
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@DoritoHead said:
As survivor I've made it my mission to do bones before
the registered hex offenderMikaela gets the chance to bless them.Or I just bless them myself if I'm running a boon.
Same. I sometimes load up my anti-bones loadup and get all 5 done by minute 2. I often trigger Haunted Grounds, but also cleanse a lot of Ruins that way and prevent the occasional NOED, so its worth the effort ^^
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One game lost because of a smol error that probably won't happen again.
Why rage about it? Rinse, repeat and off to a new trial with ya, fam.
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Nice observation. Yeah, Empathy is totally underrated. With a bit more empathy from both sides, less bullying and second chance stacking on the survivors, and less hard and aggressive tunneling from the start and at 5 gens, the game would be a much more pleasant experience for result involved.
If we all.... Oh... Ah... You are talking about the perk, not some philosophical concept, my bad.
Yeah, as I said, Empathy is totally underrated and few other perks give you map wide info on how the game is proceeding and where the action is. And more altruism, fueled by Empathy, can help the tunneled player stay longer in the game, while relieving the killer of gen pressure, with suddenly two survivors in a chase.
And you just turned a miserable situation into a win/win for everyone.
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The statement that survivor gameplay requires no skill is rather unfair and overtly simplistic. At its core, you need to learn and master many skills and techniques: how to loop, how the tilesets work, how the killers powers work, where the gen spawns are etc.
If you are good at the game and got all this down, you could play without perks and be pretty effective. And this is were the problems start: there is a second chance perk for most situations. With the right mix you got 3 second chances or pseude-extra health stats, on top of the fat self heals that CoH is providing nowadays.
Add to this the abundance of strong met kits and tools boxes that let gens fly by at astronomical speeds, and you double or tripple stacked the game against the killer.
High level survivor gameplay is far from brain dead, but you got so many crutches, second chances and strong helpers, on top of the general knowledge of how to do stuff in the most efficient and fast way, that survivors have a long time ago taken the power role from the killer.
And it doesn't help that many design choices are relics of the past. The supposed strongest killer perks are shoved into he Hex category, which marks them as prime targets and easily removed from the game by experienced survivors. A lot of killer perks can be removed or outright countered by survivor perks or items and the cumulative result of all this is that many killers lash out in the last option left to them: tunneling a survivor out asap.
This in itself solidifies the survivors POV that they need all this second chance perks, that they shouldn't play without them, as the killers are not playing fairly.
Its a vicious circle and one that can only be broken by some bold moves and redisigns on BHVRs side. Let's hope that they don't make true on their words and remove tunneling by hitting the killers with the stick, but by devising some other system, that's the carrot.
If you gave killers some baseline buff system like Devour Hope, that gave stacks of repair and heal slowdown, of killers moved away from the hook, then killers could play much more relaxed and how they used to.
Only time will tell how BHVR tackles this problem. But let's stay positive :)
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@DyingWish92 said:
https://forum.deadbydaylight.com/en/discussion/311552/please-this-is-out-of-hand
The biggest problem in this game is to many pallets, I don't know why this isn't talked about more. This is the primary cause of killers being unable to play the game until 3 or 4 gens are done. Against good survivors which there are a lot of now.
I tried a few times, even made topics about it. But I always got talked down and told that "pallets are already a limited resource and are fine" or even "the pallet count has gone down and down over the years and patches with just of small outlier. There were never fewer pallets in the game then now", yet I got the feeling that there is a pallet at every loop anx at every corner. You don't need Windows of Opportunity, just run at a random tileset and you will find a pallet there.
But well, run Enduring it really helps a lot.
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@Rivyn said:
She's disabled, why isn't her daily disabled as well? It's not like it can be completed right now.
Spaghetti code. Or they forgot to kill-switch it. One easy counter measure: keep one instance of her daily, as this will prevent it from appearing again. Yeah, you will lose one day of daily challenges, but you will never have to worry about nurse ones.
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@illusion said:
They think it's OK because there are no ramifications from it. Engaging with them just encourages them more. Being toxic back doesn't help, it just fuels more toxicity. Just move on and let them talk to themselves.
One amazing think I once heared is this: "hate breeds hate, revenge breeds revenge and the cycle just goes on. Being respectful and good to the people who wronged you is cliche and won't always change hearts. But if hearts change, this is how. People don't change from being scolded, and yet we always do it. Maybe ask them if their mom would be proud of them saying this things and if this is what they want to be. Most will laugh in your face, but if you give some people pause, this is the way."
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@Lawlichan said:
the twins are the most unique killer and they have the lowest pick rate and most survivors say they don't like playing against them, they released very buggy and still feel extremely sluggish to play as, such as having to wait 7 seconds to switch to Charlotte after you down someone and victor exploding even when you are not on top of a object
I think this is the biggest flaw in the twins design. Their concept is sorta "playing catch between two killers", but you can hardly do that if you have an aweful 7s long delay between your switches, which should be lightning fast, like Hags teleports.
Sadly many killers have this problem, ie cool power and idea in concept, but then the actuall usage of said power is clunky and feels like moving through molasses, probably to render it just uneffective enough that not too many survivors will complain about the power being "too strong and plain unfun to verse".
And the end result is that many killers are just M1 variations with a slight difference, and all this M1 killers fall by the roadside in higher MMR, because they ain't viable, so you mostly encounter the big 3. But calling for a nerf of them won't make the others suddenly better at fielding vs good survivors, it might just cut off a big chunk of killer players who don't see anything left in the game worth playing.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/2819585#Comment_2819585
You're absolutely right about the MMR and dodging. Basically the system has one good shot at creating a fair-ish lobby, but dodging and/or lengthy queue times apparently wreak it badly.
I am not saying a player shouldn't be able to dodge a lobby, that's another long convo entirely. But I wish most of us would remember what it currently does to the matchmaking when we do leave a lobby. Another one here suggests quiting the match on the loading screen instead of dodging, not a perfect solution at all but better than slipping out of 13 lobbies.
Thats true, but isn't this sort of victim shaming? "Oh, you smelled the SWF bully squad because of their matching names, the two tool boxes, one medkit and one flashlight/four flashlights setup, and you decided that this wouldnt be worth the stress, and because of your decision another killer, who is even less equipped to handle them, has to suffer. Shame on you!!!1"
This is tongue in cheek, if the one at the end didn't gave it away, btw, but with 15s queues vs 15min after 4am its no wonder that killers take the luxury of picking their fights; whats left is still enough of an uphill battle, no need to deal with obvious bully squads. And while closing the game during the loading screen is a more elegant way of handling it, that severely punishes the survivor group, maybe unjustly, this shouldn't be the solution to this games matchmaking problems.
The game has handled too much power to the survivors for far too long. While it is all nice and well that you want to balance around a 2K/2E, this sort of math somehow never takes into account the MASSIV discrepancy between the two sides gaming experience. While a SWF non-bully-squad can still have a lot of fun during a 4K, going for daring saves, some cool loops and just jolly joking around, the same 4K can be an absolute miserable experience for the killer.
We discussed the whole DH and CoH, sweaty DBD championship-esque high MMR routine, utter lack of fear from the killer etc. up and down the road, but at the end of the day, playing killer rarely feels good. Its nearly always an uphill battle, you are constantly stressed, and even if you do well you got a very high chance of being insulted and send death wishes. I honestly think that BHVR should, if they really, really are 100% convinced by their MMR system, should disable it for one weekend, or better a week, to show all those critical, vocal pushovers that its truly better WITH the new system, then with the old; that the supposed FAIR trials are more fun for everyone, and that all the fuzz was blown out of proportions.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/2819645#Comment_2819645
None of them is the same as NOED. Theyre supporting your game in full (DH, CoH) OR are band aid fixes to game flaws (BT, DS). There is no equal perk on survivor side that can save your ass after the game is basicly over.
DH and CoH can be build around a playing style, but especially DH is also a clutch perk. I can't count the amount of times when I looped a survivor for quite some time, injured them, got close to them when they finally make a mistake, only for them to DH away to safety, a new tileset, a new set of pallets and you are left with nothing. You haven't made any mistake, lost any mindgame, yet you are denied your payoff. Of course you coudl say "that WAS the mindgame. They wanted you to commit to the chase and then run off with the help of DH" and yeah, that was probably their game plan, but its a side effect of DH being so overtly strong, that you can greed so, so much more then you should be allowed to, and come up on top more often then not. Back in the days before hit validation it was kinda a coin toss, a 50/50 if this worked out, and this sorta balanced DH. Now that it works as intended nearly all the time you can see how much ahead of the competition it truly is.
Oh and regarding your last sentence: there is a survivor perk that can save your ass after the game is basically over, its called "Left Behind" and there is practically no counter play from the killers side, nothing that helps him to even the odds. Its just a flat increase of at least +30% win towards the survivors side :P But its not played too often, because there is no need to. Most games won't demand its usage, because the survivors already run circles around the killer, while t-bagging or clickety clicking, or the killer killed you off first. And of course, this is meant in jest, but DH is so much a clutch perk, and most survivors have integrated it so much into their playstyle that they can't see it anymore.
I make it a matter of pride to not touch DH and always play without. Yeah, I get caught in situations where I would have gotten out with the use of DH and probably die more often because of it, but I die with a clean conscience and a happy killer player.

