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  • Nah

    I feel like a baseball player when I stand in front of the hooked survivor, he Kobes at at me and I smack him as he lands, it feels too good

  • Moocle Dookle goes brrrrr

  • @ThanksForDaily said:

    https://forum.deadbydaylight.com/en/discussion/comment/2452411#Comment_2452411

    That's what im saying...? They gutted his add ons and no one plays him. Same with Billy.

    I wasn't arguing with you

  • @ThanksForDaily said:

    https://forum.deadbydaylight.com/en/discussion/comment/2452358#Comment_2452358

    That's the reason. It's not the overheat mechanic. Every billy used to run Carburator, Primer bulb, Spark plug, Engravings.

    Example. They gutted Freddys add ons. I used to face full slowdown Freddys every other game before the nerf.

    Where is the Freddy mains now? I mean Freddy add on mains. That's right, no one plays as Freddy anymore.

    Freddy was strong and boring, now he is weak and boring, why would anyone play him

  • Lightborn. It is always so funny to watch survivors desperately trying to blind you.

  • It's kinda category B perk. Not useless, not very useful. The most value of it you can get on killers able to find exposed survivors, like all-seeing Wraith, Doc and Renjiro Oni. In any other case it is mostly guaranteeing that survivors won't pop gens in your face while you are hooking.

  • @TGB said:

    https://forum.deadbydaylight.com/en/discussion/comment/2451618#Comment_2451618

    I want to state that I'm not cherry-picking your post and trying to pretend it represents your party's thoughts, but I AM going to respond to your post here.

    Hitboxes aren't unpredictable, and I don't even know what an "uncounterable hitbox" even means. A hitbox is simply... the zone in which collision exists, attached to a certain entity (like a player or NPC). A hitbox isn't something to be... "countered". Unless you noclip, or something...

    So, what exactly? Something like Huntress axe, the most infamously FAT hitbox collision? Huntress is "easily" countered, though. I say "easily" and quote it because it becomes a skill matchup, but the point is, it's your job to not just run in a straight line every time a Huntress has her eyes on you. You have to actually play the game, not just get downed and complain that Huntress has a ranged attack.

    Juking works VERY well. And there are also varying degrees of said juking. Sometimes, you want to actually juke at a hard 90 degree angle, even. Because this gets you more distance away from your original point than if you strafed sideways while moving forward. Sometimes, after juking, you might even want to NOT juke at all. And most of all, you want to keep breaking line of sight, and you can almost always do this.

    If you're talking about window vaulting, you simply need to know when a window is safe or not. Just because you got to a window before having already been hit DOES NOT MEAN you should now be able to vault it 100% every time and not be hit during or after the vault.

    Vaulting is not God Mode.

    And, additionally, you ALWAYSSSSS have to account for latency, in LITERALLY EVERY online video game. But for some reason, DBD has this air about it, where people forget this fact of life. Now, if they cut something REALLY close, but get hit anyway, they call it "WONKY HITBOXES" instead of, "Well, we're not on a LAN, so I simply didn't prepare well enough according to online play."

    Aura perks?? You consider this a problem?? What perks, even???

    Barbecue, while extremely common, and maybe the most useful one... is still VERY counterable. First of all, you have ALL the time in the world to act. A Survivor gets DOWNED, then PICKED UP, then CARRIED TO A HOOK, and then bam. Finally, the hook happens, and the aura effect is there for a mere 4 seconds. If you can't hide behind a gen, or hide in a locker, or get within 40 meters, then that's 200% on you.

    Slowdown perks??? Complaining about slowdown perks just means you want the Killer to be afk so you can stroll around and play Animal Crossing but with generators. No slowdown perks are even busted. The only "annoying" one is Ruin, but once you hunt it down, the payoff is huge, as the Killer is now empty on perk slots.

    I'm going to be honest. Your complaints (which I have spent too long responding to) strike me as... coming from someone who only plays solo queue Survivor, and at pretty low ranks at that. (Or high ranks, depending how you look at it. High numbers, lol.)

    And that's fine. Everyone's allowed to have complaints. And not everyone can be good, or high(low?) ranked, or whatever metric you wanna use.

    But that also comes with the fact that not all complaints have equal weight.

    It's a famous troll, don't bother

  • @gatsby said:

    When there’s a strong pallet that I know I’ll have to break regardless, I usually just mindlessly loop and don’t respect at all to get it down ASAP.

    The side effect is that the Survivor thinks I’m rank 20 when it was all part of the plan 😤

    That might be a pert of the plan too

  • Hex: Insidious

    After hooking a survivor killer is Undetectable for 60 seconds

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2449113#Comment_2449113

    The requirement for it to work is you have to damn near lose the match.....All 5 gens done means someone is about to escape. Thats more than enough of a requirement for an expose....hell I'd even say thats too high of a requirement because theres other ways to consistently get expose on survivors that doesn't require you to practically lose the game...

    That's Dead Hard level of requirement.

  • This should be the main musical theme for DbD.

  • Kekw

    Learn the game before claiming to know how to fix it

  • @IamFran said:

    I've been BHVR'd a lot of times playing plague, I'm sick of this.

    The killers are the most BHVR'd by far:

    • Fake pallet stuns from 1m away (The same for Head On perk).
    • Auto-aim playing against you.
    • Gen/hook/window survivor grabs being robbed.
    • Changing clown bottles and throwing the one you had selected before just before the change.

    .

    .

    .

    I miss the old times in which the killer was the host.

    Add one to the pile: survivor crawling to the hatch interrupts closing animation

    If you downed someone near the opened hatch, never go for the hatch, go for pickup

  • @Bravobro said:

    https://forum.deadbydaylight.com/en/discussion/comment/2449113#Comment_2449113

    Noed is okay as it is. I don't use it as a killer at all because I'm not working towards endgame. I would like to have all 4 before that. The perk is okay for me because there is a risk that the totems are all gone before it is activated. Or it is found quickly.

    What I don't like about NOED is that it skews the killrate in low ranks a lot and that gives the devs wrong information about the game balance. But a game when killer does nothing for the entire game and then 4K's just because survivor teams care about saving teammates more than maximizing escapes is not equal to a game where killer gets 4K because he actually did good. The game should not be balanced around the first case at all.

  • Earned or not, NOED is kinda overpowered. One way to nerf it is to make a requirement for it to work.

    I think the healthiest way to do it would be to make it work only on survivors you hooked during the match.

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2448911#Comment_2448911

    I'm talking about endgame chat... I never really get much hate. Could be because I don't tunnel or camp (unless it's absolutely needed) and try to have fun. I don't think I've ever had anyone comment on my profile either, lol. At least not yet.

    Try Starstruck builds lol. I think I didn't get even a single game without salty endgame chat with them.

  • They are unbearable because people are used to win 95% of their games and with SBMM they suddenly can't.

    High-level DbD gameplay is really problematic though, but we need SBMM to make players and devs realize that.

  • It's funny how people here speak about red ranks being fine, but as soon as SBMM kicks in everyone is screaming how unbearable high MMR games are

  • This could replace mending timer addons which are useless with current Deep wound mechanic.

  • Pretty good job so far I say

  • Remember how people celebrated Stridor Spirit nerf? That's consequences.

  • @Malum_Midnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2443477#Comment_2443477

    This is off topic for the thread, but may I ask why you’d use it on Oni? I’ve seen some others use it, and I don’t know why. I personally wouldn’t use a one-hit perk on a one-hit killer, but maybe I’m missing something

    Because you use it on Renjiro glove Oni, who's not that one-hit

  • Also, killer perks are supposed to be stronger since there is only 4 of them while survivors have 16.

  • I tried to shake the meta with Starstruck Oni build and I had salty comments each game. Looks like survivors don't like off-meta stuff.

  • @DCh4rlie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2442996#Comment_2442996

    Though you are right, there is one thing that you forgot. Namely what differs DH from most of the other 90% of the perks:

    Not all perks are as widely used as DH, therefore you see less of it.

    AND not all perks are as oppressive as DH, meaning that most of the other perks don't get as much (free) value like DH.

    (Take Brutal strength as an example - can you counter the faster kicking itself? Nope. Is it oppressive or anywhere close of giving you a free hit? Nope.)

    Oh and yes, I forgot to add: Only bc there are let's say 5 mistakes in a game, doesn't mean it's okay to have a 6th one.

    You just proved my point - DH being uncounterable is not a problem. DH being too oppressive might be a problem, but that has nothing to do with being uncounterable.

  • @DCh4rlie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2442982#Comment_2442982

    How is something that has no counter and free value with a button press okay?

    Do you realize that 90% of perks in this game have no counter?

  • Dead hard has no counters and it is OK.

    There are some things that are wrong about this perk though. Dead harding into wall with no animation should not be a thing, as well as dead harding through traps.

  • Killer can chase survivor without triggering a chase.

    This suggestion is trash, OP sucks dicks.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2435919#Comment_2435919

    the way it reads she went down on the first smack.

    and if there was bt: that's what BT is for. if there was bt and op hit again, that's tunneling then.

    only thing this thread proves is that some people are mortally scared of not achieving a curbstomp victory in a videogame.

    As if there's something bad in tunneling when survivors do everything to make you tunnel them.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2435847#Comment_2435847

    I love this condescending wording of "not deserving" no Matter if now or than. As if the ping/latency relation was/is always set in stone. In my eyes they simply flipped sides. Before killer where preferred and survivor saw themselves make more distance than they did according to the server and now survivor are preferred thanks to the changed code and killer see the bs.

    Killer now get hits cancelled on pallets, grabs denied (with and without hit consolation) and yesterday I even had a survivor going into a locked right in front of me and my pulling out was also cancelled but at least I got a consolation hit while being animation locked( still only half of what i "deserved").

    And before you assume my playstyle or ping, i have the best internet i can get in my country (1000k mbps down, 50 up) and have laid a 15 meter cable through my apartment. Also I respect every pallet so I can kick it for the 100 points and getting it out of the game.

    My biggest problem with pallets are the broken hitboxes where I get stunned and still have to walk up to it for the kick.

    Don't forget flashlight blinds. You look away? Too slow, on their screen you are still staring at them like a deer on the railway, get blinded.

  • I'd 100% just camp. because it's Badham. Unless, maybe, if I had EW 99'd. Protecting gates doesn't make any sense in this situation, they'll be open before you'll be able to reach them.

  • @DBD78 said:

    One less map = Bigger chance getting to Haddonfield. Fun times..

    Bigger chance to get RPD

  • @PsyQuil77 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2433825#Comment_2433825

    It's not that they are tryhards, it's that they are so reliant on crutch killers and perks. It makes me weep for my fellow killers.

    MMR is off, so that falls under other category...

  • MMR is on @ WHAT IS WITH KILLERS THEY ARE ALL TRYHARDING

    MMR is off @ WHAT IS WITH KILLERS THEY ARE ALL NOOBS

    Maaaaaaaan

  • "Outplayed", lol

    I guess you don't mind about that Claudette with a key stealthing for the entire game to get the hatch. You just get outplayed.

  • FNAF fans are annoying. I hope BHVR won't make more teasers like this one, because if they do we'll have this shitstorm again.

    I mean, I really wanted Pinhead in DbD, as well as many other people, but there was no stream of threads like "OH MY GOD IT'S PINHEAD UWU" before each chapter. FNAF community is horrible, and the further it is from DbD the more I am happy, since DbD is already horrible enough.

    Also, I used to think that FNAF could fit in DbD, but after I watched the gameplay I don't think so. It is too cartonish, if you show those animatronics without screamers, they are as scary as dinobots.

  • Hag

    Against a good team you want to be territoial and Hag is the best choice for that

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2425607#Comment_2425607

    Yeah, and what happens to 90% of survivor population who are casual players? They will be stomped to the ground, have no fun and leave. Killers are OP everywhere but top top skill of dbd. That's why it's impossible to balance it and that is why it's a casual game and not an esport and never will be.

    How do you tweak high rank play? If your mmr above 3000 gens take 120 seconds instead of 80 seconds? You can't run exhaustion perks?

    It is not as hard as you think

    There are things that are extremely strong in high ranks that don't affect low ranks that much.

    Rank 10 survivor uses Dead Hard to dodge a hit and be downed 5 seconds later

    Rank 1 uses Dead Hard to cover his only mistake in god loop after looping the killer for 2 minutes then drops a pallet and loops him for 2 minutes more

    Rank 10 survivor is repairing a gen in a building on Haddonfield, sees a killer, jumps in a window and runs away

    Rank 1 survivor is repairing a gen in a building on Haddonfield, sees a killer, jumps in a window, runs to the corner of the building, waits to see if the killer is following, then runs upstairs again and then repeats it again

    You can actually see how it works on RPD: new survivors struggle to find gens and die, experienced survivors know where the god loops are and how to abuse the size of this map, so the map is beneficial for them

    Also, if you remove NOED, killrate in low ranks will go down, so you can adjust gen time if you want or give killers other general gameplay buffs

  • @Power_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2425904#Comment_2425904

    About time we got representation, and to kill!

    ...Wait...that may not be a good thing... 🤔

    WDYM, how that might be not a good thing?!

  • @Power_Guy said:

    https://us.v-cdn.net/6030815/uploads/9Q6ZHJCPTCZH/image.png

    Closest view of whatever is flashing on the screen. 🤷‍♀️

    Pink fur... Original furry killer confirmed

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/2425679#Comment_2425679

    1- Yes it does, the matchmaking system has to reflect the Balance of the game. What good is a system based on skill if the game lets you use Broken stuff? then you're not skilled, you're using Broken stuff.

    2- Yes we have, we have public records of long queues for high MMR. Want the best example? I'll give you, Dowsey, famous streamer had a nearly 2 hour long queue and he only got a match against an SWF which had to stream snipe him in order for a match to happen. Since then BHVR made changes so like i said, i can only assume they either lowered the values of MMR or increased the range so that matchmaking finds matches within reasonable time.

    3- Yes but that happens because that weaker player is being protected by the SWF which means the SWF bypasses MMR. If 3 guys can protect 1 and they get an easier killer because of that then MMR is not working.

    4- No it's not and this was changed aswell in the previous test. You now get a partial MMR to avoid experienced players trashing new players. You don't wanna be a new player on Survivor facing a guy like say OTzdarva as your killer just because he is playing the newly released killer and has no MMR on that killer cause it just released. Individual killer MMR is awful. people would swap killers frequently just to get easier matches.

    5 and 6- Yes it does, the Devs said so multiple times already. MMR is predicting match outcomes.

    1) MMR is not supposed to precisely evaluate your skill, it is supposed to give you fair matches whether it is because of perks or your skill.

    2) Dowsey had it during the previous test, it means nothing now.

    3) See point 1. Again, evaluating the precise number is not the purpose of MMR.

    4) You are literally saying "they adressed the problem after previous test, so it is still a problem".

    5, 6) Devs present their system in a really messed way. These "Predictions" probably were part of the system validation, when they compared the outcome that was supposed to happen by MMR system and an actual outcome. It has nothing to do with actual matchmaking.

  • @lemonsway said:

    Arguments against MMR:

    1- DbD is a casual game Balanced for low skill level so any tool meant to be helpful for lower skilled player is very exploitable by experienced players. Example DS before the change, meant to help against tunneling and focused for lower skill level since that's where you assume most tunneling will happen but experienced players were using DS offensively,doing gens in killers nose cause they knew they could get away for free and still do their objective.

    2- Queues times will be bigger if MMR is very strict, we have public examples of this, so this was changed , while we don't know how we can make an assumption that MMR is either working with lower values, thus keeping all MMR's closer to each other or the search range has been improved which then solves queues times but keeps creating unfair matches, which alot of people are experiencing, especially new players.

    3- SWF breaks the fairness that MMR supposedfully offers. You can have 1 member with low MMR to lower the groups average so that they find an easier killer. A 4 Man SWF with 1 weaker link but 3 strong links or a 3 Man SWF and 1 random SoloQ is the same so the 3 Man never lose out, 3 coordinated people is already too much for even the best killer players. And even if the 4th guy is a weaker player the SWF might be on comms so they can always know what happens around that weak link and protect that player.

    4- Killer individual MMR is a mistake because you're only taking into account that killer performance not the overall player. Best example is experienced players using newly released killers. The lower MMR on newly released killers would make the system assume you're a new player so you'd face new Survivors too or you would face strong survivors cause all survivors have the same MMR so that would mean experienced players playing new survivor is the same as them using their regular survivor. So there's 2 scenarios, extremely one sided match for killer cause the system thought it was a new player on new killer or extremely 1 sided match for survivors cause new survivor characters don't differ, they are basicly skins, you can just slap your favourite build and use them as you would use your main survivor character while the experienced killer player still has to deal with learning the new killer power. Now yes there are PTb's but that doesn't apply to Console so think about the experience on Console... no way to try or train on new killer besides live matches, you either stomp new survivors ot you get no chance against experienced survivors.

    5- DbD is an old moldy spaghetti monster of a code that breaks every time that there's an upddate. Implementing suhc a system in such a flimsy code is asking for problems. Then take into account that MMR predicts matches based on perfect conditions, i'm assuming it won't factor game bugs, glitches, bad servers, etc, etc so if the match ends up different from the expected result how can the system know why the result differed? Maybe someone got caught or escaped because of an FPS drop, maybe a rollback, maybe a bug...

    6- RNG and Variables in DbD make predicting match results a nightmare. The system has to assume an outcome even before a Map is Randomly selected and Randomly configured. How is the system accurate if works like this? Not all killers perform the same in every map.

    For now this is what i got.

    1) Not an MMR issue and not an issue at all. High skilled players are high skilled because they know how to use their tools more effective.

    2) Might be an issue or not, we have no evidence that it is happening.

    3) The weakest link will raise his MMR until the SWF will be on the fair level, so it's not going to work for a long time.

    4) You missed a part of the latest test announcement. Individual MMR for killers is the best thing that could happen with DBD matchmaking.

    5 and 6) MMR doesn't "predict" anything. It is a number that increases when you do well and decreases when you do poorly and provides you opponents with a number that's close to yours. So it will decrease when you get unlucky lag and it will increase when you get a lucky map, but on average it will be on the level you deserve.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2425492#Comment_2425492

    Yeah, I can and I won't be able to use any of it because killer will be proxy camping all game. It already happening, where are so few red rank killers who don't proxy camp and go for chases. After trickster buff it's basically a nightmare, watch otzdarvas trickster vs huntress video and see how both killers played. All gens done in 4 minutes and they both got 2 kills because they camped and did nothing else because they couldn't do anything else. If they went for chases it would have been easy 4 man escape. It's unfun for everyone, who would want to experience it for months on end?

    Ask devs to tweak high-ranked gameplay then, so it will be less in survivor favour?

    It is not an MMR issue.

  • @[Deleted User] said:

    My problęm with mmr is that I consider myself highish level survivor. And I can have good chases with any killer except spirit. I hate ranged killers with passion but I still can survive for a minute or two. But you know that happens when all people are my level and 3 gens pop while killer gets one down, because they are not goofing around doing dull totems and being immersed? Say it with me kids: "Camp and tunnel". And it's gonna be same game every time. High level survivors knows totem spawns, bring ruin/undying? Lol, it's gone in a minute. Want to actually have chases? Nope, either do gens or be camped. Randomness of dbd is why it's fun. If I will have to play againts sweaty otzdarva doing his 50 kill series every game.... Who wants to play that? This is not why people play dbd! We want to use pebble and head on. We want to use blast mine and repressive alliance for the memes. Who wants to run dead heart, ds, unbreakable every game? Even sweatiest of sweat lords gets tired of it.

    I would be OK with mmr if we had casual mode. Almost every game with mmr system have casual mode. But in dbds case no one would play ranked mode because no one is here for competition. Everyone would switch to casual mode and all the work bhvr did with mmr system would have to be thrown out the window.

    You can still run whatever you want, you just won't have ez 4-man escapes with your Head On against baby killers. Or maybe you will, if you play chill enough.

  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2425427#Comment_2425427

    That is one of my biggest irks with mmr I really hope they consider having atleast something visible

    I am actually pretty sure that when MMR will come permanently ranks will actually matter way more than now to see if someone is good, because rank drops will be more severe. If every month your ranks drop to 20 and you see red ranks in your lobby - these are probably people who play a lot and they are probably good, not just some goofs who grinded their red ranks for a year.

  • @humanbeing1704 said:

    If the mmr is invisible then why should I even care about it I much prefer seeing my rank numbers in games

    Well, you'll be able to do so after the test ends

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