BenOfMilam
BenOfMilam
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Necroposting lol
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NA.
I see something like one cheater every other day. It's easy to identify the EGS cheaters, so I just dodge them. I do count that as at least seeing them lol.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2910953#Comment_2910953
Supposedly, BHVR's anti-cheat banned a LOT of people recently.
Likewise, Sony and MS will absolutely care if you jailbreak their newer systems.
True facts. The people I know that have jailbreaked their PS5s and Xbox X-whatevers really just do it for things like using free cam to find weird things, so just no harm no foul offline stuff
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Feng Min sounds like someone stepped on a squeaky toy every time she gets hit lmao
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2910928#Comment_2910928
Yes, except not only do you need to evade BHVR's anti-cheat, you also need to worry about Sony and Microsoft who will NOT like you messing with their console.
Evade """anti-cheat""". EAC is really not so different from having literally no anti-cheat. Jailbroken consoles aren't really all that uncommon, just no one talks about them since the only people that do it are electrical engineers that want to play SNES cartridges on a PS2 or something monka like that lol
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People make fun of me for talking about console hackers, but hacking on console has been a thing since online gaming has been a thing. Save editing is the easiest thing to do, but more complex hacks that involved external software or plugins are far from unheard of
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She's a pretty good killer, just not very satisfying to play. You can make some big brain play and get wallbangs, but it's not very rewarding to do so or simply takes too much time.
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@I_CAME said:
https://forum.deadbydaylight.com/en/discussion/comment/2910888#Comment_2910888
She's still S tier with the right addons. Mother Daughter Ring with maybe Dried Cherry Blossom. You're so fast that even good survivors won't be able to react if you're good.
ah, fair enough man. I usually forget about how big of a benefit add-ons can be. I'm the kind of guy that hoards hundreds of health potions and never uses them, so I don't like using add-ons too much.
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@VirtuaTyKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2910882#Comment_2910882
I have had a tough night and this was the last straw!
My advice is to find a different time of day to play. DbD at night is when all the sweaty boys come out to play, so I don't like playing from 8pm to 12am.
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Underrated - Trapper
Trapper is generally considered to have a poor early game since he needs to set up traps before getting into chase. This is true, but efficient pathing makes it less of an issues (e.g. search for survivors while also setting up traps along the way). He's got super high snowball potential, can completely shut down loops that most killers can do nothing against, and has the potential to end chases in less than a single loop if he corrals the survivor correctly.
Trapper is super dangerous in the right hands, but many of the problems that M1 killers have are exacerbated by his need to spend time setting up traps. He's a killer that can clutch a game in just a few moments, and he really only struggles on the maps that every other killer already struggles on.
Overrated - Spirit
Spirit was pretty good for a "turn your brain off and win" playstyle until the most recent nerf. Now, her main strength of doing """mindgames""" is completely gone. Since survivors have pretty good information on what the Spirit player is doing, they can give her a lot of trouble in chase and strong pallets. Pallets that other killers can still get hits on after it's dropped. I don't think she's an S tier killer, she's closer to mid or low A in my eyes. But that might just because I'm not good with her and I don't play against her often.
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@randonly said:
https://forum.deadbydaylight.com/en/discussion/comment/2910851#Comment_2910851
SWF goes far beyond just indicating what each one is doing. They can communicate about the killer they are facing (very important in the early game), they communicate about where each one is on the map, they also communicate about the killer's location (in chase with someone or not) and the main thing about all: Communicate and combine the perks they are using in the game and analyze the killer's perks and then strategize what each one will do in the game (one will cleanse totem, others make gen and someone loop the killer, and if something goes wrong, you always indicate the location or percentage of each thing).
A simple HUD system of this type that only indicate what a survivor is doing will not even close the gap between SoloQ and SWF, and will only serve for beginners (and a little help against PinHead)
Like I said, the average swf. Most people don't ever make any kind of useful callout, and many more players swf without coms. You can imagine my disappointment joining those lobbies as a former R6: Siege player lol
High level planning like divvying up roles via perks, calling out the killer's playstyle ("this guy fakes doubling back a lot"), and coordinating which gens to do for an optimal final 3 gens, and calling out perks are not something you can get without voice coms. DbD would seriously be a worse game if survivors had voip, since I don't want some 14 year old yelling at me for opening a chest lol.
A radial call-out thing would be nice. Press a button and "I'm going for save!" or "I'm hiding from the killer!" pops up next to your character portrait. That with icons that tell other survivors what you're doing, and each solo q player has really solid info and what everyone is up to.
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@_AdamFrancis_ said:
https://forum.deadbydaylight.com/en/discussion/319567/hot-take-unviable-killers-is-a-myth
I literally played comp and won matches so yes, I am as good as I think I am.
Based
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Honestly just icons that tell you what a particular survivor is doing would be all you need.
e.g. Healing and being healed, doing a gen, doing a totem, being chased, ect. That's really all you to bring up solo to similar level of swf, as your average swf's communication is really not much better than that. Also don't add an icon for people doing chests, I don't wanna get flamed lmao
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The problem with these perks isn't their strength. Strong perks are fine; No one is going to get excited about playing the game if most perks are like Monstrous Shrine. The true issue is that DH and NOED are both very frustrating to play against. Things in games that cause frustration are also generally fine. A game with no frustrations or obstacles is lackluster and boring to play through, but take it the extreme and you stop having fun.
The problem is perceived fairness. These perks take mistakes and turn them into strengths. They punish the other team for winning, and getting punished for winning feels extremely bad. Getting squirted in the face by a water bottle when you're expecting a tasty snack is a little frustrating. Especially when it happens several times in a row.
"I won the mind-game and I was about to get a down that would help me create pressure and win the game. Instead, the survivor dead hard'd to the pallet and effectively nullified their mistake, forcing me to chase them for an extra 30 seconds. I still got the down, but that extra time in chase made me lose a generator."
"I slammed out the gens when I could and took the killer on long chases, helping my team complete our objective efficiently so we can escape. However, the killer has NOED and I just got hit from stealth. I tell my teammates to just leave and not worry about it, but I'm still annoyed that I'm dead despite not making a mistake that was dire enough to be punished so severely."
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Been playing against a lot of survivors like that this morning. They're probably farming archives or something and throwing the match to get it done faster.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2910750#Comment_2910750
Self Care is considered a bad perk because it takes so long to heal. Why would a smart survivor waste a perk slot of Circle of Healing, which actually takes longer than Self-Care to use. You are basically giving Self-Care to everyone on your team.
People underestimate how helpful being healthy is, and how useful it can be to heal yourself whenever you want without running out of medkit charges. Those 32 seconds of healing can translate into a 60 second longer chase. Being time efficient is great and all, but running Resilience and glueing to gens the entire game isn't helpful when you need to unhook RIGHT NOW and everyone is injured.
Healing up with SC or CoH takes time, but it's an investment that will almost always pay off unless you're playing against an insta-down killer. If the only thing needed to escape as survivor was time efficiency, you would see No Mither + Resilience + Prove Thyself and tricked out toolboxes every single game on every single survivor.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2909252#Comment_2909252
The only time Circle of Healing is better than Self-Care, speed-wise, is if Circle of Healing is within 2 seconds walk of the aura and a generator, lol. It's a horrible perk now. If you are more than 3 seconds away from the Circle of Healing aura, you're better off using Self Care.
The true value is that instead of running four Self-Cares on your team, you can run one CoH and your teammates have a slot freed up for a strong perk like DS or Unbreakable.
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@TheArbiter said:
Currently on a 53 game streak of trying to get 5 stacks on pentimento. Having to hope and pray that not a single boon is brought, and needing to wait till all five totems are broken before rushing to light all of them otherwise one might get broken is a struggle. Anyone who managed to do it literally how????? lol
Plaything is a good way to do it. Gives survivors a reason to cleanse totems. Bringing Thrill of The Hunt with Plaything discourages survivors from making boons, since it takes like almost a gen's worth of time to do one boon.
Nurse with range add-ons, Wraith with movement speed add-ons (and PWYF if you're crazy), and good ol' Billy are good ways to zip around the map lighting totems.
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@Xyvielia said:
These two were supremely agonizing😩
With no help from killer👇🏽
https://us.v-cdn.net/6030815/uploads/KYTNSA7BKQAD/fd96de9a-3ab5-40ca-8b3f-d17381daf789.jpeg
👇🏽especially on console
https://us.v-cdn.net/6030815/uploads/6ZWP3ONKMBOU/729dd5aa-9cd5-4134-a6f6-0745850e77f1.jpeg
I used to "give out" Left Behind to survivors if only one gen was left when they were the last one lol
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The Twins are one of the very few comp viable killers. A good Twins player can seriously shutdown most teams.
The problem is that they are a little clunky and feel awkward to play at times, and that survivors hate playing against them so much. I would play Twins more, but the survivors DC and give up too much for me have fun with them.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2910671#Comment_2910671
https://forum.deadbydaylight.com/en/discussion/comment/2910676#Comment_2910676
What I mean by what I'm trying to mean is that,
When a killer facecamps and tunnels and bonus points plays Bubba,
- People usually understand, they say he got down way too late, he had to deal with dead hards, decisives and toxic survivors and now is having a revenge.
But when a survivor teabags and clicks and everything.
- usually people would think they are toxic, which I guess is mostly true
But what if they are sick of survivor soloq or something?
ah, I see. As killer if someone goes clicky clicky after I was camping or hard tunneling, I'm just like "yeah fair enough lol"
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@xBlitzAce1989x said:
https://forum.deadbydaylight.com/en/discussion/comment/2910671#Comment_2910671
Have you met my Insidious Basement Bubba? *Smiles*
You have to catch me to put me in the basement *smiles*
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Deathslinger, because I am the yee that haws in the night. Twins because I am a try-hard.
Ace because I like opening chests lmao
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I definitely click and teabag killers that facecamp at 5 gens. You reap what you sow.
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All games die. Ten years from now, we're all going going to be hopping on this forum going "remember the good ol' days? Wish the servers didn't get shut down even though everyone switched to DbD 2."
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As survivor, I love running Desperate Measures since it lets you unhook quickly against camping killers. Combos well with BT. I also like Detective's Hunch for killing totems, Aftercare as a spicier Bond for solo queue, and Ace in the Hole + Pharmacy so I don't have to spend bloodpoints on survivor lol.
As killer, I unironically love Stridor. Not sure if some of these count as off-meta, but I run StBfL for fast downs, and Plaything + Retribution so I can proc Retribution several times per match. I also dream of using Deathbound + Discordance as a combo, but no one knows how Deathbound works so they always split up lol.
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@Azshhh said:
https://forum.deadbydaylight.com/en/discussion/comment/2908151#Comment_2908151
15 clicky-clicks & half a medkit
*nods furiously to show my appreciation*
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Yeah, for sure. Killer is a lot more stressful than survivor. Like I can die something like 10 out of the 10 survivor games I play and walk away saying "I had fun." Can't say the same on the days where I do that badly as killer.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2906863#Comment_2906863
Takes a lot of skill, in other words it isn't good. It's based more on luck and how the survivor's playing more than anything else. How else do you justify a killer hitting a survivor with their power 5-7 times at a loop and not getting a down, let alone an injure?
yeah pretty much. big time investment to get just a single hit without even burning a pallet. didn't say his anti-loop was good, it just seemed to me like OP doesn't understand how the killer's power works and wants to blame everything but himself.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2906835#Comment_2906835
Hah, neither am I. Hence the block quote.
- I still see 4man HO squads. I'm also the one generally running the silly meme builds. If you want to play chill, play chill and your MMR will adjust.
- Yes, a 50% win rate means on average, you'll 'win'. Sometimes this is a 4k. Sometimes this is a 0k. Generally it's not a 2k, because DbD is a very snowbally game. If you're facing high MMR players, either the system pooped itself or you're good enough to face high MMR players. If it's the former, that should be fixed soon. If it's the latter - you playing against lower MMR players isn't fair to them, is it?
- Were they? I made my first posts on the forums a bit after I started playing on Steam, and you can go back and check those out for the examples of games I got to enjoy as a newbie under rank matchmaking. Just endless 4man teams of deranked SWFs.
This game is more balanced than it's ever been. When I started, maybe 2 years ago, there was basically 1 build for killer and survivors still had multiple spots on every map where you couldn't pick them up.
It's not winning or losing I'm all that concerned with. The issue I have is how rapidly and erratically MMR fluctuates. It's one game against people with sub ten hours, then a game with people that have 4k+ hours. It's a 50% win rate, but not bc there are lots fair matches where both teams have roughly equal chances of winning. So things are going from unfair and unfun for them, then being unfair and unfun for me.
I also have lots of killers that I don't really play anymore bc they're in MMR hell. Like I've gotten a 0k the past like 10 times I've played Doc, and I'm still only playing against ultra sweats. It's not the idea of MMR that I dislike, it's the fact that it doesn't work in it's current state. I also seriously don't have faith in BHVR to implement something functional, given their track record. At this point, they should just hire an external company to make a matchmaking system for them.
Yeah, I experienced that too. It was even worse as survivor, since getting out of brown ranks was a matter of escaping "face camp hell." Not saying the entirety of the old system was good, I just personally enjoyed playing at red ranks back in the day more than I enjoy playing in MMR now.
Indeed, it's more balanced than it was. The first time I played was back in 2017 when there were still infinites and no EGC, so survivors could literally hold the game hostage if they just decide to never leave. Needless to say, I barely played it and picked it back up again in 2019
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I bug I saw that I just HAD to capture lol
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@Pannat1 said:
https://forum.deadbydaylight.com/en/discussion/comment/2906856#Comment_2906856
https://forum.deadbydaylight.com/en/discussion/comment/2906853#Comment_2906853
But problem is, when you think your time your shock right, survivor just keep running, so your shock does no effect, now she can continue to loop, and you are now a normal m1
If you think you timed your shock right and you didn't get a hit out of it, you didn't time your shock right. There's a trick to it, and I'm certainly not the best doc ever, but his anti-loop takes a lot of skill to get value out of it.
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This game really needs a timer to force the match to end at 25 or 30 minutes. If you're stubborn and don't want to lose your BP, you can walk away and make a sandwich while the survivors entertain themselves crouching in corners.
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Don't spam the shock, use it when you think they're about to drop the pallet or vault the window. e.g. "Drop it or you get hit" is replaced by "Juke my shock or get hit", since if they go for the pallet drop they get shocked and hit.
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My favorite Trapper moment was when I trapped two drop down windows right next to each other on Haddonfield. Later on, two Megs jumped out at one after the other and both landed in the traps 😂
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2905888#Comment_2905888
No thanks.
Ranks was essentially random matchmaking and it was awful.
SWFs are annoying and I wish the matchmaker would account for them, but your suggestion would make it impossible for SWFs to get games.
https://forum.deadbydaylight.com/en/discussion/comment/2905925#Comment_2905925
Why?
'Chaos and Insanity' generally means 'new players get rolled over and over again'.
MMR does work in the situation you are describing, just maybe not how you think. If you're playing at a high MMR on those killers, the system thinks that you have a roughly 50% chance of killing each survivor there on that killer. Whatever MMR bracket this is will likely be higher on your Nurse main than your Pig alt - but the challenge should be roughly equivalent.
I agree that the 'C' and 'D' tier killers need a buff, but that's a different discussion.
The CoH nerf and Hem buff should help against the healing meta somewhat.
And yes, if you keep winning, the system will pair you up against stronger opponents until you hit the '50%' sweet spot. I'm not sure what's wrong with that.
The SBMM system has problems - but it sounds like BHVR are well on their way to fixing them (just at their usual glacial pace). Even factoring in those problems, the game has felt far more even since the switch over from ranks.
Forgive me for my poor formatting, I'm not so good with internet forums since I don't use them often.
- "'Chaos and Insanity' generally means 'new players get rolled over and over again'."
I'm referring to things like going up against a four man Head-On squad, four up the ante + salty lips, or playing against PWYF speed limiter Bubba. Gimmicky meme builds and playstyles that are played for laughs, and more importantly for fun. You just don't see stuff like that anymore bc we're playing a game of "play sweaty, play boring, or get stomped."
- "MMR does work in the situation you are describing, just maybe not how you think. If you're playing at a high MMR on those killers, the system thinks that you have a roughly 50% chance of killing each survivor there on that killer. Whatever MMR bracket this is will likely be higher on your Nurse main than your Pig alt - but the challenge should be roughly equivalent."
Games like Rainbow Six Siege have their cake and it too; at bronze, silver, and gold ranks, you'll play against a lot of casual memelords and have a wonderful time. At plat and higher, you'll play against sweat squads. The issue with DbD is that the MMR system is terrible, and only works in theory. I'm not getting a 50% win rate with DbD's MMR, I'm getting a 100% win rate for ten games in a row then a 100% loss rate for ten games in a row.
If I could be something like a hardstuck gold in DbD, I wouldn't be complaining. However, I keep getting pushed up to play against the equivalent of plat and diamond players in DbD. I'm not that good at this game, far from it. If MMR was working even remotely properly, I wouldn't be playing against players with 4k+ hours when I'm mostly just zoned out when I play. Again, if MMR worked and I was only playing against other casual players that just want to chill, I would have nothing to complain about.
- The SBMM system has problems - but it sounds like BHVR are well on their way to fixing them (just at their usual glacial pace). Even factoring in those problems, the game has felt far more even since the switch over from ranks.
I really have no idea why anyone would think that matches feel more fair after MMR got added. Pretty much everyone and their mother was saying "stomp or get stomped" for the first few months, and nothing has changed. It's two or three games against baby survivors that don't even drop pallets or vault windows, then two or three games of metaslave sweat squads. Fair in the eyes of an utterly broken algorithm, but absolutely not fair in the eyes of a human.
But yeah, adding MMR to a game about as balanced as a Jenga Tower was a horrible idea.
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Yeah, honestly. I like to hop from group to group and chat with people I just met in discord. You see a lot of people that start crying into the microphone every time the killer hits them, or call you a terrible person because you run BBQ & Chili (???).
A lot of the people that play this game have serious mental issues, and understanding that makes it easier to put up with toxicity. I just feel bad for them, honestly.
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I want the chaos and insanity back. More importantly, I want the fun back. MMR does not work in this game since if you pick the a mediocre killer and don't bring meta perks and you go to a poor map, you just lose at high MMR. Period. Like your skill is functionally irrelevant. Kind of like playing against a good Nurse or old Deathslinger; doesn't matter if you're good or not, you're getting hit and going down.
M1 killers like Wraith are pretty much unplayable against good survivors. If they drop every pallet as soon as they get to it, chasing them will lose you the game. If you're doing sneaky hit and runs, but they have CoH or four medkits, you lose the game. If they're doing both, well, you lose.
This game just falls apart when everyone is playing sweaty. Since winning matches pits you against sweatier and sweatier players, you have to adapt and play like them or you have to accept that you're going on a losing streak until you can have fun again. MMR would be fine if this game was fun at high level, but it simply isn't.
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I don't remember the first time I played, I think it was around when it first came out on Xbox. It was at least before Freddy came out.
I face camped a lot as Huntress because I didn't understand that you were supposed to hook people multiple times to kill them lol.
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"The Tunneler"
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@GannTM said:
- She’s the least played killer.
Did Twins, Plague, and Billy fall off the face of the Earth or something?
Quite frankly, yes. Yes they did.
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@[Deleted User] said:
It's not that bad. But it depends on what we define as "sweating" and what we consider fun at the end of the day. I play nearly every killer on the roster and don't find myself having to turn on the omega-sweat that often.
The lack of viability is hugely overstated IMO. Do you have to run meta builds to compete with meta builds? Of course. It would be ridiculous to expect otherwise. Do you have to play well and make good decisions to win? Of course. It would be ridiculous to expect otherwise. I think 12 hooks isn't a reasonable expectation for balance. That's saying the killer should be able to go about their goal as inefficiently as possible and still win.
I think killers often take a fairly myopic view of the game in the sense that it's viewed as killers vs the world. The survivors are playing the game too, and sometimes they position well and make good decisions. You might only get a 2k when that happens. That's the literal definition of balance. It may not feel good when it happens, but that's a separate topic.
I'd say the balance is in a spot where killers should be walking away with 2ks at worst if they play reasonably well on a solid killer. If they're consistently getting less, there are gameplay issues. Obviously some killers are straight up bad though coughTRAPPERcough.
I think you're largely correct. However, not everyone enjoys constantly adhering to the meta. The Johnnys among us want to play weird gimmicky builds, while the Spikes are fine with Ruin Undying Tinkerer Corrupt on Nurse if it means they can win as often as possible.
It's less a matter of "I feel entitled to a win even when I'm playing a low tier killer with an off-meta build" and more a matter of "I want to play off-meta and still do good enough to have fun." The question of viability is more that against high skill level survivors, many killers simply cannot win even in the hands of the best of the best. I may 3k or 4k most of my games as Wraith, but those are also games where I can run no perks and no add-ons on 4.4 killer and never use my power. When I'm up against genuinely skilled survivors with an optimized build on a low-tier killer, I'm constantly stressed.
That being said, there's nothing wrong with have power differences between characters. Some are good, some are bad. There is value is in having bad characters in a game; self-expression from the player and challenging oneself. But the power difference between an M1 killer like Pig and Trapper with gimmicky builds and a Nurse with a full sweat build is simply beyond staggering. One struggles to land even a single hit, and the other struggles to keep survivors from DC'ing.
For a more casual gamer or for someone who doesn't play DbD often enough to get very good at it, the feeling of helplessness you get as killer can be very overwhelming at times. We all want DbD as good of a game as it can possibly be, and a large part of that will come from making the game less frustrating for all players.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2898771#Comment_2898771
Both is already the case. You only need to make an ingame-Report for Chat-Stuff, since the Devs can see the Logs.
And you can disable the Chat by clicking the small Icon next to the Textbar.
hey, thanks for letting me know!
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@[Deleted User] said:
The video tape uses traps from your inventory. So it only applies traps to 2 survivors at the start of the trial.
Strange and cool interaction!
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Here's an actual solution:
Reports for harassment or toxicity result in the end game chat being sent as a text dump to BHVR, for either manual or automatic review. If they decide that the report was accurate, that player is banned from sending or receiving messages in chat.
In addition, allowing players to disable chat for themselves if they are the sensitive type. Getting your feelings hurt easily is nothing to be ashamed of, so take steps to protect yourself.
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I actually don't mind that Dead Hard is a strong perk. Strong perks like BT and Unbreakable are fine. It's the fact that Dead Hard is so FRUSTRATING to play against. It makes the killer player feel useless and that their skill at the game is meaningless.
Kind of like NOED. You make every right call, go on good chases, and the gens are done and you go to the exit gate... only to get slapped once by Usain Bolt and face camped to death while the killer default dances in front of your lifeless body. It's simply not fun to play against, and that's the true core of the issue.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2898698#Comment_2898698
Judging by the recent Player Satisfaction Survey, if they introduce a non-MMR mode, it won't reward Bloodpoints. If it doesn't reward BP, it's also probable it won't work with Tome Challenges or Daily Rituals.
I'd probably still play in the casual queue 90% of the time. If I want BP for perks and such, I'll go farm in the MMR queue for a few hours and then go back to the casual queue.
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High mobility and short chases. That's really all you need to be a strong killer. Spirit is in the same boat; Her power can be used both to get around the map quickly and down survivors quickly.
Killers like Billy and Wraith that have high mobility and longer chases can struggle if they take chases at the wrong tiles. Killers like Slinger and Twins with short chase and poor mobility struggle by having lengthy patrols and poor time efficiency.
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Everyone is sick of sweaty matches, so playing nice when I can reasonably expect the other side to be grateful for it is a pleasant change. I'll only farm if someone brought bps or cake, otherwise I just go out of my way to spread hooks and avoid camping and tunneling.
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@Mister_xD said:
probaply not.
the best chance we have is that the Devs finally introduce a "Casual Mode" and "Competetive Mode", one with and one without MMR.
Actually very good take. One queue for MMR games, one queue for non-MMR games.
Wonder how long it will take for the MMR queue to completely die?

