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  • MMR seems all over the place, on my 3rd game as pyramidhead i got matched against a p60 with 3xp12 roughly, as survivor i often go from a game with 3 p20 teammates to a game with 3 p0's who can't hit a single skill check

  • i got this gg wp from a nurse who absolutely decimated our team (solo queue). i told them it was a bad game because overpowered killer and they laughed at me but i explained that they did play well and the game (DBD) was bad for such poor balancing :D

  • give clickable discord channel link automatically in lobbies

  • I feel like quitting, not even cause of solo queue cause i had 2 friends join me today but then it was stealth killer after stealth killer and then a legion who just had to tunnel me right off hook repeatedly. he found me with killer instinct 30 seconds in but then his frenzy wore off so he followed me about the map for 3 minutes while my team did a couple of generators and then when he finally got me on my 1st hook that was it, he just camped and then 100% pure tunnel, his name was Shadow, and he wasn't very good, but being followed right off hook just makes the game feel pointless and thoroughly unfun

    this game punishes nice and fair play, it encourages players on both sides to be as toxic as possible, and all the updates lately have just compounded these issues

  • @Edilibs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3203470#Comment_3203470

    What about Twins need fixing? They are fine the way they are so what needs reworking?

    i don't have twins so i can only speak from a survivor perspective, but, i think victor should be able to jump around like a maniac bouncing chimp, because firstly, that would be hilarious. he just feels tame atm like getting chased by him is free distance away from charlotte

    if you are great at twins and could prove me wrong then awesome, but i would think their extremely low representation might indicate something.

  • @ImNotBobDylan said:

    You think it is frustrating as killer? Try experiencing it as survivor where you press it in time, you see the animation start, and you still go down.

    so much of this, it happens to me on 50% of the DH's i time correctly, probably a latency thing. so, please go try dead hard if you think it needs nerfing and see how easy it is to time. I find DH to be a 1trick pony now, the first time I use it it's great, but then the killer knows i have it and they will just stalk me and wait until i am forced to DH then hit after.

    i am hearing a lot about auto-dead hard lately and i don't know how this works exactly, it can't be a proximity thing but something detecting the start of a killer swing/lunge?

  • I think what has made the issue stand out lately is that before slugging for 4k was something relatively high MMR killers did to secure a wipeout whereas now all the babies are doing it, it's like every damn game ends in that relay part with the 2 survivors.

  • What would you replace hatch with then? Some games as survivor, I really outclass the (probably baby) killer, but my team generally are hopeless (probably also baby) and they get trashed quickly, then there's 1 survivor left slugged and I am stuck looping, healing my downed teammate and trying to cycle 2, 3 or 4 generators on my own for 20 minutes. I guess what I really ought to do is just bend over and accept that this (probably baby) killer is clearly God levels of intelligence with their extremely complex and amazingly well-planned 'just slug everyone' strategy.

    Slugging has just started to become so prevalent that every killer I come up against does it. You can say the hatch mechanic forces it but I don't agree, I even somewhat enjoy the hatch-race and am happy enough losing it as killer to a skilful or lucky survivor. Honestly, the points difference between 3 and 4K as killer is not that big, I think it's the grade pips that make people sweatier and resort to dirty tactics like slugging.

  • I seriously think most commenters in this thread completely overlook the perspective of the survivor that leaves. In a lot of games, it's the total noob that leaves, it's the guy who is so lacking confidence in his or her own ability to play, that they feel that they are already certainly going to die within minutes. A few days ago I looped a (baby)nurse around the bottom floor of RPD for more than 5 minutes, in this time, my team accomplished an unimpressive 0 generators before I finally got put on the hook. The nurse then went and downed 2 of my teammates within 10 seconds of each other, and one of those 2 then disconnected. I never did get unhooked. I think the bigger issue is MMR and general gameplay imbalance particularly mixing inexperienced players with vastly experienced ones, or confronting any baby survivor with a nurse.

    From the killer's perspective, aside from sabotaging your chance at a proper 4K, a survivor leaving just makes it easier for you, though in practically every game I've played with a DC surv, the killer just gets even sweatier trying to make it a 3K. When I am killer, I don't really slug, and I don't intentionally tunnel or camp, though I do swap back to the hook if they are too quick and I have not found any information about other survivor locations yet. It is rare for survivors to leave the game when I am killer, because I don't play dirty. The 3 killers I play most are Spirit, Plague and Artist; Spirit is the only one I have issues with disconnectors and then it's usually because the Spirit's extreme mobility made them feel helpless (this even happened with a p30 who could not juke me).

    I don't understand why some people hate some maps so much, at least, as survivor. Certain killers suffer massively from certain maps usually relevant to obstacle types and elevation, but for survivors it's just about knowing where the worst deadzones are. Personally would never disconnect based on map type. I also like a challenge, so coming up against a blight etc I will always give it a shot, but if the overpowered blight is gonna tunnel me with his imposing overpoweredness, then I might disconnect, cause that's a f**ked game right there with really little to no chance of any survivor escaping without hatch.

    A point I'd like to make ultimately, is about the imbalance in rewards from playing as killer vs survivor. Right now survivors have +100% blood points most of the time, and this makes the rewards roughly even for both sides. When I snag a killer +100% bonus, sometimes I get over 100k BP out of 1 match. Now, without the bonus, if a match as survivor starts badly and looks like certain fail, but will take 10+ minutes to play out, I can look at 20-30k BP as reward maximum, or I could leave and go get something to drink, have a break and actually enjoy those 10 minutes, then return to the game later, and earn double or triple the rate of BP just by playing as killer. This could even be used as a primary mechanism for buffing solo queue, make the BP reward 15% more if you are solo, with 5% less per party member, and make the grade pip requirements also 15% less following the same logic. In this way, even a hopeless game might offer some reward to someone who can play well despite the difficulties

  • Slugging for 4k is becoming extremely prevalent even at lower MMR. Yesterday I either escaped the match, or the match ended with a drawn out 2-survivor loop n slugfest. Slugging within close quarters is fine, if they are loitering around you, but it's the sluggers that abandon people on the floor to go off and search the map that SUCK. I would recommend a tweaked form of flip-flop something like, you gain wiggle progress from recovery while the killer is more than 12m from you (with wiggle bar appearing separately).

    Unbreakable current live form does not help against the intent sluggers as it is a 1-time use and that just means the killer will slug the survivor again and get back to searching for the other(s).

  • Twins by far the least common probably cause they need some kind of rework/fix. Freddy second but I still see him quite often, nearly as often as hag.

  • Definitely agree with pulsar, random internet blip takes me offline for 5 seconds, this kicks me, banned for 5 minutes.

    No player should ever be forced to stay in a game and my experience is that 90% of the time people leave or suicide on hook because the match is already well lost, sometimes in less than a minute. 5 generators and 3 already hooked, clearly all playing like trash, then 1 leaves, well, i am not surprised, they knew they were screwed. Luck plays such a huge part in this game, I've had killers pounce on me within 10 seconds just because that's where they spawned, and then face camp tunnel me out of the game, that is not gameplay. The most common reason for me to outright leave a match, is when I get slugged, and then the slugger runs off to go scour the map for 10 minutes looking for the other player, so I just leave so that maybe the other survivor can get hatch. Similarly, I had a game earlier where my teammate was slugged, and I picked this guy up about 6 times while the Oni that was tearing around the map kept just knocking him down and screaming off into the distance to look for me, i was even trying to do gens too but no time between avoiding the killer and reviving the slugged surv. The match took about 45 minutes, and felt like a massive waste of time (probably 20 minutes of 2v1).

    Some killers are immensely overpowered and really don't have a stable counterplay, and maps can synergise with this further, or the opposite. it's not hard to see why players leave nurse or blight games, instead of blaming them for feeling like it's pointless, why not actually aim to balance those killers? Personally if I could pick a killer to always leave the game for, it'd be the dredge, cause my gfx does not function properly with nightfall and i just get a little clear circle in the middle of the screen, i can only see a few metres through it and it does not look the same as when I watch streamers with nightfall, I suspect my limited resolution is the problem.

    Do you know what the real penalty is for players that leave? Players that leave get ZERO points for the time spent so far. Players that leave get -1 pips to their grade with varying impact. Players that leave, lose their items, addons and offerings. Players that leave lose progress on their challenges! This is generally already enough of a punishment for me to not want to leave a game, and more of a disincentive personally than the timed ban. If I am having such a horrible time that I would be willing to lose my points, items and chance at grade, then I'm probably already upset enough that I want to take a break from the game, and enormously do not care about a timed ban.

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