Aven_Fallen
Aven_Fallen
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@ezrank1 said:
How can people say that it's only the top 99.99% when SBMM was hell to play for rank 1 high win rate players. Even streamers struggled, it was an eye-opening experience into the state of the game. And it's not like we played the same people over and over. It was different teams every game. Once you hit rank 1 on killer there's no incentive to play it much anymore. A critical part of the game that no one wants to play and god forbid if you actually get a game that you would be grateful as survivor - especially if you lose.
And it's funny, people complain about this because they LOVE the game and what it could be. But survivors are happy because it's easy, and it really is. If you lose to a killer they probably didn't beat you. You beat yourself because you have everything you need to consistently win.
The thing is, most Survivors are awful. And when SBMM tracks those games and calculates the Rating based on them, many Killers will get boosted into higher Ratings, because they face Survivors they would not face when SBMM is active.
When SBMM hits, they get opponents which are more suitable to the Rating, but they are not really at this Level, they just got boosted there. So if SBMM will be enabled fo real, many Killer players will experience this.
(I tested Hillbilly during the latest SBMM-Test, because he was bugged on every other test before, and I got Survivors which were stronger than I experienced before. So my Hillbilly-Rating was boosted. Meanwhile, my Nurse-Rating was too low, I got Baby Survivors, which I stomped, while struggling against the average Red Rank Survivor)
Like someone wrote here that they did only lose two games prior to the latest SBMM-Test. Their Rating must have been very high, because they faced Survivors below their Skill Level the whole time (losing only two games in over half a year is a good indicator for that).
An extreme example for my explanation would be Dowsey - he had a very high Winstreak on Twins, which would not be possible with SBMM active. Dowsey is an exceptionally good player, but he faced Survivors who are far below his Skill and when SBMM was live, he did not find any games because nobody had his Rating. He had to get sniped by an actual tournament team to have a game.
And something like this would not happen under SBMM, because Dowsey would face better Survivors the more he wins, and eventually, it would even out.
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At earliest with the upcoming Chapter which will release in September.
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@KweenPlease said:
https://forum.deadbydaylight.com/en/discussion/comment/2463657#Comment_2463657
Dude deadzones still count to the overall size of the map.
Yeah, but this does not change the fact that the Outside Border was not moved at all.
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@KweenPlease said:
https://forum.deadbydaylight.com/en/discussion/comment/2463650#Comment_2463650
Nah Coldwind and Macmillan were absolutely smaller before. I - was - here - for - the - update. I noticed the difference immediately.
I am 100% sure that they were not made bigger. Some of them spawn more Deadzones, but thats about it. Especially the Coldwind-Maps were all made smaller when they updated them (not via The Realm Beyond, but when they removed Godwindows).
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@KweenPlease said:
https://forum.deadbydaylight.com/en/discussion/comment/2463642#Comment_2463642
I never said it did. OTHER maps have however changed in size.
Most likely not. They made some Maps smaller (and this was also announced). But they certainly did not make any Maps bigger.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/2463635#Comment_2463635
On the other hand, the Survivor should not die because the gates are so close it is hopeless to even try. It def needs a balance pass, it shouldn't feel hopeless for either role played and all too often it does especially as a Survivor. Under no circumstances should both gates be visible from one location without moving.
Exactly. Thats why I wrote that the Killer should have to walk a minimum distance to observe Gates. Things like standing on a Hill and seeing both Exit Gates should not be possible.
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Personally, I am not a fan of strong Perks being Basekit. IMO those Perks are all worth a Slot, so it should stay like this.
I would rather have some weak Perks as Basekit to not clutter the Bloodweb too much. Something like No One Left Behind or Monstrous Shrine.
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@Mozzie said:
Seeing as there are at least 4 sides per map, I wonder if exit gates could be programmed to spawn on the furthest side, or at least not on the same side. Maybe there is a reason for this?
If you would do that, the Killer would be unable to patrol them on some Maps. The Killer should not have to let a Survivor go, just because they choose the wrong Exit Gate and dont have time to go to the other.
IMO the Gates should be as far away from each other so that Killers have to walk a specific minimum to see the Switches, but also not as far away from each other that Killers cannot patrol them.
Like, sometimes the Gates spawn on the same Wall (or at the same Corner) and the Hatch even in front of one of them. As Survivor you only think "I am die, thank you forever" or something like that.
Or, I have also seen that the Hatch was far away from both Gates and the Gates were on opposite sites on the Asylum-Map. I was playing Pig, obviously the Survivor got away, because there was no possibility to reach one of the Gates in time (they were standing at one of them already).
They might need to get rid of Exit Gate-RNG OR at least decrease it.
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@Trwth said:
https://forum.deadbydaylight.com/en/discussion/comment/2463555#Comment_2463555
For some reason, everything in Ormond and Yamaoka is just lathered with extra-slippery butter. Coincidentally, every time I play Blight, I get those two maps non-stop and it angers me so.
Completely relatebale. Whenever I am like "Oh, lets play Blight", I end up on Hawkins or Ormond. And I dislike Ormond more with Blight, even if Hawkins is an Indoor Map and those are not great most of the time.
I really hope they fix that on Ormond at some point.
@KweenPlease said:
https://forum.deadbydaylight.com/en/discussion/comment/2463555#Comment_2463555
It's not an opinion. It's the smallest next to Grave of Glenvale. It just is. It's not something you can argue. The size of it is the proof.
The Realms are semi-procedural locations within the World of The Entity . Each Realm was the site of a violent tragedy in the past and they now serve as the Arenas for The Entity's trials. 1 Overview 2 Lore 3 Realms & Maps 3.1 The MacMillan Estate 3.2 Autohaven Wreckers 3.3 Coldwind Farm 3.4 Crotus Prenn Asylum 3.5 Haddonfield 3.6 Backwater Swamp 3.7 Léry's Memorial Institute 3.8 Red Forest 3.9 Springwood 3.10 Gideon Meat Plant 3.11 Yamaoka Estate 3.12 Ormond 3.13 Hawkins National Laboratory 3.1If you take a look here you can see that Ormond is right in the middle, at Rank 8, shared with some other Maps. There are a bunch of Maps which are smaller.
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@KweenPlease said:
. . . ? Ormond is the smallest map next to Glenvale?
Not the smallest, it is pretty in the middle.
And IMO, as long as you are not Blight, the Map is alright as Killer since the Rework. If you are Blight tho, you will hate everything in life.
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2463511#Comment_2463511
Ah but according to you it doesn't matter what you saw. The servers deemed it a hit. Pick a side, your survivor bias is showing
What the #########? You were saying that Survivors complained when they saw that they have been hit. But this was never the case. When a Survivor sees that they got hit aka the weapon connected with their Body, nobody complained. Because it looked like a legit hit on their end.
It was the case when the Killer swung nowhere near the Survivor where Survivors complained.
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2463495#Comment_2463495
Once again, then why did it matter when the survivors saw themselves getting hit through pallets? The servers deemed it a hit
Yeah, but this was the case? If I see the Hit connect as Survivor, I got hit. Nobody would have ever complained about a Hit where they saw that they got hit.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/2463489#Comment_2463489
Like I said before.
All of this is doing is just throwing the problem onto the other side rather than actually fixing it.
If they were to actually fix it, Survivors wouldn't feel cheated out of being hit, and Killers wouldn't feel cheated OUT of a hit. The fact it's still happening shows it's still a problem
This will probably never happen.
They already said that they prefer that the Killer will get instant information, which results in them getting information that they hit the Survivor, despite this not being the case.
And if I had to bet, the reason why this is the case is because it is a P2P-game running on Dedicated Servers. They probably would have to rewrite a lot of Code to make it work.
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@CheekyLilGobbo said:
It actually requires effort put in for the killer, ruin doesn't do anything unless you pressure gens and tinkerer requires the killer to drop everything they are doing to reach the gen before it pops, which is a risk (unless you're Blight or something I guess).
Not to mention, Ruin + Undying can just be deleted from the match and severely handicap the killer for the rest of the game, if even one survivor has an anti totem build or perk then it's over. Tinkerer is horribly overrated and only good on already S tier killers or middling B tier killers with better options.
Unlike DS/Unbreakable, it isn't "braindead", you actually have to do things and put effort in to get value out of it.
Yes, the big effort of following the "Pressure here"-Sign from Tinkerer. Which is the biggest problem, because Tinkerer completely removes the need of any Map Awareness when it comes to "Which Gen is being worked on?".
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2463465#Comment_2463465
Ah so why did it matter when survivors saw themselves getting hit through pallets? It hit on the killer's end according to the servers. Someone's starting to show bias
I think you dont understand the system.
When it shows blood and stuff like that on your screen but the Survivor did not get hit, you did not get the hit. Completely irrelevant what you saw.
So why even bother with "BUT I SAW IT ON MY SCREEN!!!111111", when you should know that it was not a Hit, because the Server decided like that?
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2463455#Comment_2463455
I don't even know how to reply to something like this. You wooshed so hard and you think I'm the dumb one. Yeah, whoops I just mindlessly swing at every pallet. Maybe, just maybe, I'm hearing the hit and seeing the hit on my screen, because just MAYBE, it hit on my end
Yeah, but it did not hit, the Server rejected it. So it does not matter at all what you saw.
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The combo is braindead.
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2463345#Comment_2463345
Great, you play killer and you're plugging your Twitch shamelessly lol. My point is you clearly haven't experienced enough of the hit validation if you think it's balanced. Survivors get away with everything now, and killers get screwed at every pallet, not to mention pallet hitboxes are extremely wide now
Maybe dont swing at every Pallet anymore?
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This can happen on every Map. Exit Gate-Spawns can be pretty stupid. Sometimes the Killer does not have any chance to patrol them or they can just stand in the middle of two Gates without any need to move.
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Oni and Lethal Pursuer. Removing a little bit of Onis weakness (the slow Earlygame).
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Nah. The interesting part of a Multiplayer game for me is to not go against or play with the same players all the time.
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They are frustrating. As I already said when the PTB went live.
As Killer-->They get stuck at everything. At least they provide Mutation Rate, HOWEVER, I am very sure if an original Killer with Nemesis Power would have been released, they would not have included Zombies. They would have given him a passive Recharge or whatever. Zombies only exist because it is an RE-Chapter.
As Survivor-->They are annoying. REALLY annoying. Like, I get pushed away from a Gen because some Zombie spawns behind me. Or, I just die, because there is a Zombie around a Corner or suddenly in a Loop, which I did not hear before due to the Chase Music. Either I get smacked down by the Zombie or I have to run away from a Loop (most likely into a deadzone) which gets me killed anyway.
And I predict, the longer Nemesis is on the Live Server, the more players will find the Zombies annoying.
Last but not least, to make it clear - I said annoying. Not that they are too strong.
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@bibibib8 said:
https://forum.deadbydaylight.com/en/discussion/comment/2462951#Comment_2462951
What they likely do if they are like me they are just going to alt+f4 and go play another game the 5 minute dont matter for them
Its still nonsense to DC at the end of the game.
@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2462951#Comment_2462951
I personally just go to the basement, not giving them the pleasure of tbags since that is what they want. If someone is brave to enter I have nothing against it since I probably have tier 3 ready if I am playing Myers.
Yeah, if I gave up near the Endgame, I am doing the same basically. At max, I run around and break some Pallets or Walls. Its 2 minutes at max to wait this out, so I wont DC for that.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2462889#Comment_2462889
Well, nothing is a good excuse for a DC, but I would say this one is understandable.
Survivors staying usually creates a very frustrating and boring situation that not everyone wants to deal with.
So instead of waiting at max 2 minutes to get full points etc., DCing to get a 5 minute penalty (and nothing out of the match) is understandable?
Ok!
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Not really saying they are the best thing. But I am OK with them, some are terrible, some are good.
But if I would have to choose, I am more liking them than disliking Breakable Walls.
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No. I dont give Killers free Kills and I dont expect free Kills. I also dont expect to get the Hatch.
The difference is also that Killers get MUCH more BPs than Survivors. If a Killer has 4 BBQ-Stacks and 3 Kills, they have so much BPs, it does not really matter if they get the last BPs for the Sacrifice.
Survivors on the other hand get far less BPs than Killers, the 5k for escaping are the main source of Survival-BPs. Big reason why you dont see Survivors giving away free Kills. Far more impactful BP-wise.
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One thing which is good about this game is that everyone can play however they like. If someone wants to go Ruin/Undying/Tinkerer/PGTW on Blight with Alchemist Ring every game, they can do that. Not everyone will like that, but they are entirely entitled to do so.
And if someone only wants to run Meta-Perks on Survivor, they can do that as well.
Forcing people to use other Perks with such a system is pretty bad in my opinion. Like, I have done random Perks for some time, just to spice things up (I was basically using the same Survivor Build for at least 1 year and only recently changed it a bit, but in general, I am using the same Perks). And even random Perks got boring after a while.
Let alone, what Perks do you expect people to run in the 4th game? Their first, second and third choice of Perks are basically gone, so everyone would probably run around with Meme-Perks at this point.
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Lerys got a visual Update with the Midchapter-Patch. It is entirely possible that this broke some Totem Spots.
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Not being butthurt when losing a game. If I lose, it was most likely my fault (at least as Killer, as Survivor I might get killed by teammates, but even if this is the case, whatever, it is just a game).
Thats basically all. I played this game for too long to actually be triggered about it.
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So, basically old Undying with a Twist?
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I just go with those I dont have: Killer Adepts. Mostly because their difficulty is artificially increased at higher Ranks.
Tried Adept Oni a few days ago, because I had an Oni-Daily (Downing 4 people with Demon Strike). And guess what? Got a +1, because I downed 4 healthy Survivors with it (and two others I downed were injured, aka less Health States to remove). With 11 Hooks in total, a 4K it was 3 Iridescent and a gold Chaser (not even close to Iri), which would have been a Double-Pip at every other Rank except for Red Ranks.
I got every other Achievement (except for Skilled Huntress), but Killer Adepts are the most stupid Achievements IMO.
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It would just be a waste of time on both sides. The Killer will just stand at the Hook and smack the Survivor down once they unhooked. To get any value out of it it has to be a VERY specific case.
And honestly, if you have not been hooked and your teammates are dying or on Death Hook, go into Chases, take aggro, get hooked yourself to save your teammates. Especially if you have Deliverance and want to use it.
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I just burn Haddonfield-Offerings for it and bring Balanced Landing. Works every time and never ahd problems with this Challenge.
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If you buy the Rift Pass now, you will get everything on the Premium Track up until the point you have unlocked it. So if you are at Tier 70, you get everything right away after purchasing the Rift Pass (including the 1000 Auric Cells).
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Efficiency, both in and outside of Chases.
In Chases:
Chaining structures to use as less Pallets as possible while wasting as much of the Killers time as possible. LIke, everyone can run Shack Window 3 times and drop the Pallet the next time, but good Survivors chain Structures to each other to minimize the amount of Pallets used.
Outside Chases:
Being efficient on Gens. Not running around doing nothing. Basically only leaving Gens when in Chase or going for an Unhook.
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Depends. During Double BP-Events, I am for it. Or if the Killer burned a Streamers/Cake.
Other than that, I dont farm with them, I am not helping with Archive-Challenges anymore, unless they were burning a BPS. It got me killed, so I stopped doing that.
And I certainly wont farm with Killers who play seriously, realize that they wont win and want to try to farm instead. This is just cheap, take your loss.
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IMO this does not have anything to do with SWF or Solos.
This is just the nature of DBD, DBD is a game of Snowballing. From my experience, most games are either 4Ks or 4 Escapes (or 3Ks with Hatch Escape). Because either the Killer is snowballing fast enough so that the Survivors are not able to do Gens or the Killer cannot apply enough pressure, which results in all Gens being done before the Killer can get into their snowballing.
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I am straight and use the Charm on my Survivors and Killers.
And at least once someone was happy about it, I watched the VOD of a Survivor Streamer I went against, they were happy that I had the Charm on my Hook.
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@H1GHLVND3R said:
Why not make killers harder vs premades then? idk. Its complete unbalance
Killers win against the majority of SWFs already.
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@WexlerWendigo said:
There are more legion mains than Oni, god only knows why
Most of them are just Susie-Simps.
@GannTM said:
Legion is actually pretty common. I think a lot of people use him because he’s very simple to use and it also a noob stomper due to his ability to keep everyone injured.
Whenever you ask someone why they like Legion, they say because they like to stab people multiple times. Like Legion goes brrrr.
Very weird.
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What you experience, people using useless Dead Hards is basically what players want when they talk about removing the Distance from Dead Hard.
Even if the iframes would actually work (they dont), you would achieve nothing because the Killer would swing again.
Dead Hard only makes sense when used for distance to reach a Pallet or Window. But some players use it even when they are in Deadzones, where it is useless. So yeah, at this point, is is questionable why they use Dead Hard, because except for giving away that they have the Perk, they gain nothing.
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@dbdgamer123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2459356#Comment_2459356
You will need some kind of rt cores/hardware, unless u want to run with like 3 fps. The only gpus that has hardware accelerated rt support is rtx and rx 6000 gpus. They're proberly also gonna add DLSS and/or FSR to help with the performance drop of RT.
Obviously. But I am not really a fan of adding Raytracing while large portions of the playerbase cannot experience the game without lags or freezes.
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There is no Raytracing in this game yet. And I hope that the game gets optimized better before they add a Feature for the few select people who were able to buy a Next Gen-Console or RTX-GPU.
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If the Killer is bad and decides to overcommit to one person, yes, I do Gens. What else should I do?
I mean, I can try to go into chases and do the actual fun part of playing Survivor, but I bet the Killer would feel "bullied" if a Survivor wants to get their attention.
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@lordfart said:
I have more trouble dealing with SB/Lithe than DH, the distance survivors gain from waiting til the last second to run from you is insane it's barely even worth committing to them once it happens. Whereas with DH I dunno whether it's coz Charlotte's walking speed is pretty fast but I tend to just stay inside the survivor's butt until they panic and do a pointless dead hard that doesn't even help them and then immediately smack them down lol. Or if I have a Coup token I can start my lunge, they dead hard, but I hit them right at the end of it. Very satisfying
If DH eventually gets nerfed (because it was complained enough), this will be the main point against Sprint Burst. I agree, the distance a Survivor can get with Sprint Burst is insane. And unlike Dead Hard, you are safe with Sprint Burst, no matter what. You can be in the biggest Deadzone, as long as you have Sprint Burst ready, you can get to a Pallet.
And I find it more frustrating that a Survivor can wait until the last second before they run away from their Gen while still being completely safe.
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As you (and others) already said, she is bugged right now, you dont see many Spirits. Aside from this, I am also pretty sure that quite a bunch of players are not playing her because they relied on Stridor too much. The second thing will go away over time, people will realize that she is still very good.
Third, now that Stridor does not counter Iron Will anymore, some people will stop complaining, because for them, Spirit got nerfed because they run Iron Will anyway.
She needs a Nerf anyway, her Kit did not become more acceptable just because they removed one of her crutches. But for this, Spirit needs to be played more often, which will happen eventually.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2457685#Comment_2457685
Watch coconutrts. He put out a video where he was losing multiple games until he put on an exhaustion addon on his huntress. It carries survivors hard.
If he does this for an excessive amount of time (like 100 games without and 100 games with Exhaustion Add On), I might change my mind. I dont change my mind on a few random games, those can be complete coincidence.
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Killers would be way too oppressive. Some Gens spawn way too close to each other for that.
E.g. I played a game on Hawkins yesterday - there were two Gens in one of the long rooms, where you can go up. Updstairs there were two 1-person gens. If the Survivors would need to complete 6 Gens, a Killer could just stand in the middle of this room and would win the game.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2457685#Comment_2457685
The issue is not that Dead Hard allows bad players to play better, it's that it boosts good players ability to perform well.
A Claudette who Dead Hard's for an extra second of chase is no biggie, but she probably went down fast anyway.
The Feng who just ran shack for three window vaults and finally got mindgame'd but makes it to god pallet by using Dead Hard and subsequently continues the chase IS a problem.
And? This is not really a good argument.
You can say that about every strong Perk in the game. On both sides. With that argument, every Perk can be made "OP".
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I would not say it is overrated. It is the second-strongest Exhaustion Perk, only behind Sprint Burst. I would not call this overrated.
However, I agree on overhated - Killer Players act like they lose games because of Dead Hard, but I am pretty sure they lose the games because of general worse performance than the Survivors, but blame Dead Hard for it. Let alone that most DHs I encounter are HORRIBLE. Like, people trying to DH without any Pallet nearby or anything, just to use it. This brings them like 1 second of Extra Chase (which would be the case in general, if the Distance-Part would be removed, because even if the Iframes would actually be working, you would not be able to do anything with Dead Hard...)