Avatar

Apple2o

Apple2o

About

Username
Apple2o
Joined
Visits
0
Last Active
—

Comments

  • Good lord. You can, and should be, dropping chases within 15-20 seconds if you know it's not going well. Chasing a strong player, in a strong position, is one of the easiest ways to lose the game as a killer. There should be almost no commitment to any single player. Treat everyone as objects.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008962#Comment_1008962

    Agreed. Stalkless Ghostface is a noob strat and after a while of trying it I learned that stalking as Ghostface is pretty easy and very rewarding. Is tru3 using stalkless Ghostface?

    I don't really follow him, because he is not on NA severs. I only follow people who I play against, and who beat me consistently.

    Pro vengeance is an underrated god. Stalkless M1 ghostface will beat noobs, sure, but what killer build doesn't?

    I have watched almost every major streamer who exists, and there is nobody I have seen who plays better.

  • I put it along with lithe, as a perk that is very situational. Dance with me will only work if you break line of sight, similar to lithe. Quick and quiet will work at every vault, or every pallet.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008944#Comment_1008944

    I doubt all GF players play him because of Tru3. I main GF myself and absolutely do not watch Tru3. His behavior is very unhealthy for the community imo and Otz is much more helpful.

    Stalkless ghostface is pointless. Wraith does the same job but better. Stalking as ghostface is optimal, assuming you are well familiar with the maps and good stalk angles.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008893#Comment_1008893

    Definitely not the best Perk, especially considering the mid-chase information you get can simply be deduced by just using your noggin. I'm only running it right now because of the Tru3face meta; once people realize that Tru3face is a garbage way to play the Killer or the devs do something like make Undetectable counter Spine Chill, I'll stop running the Perk.

    And when you hit a stealth killer? Or are on a map where the heartbeat doesn't really allow you to determine where the killer is (the game), and you will be petrified and unable to work on gens inside the terror radius? I stand by that spine chill is the best survivor perk in the game. You can avoid so many chases, or already be in a super strong position to be chased when the killer does find you.

  • @Demogordon_Ramsay said:

    I hardly ever use non-meta Perks. I think the only Perk I use that is slowly creeping its way into the meta is Spine Chill. Aside from that, I mostly use Babysitter, Stake Out, Inner Strength, Iron Will, and Any Means Necessary. I would use Fixated more, but I don't like that the walking speed bonus goes away while injured considering we live in a society where 95% of Killers run Sloppy Butcher.

    As for Killer, I hardly ever play without Shadowborn because it just feels so nice. Sometimes I'll go with MnA because 32-meter TR's are the worst thing yet created. Aside from that, I would rather run Tremors over BBQ and Corrupt over Ruin (even pre-nerf). I try to make a build that balances being competitive and trying to win with Perks that are actually fun and chill, so aside from those Perks, I usually use Surveillance, Brutal Strength, and Infectious Fright.

    Spine chill has always been the best perk in the game. It offers some of the best information, are you getting chased, should you be positioning at a pallet, or working on a gen? It boggles my mind that people call survivors noob for running it. Not to mention the vaulting speed it brings, saving you from dedicated server hits.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008867#Comment_1008867

    We aren't talking about against weaker players that play dumb.

    So when you hook someone and see all 3 survivors in front of you circling the hook that isn't a time a killer is forced to camp? You expect that killer to just act dumb and chase 1 guy while the others unhook for free and heal him up?

    "The only reason a killer is "forced to camp" is the endgame. At that point, you have honestly lost as the killer, and deserve to get hit with BT while you try and facecamp your 1 kill of the game."

    I get your logic that he deserves it anyway because he's already lost at that point. However, if we're gonna use that logic then you could also say hatch shouldn't be spawning at zero gens because at that point they lost, they don't deserve a chance at a free escape.

    Straw man argument. The hatch should spawn at 0 gens because you can slug for the 4k if you are that sweaty. The matchmaking is garbage for solo Q, and you will get literal rank 15's to face off against a rank 1-2 killer, usually running snowball perks.

    How do I get a gen done when there is a rank 15 getting 2 tapped, and camping every good pallet, while also feeding the killer pop?

    The hook tech is useless. I have people try it on me all the time, and the best answer is to stand there. 2 survivors off gens is enough pressure to win the game. Assuming you are downing people fast enough you don't lose 4 gens for 1 down, which a lot of killers do, but that is why they are bad. Bad killers don't know when to leave a chase. Good killers will leave a bad chase almost instantly.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008848#Comment_1008848

    BT is abusable in many situations including when the killer is forced to camp even if he doesn't want to. Not to mention its issues late game when the doors are open. Having a couple killers that situationally make BT ineffective is pretty irrelevant for talking about the perks strength.

    If a killer plays completely fair IE completely zero camping/tunneling he will lose the game unless the survivors are quite bad. Playing entirely "fair" against very competent rank 1's is how you lose the game. Perks like BT force you to play how survivors want you to play.

    The only reason a killer is "forced to camp" is the endgame. At that point, you have honestly lost as the killer, and deserve to get hit with BT while you try and facecamp your 1 kill of the game.

    I don't think camping or tunneling is an unfair strategy, because there are so many ways to counter it. But don't deny that it is a very easy one against weaker players.

  • @ReallyBigShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008637#Comment_1008637

    It's not dying; but it's also not getting bigger. It's stagnant.

    That being said it will likely die though, starting with the next update. Killers will become an endangered species, and without them, there is no game. Even more, DBD content creators are all praying for DBD to die so they can move over to another game without whining from their communities. They've all said it, multiple times.

    Cmon man. I 4k at red ranks so easily most of the time. It is so easy to rank up as a survivor, I can literally 2 tap purple ranks sometimes. You just need a well-built killer and a good strategy.

    Killer absolutely dunks on solo Q players currently. Survivors have been nerfed into oblivion. The last bastion of BS is the keys. But killers still have an overwhelming amount of BS characters and items to call upon.

    It is only a 4 man on comms,who are all really good at the game, where DBD becomes unbalanced, and that is a rare occasion.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008815#Comment_1008815

    I do think QnQ is highly underrated by most players but I would not put it even close to S tier.

    I do think Fixated is good as you've said, but I still think it could stand to be slightly better.

    I think BT being too good makes it cloud out a lot of other perks and make them look bad simply from it being over tuned.

    You will only get hit by borrowed time if you are camping. And killers like freddy? He ignores it unless you are hitting the clocks before you go for a save.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008815#Comment_1008815

    I do think QnQ is highly underrated by most players but I would not put it even close to S tier.

    I do think Fixated is good as you've said, but I still think it could stand to be slightly better.

    I think BT being too good makes it cloud out a lot of other perks and make them look bad simply from it being over tuned.

    There are only 2 perks in the game that will let me juke at short pallets. Iron will, and quick and quiet. I always combine them, to deny as much information from the killer as possible. Quick and quiet is useless without iron will, but godly with it. The locker jukes it opens up are a bonus.

  • @CosmicGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008812#Comment_1008812

    "How dare you?! You should be able to kill them all without no major issues. If you can't do it, you're just simply crying and are a baby survivor" - Average survivor

    Considering ruin usually only lasts a minute or two at red ranks, I don't see the reason for the outrage. Corrupt was always the far superior perk. Ruin is only there to stop 3 gens popping while you get your first down, and corrupt does the same job.

    Sure, some games it will spawn in a great location, but there's other games the survivors literally spawn on top of it. Corrupt was a far more consistent perk.

  • @Blueberry said:

    Some of them like QnQ and DWM just need their cooldowns reduced a tad and they'd be golden.

    Fixated is a perk I actually really like for the juke factor even though it isn't the best. Maybe remove the uninjured requirement, idk.

    Lightweight needs to reduce footstep sounds.

    Technician needs to simply make the generator completely quiet while you're working on it so the killer has to visually check it rather than a drive by. Could let you do some "stealth" gens per say.

    Calm Spirit needs to also remove sounds and movement from debris, like grass rustling and moving as you walk through it for example.

    Open Handed should also work on detection radius's like Spine Chill and Premonition.

    Poised should be zero sounds at all and scratch marks. It's quite situational so it needs to be stronger when it activates.

    Up The Ante needs to be improved by Luck simply doing more, it's near useless right now. Maybe Luck has a chance to give very easy great skill checks, block a failed skill check explosion etc. Maybe each percent of Luck increased these chances by 10%.

    Breakdown also removes your scratch marks and blood for the 6 second duration that you see the killers aura.

    Tenacity also work like a Kindred for slugging. While slugged all survivors see each others auras and if the killer is within a certain radius of you their aura is shown.

    There are many more, but lots of these are fun perks I'd like to use that are just too weak and could use some of these buffs. There's also a whole like this for killer perks as well.

    Quick and quiet is S tier if you know what you are doing with it. No other perk in the game lets you escape chases, or juke at unsafe pallets; except iron will.

    The problem with it is, if your team is weak, or the killer is facecamping, you will need something BT and deliverance to have any chance to save them.

    Fixated is probably one of the best stealth perks in the game. You are in a chase, uninjured, and then break LOS and hit a spot where there's 3-4 directions you could have gone? Boom, you have vanished.

  • @CosmicGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008637#Comment_1008637

    I personally didn't say the game is dying, but I believe its health will be affected in the long term because of the things I stated. I never said the game is gonna die because they nerfed ruin.

    Considering 90% of the threads are killers complaining about the ruin nerf, can you really blame me? I need a TL;DR for that wall of text.

    Balancing around new players makes more money. The hardcore vets are a very small percentage of the player base. That's the reason for these changes.

  • @LordGlint said:

    Only time I really find it annoying is when its used on me by a survivor I wasnt even chasing. I'll be running a survivor through shack or something, just to get blindsided. The idea that I should respect EVERY locker that a survivor runs past turns pretty silly when pretty much every jungle gym has a locker. If I make every turn super wide to avoid possible head-on stuns from a survivor in every locker...i'll never get anything accomplished.

    It is a far inferior perk to something like sprint burst or dead hard. You should honestly be happy they are running it over something else.

  • @Ultama160 said:

    I dont think ive ever seen it tactically used. Only ever for trolling

    It is a good way to get aggro onto yourself, if you are a strong looper. I only use it with a flashlight, because that means you can hop into lockers mid chase after blinding the killer at a pallet.

    I use a full locker build with it, because if you blind the killer mid-chase and hit a locker for 8 seconds, you will heal for inner strength.

    By the time they realize you are in a locker, you have healed, and can head-on them.

    It is also one of the best perks for getting out of the basement. You can stun them and run up the stairs scot-free.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007658#Comment_1007658

    Ah, looks like we have to agree to disagree here once more. I hated old DS with such a passion. It's true, you could juggle the obsession to the hook. But that wasted time, only worked if you downed a survivor near a hook, and if there wasn't some other survivor bodyblocking for them. Otherwise, you would just have to slug the Obsession and never hook them.

    And then there were the non obsession DS. Obviously you could avoid these DS if you got fast enough to a hook, but that wasn't in your control, and once again survivors body blocking almost guaranteed that they'd get their DS skill check. Again, a lot of time wasted for nothing.

    Now, you have counterplay. If a survivor has been unhooked recently, you just have to slug them. Either you wait long enough and then get them back on a hook, or they get picked up again and you down them later. Either way, after those 60 seconds you can reliably hook the survivors that run DS again. I find DS now to be so much more manageable and don't actually think it needs any nerf. Sure, there are rare situations where it does hurt my momentum that I can't just pick a survivor back up after downing them. But besides that I feel like that perk has become so much fairer for killer.

    You don't even know who has it these days. In the old times, you would always know the obsession at least had it. Juggling to a hook took an extra, what, 10-15 seconds? As opposed to 60 seconds of time wasted like now?

    And enduring literally countered it. There is no counter currently other than waiting the 60 seconds.

  • Keys are nowhere near as powerful as mori's, especially if it's just solo Q players using them.

    Mori's you can tunnel someone off at 5 gens left, instantly ending the game.

    Keys you need to do 3+ gens, find your teammates, communicate to them you even have a key, and then find the hatch before the killer finds you.

  • @kurgan8282 said:

    https://forum.deadbydaylight.com/en/discussion/121478/killer-is-getting-hilariously-unfair-and-unfun

    i agree, we all love this game.

    But the only way to keep the game alive is keep it challenging.

    If new kids complain, they will complain for a little while till they learn the game,like we did.

    The state in which dbd now is terrible ,games are unfun for both side (at least if u need a challenge to have fun), and I start to feel the interestest is going down.

    Sadly I am sure the way to get the game back is not what the devs are doing.

    We already lack good killers, they are abandoning it really fast.

    I keep on hope for a change of direction.

    Dying game.PNG

    Help DBD is dying, help help. My ruin is getting nerfed!

  • @ReallyBigShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007895#Comment_1007895

    Impossibru you say? Hmmm. I manage to do it just fine. I don't always survive, but I do manage to run pretty much every Freddy I go against for a couple of gens.

    I think what you mean is impossible for you.

    Yeah, it's nice if you have a strong map and none of the pallets have been used. But what about when you have a weak map, and you fall asleep just as the freddy is starting to chase you?

    Begin the snare spam. You can mash M2 as you walk and it will be super effective.

    Or alternatively, you can spam fake pallets as pallet freddy. It takes way less skill to do, but will get you some free downs just the same.

    Killer is hard, you gotta hit M2 to get some downs every now and then between instantly teleporting to gens with BBQ. I remember when you had to saw over to them with billy.

  • @Mc_Harty said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007889#Comment_1007889

    So try to outskill Freddies snares.

    You're a big one, I believe you can do it. Don't let me down now.

    It's impossible. You spam them as you walk, with no cast animation.

  • @Mc_Harty said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007882#Comment_1007882

    LUL a free hit for greedy survivors, sure. Sorry that your loops actually requires strategy to use now.

    Yeah, when survivors had 0 idea where you were or where you were coming from, it was really hard to land a hit. You must think spirit is a weak character as well.

    Try playing some survivor sometime, and come back and complain to me about balance. Looping in the majority of cases, requires outskilling the killer.

  • @Mc_Harty said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007873#Comment_1007873

    Old Freddy had only had stall and tracking for his power.

    I'll take a Freddy that's actually good in chases, thanks.

    Old freddy, with a pill bottle or the old paint brush, you had no idea where he was coming from. Pill bottle was almost like a free hit.

    "I will take my free hits with mindless snare/pallet freddy" thanks. omegalul. Stay bad my dude. Crutch on overpowered characters mutch?

  • @Eye66 said:

    You can have 2 gens done before the first person falls asleep

    Maybe if you built him poorly.

    @Mc_Harty said:

    Yeah lets just turn him back into a joke, that sounds fun enough for you?

    He was not even that bad before the rework. Pill bottle freddy was like a wraith on steroids. I almost miss the old class photo + old remember me because you could drag the endgame out for ages.

  • @Eye66 said:

    There is no such thing as an overpowered killer, learn to play instead of begging for nerfs

    Lel. Yeah, killers like hag have a 75% kill rate because the players using them are so talented. It's not like you just spam down traps at every pallet and collect your free hits. Killer main BTW.

  • @Eye66 said:

    Stay awake, rush gens. The game is so heavily in your favor with gen times I have zero sympathy.

    Even after his nerf, still probably one of the most overpowered characters in the game. Someone like Demogorgon has to take some thought and set portals, freddy? Nah, just teleport straight onto the gens and spam snares.

    I don't play him because I would probably get carpal tunnel. The best way to play him is to literally spam snares as you walk.

    Even if you are hitting the clocks to try and stay awake, you are probably going to be asleep half the game because it the passive sleep effect is so frequent.

  • @EZ5k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007704#Comment_1007704

    It's funny you mention IW as well, my surv build is SB/UE/BT/IW

    I do SB / Fixated / IW / Calm spirit if I am playing for myself. Or I do IW / BT / DS / Deliverance if I want to save my team.

    Deliverance / DS / BT let's me play very aggressively, and make up for my teams mistakes, like going into the basement. It is a one shot combo for the most part, but that's really all you need if you play well.

  • @EZ5k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007678#Comment_1007678

    Fair enough on STB, I only pull it out if I recognize a alt lemming swf team. Spirit Fury and Enduring I run to punish survivors who drop pallets earlier than they should or just in the nick of time. It has yet to fail me there, especially on Oni and Spirit, my two mains (Yeah, get that hate out on the Oni, because I know he's hot garbage rn lmao). I actually hadn't fully tested BE yet, so thanks for that heads up. NOED is in there just to ######### over lobbies who come in with 4 toolboxes thinking that they won't get dunked on in the end game altruist rush.

    I don't see why you would ever run spirit fury on spirit, who can basically ignore pallets, windows, and looping for the most part. She is similar to nurse.

    The only counter to her is iron will, and you can just put on stridor. It will take some getting used to the much louder sounds of non iron-will survivors.

    I will never play without iron will. It is simply too good to either lose a killer in a chase, or be able to hide when you are injured.

  • @EZ5k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007643#Comment_1007643

    SF+End+BE+NOED is hardly a greedy build, actually works out quite well when it cucks people who try to dead hard on the second chase. The problem is, again, map layout. A map can easily win you a match, or lose it if you dont play the Big Four. I do agree with you on the DS bit though, 5 second guaranteed stun with 60 seconds of slug immunity is incredibly strong in the current meta, as it's 20 meters which is almost always a guaranteed jungle gym or pallet loop.

    Save the best is very greedy. You are assuming you will be able to get 8 fast hits on the survivors, but really good survivors are going to make you fight for every single M1. It is only the potatoes who are going to just be giving out free hits for you to build the stacks easily.

    Spirit fury I don't like at all, I think bamboozle is a much better chase perk, and it only uses 1 slot. Half the time there are so many pallets on the map even with the spirit fury combo it won't even get you an instadown (it's trash on M1 killers by the way) because the next pallet is 3 feet away. Bamboozle will punish very good survivors because they will get greedy for extra loops, and trapped at loops where they assume they can pull out an extra vault.

    BE is assuming the survivors are running exhaustion perks, and that they are going to be injured when you are hooking someone. Which means you are quickly injuring and downing everyone, which is only going to happen to bad survivors, or on a really killer sided map. I don't run an exhaustion perk when I am playing for the team because there is no room for it.

    Any slowdown perk is greedy. The only non-greedy perks are chase perks and tracking perks, and NOED. But NOED is kind of a crutch so I don't really care to use it against non SWF.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007599#Comment_1007599

    I have to disagree here. DS was so overpowered before it's nerf, now it's much more manageable as killer. The healing nerf did quite a bit in my opinion. I haven't had even one game where survivors never decided to heal, and whenever they do, it now wastes more time than it did before. If they never ever heal, that means they are one shot the entire match, which is particularly bad for them if they have to work on a gen that is in an unsafe position or is located in an area where you already broke pallets.

    Which also directly takes me to the pallet density nerf. Yes, many maps are still unbalanced, no doubt. But less pallets on a map definitely has helped killers. Especially since you can more easily make certain areas in a map unsafe by breaking all the pallets in that area. Which fits perfect with the healing nerf. This can then make healing more important. Also, the removal of pallet vacuum was a big buff to killers in my opinion.

    There is still a bunch of killers that are not quite viable, and many maps that are still unbalanced, especially those that are gigantic or have a ridiculous amount of safe loops, like many of the original maps. I'm not saying this game has achieved perfect balance. But I do think things have gotten much better since the time where Marth made these experiments.

    Also, the new maps are insanely killer sided. Hawkins and sanctum of wrath are total slaughtering grounds for any competent killer. There is basically nothing to work with, and your best bet is to sit in a locker like a P3 Dwight whenever the killer is near.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007599#Comment_1007599

    I have to disagree here. DS was so overpowered before it's nerf, now it's much more manageable as killer. The healing nerf did quite a bit in my opinion. I haven't had even one game where survivors never decided to heal, and whenever they do, it now wastes more time than it did before. If they never ever heal, that means they are one shot the entire match, which is particularly bad for them if they have to work on a gen that is in an unsafe position or is located in an area where you already broke pallets.

    Which also directly takes me to the pallet density nerf. Yes, many maps are still unbalanced, no doubt. But less pallets on a map definitely has helped killers. Especially since you can more easily make certain areas in a map unsafe by breaking all the pallets in that area. Which fits perfect with the healing nerf. This can then make healing more important. Also, the removal of pallet vacuum was a big buff to killers in my opinion.

    There is still a bunch of killers that are not quite viable, and many maps that are still unbalanced, especially those that are gigantic or have a ridiculous amount of safe loops, like many of the original maps. I'm not saying this game has achieved perfect balance. But I do think things have gotten much better since the time where Marth made these experiments.

    I honestly think DS is stronger than it was before. You could juggle to a hook, or just slap on enduring and completely nullify it if you cared about it that much.

    Now? It is 60 seconds of borderline complete immunity to the killer. Especially if you don't act like you have it. The good thing is, most survivors will be blatantly obvious they have it, so you can play around it.

  • @EZ5k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007632#Comment_1007632

    I agree on the matchmaking, which is why you don't implement balance changes until it's fixed with a proper progression system. That doesn't change the core mechanics being survivor sided though, it just means that BHVR either can't or is intentionally refusing to make an actually intuitive ranking system.

    TL:DR on the in depth analysis, all the gens can be done in the time it takes a single hook to progress fully, even with a tunneled chase after the unhook. This is wildly lopsided and indicates that the 4 have the power role in the game rather than the 1.

    You are only going to lose all your gens for 1 hook if you built your killer incorrectly. I ran a ghostface for 4 gens at the god window on badham today, and he DC'd and was absolutely raging in the endgame chat.

    He had save the best for last instead of something like bamboozle. Super greedy. It is the same with a perk build like infectious fright, you are assuming the survivors are bad enough you will be able to chain slug them. When you get punished for your greedy build, you assume it is the games fault.

  • @honestlybaffled said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007613#Comment_1007613

    If you're playing agaisn't a survivor that doesn't even run DS or "don't have it" then you're most likely absolutely a yellow rank.

    There's tons of red rank survivors who don't run it, and get tunneled off at 4-5 gens. I know because I have to deal with the remains of the game after it happens.

    @EZ5k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007613#Comment_1007613

    Because when people talk about how survivor sided the game is, they don't bring matchmaking into it, because matchmaking isn't a core mechanic, it's a system that just puts players in a lobby. When people mention survivor sided mechanics, they refer to the fact that depending on the map, a single person who's nearly braindead can easily chain together 5-6 loops and waste 90-120 seconds of your time, in which 60-90% of the gens fly by. Compared to previous ranking iterations, this game rewards a lot of people with pips when they definitely don't deserve the rank up, while also punishing you for being far too efficient. To put it simply:

    192 seconds for a non gen rush build = 2 chases and a hook, guaranteed with the potential to snowball.

    131 seconds for a gen rush build = 1 chase and a hook, and MAYBE a second down if adrenaline doesn't pop.

    Compare that to the 120 seconds it takes for a single hook to go from phase 1-3, and it's entirely lopsided. The only way to speed that time up on the hook, is to repeatedly hook, which requires yet another chase albeit much shorter at usually 15-60 seconds, which when repeated twice (not even touching second chance perks) comes out to 120-240 seconds spent chasing just to get a stage 2 hook. Now, map design, loops, and the killer choice itself plays into cutting down or extending that timer, but it's still incredibly lopsided in the survivor's favor unless you get a snowball with multiple hooks at the same time, which isn't going to happen against a team that isn't full of potatoes.

    But sure, everyone else must be bad because you anecdotally only end up against potatoes

    I didn't even read all that. Bottom line, the matchmaking hands tons of free wins to killers right now. And the game is super killer sided against solo Q players, which is the majority of your games. As I said, of 30,000 players, I would guess there's 100 worth a damn who play as a SWF. And you can just play some BS killer like spirit, or a bring a mori for them.

  • @EZ5k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007603#Comment_1007603

    it's not a strawman at all. A ranking system should be skill based, which the current one is not, and matchmaking between ranks depends on that system to work perfectly. When it's bad and rewards people who don't belong in higher ranks with a higher rank, it punishes other people who ARE in that rank with dead weight, and in a game like this, dead weight easily translates into a 3 or 4k snowball. In fact, it's one of the best strategies you can use on Hag and Trapper to ensure it with basement plays, because people will lemming rush as it's another body that can be on gens

    So the matchmaking is busted, causing a top tier killer to win 98% of his games, and yet the game is survivor sided still? That blows my mind.

    Maybe 1/3 to 1/4th of my games as killers are completely free wins because there is just a single bad survivor on the other team, who can be freely tunneled out. And they are usually new enough they don't even have DS.

    The game is only survivor sided if you are hitting 4 survivors who are all gods. Other than that, it's a stomp.

  • @EZ5k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007592#Comment_1007592

    Probably because the current pip system is garbage and puts players so ridiculously far above where they should be in their rank that it completely ######### the survival rates

    Straw man argument. The matchmaking and pip system is what is. Accept it or not.

  • @Eye66 said:

    So you're bad at survivor, what does that prove?

    Of those 20 games, I only died once. And that was because 2 of my teammates DC'd at 5 gens. Try again.

  • @Eye66 said:

    Yeah they die while the 2 rank 1s do all the gens, breaks all your totems and troll at the gate, if not following you around with a flashlight to prevent you from hooking anyone as best they can. Pretty much everything you've said reads like a bait pos

    Yeah, there's killers running around with 98% win ratios because the game is survivor sided. Every single killer in the game has a 50%+ win ratio because the game is survivor sided.

    It's literally only a problem if the survivors you are facing have thousands of hours, know every loop, and you get a bad map.

    Other than that, DBD as a killer is typically a stomp on solo Q players if you know what you are doing. Or it's a stomp on SWF with some rank 10-15s when you are a rank 1 killer. I must have played 20+ games as survivor today, and I think 2-3 of them were full red rank. Everything else had greens and purples who just got butchered while I tried to carry the slack.

  • @Eye66 said:

    I'm not laughing at the matchmaking lol

    Then you must be a really bad killer, because if you can't farm a rank 15 when you are a red rank killer, you are just bad at the game. Most rank 15's I see literally get 2 tapped for some easy pop goes the weasel.

  • @newavitar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007519#Comment_1007519

    I said usually, not all the time. You're giving anecdotal evidence and it adds nothing to this conversation.

    I play this game almost every day at rank 1, and there's only a handful of SWF groups I recognize. Maybe 100 players total, of the 30,000 that regularly play the game?

    If you don't think the matchmaking is borked, I don't know what to tell you.

    I haven't even watched, but if it is like noob3's "escapes" then he had 3 people dedicated to sacrificing themselves to get him out. Those are hardly even escapes.

  • @Hex_KillerMainBTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007476#Comment_1007476

    Uh, okay. Because I've definitely never seen or gone against rank 2-5s combined SWF who played very optimally. I was able to kill 2 of them but that was with the last generator there. And you can say that I'm a bad killer and what not. But when people communicate well enough, it's enough to tip the scale of the match. I can go in with a friend he's red rank survivor and I'm purple right now, and we'll win 80% of the games and we're going against either high purple or red rank killers.

    Ok? And let me link you a killer player who wins 98% of his games, with no ruin. I must win at least 95% of my games as killer, with the majority of losses being to SWF or keys.

    https://mixer.com/ProVengeance_

  • @newavitar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007495#Comment_1007495

    Playing often almost always literally does mean playing better. Same as someone who plays basketball every day. Or codes every day. Or does math every day. You get better naturally

    Yet there are people with thousands of hours in this game who are still garbage at it. And there are people with a few hundred hours who are gods. Explain that?

    There is a natural level on your skill, depending on how smart you are.

  • @newavitar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007481#Comment_1007481

    The younger generation are the ones playing most often, and the ones most often asking parents or relatives for money for the game. Families with children are more likely to spend money on their children in this way, and thus flow money into the game in general.

    Just because someone plays often, does not necessarily mean they are good at the game. That applies everything, not only DBD.

    It is all about money with a large company, and appealing to the widest audience.

  • @newavitar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007466#Comment_1007466

    Youre wrong, actually. Veteran players who are encouraged to stay longer will recruit more friends to play as they get bored, buy more cosmetics more consistently to show their experience and to keep up with what's "popular".

    Balancing for low ranks will actually lose money for the company. As players reach high ranks, they will realize the imbalance and share their disgust, thus turning other new players away, and convincing their friends who joined solely for them to quit playing with them. This leads to a smaller playerbase and less income from cosmetics. New players are also significantly less likely to purchase cosmetics because they want to play the game for a set amount of time before committing more money. The rate at which they drop is going to be lower than the rate that stay and purchase these cosmetics, bringing money to the company.

    Even if it did make them money, balancing for higher ranks makes more players happy as those in low ranks are content with being "new and bad" and as they get better they enjoy better balanced gameplay. Balancing around low ranks means they expect all matches to be like those, and get frustrated and disheartened as they find out it isn't like that.

    Wrong. While you may be in your prime now, you will realize that as you get older, your gameplay skills may decline. But older people typically have more time and money than younger people.

    Deathgarden was balanced for a 4-5 man on comms originally, and it completely died, because the killer was so powerful they absolutely stomped on the solo Qs.

  • @Hex_KillerMainBTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007466#Comment_1007466

    Because of the large margin differences. If 2-3% of games are against SWF, it can change the ratios from what you shown. Also, these are just purely red rank based, There are still a large portion of the game that's in green and purple ranks. And I'll be honest, red ranks don't show much since almost anyone can be red ranks now. All you need to do is grind. I've reached red ranks playing survivor (I'm not even that good at it.) I see a lot of survivors that honestly should not even be in the red ranks.

    SWF means almost nothing. Most SWF is an advantage as a killer, because it means the rank 1-5's will be carrying along a rank 15 or close with them, who is a super easy target. It is very rare you actually hit a full stack of 4 rank 1 survivors.

  • @newavitar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007442#Comment_1007442

    We should not be balancing around the weak players. That will be the downfall of the game, and I can show you with evidence from hundreds of other games. You need to balance around high tier gameplay in order to let it trickle down into the lower ranks.

    I already stated my reasoning for this before, balancing around the highest ranking players doesn't make enough money.

    DBD is a casual game at heart. Red rank solo Q survivor is more like a battle royal than anything.

    @Hex_KillerMainBTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007354#Comment_1007354

    You seem to miss out that a small portion of the game is actually a full stack SWF.

    What does that have to do with anything? Even if that was 2-3% of the matches, that would not skew the data enough to justify 65% win rates on most killers.

  • @newavitar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007354#Comment_1007354

    Read my post to immortalls. The statistics shown are a joke at best. They in no way show flawless evidence, and I wouldn't be surprised if the devs inflated numbers or fudged them in some way because these devs are more biased than any company I've ever, ever, ever, seen.

    Recognize the double standard.

    No, I would say they are accurate for solo Q. There are so many games where people just suicide on first hook for no reason, completely handing the killer a 3-4k.

    I know DC's are not counted, but they should be, because there's tons of games where my team just DC's and leaves me with 1 other survivor to try and knock out 5 gens, because they are mad they got downed quickly.

  • They DC'd when I played tombstone myers against them. I wonder if they actually counted that in their statistics or just glossed over it to make themselves look better?

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007354#Comment_1007354

    You should soak in even the devs admit the stats are not accurate AT all

    Even if they are wrong by 10%, that's still above a 50% kill on everybody. I can say that, playing as a solo survivor, I can see why these numbers exist.

    You literally have to be running DS / BT to have a chance against any tryhard killer, because once the facecamping starts, there is literally no other option to try and save your team.

    If you are not running them? Sorry, watch your team die and do generators. That's the state of DBD currently.

  • @immortalls96 said:

    The numbers disagree..this isnt salty rhetoric..its blatantly most killers arnt strong enough to do what the game requires to have an even match on equal skill levels..hence why only about 3-4 killers meet the needs

    Untitled Image

    Let that soak in for a while.

  • @immortalls96 said:

    The numbers disagree..this isnt salty rhetoric..its blatantly most killers arnt strong enough to do what the game requires to have an even match on equal skill levels..hence why only about 3-4 killers meet the needs

    Literally every single killer at red ranks has above a 50% kill ratio. What do the numbers say again?

1 2 3 4 … 12