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AsherFrost

AsherFrost

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AsherFrost
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  • @BenSanderson55 said:

    No, it's a poo train most of the time, it's not 50-50. Of course if you make the standard survivor a 5 year vet things change, but still they go down in soloq, so points stands soloq stills sucks even with one good survivor, and camping, tunnelling etc vs soloq makes it even more unbearable & pathetic.

    So the fact that a good player in solo can still die means to you that solo q sucks? So then, based on that am I to understand that you feel the only "good" survivor experience would be one where you never fall?

  • @Travis_Bateman said:

    If 4 survivors are trying to annoy the killer with Boil Over/Exponential/Unbreakable/Tenacity/Power Struggle/Flip Flop/Breakout/No Mither and ruin the killer's match experience with map offerings,if they get slugged and let bleed out for 4 minutes,its their own fault.

    You do wrong,you get wronged too,its fair.

    Slugging is the exact counter to that scenario, so yeah, everything checks out.

  • @BenSanderson55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2770977#Comment_2770977

    I didnt have 4 days, I have other stuff to do. I didnt see your reply until today and immediately posted after i read it. I havent been sitting around for 4 days to reply to some random person on a bhvr forum.

    If a killer wants you dead you're dead for the most part. I've ran 5 gens more than once, i dont use spine chill or premonition im by no means a noob but by no means a god tier survivor either. I have watched Ohmwrecker, if you just watch any streamers videos they pick the ones that make them look good most of the time, you watch any 5 year vet streamer (streaming live) whos a god survivor they go down a lot still.

    Well yeah, if the mmr works at all then they should be dying about 50% of the time. You can still learn a lot from watching gameplay.

    So we've gone from your original point (that you seem to believe you need to be in a swf in order to deal with camping) to "if the killer wants you dead, you're dead". Fun journey. Does this mean you've changed your mind and now understand that solo q can still effectively handle camping as long as they don't have the poo-brain?

  • @BenSanderson55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2763302#Comment_2763302

    Yeah i do hook jumping jacks not a skill issue, lol. That's like say if you don't know about something some eclectic group of people know about it's a skill issue. There's no skill involved to tapping a button over and over, either you know thats a sign for camping or you don't. Plus people do these jumping jacks when they're not being camped because they're bored on hook.

    NUMEROUS audio and visual clues? lol. So basically play in a 4man swf with meta perks on comms or not have fun. But be warned if you do that killers will cry about it, they want that ez broken mmr soloq win. So good job perpetuating the sweaty 4man on comms meta perk mindset.

    4 days. You had 4 days and came up with this

    "NUMEROUS audio and visual clues? lol. So basically play in a 4man swf with meta perks on comms or not have fun."

    Which isn't even remotely what I said. I have plenty of fun as survivor, and am always solo. I rarely run meta (aside from BT).

    Again, there are numerous audio and visual cues in the game itself. None of them require a headset or the ability to chat with your team. I mean hell, there's literally only 1 killer who has the ability to become invisible, and even then you can still spot him and there's a delay before he can hit you after uncloaking.

    Maybe watch some Ohm or something, as he also always plays survivor solo and is rather good at noting where the killer is and what their next move is likely to be based solely on the information the game provides. (Which again, is quite a bit of info)

  • So this time last year there were roughly 36,000 people (according to that table) this year there are 39,000 people playing. That's a consistency that a lot of game devs would envy, to be honest.

  • It's neither, or rather it's both. At the beginning killers are definitely riding high, survivors just starting out have no clue what each killer does, have useless perks because they picked whoever they thought looked neat, or was from that thing they liked, and don't know how to handle regular skill checks, let alone madness, hexes etc. Also they don't even know totems are a thing yet, Because the tutorial still doesn't mention them ever.

    Mid game gets a bit iffy, plays go badly, but are thought and tried on both ends, madness/lullaby still catches a few, totems last for a bit.

    Experienced games, survivors aren't even the least bit intimidated by anything, except maybe nurse or spirit, but even then, it's going to favor the survivors who know the mechanics that have been put in place to help them succeed. Totems? Ha, you wish a hex lasted longer than the time it took to get your first hook, though at least it still glows now, just this blue color...

  • @PlaysByShady said:

    The recent controversy over Patrick's comments embarrasses me; it just highlights the mob-mentality of the DBD community and I absolutely empathise over why the devs refuse to comment on matters... because too many people screech in response about things they don't understand. And right now it's MMR, like everyone has suddenly become experts in how it works and are therefore qualified to comment on it.

    Sadly, this is not the case, and let me explain why.

    Warning: this will be slightly complicated, because that's just the nature of how these things are. But I'll do my best to simplify.

    Short background: I've been a software dev for 20+ years, been involved in some mmr systems in the past (did some collab with the original MS Trueskill researchers back in the day), and generally deal with s/w that support large amounts of concurrent users.

    So... let's start at the basics.

    The system is known by multiple names, the two common ones being SBMM and MMR. I'm going to use 'MMR' because the term 'Skill' in SBMM is a loaded term that can be misinterpreted. It doesn't mean skill in the way you would mean in natural use.

    The purpose of the MMR is to provide Match-Making... hence the MM in the name. More importantly, it's to provide MM between parties who are considered "equal", so that matches will be "balanced". You'll notice those terms are in quotes, because they don't necessarily mean what you think they mean. They need to be defined.

    Before we do that, let's also point out some assumptions the system makes:

    1) Both sides are attempting to achieve their overall objectives, i.e. killers are trying to kill, and survivors are trying to survive.

    2) There is 1 killer and 4 survivors (to begin with)

    3) A desirable match (i.e. what the MM should aim to produce) is one where all players have equal chance of achieving their (diametrically opposed) objectives... either the killer kills, or the survivors survive (on a 1v1 basis, i.e. per survivor... the killer either kills the survivor, or the survivor survives).

    Now... you can argue with those assumptions if you like, but that'd be a separate discussion altogether

    So, how is does the MMR system match people together?

    IT REDUCES YOU TO A NUMBER!

    That's literally it. To the MMR system, you are just a number! All your skilled plays, jukes, strategies, etc are distilled down to a single number which represents your "skill" or "level"!

    That's the first thing to understand and get over. The system knows-not, and cares-not, about how you played, the incredible saves you pulled off, how you sacrificed yourself to save your team, how you did or didn't tunnel/camp, etc. It just cares about what your "level" is so that it can find suitable players to match you with for the next game. Anything else is just noise.

    For those that want to argue whether it should be this way, I would invite you to please design a system... heck, even an Excel spreadsheet with basic formulas, that'd take all the data you want to count and be able to not only interpret it, but also provide some objective mechanism to determine how it should affect your level or how it affects who you're matched with (in an absolute mathematical sense, not some vague description of wants!)

    What is the number you'd give to a person who had a 5-gen chase and chased, such that no-one else would get that number from escaping via other means? It can't be done! When you reduce things down to a number, it loses all of this nuance!

    Software isn't magic! Computers are not people. They don't understand nuance, or intention. Everything that happens to affect any calculations has to be written/coded to accommodate that!

    There's a lot more to be said on this, but for the sake of brevity and sanity, I'll leave it there for now.

    So, now you're just a number. Here's another important point to understand. YOUR NUMBER DOESN'T MATTER!

    Think about it. If your number was 10, 100, or 1000, what difference does it make? You might be tempted to answer "well, 100 is obviously more than 10", but lets say your peers where in the range of 9-11, or 90-110, etc, it still puts you in the same spot, i.e. smack-bang in the middle.

    So I'll say it again... YOUR NUMBER DOESN'T MATTER!

    What does matter is where your number stands in relation to everyone else's.

    If yours is 10, but the player-base only ranges from 5-15, then you're firmly in the middle. But if the player-base averages around 100, then your number (or level) is severely below average. Your number doesn't matter... where your number fits in relation to everyone else is what matters!

    The MMR system produces matches by trying to fill a lobby with players who have similar numbers, i.e. they're within a specified range of each other. That range could be determined by a number of factors, and we also know it increases the longer you're in the queue (so you'll match with more players whose level are further away from yours).

    Now, here's what too many people fail to understand. In order to do any match-making... any system has to have some way to rank or equate players so that it can determine what is a good match vs a bad match. How else are you going to compare players with each other without some common comparable criteria between the two? Think about it! You need some objectively measurable indicator that you can ascribe to both survivor and killer in order to compare them with each other to match-make! Otherwise you're literally comparing apples and oranges.

    So now you're in a match, and the match plays out. You either survive or die, or as a killer you get kills or not. At the end of the match, THE ONLY THING THAT MATTERS IS HOW MUCH YOUR LEVEL MOVES! Remember, the MMR system doesn't care about your amazing plays, because there's no objective number it can ascribe to it. It just needs to know whether your level should be adjusted, and if so, by how much.

    Remember, you and your plays are just being reduced down to a number!

    Here's where there's a lot of room for confusion, misinterpretation, and a range of opinions. There are many ways to skin a cat... and there are many ways to determine what that adjustment should be.

    Maybe it should take hooks into account, or how many chases won/lost? All great ideas. And I'm sure BHVR have tried these out - we've had a number of MMR tests in the past year or so. I strongly suspect that, at the end of the day, the results they produced weren't as good as what would have been desired.

    Or, more likely, they discovered something else... but before I mention it, let me point out another mechanism of the system... THEY'RE DESIGNED TO WORK OVER A RANGE OF MATCHES!

    There is literally NO ranking system anywhere in the world that will accurately place any player after a match or two. That's impossible. There's simply not enough data points to determine where you fit in the ranking overall, unless you play enough matches to provide as much.

    And the second point... YOUR LEVEL FLUCTUATES!

    No-one is the same "skill" all the time. You're either a newb, and your skill increases. Or you've been away for a while and have adapted to the new mechanics etc, and your skill decreases. See, by the time you've played enough matches for the system to know where you rank in comparison to others, bear in mind that their rankings have changed too! Perfection is a moving target, and a good working system is one that can accurate match-make based on the data it has at that time.

    You will never have any system that accurately places players exactly where their rank is for all time... the system just tries to get as close to an ideal as possible given the current data!

    At the end of the day, if the system produces a match with an even 50/50 result, then it's done it's job. The 4 survivors had 50/50 change of surviving or dying... 50% survived, 50% died, that's an even match! Hence BHVR mentioned back in the day that they consider 2-kills+2-escapes an even match.

    Note: as a gamer, I recognise how stupid this seems, because we know that once two survivors go down, the other two have a harder job to survive... unless the deaths are occurring in end game which probably means the killer had a stressful game. I get it. It seems completely counter-intuitive. But the maths checks out... 4 survivors, each with 50/50 chance to win/lose will mean that 2 "win" and 2 "lose". It's mathematically balanced so should be a "good" game, as far as one can predict.

    So, back to mechanics of how to reduce the game to an adjustment for your level... it appears BHVR have noticed that a persons average kill/escape ratio appears to correlate with other more complicated mechanics... so rather than fiddle around with the complicated mechanics, they can just take the shortcut and go with the clearer/easier kill/escape mechanic.

    And herein is the misunderstood point... Patrick said that it's an indicator of skill, and when you consider that the MMR self-calibrates over a series of matches, it appears to prove an accurate one.

    So let's clarify some things bearing this in mind:

    A face-camping Bubba is more skillful: No, that's not what he said, nor is what he's suggesting. Firstly, ignore the term "skill", because it's confusing... the devs and players are using the same term to mean two different things. What he's saying is that if the killer is consistently getting kills - howsoever they're getting them - then they should go against "better" survivors who'll be able to resist their strategies and provide a more even match. They're not saying "wow, great plays"... they're saying "fine, we'll match you against better players, now let's see how you do!" The "skill" is in Bubba being able to catch the survivor in the first instance (and then however the rest of how the match plays out... maybe he loses 5-gens 'cos of the camp, maybe altruism gets the team killed). Either way, the Bubba will be adjusted to go against teams better suited (in theory).

    Losing a 5-gen chase is low skill: Again, no! If you lost a 5-gen chase and died (which could be for a number of reasons, maybe your team just left you to be one-hooked, etc) then one of two things happened: (i) it was a completely fluke chase against a bad killer which you won't be able to repeat, and you're fine as you are... or (ii) you are that skilled that you can do it again, and over a series of matches your level will increase because you will do it again!

    Again, straw-manning the point and expecting the system to produce an accurate result on a match-by-match basis is stupid. It's not going to do that. It's not designed to do that. It cannot do that, because the data fluctuates anyway!

    Perfect example is Patrick's hockey example... he mentioned that for hockey players you could rank them by how many shots they take on goal... but if they're winning games (i.e. scoring more than others), then you can already presume they're taking more shots because how else are they getting the goals? You don't need to do the complicated calculations when there's a much simpler indicator that correlates closely enough. For any sport, if you look at their league tables, you can infer the teams (consistently) at the top have the best players... because how else did they get there? You don't need to know the ins and outs of each player, etc.

    But of course, the DBD community are just like "waaah... hockey is not dbd, waah!" completely missing the point of what he's saying!

    There is also the factor of diminishing returns to consider... the more "fine-tuned" the system is, the more effort it takes to maintain that system, and the less useful (i.e. different) data is produced. Whilst it is technically possible to build the system around hooks, or chases, etc... it requires so much more investment in time/development, the results aren't worth it because they don't produce anything that is fundamentally different from just looking at kills/escapes. So why adopt the harder method?

    So... back to the adjustment at the end of the game. Adjusting your level by kills/escapes is very simple, and a reasonable indicator of where you need to be. If you're killing everyone, you need to be moved up to match against players you struggle to kill. If you're escaping every match, you need to move up to face killers that can better catch you and do something about it. And vice-versa.

    Stop thinking about the MMR system as an ego-boost, the way some strimmers say they are "max-mmr"... there's no such thing. If the system matches you with players that'll give you a "balanced" match (as per how it was mathematically defined), then the system works as intended.

    One other minor interesting point to note: Patrick mentioned the adjustment to a survivor's rank is also based on the order in which they died, because they recognise that a 4v1 death is different to a 3v1 death, etc, so you "lose" less if you died later (in order) rather than earlier.

    The system, as a whole, is supposed to self-calibrate. It requires you to play a number of matches, and so long as you play consistently (for the most part), it'll do it's job in matching you with players that'll give you a 50/50 chance of achieving your objective. But bear in mind other player's levels are moving too, so it'll never be perfect. And there are always ways to "cheat" the system by artificially lowering your rank over a series of games (how is the system supposed to know though?)

    Again, I've glossed over a lot, and simplified things a lot, to make it easier to understand... not to make it easier for people to provide strawman rebuttals. As a community, I wish we'd try to understand things properly before passing judgement/comment... and not just wildly complaining for the sake of complaining because we don't know what we're talking about.

    This is beautiful and I kinda want to lick your brain now. But not in a weird way.

  • @SuzuKR said:

    Hatchet hitboxes are a sphere the size of the hatchet. BHVR has tested making them flat and rectangular like the hatchet. It made it literally worthless garbage because of how survivor hitboxes work. What leads to wonky hits is latency, not hitboxes.

    Refer to this handy explanation from Peanits, a BHVR community manager:

    https://us.v-cdn.net/6030815/uploads/AWC3BUWUDHPD/image.jpeg

    I'm glad someone saved this.

  • I might give up if 2 people DC before a gen is done, but I've been lucky in enough 3v1 situations that I stay pretty optimistic generally when only 1 does. (By "lucky enough" I mean Still probably lose, but at least get enough gameplay in to feel like I had a good match)

  • Yes, but only if all trapper lines are done by the Samination guy. I watched those parody videos once and now every time I see trapper in game I hear that voice.

  • I always try to crawl away, given the chance. If I bleed out though, that's on me. I didn't want the killer to find me, and got my wish.

  • No worries, I just love screenshots, lol. Tried to edit, but it wouldn't let me put a big red circle in, gotta learn my new phone 😉

  • Now I feel like an old man, working my egg timer with one hand (not a euphemism)

  • @[Deleted User] said:

    Don't want to play with people who may speak a different language than you? Simple, play single player games.

    Based on everything you have written here I can totally see the justification in your ban.

    That may be the best solution for our friend here. He seems to be super sensitive.

  • @yuna04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766444#Comment_2766444

    "PC-Steam" still it is game RELATED issue, not outside.. Please stop answering, you are very hard person.

    + I bet you are the one person that like to farm jester awards on steam for your nonsense trash talking.

    Screenshot_20220123-075847_Chrome.jpg

    Look at that. I'd fill it in for you, but I don't have the ability to write in crayon on this device, so it wouldn't be a fair representation.

  • @yuna04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766442#Comment_2766442

    The part when you assumed it was VALVE issue not BHVR, lmao

    So I wasn't wrong about you being a whiner, just which company you should open a ticket to whine to. True. Got me there. I don't get banned from steam for being jingoistic, so I wouldn't know.

  • @yuna04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766436#Comment_2766436

    Cool you did a test, your test was related to in-game ban not outside of game like (steam discuss ban) I don't mind playing with russians, I only hate when I get them every game and they can't even communicate just using their language that nobody can understand + I won't say anything about toxic russians they spam under my steam profile death wishes in cyrillic for playing my own game.

    No, I specifically chose banned on steam.

    Of course, there is the option to submit a general contact form to, if you can't figure it out.

  • @yuna04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766424#Comment_2766424

    I'm more frustrated not toxic, I ask for help and one person didn't even read whole thread and called me a whiner.

    1. Whined that you have to play with Russian players (common on eu servers with almost all games)

    2. Whined that Russians prefer to communicate in their own language

    3. Whined that you were permanently banned for making repeated complaints about 1 and 2.

    4. Whined that the mod who banned you was "brainless" because he didn't immediately see your side.

    5. Whined that you couldn't get a support ticket in.

    What did I miss?

  • @yuna04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766426#Comment_2766426

    I can't open ticket because my problem isn't listed by their bad AI chat.

    I did a test and had no issue getting a report in, ended before it went through of course, as I was not banned for having problems playing with people from another country.

  • @yuna04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766368#Comment_2766368

    I got banned not by "valve moderator" but dbd moderator in steam discuss, is the first time you coincide with something like this? lol..

    get some facts before you start calling someone "whiner"

    edit: + I can't contact on steam because I GOT PERMAMENT BANNED by someone from there, and it's not my fault. moderators on steam in dbd discuss is famous for its bad reputation and banning people for stupid reasons.

    Cool, so then the first reply that you received was spot on. Open a support ticket with BHVR. I don't care if it was "deserved" or not. After volunteering my time moderating several forums in my 20s and 30s it's quite obvious that everyone who is ever banned feels that it isn't their fault. Good luck getting support to see your side though.

  • So why are you here whining about what valve did? Again, nobody from valve works here. Nobody here can change your ban, or really cares to hear whether or not you are deserving of it. This isn't the steam forum.

  • It's true, I don't get nearly enough people telling me what a horrible human being I am, and that I should end it all, definitely should get chat on consoles so we can all enjoy that unique DbD experience.

  • You should ask on the steam forums or steam support.

    Nobody here works for Valve or can do anything about Steam bans.

  • All hex with Hag is one of my favorites.

    Undying, devour, ruin and Haunted Ground. I call it Hex Roulette.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765382#Comment_2765382

    Actually, there is one killer that can do that with NOED - Artist. She can camp the hook and shoot a bird at NOED every 5 seconds. Every other bird will injure you, so you can only reach the 10 second mark max before you get pushed off and the totem resets.

    Only thing to do in that situation is run out the gates. Or do all the bones in advance, but that's its own risk when Pentimento is one of her native perks.

    Still, there's cheaper tactics out there. She can only guarantee one kill that way.

    "Only thing to do in that situation is run out the gates."


    So the solution is to survive and win? Nice

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2764922#Comment_2764922

    obviously, i have my name for a reason

    just because i considered it though doesnt mean i acted on it

    You rich internet celebrities are all the same 😜

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2764918#Comment_2764918

    it doesnt even cover the electric bill of streaming very posh lol

    Did you ever consider how people like the OP must feel that you are making such a good living by humiliating them in public? You monster! /s

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2764899#Comment_2764899

    like 70 quid every 3-4 months totally easy to live off

    I knew you were a posh boy, lol

  • I too find myself consistently disappointed that my guidance counselor lied and told me I couldn't make money playing video games.

    I'm not sure how taking it out on people who are actively living their goals out helps, but if it makes you feel better I guess you do you.

    Personally I'm not into the idea of potentially throwing a match just because some kid is streaming a game for his classmates, hoping to avoid having to get a traditional career. I say, good luck to them. More streaming means more cloud storage, more servers needed by the companies that pay me to do my day job, so it's win/win.

    As was already pointed out, streamers who actually make a living are well known enough that they don't need to add TTV to their name, and nobody is watching them because they win. They are either entertaining, or they go unwatched.

    Either way, I hope you find a fulfilling life soon, so you don't need to validate your life choices by hounding kids in a game for the sin of trying to make their dreams a reality.

  • One thing I think is being overlooked here.

    1. Borrowed Time is Bill's perk, right?

    2. Bill is a character from Left 4 Dead.

    3. That means a percentage of the money made selling him in a shop is going to a third party.

    4. As we learned with the "Stranger Things" changes, the Original rights holder still has quite a bit of control, to the point where even the perks had to be renamed.

    5. What are the chances the rights holders of the L4D franchise are cool with 1/3rd of the character's value (on paper, in reality more like 50%) being made redundant, possibly driving down the amount of people willing to spend money on a premium character to get it?

    6. What are the chances that BHVR, a company that has clearly put a focus on selling dlc in the form of characters and costumes for them, would make a change that is likely to lead to less purchases of Bill?

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2763322#Comment_2763322

    Or I can do every one I see so it's gone cause maybe I am dead when it comes to noed or I'm forced out plus it gives points so why the f not

    Whatever counter works for you, use it. If taking the totems out as you go works better, do it, Don't let us here (by definition the saltiest of saltines, and yes I include myself with that) change what works for you

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2764035#Comment_2764035

    No, I dont. But I also did not say that I want it to be the case. Dont really know how you get the idea.

    You typed

    "Killer players are justifying NOED with "When all Gens are done the game is not over"do you really think they want to let the game end with all Gens done?"

    Other than being nonsense us vs them rhetoric, it's clear you are trying to claim that killer mains just want the game to run longer so they can get more kills.

    So I asked if you were really interested in making the game shorter, because either you are actually for the game ending at 5 gens, or you were just looking for some way to turn another conversation about game mechanics into an "us vs them" thing, as seems to be your standard.

    Now I have my answer, thank you and have a good weekend.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2763694#Comment_2763694

    Killer players are justifying NOED with "When all Gens are done the game is not over". So do you really think they want to let the game end with all Gens done?

    1. That's not a justification so much as just pointing out the facts. The game is over when all the survivors are either dead or have escaped.

    2. Do you really want the game to just end at the 5th gen? No last dash for saves or anything, just suddenly a results screen because your teammate finished a gen while you were in the middle of a different play? I know I wouldn't enjoy that. I love the mad rush to get past the killer and out the doors, and I'd miss it

  • @Junylar said:

    The next discussion about CoH being nerfed while leaving NOED untouched just shows exactly what I mean. For 1 survivor main or an unbiased person there are more than 20 pure killer mains, most of which never touched the survivor role. Why do some streamers mention the "shortage of killers" when judging by the forums 19 players out of 20 mostly or only play killer?

    It's easy to see killer mains everywhere when you define them as "people who hold an opinion different to mine on a thread about 2 specific perks"

  • I've been for kindred being base for some time. I don't run a survivor without it.

  • @BenSanderson55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762060#Comment_2762060

    Never was a fan of having to run a perk to counter bad game design.

    You don't have to, it's just the easy way, if you don't want to pay attention to the numerous audio and visual cues the game and your teammates can give. Also apparently people don't know how to do hook jumping jacks when they're being camped now, but that's a skill issue.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2763239#Comment_2763239

    Man I want to love Iron Maiden 🤘🎸 but it’s so hard to capitalize on it.

    The biggest benefit I see, especially with doc, is that survivors fear being exposed so much that after the first time they avoid lockers, keeping them vulnerable to madness

  • @katoptris said:

    I thought kindred was gonna become basekit. This is gonna lead into save being quicker and a whole lotta of problems.

    Kindred is going to be made redundant when the survivor icons show up.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2763039#Comment_2763039

    Which is why I use Bloodhound. Just the other night I grabbed someone out of a locker because Bloodhound went straight to it, I have to wonder if they were trying Inner Strength or just hiding. 😉

    I always go with Iron Maiden for my locker punishment perk. Works so well with Doc.

  • The pedo isn't making decisions about the franchise, but still collecting checks based off of it. So adding the creature would still profit a pedo, which I am completely against.

    Also, from a purely mechanical standpoint, the biggest USP of the creature is that it flies, the devs have said that they don't think flying killers would work, and I personally can't think of a way it would be fair to the survivors. (Talk about being able to ignore loops, just fly over them)

  • It's a good challenge that any Survivor of any skill level can complete. The tomes need a mix of those kind of challenges to keep new players from losing hope on completing one and keep them invested.

  • I think it would be ok, doesn't make sense for killers since the addons are killer specific, but survivors are just skins.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762192#Comment_2762192

    Ah, that's the problem. The Plague wasn't trying to bodyblock to stall the game - she wanted to down you all, but couldn't reach any of you without the rest of you getting around her, so she was playing chicken.

    Rooms with a gen and one entrance are meant to be risky. Really, one-entrance rooms are risky period. If you get caught in there, you're going to get hit. If it's an instadown killer or Plague, they're going to down you and you can't do anything about that. With the bathroom gen, I would suggest working on the side closest to the door and keeping an eye on the hallway; if you see someone approaching, bolt, unless you are very confident you can spin them. Killers rarely come in through the top hole, and if they're not a stealth killer, you're going to hear them. Even if they are a stealth killer, you're going to hear them walking above you, just more subtly.

    I don't think there's one on Midwich (even if the breakable walls are up, there's always windows between the classrooms - there is a dead end on the third story staircase, though), but they exist on Haddonfield and Badham, and also in Hawkins (RIP).

    Pretty much this.

    Sounds like she caught y'all in there and was hoping for the triple, then when one teammate ran through her, she decided to just take what she could get.

  • @BenSanderson55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2761569#Comment_2761569

    I hear this a lot, but guess what soloq can't hear you they're not on comms.

    *Laughs in Kindred

  • Ok, so what do you believe the current killer meta is?

  • @Nathan13 said:

    They did mention both sides meta are being looked into, so maybe NOED could still get changed.

    Noed isn't meta at all.

  • So a bit lower than it was this time last year? Fun.

    I really wish they did a 3 part on this, total average, average of new players and average of high skill level players, but that's probably a ton more work than they are willing to do just to give us more data points to argue here, lol.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2761216#Comment_2761216

    This reads exactly like someone saying

    "I don't need to camp or tunnel to 4K every game and I play against comp players, you just need to get good."

    You probably didn't intend it that way, but that's what it sounds like.

    Fair enough. Let me rephrase.

    I'm a 300 lb middle aged gamer of average skill level who plays survivor drunk, and I can still count to 5 without needing teammates to talk to me via headset. I don't see this as a skill issue, because I don't play with any particular level of skill. I see it as people who believe they should get to invalidate parts of the other side's loadout consequence and cost free.

    If my drunk ass can do it without needing maps or perks, I really don't see how a sober player with items and perks can't. Not because I'm amazing, but precisely because I am not.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2760642#Comment_2760642

    Me, noting where the two totems are.

    The other three totems I never saw.

    @TheArbiter said:

    https://forum.deadbydaylight.com/en/discussion/comment/2760642#Comment_2760642

    Finding all 5 totems by yourself or assuming everyone else in the match is doing so in solo q is unlikely

    Same reply to both.

    The spawn points are consistent, and there are only 12 per map. Maybe if you really are having that much difficulty, then next time they do a seasonal event like they did with the jack o lanterns, pay attention to where they spawn (they were all on totem spawn points) and that will help you learn them, but seriously, it's not that many.

    In the last calendar year, where all my survivor matches have been solo (bar 1 night when I was teaching my wife the game) I can't honestly remember a match where I couldn't find every totem, I only use inner strength as my "totem" perk and I don't bring maps because I find them to be useless once you've gotten used to the zone, so I honestly don't see how you could have such an issue, especially with the items and perks that exist specifically to help you find and count totems.

    Also, just to point this fact out one more time.

    Breaking 5 totems before the last gen removes NOED from the match entirely. There is literally no other perk that can be removed before it has provided any benefit whatsoever, as such it should take quite a bit of effort to pull off. After it activates it's just another hex perk, and also able to be removed, which is something that is not possible for any Survivor perk.

    Removing a perk before it can activate is the most powerful action a survivor can take in game. Any time someone says it shouldn't activate if they only did 3 or 4 totems it seems they really miss that point. Powerful actions that leave a player with 3/4 perks should be high risk decisions that take effort.

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