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BlightedDolphin

BlightedDolphin

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BlightedDolphin
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  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489532#Comment_3489532

    Probably... Jake is not popular tho, other og survivors are still so popular while Jake never seen in trials. I always found this weird.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489476#Comment_3489476

    How? We already have a lot questionable killers and costumes in game. DbD is just multiplayer action game which uses horror as theme.

    I'm a Jake main and I wish he would get more attention :(

    I'm going to assume the reason no one plays him is either because his face used to be pretty bad, or because of his lack of good cosmetics.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489530#Comment_3489530

    If the SM were the best of pubs, she probably would have won.

    If they have a rematch in 1000 hours, assuming SM doesn't get changed, I think she'd win.

    The only reason she lost was because of her inexperience, imo.

    As for Overcharge, I've never liked the skillcheck, always felt like Old Ruin to me. But I agree, the main issue here is SM.

    Yeah I agree. Even if he just didn't play for the 1 hour mark he could've won. Many times someone was in a bad position and he could've downed them in a couple seconds easily, but he chose to kick the gen at 5% instead.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489168#Comment_3489168

    Nah, it would not be problem. For example, give female Trapper to Meg and normal Trapper to Dwight.

    Lets be honest, we all know they would just skip Jake.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489513#Comment_3489513

    I understand that the point of Overcharge is the skill check, but it can be a BS skillcheck if RNG decides to ######### you.

    A meh pub player shouldn't be able to hold the best team in the world for 50 minutes.

    If you flipped the situation, more people would be freaking out. 4 pub Survivors with no meta perks escape from KnightLight on Nurse with full meta in a 4 minute game? oh yeah, people would be losing their minds.

    I don't think that's a fair comparison. In this game, the killer lost and the survivors weren't running full meta. The comparison would work if the Nurse still won but then you'd just get "but they still won anyway so who cares!" comments, so no, I don't think people would be freaking out.

    I think the main reason people aren't really taking this thread or match seriously is because it's been derailed about Overcharge discussion. Skull Merchant is an issue and this match perfectly shows why she is, but Overcharge is fine as it is. If the OP didn't add that edit I don't think thread would be as controversial.

  • Ok so I watched the entire match. Firstly do yourself a favour and don't watch it, it's just 50 minutes of gen kicking. I will summarise most of it so everyone is up to speed on this video without having to spend 50 minutes watching it like I did. Some info people are sharing in this thread is incorrect as well.

    THIS IS LONG! THERE IS A TL;DR AT THE BOTTOM!

    First some points to set the scene of the match:

    • This was a custom game. Skull Merchant and the survivors both agreed to this match and it appeared to be comp rules (only 1 of each item and perk). This was not a random lobby game.
    • Skull Merchant's build was Overcharge, Eruption, Sloppy, Oppression. Add ons were Shotgun Speaker (silent skill checks) and Brown Noise Generator (oblivious when in a drone).
    • The map was Torment Creek
    • The killer was playing for the 1 hour mark to end the game. They had no intention of sacrificing survivors with hooks.
    • Hens was spectating so you can probably expect a good summary from him soon

    How the game went:

    • Skull Merchant found a really strong 3 gen at the start and set up around it. They had the option for a 4 gen, but they didn't want to go for it.
    • Eternal began repairing 4 gens outside of the 3 gen and finished them within a few minutes.
    • During this time, Skull Merchant actually was not guarding the 3 gen until it was just those 3. However, they were checking the radar constantly. They mainly just sort of walked around aimlessly for the first 4 gens and broke some pallets.
    • One survivor had Potential Energy, but didn't use it. I'm unsure if they just didn't get the opportunity to use it or if they put it into a different gen. I don't know as it's hard to judge without the survivors POV (I will not be watching that if there is)
    • Once it was down to one gen, the killer proceeded to kick gens as often as possible and never chased further than a single hit. They got multiple downs, but only because the survivors were injured or exposed for the entire game.
    • The killer kept replacing the drones every few seconds so the survivors never got a chance to hack them. Even if they did, the killer just pushed them off as he was always nearby.
    • They slugged almost everyone they downed. They only really hooked when people were in lockers.
    • For the first half or so, only 3 survivors were on gens. I'm not sure what the Adam player was doing, but they weren't working on a gen for a very long time and instead were hanging out around the Ace outside the drones area. I'm not sure if he was calling out Skully's location or if he was trying to act as a body guard to take hits maybe, but they weren't on gens for a long time.
    • Once Adam did start working on a gen and they started working on all 3 gens, the Skull Merchant struggled and they repaired the last gen. THIS STILL TOOK OVER 20 MINUTES THOUGH!!!!!
    • All 4 survivors escaped.

    Now something I've seen in this thread is some people saying the killer applied Overcharge 42 times and some saying that the survivors missed 42 times. I can assure that BOTH are wrong.

    • I lost count towards the end, but the Skull Merchant kicked gens over 110 TIMES!
    • The survivors missed 54 skill checks from what I counted. Now notice I didn't mention Overcharge skill checks. That's because a LOT of these skill checks weren't from Overcharge. Because they couldn't hear skill check sounds they missed a fair amount of normal and Oppression skill checks. And a few were from when they ran off and a skill check just appeared. I don't know the amount of Overcharge skill checks, and it's nearly impossible to know unless we see the survivors POV.
    • I don't know if this was actually the correct amount, but this is what I counted. Hard to keep track when the killer keeps saying the wrong number haha

    So my impressions from this:

    • Skull Merchant needs a rework. Whether Eternal played perfectly or not is irrelevant. This took 50 minutes for the best team in the world to win and they only did so because they had really good communication (and no one DCed). A 50 minute game should not possible simply by kicking gens.
    • The part that stuck out to me the most was how she has no cool down to placing drones, allowing her to reset them instantly without having to worry about them being hacked. If the survivors had the chance to hack the drones this might have been a shorter game, but because the killer just replaced them every few seconds, there never was a chance to hack them.
    • This wouldn't have been possible (or as easy) with any other killer. This took so long because the killer could see everyone with killer instinct the entire game, they were all one shottable, and they were oblivious so they had to leave earlier.
    • Overcharge is fine. The only reason Eternal missed so many skill checks is because the killer had the silent skill check add on and they had to constantly run off early because they couldn't hear the terror radius. Any other killer this perk wouldn't have gotten nearly as much value. They hit most of the Overcharge skill checks and probably would have hit nearly all of them had it not been for the silentness and the fact that they were all one shot. And a normal killer isn't going to be kicking gens 110 times...
    • Also a lot of the Overcharge misses were when the gens had next to 0 progress, so they didn't actually lose anything. The killer already knew they were there as well because of the infinite killer instinct on everyone.
    • I think the killer actually could've had a better chance at winning if they hook the survivors. So many times they knew all gens were at 0 but they still slugged because they wanted the time out win.

    So yeah this was long.

    TL;DR

    • Skull Merchant needs a rework.
    • Overcharge is fine, it was Skull Merchant and her add ons that made it a problem.
    • Any other team would've lost. Next to impossible to win against this in solo queue.
    • This was a waste of time.


  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489363#Comment_3489363

    I will warn you, it is literally fifty minutes long.

    Also, KnightLight and this guy do not like each other. They have some drama or something.

    That's ok. I needed an excuse to not study today haha.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489356#Comment_3489356

    I don't think it's against the rules to link the stream and I think the context is vitally important in this scenario.

    Obviously, the person playing her doesn't deserve any hate and nobody here should be #########-talking them as a person. They came to prove something and played SM to near her maximum ability. They are a newer player and have some...ideas about the game. I stress again, to anyone not particularly you, to NOT hate on the person.

    Go to about 6 hours and 50 minutes in.

    https://kick.com/video/3fc0ad18-5237-42f1-bfaa-9d1948e456b4

    Thank you :D

    I don't think it's against the rules, but if anyone DOES get in trouble for it, it should be me because I asked for it.

    Don't worry I won't hate on anyone in that game haha.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489350#Comment_3489350

    I believe KnightLight links it on his Twitter.

    I believe the SM streams on Kick, but I'm not sure.

    @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489350#Comment_3489350

    Check KnightLight's twitter. It's basically 50 minutes of genkick and slowly getting more and more cocky while pushing out leading to the 3-gen breaking.

    Unfortunately I don't have a Twitter account so I can't access it :(

  • Is there anywhere I can watch this match? There is so much conflicting information in this thread that I have no idea what actually happened.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489132#Comment_3489132

    It definitely isn't.

    Nightlight is exclusive, not well-known and it only applies to a tiny portion of the playerbase. This naturally skews it.

    The stats we received last year ARE outdated, but they are the only useable data we have.

    Neither are usable honestly. People just use whichever suits their narrative.

    The most accurate representation of kill rates we probably DO have currently is the 7th anniversary total kills/escapes stats.

    538,782,351 escapes and 686,712,283 kills = ~56% kill rate.

    Even this also isn't accurate as it still included a lot of outdated games, but it's probably more accurate to current games than NightLight or the October stats, which are 9 months old now.

  • I think Overcharge is fine and what you are talking about is still an issue with Skull Merchant not Overcharge.

    Overcharge does give a big penalty for missing the skill check, but that penalty also only applies IF you miss it. You can have tons of value from it or nothing. The extra penalty is also 4%, not 5%. The only time this is really an issue is in major 3 gens against a killer like Skull Merchant or impossible skill check Doctor.

    Skull Merchant and 3 gens are the problem, not Overcharge.

  • @o7o said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488808#Comment_3488808

    I personally think a communication wheel would've been more helpful. The HUD icons were nice, but all it really did was lead to disappointment. I still get solo queue teammates that will be opening chests while I'm on hook nearing 2nd stage, or cleansing a random totem with 1 gen left when the killer is pressuring gens. It would be nice like DBD mobile where you can tell people to do gens or go for saves or not.

    Unfortunately even with communication those teammates would still play like that.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/383808/how-would-you-win-against-teams-like-these

    https://us.v-cdn.net/6030815/uploads/4J7UOFKUHGN7/bully-of-bullies.jpg

    This was the last game I played tonight, and oof, this was just aweful. Stuff like this gladly doesn't happen too often, but this was on of the Bully squads of legend. They constantly harrassed and mocked me and wouldn't allow a single hook, if they could prevent it. The 4K were just a phyrric victory and gloss over who was the true winner of this match. They didn't even touch gens, just constantly blesses totems for that Exponential effect and then ran besides me to trigger Break Out or sabo the hook if needed, it was pure hell.

    Off topic but your build looks fun.

  • He’s not as easy or as smooth to play as Wesker.

    He’s about as strong as Wesker but it takes more effort to get the same results and it doesn’t feel as good to play him.

    As others have already said, he’s clunky.

  • I like him. One of the most fun killers to play against.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487545#Comment_3487545

    Haven't been booped in a long time sadly. They never try it anymore.

    Every time I try to boop a Pig I just end up getting camped :(

  • @Leon_Scott_Kennedy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487554#Comment_3487554

    They added PlayStation as an account you can link on the website, but people say it doesn’t work yet, I didn’t see any sort of announcement for that either which is weird

    I wasn’t aware of being able to link PlayStation. Don’t know when they added that.

    The FAQ on their website says that you can only merge Steam and Epic and in the Reddit AMA last month they said they are having difficulty getting the option for console to PC so I don’t think you can merge PS and PC still.

    Here’s the websites FAQ if anyone wants to read it:

    https://support.deadbydaylight.com/hc/en-us/articles/6577239832468-How-to-enable-Cross-Progression-via-a-Behaviour-Account

  • Reporting players only really works if they said something really bad like a death threat or a slur. As of now there is no way to know if a report successful, BUT there will be in the next update at the end of this month :)

    Sorry that you’ve been having a hard time with toxic players, it’s never fun, especially after an already miserable game. As others have said, you can turn it off so if it’s causing you a lot of trouble. You won’t be missing out on much haha.

    People in this game complain about just about anything, over time everyone just sort of gets used to it. Don’t take it personally, those people would’ve been toxic no matter the outcome. Just have fun and don’t worry what the ######### say.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487458#Comment_3487458

    They do account merges but not full on cross progression.

    Also a very important part, this is ONLY available for merging Steam and Epic Games Store. You CANNOT merge console and PC.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487391#Comment_3487391

    Dc's go up, hook suicides, AFK's and throwing players go down.

    That's pretty much exactly what you want in this system. A bot won't replace those players who suicide, AFK or just throw. It will replace people who DC.

    It's also fairly likely that the DC penalty being removed has a novelty factor. 99% of people probably weren't around when the game didn't have penalties, so it's a new shiny toy for them. That will fade after time.

    I was around way before DC penalties. I mained old Freddy back then and had a DC almost every game. DC penalty was one of the greatest updates they added and bots are also one of the greatest to me.

    People need to stop looking at old DBD with rose-tinted glasses. It was a ######### show of mass DCs, terrible balance, awful map and perk design, and even worse matchmaking. The only reason old DBD felt “fun” was because everyone was SO bad at the game that stuff like double pallets + vacuum wasn’t that big of a deal.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487054#Comment_3487054

    Why not scrap the Bots?

    The Bots will only provide more points for the Killer in a game the Killer is already winning. It does not matter if it is a 3v1 without Bots or a 3+Botv1. The Bots dont provide any Support to the Survivors, they only provide more points to the Killer.

    You wont have this discussion if DC-Penalty can be removed if you would not go for the failed attempt to add Bots in regular games. Like, play a few custom games against Bots and you should notice that they wont be of any help for the remaining Survivors.

    Still better than nothing. Bots at least do gens, unlike the guy who rage quit.

    Of course it’s still not going to be as great as having 4 actual players, but having a gen jockey who can occasionally stall is better than nothing.

    And survivors can get more points as well, not just the killer.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486913#Comment_3486913

    You can't get hit if you lose collision. That's how it works.

    Auto-aim is terrible design tho, it should be removed with or without this mechanic.

    You can still be hit without collision. You can test it by hitting a survivor as the Knight right after a guard hits them and they lose collision.

    But even if they couldn't be hit, I don't think making survivors invincible is the way to do it. It just removes the possibility of misplays from the survivor until the effect wears off.

    And auto-aim would still target them anyway. Look at how old Freddy used to auto aim to awake survivors even though he couldn't hit them.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486887#Comment_3486887

    Or maybe we should get anti-tunnel mechanic or perk which makes survivor lose collision. Let's say for 60 seconds.

    Survivor can't use it as weapon. Killer can't chase them.

    Ofcourse this will make tunnelling less viable but for cost, they can buff killers in general.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486900#Comment_3486900

    Hey Mr Killer, please don't down me here. I am on dead zone right now, my DS will be wasted because i have not any loop near. Can you please get me down next to shack. Thank you so much!

    That still can be abused though because without collision you can stand inside the killer and auto aim will hit them.

  • I don't know if DS should go back to 5 seconds, but what they should change is that the stun applies AFTER the survivor breaks free.

    So effectively the killer is stunned for 4 seconds, but you get 3 seconds of distance as opposed to only 2 seconds currently. Wouldn't be opposed to it applying on both hook states either.

    @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486591#Comment_3486591

    That's just not true.

    Killers got best anti-gen meta ever with CoB + Overcharge + Eruption.

    These perks made gens very slow and yet killers did not stop camping and tunnelling. And this ended for them losing these perks. Some anti-camp changes as well.

    It's not realistic. Killers will always tunnel, even if game is so easy for them.

    Unfortunately yes, tunnelling and camping will always be a thing.

    If gens are too fast, killers feel pressured to get a kill.

    But if gens are too slow then killers have no downside to camping or tunnelling because the threat of gen rushing is reduced.

    So then you add in a bunch of ways to discourage tunnelling and camping... but then its evened out by the fact that a longer chase on a survivor who is on death hook is often still more beneficial than a shorter chase on a survivor who hasn't been hooked. So then you make the anti-tunnelling stronger, but then survivors just abuse it and it goes against what it was intended for and NOT tunnelling becomes detrimental because survivors are trying to force you into it (like how if a survivor body blocks you with BT you are better off chasing them rather than continue chasing the unhooker) or survivors become near invincible (the old "small PP build").

    So it's a very hard thing to balance because it's always going to be an effective and generally safe strategy or survivors can abuse those who don't tunnel.

    There's no real way to fix. The best way I can think of is to make the reward for not tunnelling better than the reward for tunnelling, but I have no idea how that is possible or what to even do.

  • @CrusaderNella said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486839#Comment_3486839

    Oh really?

    How so? Can you perhaps elaborate cause I am very curious as to how it synergizes with him

    It's great at letting you know if someone is close by. So if I am cloaked as Ghostface I can get a sneaky hit or I can predict where they might go and get in position to stalk them or ambush them. For example, if I see a crow fly off on a path towards a generator, I know that someone is probably going to start working on it and have a general idea of where is best to approach and stalk.

    Or if I get a notification behind a wall, I know someone is there but they don't know I'm there. Which is especially useful on indoor maps where you see a crow, hide near the door and whack them when they enter.

    And it's just a good tracking perk in general that doesn't require you to actually do anything and still get value. Also it's really funny watching people freak out at how you could have possibly found them but it was simply because a crow flew off behind me.

  • Spies from the Shadows. Especially fun to use on Ghostface!

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486765#Comment_3486765

    Some maths: It takes 90 seconds to repair a generator solo. Cut that in half if repairing with one other survivor. BL1 is 15 seconds. BL2 is 25. BL3 is 35. 25 Seconds to down a survivor, about 7 seconds to hook them. Depending on perks like Eruption, Pain Resonance and Jolt, there's a good chance that survivors aren't making it out if you're getting a hook roughly every 32 seconds.

    Each tier of Bloodlust is 5% haste. Made for This is 1% per tier. With just Made for This, a survivor will have a maximum base speed while running of 103%. At Bloodlust 2, a 115% killer goes up to 125%. That extra 10% means you're more likely to catch the survivor at a loop, or down them before they make a pallet or window.

    It takes 2 hits to down a survivor, so if you are relying on Bloodlust 2, it would take a minimum of 50 seconds to down a survivor, not 25. And that doesn't take into account if you lose bloodlust at any point or if you don't hit them the millisecond bloodlust 2 activates...

    Also how would you even be getting a hook every 32 seconds with that logic? You would have to teleport right on top of someone straight after hooking them.

    So a MINIMUM of 57 seconds to hook a survivor by relying on Bloodlust 2... that's not that bad. That's over half a generator that you stalled for. And that's not even taking into account locating the survivor, breaking any pallets, getting stunned, breaking chase, any exhaustion perks, the fact that most killer can't even use their power in this scenario, or the fact that you don't hit someone that second bloodlust activates... yeah I don't think Bloodlust is actually that big of a deal...

    I could get downs faster by just using my power.

  • I think Wraith was inspired from Predator.

    • Cloaking invisibility with a shimmer and snarls.
    • His weapon is a skull and spine.
    • All his perks are tracking perks (one of which includes glowing blood and another even called "Predator").
  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485409#Comment_3485409

    Find me a killer who is both fun and strong and extremely popular that isn't Blight or Nurse that released before Wesker. I'll wait.

    Huntress and Wraith. Not as popular as Wesker, but before he released these 2 made up the majority of survivor games and they still are very popular.

    I would also say Demo if it weren’t for the fact that he got Netflix’d.

    Hillbilly was also really fun, strong and popular before his nerfs.

  • Med kits are still useful though, they just aren’t overpowered anymore.

    1-2 self heals per game is all you really need most games anyway.

  • But it does show that the “you are forced to only have 40% escape rate” thing this guy is claiming is false because the matchmaking can’t determine whether someone is going to DC or give up after first down.

  • @Uxoxe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485008#Comment_3485008

    I'm curious how you are not experiencing these 7 to 10 long loss streaks in solo-queue, that even streams like Otz and Scott Jund get? Also, I'm really curious how you have a 60% win-rate in solo-queue, when the matchmaking system forces survivors into a 40% win-rate.

    Something really sounds off here.

    Why don't you play 20 games in a row, in solo queue and post the videos? I'd really like to see this 60% win-rate in solo-queue.

    Most of what I said was just an estimate. I don’t really know the exact amount of escapes I get nor do I really care as long as I’m having fun. 60% just seemed right from the last time I played. Maybe I’m wrong but again I don’t really care enough to accurately calculate my win rate.

    I have never heard about that 40% win rate MMR thing. I don’t see why MMR would force you into a 40% win rate.

    I don’t really see how escaping 6 out of 10 games is that impressive honestly.

    Also by win-rate, I’m just meaning that I escape not everyone else (but not if I’m given the hatch for free by a nice killer). Escape rate might be a better term to use.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485011#Comment_3485011

    I dont know but...How is Nea with green Feng perk is considered lower side or MMR? After 4 years playing, I dont buy Ace, if I unlock his tier1 perks, am I supposed to be low MMR?

    Some veterans also like the old outfit.

    Im not saying Im on high MMR, but those arent evidences of low MMR. If I said I lose to these team, Im sure people would say "Thats how high MMR for killers right now"

    I would not have said that if you lost. Unless you are playing against a pro team or something like Hens’s group, I think most SWFs are beatable even at high MMR.

    Before I go any further in explaining my thoughts, I want to state that I do not mean to imply that you are low MMR or inexperienced, just that I believe these teams are. Matchmaking is bad so anyone could get these teams regardless of MMR.

    Yes you are right about the green perks not necessarily being a sign of low MMR, that’s not really a good indicator. The amount of green perks on one person might be, but I’ll admit that it’s not much to go off. The green Hope though is a bit odd considering it is a general perk.

    For the first team, the fact that only one person has an exhaustion perk (and she doesn’t seem to be a part of the SWF judging by the lack of BNP), the use of an offering to group together (which should never be used if you want to win as splitting up on gens is more efficient), and the use of Technician (a perk popular among new players but not very useful for more experienced players) tips me off that the first group aren’t very skilful.

    As for the other teams, yes veteran players do wear default cosmetics sometimes (I personally use Scruffy Jake), but a full team of full base game outfits isn’t very common outside of newish players.

    The Jake team I could maybe see being higher MMR simply because Jake doesn’t have any cosmetics, but the other teams come off as less experienced to me. Especially the Meg team having one person not in bloody cosmetics.

    Or maybe I’m just over thinking it all. Either way, I had fun over analysing it haha.

  • I think now is the healthiest killer has been. Not to say there isn’t more to change, such as the upcoming FoV slider. Aside from certain maps and MFT being a pain to deal with as some killers, right now is the most fun killer has been in my opinion.

    The strongest killer has been though was the Eruption/CoB/Overcharge meta. Glad that’s over now.

  • Given their outfits, lack of exhaustion perks, green tier perks, and the fact that someone is running Technician… I believe this is on the lower side of MMR so probably not that hard to beat them.

  • @Uxoxe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484045#Comment_3484045

    Solo-queue players are regularly getting 7 to 10 loses in a row. That is a massive problem.

    I’m not. I’m having fun and win probably around 60ish% of my games. Which is why I listed it as a hot take.

    Only time I get losing streaks is from survivors giving up for no reason. Nothing BHVR can do to stop people throwing tantrums. DC bots will at least make it a bit less frustrating.

    Or if I get a string of Nurses, but that’s rare and everyone knows Nurse is busted.

  • His power used to be fun and unique despite being weak. Now it’s boring and weak.

    Worst add ons in the game.

    None of his perks are worth running.

    Outdated character model with terrible neck posture

    No lobby animations, music, or voice lines.

    Only killer with no cosmetics.

    He feels like a massive waste honestly. Nothing that makes him feel like Freddy Krueger and nothing that makes him stand out from the rest of the killers.

  • Solo queue isn’t as bad as people make it out to be.

    Killer isn’t as bad as people make it out to be.

    The “nerf Pig” meme is unfunny and overused.

    Old Freddy was the most fun killer in the game.

  • I can understand the others, but why is BBQ on that list?

    I do hope they add some more non-slowdown perks that are worth running but it’s hard to think of how they could make them.

  • @CrusaderNella said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482329#Comment_3482329

    I remember the Otz one about the Reverse Chainsaw into Quinten hiding in a corner! AAAAAAAAAAAAAA I loved that one!

    Here’s another Otz meme

    image.gif
  • Myers is just too slow.

    You start the game with a reduced movement speed and a nonexistent lunge. Then you spend a few seconds stalking someone to become a normal killer and lose your stealth. In this time Ghostie has probably gotten someone Marked or 99ed.

    Ghostface has stealth the entire game and can be activated whenever he wants, Myers has it at the start and you want to lose it ASAP.

    Myers also has to get a lot closer to stalk because his is slower the further away he is. AND survivors have a stalk limit whereas Ghostface doesn’t.

    Ghostface exposes one survivor for 60 seconds whereas Myers exposes everyone for 60 seconds, but you still only get about 1 or 2 downs in Tier 3, so Ghostface still gets there faster and more efficiently.

    He spends way too much time trying to earn a power that isn’t even that good. He needs a rework.

  • @KingFieldShipper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481937#Comment_3481937

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481938#Comment_3481938

    I tagged you both because I think this reply covers both comments because I think he said kind of similar things.

    For the record, I don't think that streaks are a true indication of balance, general representation of public matches as a whole, or killer strength. I do think streaks can signal inbalance - which factor in add-ons. But also I didn't watch the clown streak, so I don't even know if the dude used pinky finger or not every match, so I don't even know if that's really even the case. I don't think it's that balanced of an addon as compared to the rest of his kit/addons, and much like tombstone/tombstone piece I think the existence of it actively hinders the possibility for either killer to get buffs that they need.

    I do have an objection specifically with 'streak is a streak even if you manipulate MMR" though - because I wouldn't consider it a streak is, say, the guy deranked for hours on that killer offline. That's essentially what the guy who did the demo streak did, and when question about it he said "on steam streak". Which I think by definition is not a true streak at all.

    But going back to MMR - I think MMR should have two jobs specifically: actually have a balance match, meaning you're put up of against opponents who are going to be either at your skill level or equipped to handle you (which would give a more normalized playing field and preventing someone from going on streaks like this), and to separate brand new players from everyone else (which, in general, it does, to a certain point). I actually think that MMR system itself is somewhat decent, and I understand their reasoning for kills/escapes being skill by proxy..... but it's pretty well known at this point that the cap is way too low and also that the system just throws the entire thing out to prioritize queue times. Which I also understand why they did, because no one should be waiting for hours for match, but at the cost of MMR not working properly, or as good as it can be.

    I really do think that in the cases of these streaks right here from the op are entirely caused due to matchmaking issues. I do feel like you are sort of downplaying that, busted add-ons in the equation or not. There's no doubt in my mind. mmr malfunctioning is something I see anecdotally. I have close to 3,000 hours now in this game, 2000 of them are on killer, and I'm constantly matched with survivors who have less than 500 hours in the game that get absolutely decimated, and it's getting to the point where I don't even find the game fun to play that much anymore. But that's a rant for another day.

    Also, edit, because I hit submit like a dummy immediately.

    Oh I agree with everything you said. My main point was that the Clown streak wasn’t a good indicator of anything except that Pinky Finger needs a rework, but the rest do show that MMR and balance are an issue.

    The MMR is actually pretty good when it works but like you said the cap is so low that the top MMR is filled with varying skill levels. Add on to that that the MMR prioritises queue times and if someone dodges the lobby the MMR gets messed up and so it doesn’t work accurately most times.

    I’ve been attempting my own win streak after seeing the original post and am currently at 15 wins and every game varies between people on my skill level or people vastly below it, even though I have only lost twice in 30 or so games. I should not still be getting people with less than 200 hours when I have a 90%+ win rate.

    And yes I agree with the manipulating MMR thing. If you have to lower your MMR off stream then you’ve still lost games and so that’s not a win streak.

    So yes, I agree with you, I just think the Clown streak is meaningless and Pinky Finger should go.

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481943#Comment_3481943

    No form of in-game communication which is critical against killers like Legion, we can't see other survivor's perk loadouts, survivors randomizing perks for fun and draining my sanity along with it, etc.

    Can't think right now, need some sleep tbh.

    I’m not saying it’s perfect or that there isn’t still more to do (seeing perk load outs should have always been a thing), but saying they don’t care or that they aren’t bothering to do much is just flat out wrong.

  • @mikewelk said:

    Solo queue is brought up so much in discussions but developers don't even care enough to help solve the multitude of issues it presents. As long as it inflates kill rates, they won't bother doing much.

    They have been addressing solo queue issues with the HUD, DC bots, and soon the anti-face camp mechanic.

    The only thing they can’t fix is that the average survivor is really bad. And the only way for people to fix that is if they get better. BHVR can’t make them suddenly good.

  • I don’t think nerfing EMPs will make him more common. He’s already quite strong.

    The issue with him is that he is just frustrating to play.

    The amount of times I’ve seen a survivor on camera but they are slightly obscured by a twig so I can’t shoot them makes me not want to play. His cameras are also very disorienting, so I can understand why his pick rate is so low.

    He doesn’t really need any more buffs, just some QoL fixes to make him a bit more enjoyable.

  • @KingFieldShipper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481900#Comment_3481900

    I feel like people are uneccisarily gatekeeping what constitutes as a streak.

    I can see the argument on the other page about 3 genning being hard nerfed, because doing a streak in that way is no longer possible.... But what would it matter if the clown ran pinky finger? Where are we drawing the line of what constitutes a valid streak, and why?

    A streak is a streak, regardless of how it's done (whether you hard tunnel, use perks, use add-ons) - regardless of if you are talking about the general player base or not. And if we're talking about in general, big streaks also shouldn't even be a thing, anyways. So I'd honestly consider it part of balance, as well as MMR not working properly.

    The problem with Pinky Finger is that it completely changes Clown’s playstyle.

    It’s still a valid streak, but I don’t really find it impressive or a Clown streak but rather a Pinky Finger streak.

    And we can’t really draw any conclusions about MMR from this streak because even if it were working, most high MMR teams would still lose to Pinky Finger + Gin Bottle.

  • Plaything is just fun on Wesker. May as well add Pentimento with it.

    @i_dont_care223 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481915#Comment_3481915

    bc slowdown perks are boring hell aura reading builds exist too slowdown is the reason why this game is so stale

    Aura reading builds aren’t that good right now with Distortion and Off the Record.

  • @TorQueMoD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470311#Comment_3470311

    Oh, okay. No, I was completely untouched and not condemned. I don't even think I had interacted with a tape that match. It seemed like a glitch to me.

    You don't need to interact with tapes to become condemned.

    If she teleports next to you enough times you'll become condemned.

    Also Ring Drawing spreads condemn when you heal someone who is condemned. So if you healed anyone else, you would be condemned.

    Is this the Mori animation you saw? If so, then it was because of Condemned.

    https://www.youtube.com/watch?v=PpRIZhPvo7s


  • @LeFennecFox said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480981#Comment_3480981

    It was super broken since you could add some range to your power and on a lot of maps guarantee stopping the cube before it's solved

    I wouldn’t say it was broken, nor was Pinhead the main reason for the change.

    The main reason Hoarder was changed was so it wouldn’t affect Singularity’s EMP.

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