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Chekita

Chekita

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Chekita
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  • @whereismykebab said:

    Yeah, I've had some corners that where survivors were unhookable due to the distance.

    Not so much the direct distance but the distance accounting all the walls you need to walk around and I don't think the hook spawns account for the pathing distance

    With the basement in the swamp pantry main building, the corner behind main is also unhookable which the survivors exploited by running there each time they wiggled free.

    In my case it wasn't simply the distance per se, some places straight up didn't have any hooks, so you might say you had to go way up to another floor which is simply impossible even with agitation.

    Today I saw a video featuring one of these RNG bugs from Otz that points out this flaw in their RNG for maps in midwitch here:

    https://www.youtube.com/watch?v=YcgCEpvEp00

    At the beginning of the video he points out this flaw in midwitch.

  • @Keezo said:

    you dont hold m2, you click it to use another charge

    You mean ctrl or E or just waiting to press again? Why did it work normally before? #########... well, going to try. Thanks.

    Edit: I just heard from my friend, apparently I clicked m2 again the other charges the last time without noticing. Second time playing with him after the change, figures. Thanks for the answer anyway.

  • Depends on how the generator is put in there. Sometimes it is possible to cross, some others not. This shoudn't be too difficult to figure it out. Or so I think.

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1806347#Comment_1806347

    Rank for survivors doesn't necessarily mean skill, as it is extremely easy to rank up for them. In fact, the primary issue with solo queue is the ranking system, as the main complaint is that your teammates shouldn't be in red ranks. This pretty much goes to show that either rank doesn't mean skill, or that solo queue is actually well designed. And solo queue isn't well designed at all. I'm explaining this pretty badly(but what do you expect from a person who explained looping to a rank 20 as "being good at the game), but what I guess I'm trying to say is that the ranks purpose is to show skill, and match you up with players at your own level, and since it can't do that correctly, rank currently means nothing.

    Did I explain that well? I'm typically really bad at explaining things lol.

    You are not explaining badly. If one reads what you said they can understand mostly of what you are saying. And most players do understand the rank system doesn't equal skill and is less than perfect, but that is not the same as equaling that ranking system to nothing, which is what is said by the statement: "rank currently means nothing". That is a bland statement used to shut people from argumenting something without any foundation, because it is based on a vacuous statement.

    It is not perfect, but it does mean something, otherwise the stats would not demonstrate that difference. It's a matter of statistics. Those stats I posted (https://forum.deadbydaylight.com/en/discussion/61114/data-sheets-community-requests) are possibly even before the emblem system, when it was even easier to rank up both as killer and as survivor, you just had to meet a certain number of points for survivor for the longest time and they still had far more survivability on red ranks than otherwise.

    That's why I say it is wrong to propagate this mantra of some streamers that "rank means nothing". Ranks doesn't mean skill, but it means something. If one doesn't notice as I said before, they just got too much immersed in the game to look around.

    Just as an example (the most important thing are the stats not cases) it's not even funny when as a killer I face lower ranks as I mentioned, they can do nothing. Sometimes they can't even do 2 gens before everyone is dead. That can happen in red ranks, but it is far more difficult to happen, and stats prove that this is true, it's not an opinion. Same thing when a green/purple killer faces red ranks, it's trolling time for most matches (unless it is a far experienced killer just raising back his rank). Some of them can't even get 2 hooks before 3 gens or more are done.

    Rank does mean something, it just isn't perfect or means what people want it to mean: skill.

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1806172#Comment_1806172

    Rank does not equal skill, and that being said, rank means absolutely nothing.

    Rank usually means, even if not by a lot, some time and dedication to the game, which can be noticed also by perks and items used. From the stats of the game red ranks survive more than the others (https://forum.deadbydaylight.com/en/discussion/61114/data-sheets-community-requests), which means you are objectively wrong in saying that rank means nothing.

    It doesn't mean skill, but it's not the same facing a rainbow matchmaking or even solely purple ranks to your average red rank teams. Maybe you are facing too many potatoes as coincidence or you have so many hours into the game (or skill) you can't recognize the difference, but there is quite a lot of difference.

    Even when I watch some streamers that play a dedicated killer for 5k+ hours I can pretty much tell most of the time, before the match ends if he is facing a red ranks team or not and rarely I miss, and that is not from my region that has much less players and different characteristics as well.

  • I think it does make sense changing both at the same time if they will do so, but I can't help but think this was rather necessary, thus it shouldn't have been so divisive as you mentioned.

    Before, and I say this as one that played most as killer, we had lot's of changes from maps and those, so far as I see, only benefited killers for the most part. Saying they can't realease something that acts only for one side because of timing I don't think it makes much sense in regards to that.

    Some changes benefit killers, others, survivors. That's how ballance should look like. I hope now they are more focused on bugs and then: buff to clown, demogorgon, correct legion, nerf Freddy, and change some OP loops that remain (several windows and pallets contiguous) along with massive dead zones that are unfair for survivors.

  • It's not survivor sideness in this case though. And they will probably do something about keys as well, at least that is what we expect. I play mostly as killer and I do think Mori's pressure was excessive. If you get some people who play with only one or two killers with thousands of hours they can pretty much use one almost every game. The average player won't do so, but in the end the pressure of the possibility of tunneling in the case of Mori is just too great to make it a fair game. It's almost the same as starting with one less player from the beginning.

  • @Lambda said:

    No seriously, tell me. What's wrong with that kind of representation. When Jane Romero (Latin American), Zarina Kassir (Lebanese), Yui Kimura (Japanese), Felix Richter (German) and Élodie Rakoto (French Madagassian) were added to the game, everyone was just all fine and dandy, like any person with a brain would be. Representation is nice, it's important to us. As soon, however, as a hypothetical LGBTQ+ person even begins to be discussed, all I see are angry casual homophobes complaining about it.

    "Muh horror, no relationships"

    So should we just absolutely void and remove the pre-existing straight relationships that are already in the game like Felix and Nurse? Or are gays exclusively not allowed?

    And before you start typing "I don't care, as long as they don't rub it in our face" and as much as I HATE that kind of response, I think that goes for just about everyone. Behaviour has to remember to make them an actual character.

    On my part I think the best response to this kind of nonsense is letting any big babies that are so touched by the fact a fictional character is not to their liking, since the character has no relationship whatsoever with anything already established is just pure nonsense being against any type of character being created (It's not the same as arguing against an established character or franchise being changed, etc).

    Just hope if they make one that it has very good perks and let's see if people will get it or not because of their sensibilities to virtue signaling as they say. Will laugh so hard XD!

  • @Axe said:

    Someone in BHVR deserve a raise

    thats all

    Agreed.

    Just hope they don't stop there and get a good look on keys and some of the reworks that made tons of dead zones in some maps as well.

  • Depends if you can or not and the context. Usually I don't see many options as a killer because builds depend on the perks I have available or the killer's power and capacity to make pressure, specially on red ranks. But for survivor I can change more depending on team, otherwise I will use those that feel more effective in the long run. I don't know if you are making judgment of people using meta perks, but if you are, you are wasting your time really. Meta are meta because they are more effective and most people will use perks that are effective, some don't need them altogether or like to meme, more than survive, but you can't expect people to agree with your playstyle and be judged because they think otherwise.

    Also crutch is a ridiculous way to put it in my perspective. If something is way too overpowered as it seems to be the meaning people use as crutch, since apparently people think others win because DS or because ruin, you should suggest changes to those and see if your argument holds true, not trying to change how people play the game, that won't happen, I guarantee.

  • @James4125 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1804484#Comment_1804484

    Both are equally bad. Both allow you to skip objectives and still get a free win but keys are worse in my opinion because you can find them mid game and the killer can do nothing about it.

    Also last second character switching as survivor needs to go. Killers are locked in so why aren't survivors?

    I agree both need to go, but if was done in any order, mori's are much more oppressive. If you play both ways you should notice this. Having a key is not nearly as much pressure as a mori, specially when you need to find hatch (that's why I mentioned the offerings). If hatch place is known is just as bad as mori because they can 3 gen themselves making the easiest gens from the outside and simply walk to hatch and open for all of them. But, if it's not a known place, there is time to cause problems to their plans. Still a problem for ballance and too much dependant on RNG as well, but with Mori's and culture of tunneling (little less on camping, but still lots of proxy camping) even when it's not necessary, on hook you already know what is going to happen in a few seconds.

    I usually only use mori when I have a daily on a particular killer to gain points and sometimes not even then, I first try using devour hope, but surely it's pretty easy to be destroyed before you reach 5 or you kill everyone because they stop unhooking and die for 1 downs. Either that or the totem is right in the middle of the map glowing like neon right besides the most important generators.

    Keys, in some cases you still have more ways to counter.

    But I do agree it is irregular for survivors to change builds midway, specially in last seconds considering killer locking, but I wouldn't go so far as to say you can't change whatsoever. At least changing from before the timing is impossible for you to do anything but dc on loading screen would be good enough, like 30s to change things and be locked to everything that point on.

  • In that situation it would be good if you looked behind you as well, but it looks like you are not being blocked by a survivor. And I think that might be related to this particular map. It's shelter woods, ain't it?

    The same happened to me in that particular map and I could not break the pallet from the outside. Looked behind me several times to ascertain if I was not being blocked, and moved back and forth as well.

    I don't know if it is related to the map, but sure looks like a coincidence that it happened to me in the same one.

  • @James4125 said:

    I'm also happy to see them nerfed. So long as keys are also nerfed. Keys haven't been nerfed though so Mori's shouldn't either.

    Even playing as a killer I'd say that mori's are worst than keys, specially ebony mori, but it still makes much more sense to nerf keys as well. And taking the opportunity make offerings for hatch in this or that place not brown, but at least green or yellow. Moreover, they should also make the hand that denies maps more common for killer's bloodwebs, since it's 4 players against one multiple matches picking their favorite maps, also good for ballance.

  • Makes no difference whatsoever for me if the character is LGBT or not. Can't understand why make a fuss about it either way. If they want to do virtue signaling or not I couldn't care less. I only care if the perks of one character are good or not and if it is well done design wise, memorable, interesting and different from the others in some recognizable way (and good outfits).

    I don't get it why people get goose bumbs for either side, it's just a complete waste of time. What should matter in my humble opinion is what I mentioned above, specially for this kind of game that has very little interaction with history and knowing the characters, despite the lore. This is not an RPG.

  • If you are getting slugged all the time try unbreakable, tenacity or other perks like WGLF. If that is not happening as much as you are telling you don't need any of those and it's just bias from recent games. Sure, you get slugged here and there for 4k, if you don't want to continue or have no means to continue, just stay in one place and crows will be over your head and you don't have to wait. Otherwise, use your head to survive, because it's not everyone that wants to always give a free hatch, or to look at the same time for the hatch.

    If you really don't want to wait, make it easier to be found, simple.

  • Define scummy.

    From what I usually see playing both roles it seems pretty even to me. If by scummy you mean using whatever is necessary to win, even if something is considered being sweaty, etc I see it all day long playing as killer and as survivor as well. When I play killer I see keys and offerings to find easier hatch everyday at least 2-3 times, around 2-3 times I see mori's from killers as well, most people using meta perks as well from both sides and from stats you will notice the only difference between the two is that there is more variety for killers because of their characteristics, as for survivors: DS, BT, DH/SB, and the ones that change like self-care/unbreakable/etc is always there more than once. Now is the same for undying and ruin, and undying they made to correct the fact totems are not very well designed.

    I think what you might be experiencing it's from playing too much one single role, trying taking both and you will notice it's the same both ways. It's terrible to be camped and tunneled for sure, but so is the frustration for average killers, which makes them think the only way to win is doing that. There is no way to correct that, but to think of other ways to prevent camping/tunneling that doesn't simply involve perks and specific killers (like Freddy/Piramid).

    Most killers think they are entittled to 3k-4k every match and survivors, to escape every match, there is no two ways about it. What you can do is ballance the game, you can't change people.

  • Didn't see anyone using it. What's worst right about now is the amount of bugs in the game. The perks don't seem to make much difference even if they worked. Only perk that changed a lot in the game recently was undying.

  • @SonicOffline said:

    https://forum.deadbydaylight.com/en/discussion/comment/1793287#Comment_1793287

    If you really want to argue semantics, a temp ban is still a ban.

    Also it seems to happen if you swap to Victor near terrain that's raised. He hops out into the terrain then gets stuck.

    I'm not arguing semantics. It's because the way you said it should confuse people, mostly who are new to the game. Imagine if you heard ban instead of timeout, I think it's more proper, but you use whatever you feel like it, I'll just correct it for anyone else so they don't confuse the two. Meaning, so they understand you are not banned from the game for quiting.

    See the rules of the game and you'll see what they consider to be related to bans. Their temporary bans can go between months to years if I'm not mistaken and there is also a complete ban as well. Exploit, cheats, certain chat interactions and going out of your way to cause problems to other players and similar things get you a ban, if you quit you get a timeout that you preferred to call "matchmaking ban". Still think it's misleading, specially without temporary as you added later.

    But the most important thing here is not that, but the fact the bug from Viktor happens in any map.

  • @Boddy604 said:

    Never stay in one place more than like 30 secs. Get to your spot, heal, and go. If you're getting crows you're being wayyyy too cautious.

    It wasn't that really, just the place had no hooks left on that part. My question was that I've seen people go to corners of maps all the time and no crows. Maybe moving ever so slightly on corner, I don't know. But will try that if it happens again. It wasn't caution, just the place.

  • If you quit you get a time out, not a ban.

    And that is happening with whatever maps. In any map he will be stuck to the ground for some unknown reason. I'm trying to determine if if has anything to do with being in a chase or where you are looking or if it is a type of specific tile or simply the design of the power itself. If it's one of the last ones it will be pretty much random for anyone using the power.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1790544#Comment_1790544

    It's not a matter of what is worse, it's a bug that needs to be fixed.

    How many times you saw that thing with the trap happen?

  • @Terra92 said:

    You need to move a certain amount away from your initial position. If you stay in one place too long, even if you're moving slightly or spinning in circles, you'll get crows.

    Thx, I'll try that.

  • That's not the worst thing if it's just one trap, but still annoying. The worst is traps not working anywhere in endgame collapse.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1787421#Comment_1787421

    I mean didnt we all say PH was weak in ptb and now everyone bitches about him? Could of sworn people were complaining about him being too weak and spouting the usual survivor bias stuff lol.

    The only true weakness is Charlotte's lack of ability other than victor but victor is actually strong.

    All I'm saying is that they are definetly good and need a few tweaks here and there.

    All I'm saying is that the information they had was the PTB and now they need to fix the killer (and survivor) and collect data, not buff or nerf anything. Saying otherwise could be right, but most probably it's bias. One person or 20 don't have enough information to understand a character on their own.

    Some things can be very clear even without statistic, but those are rare cases when you will possibly see killers and survivors actually agreeing, like with Pyramid, Freddy, Spirit and so on. Even if before people said that about PH, now many people on both sides agree about it. You can't say that from the many bugs in this character and from the time it was played at all. Some will say it is pretty weak, some will say it is average, some will say it is strong, I can't see how this is useful.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/210035/new-boring-killer-possibly

    I am unable to play (stupid hotspot pooped out at 76%) however I can infer a killers strength, and Twins needs buffs right now.

    Victor is controlled by the survivors pretty much, not the killer, a survivor could make Charlotte not have a power for 45 seconds and so many things counters them as well

    -running around a tall rock

    -crushing victor when he misses

    -crushing victor while he is idle

    -stunning victor with a pallet or head-on (yes this does crush him, meaning AMN counters Victor)

    -high walls

    -kidnapping victor still exists, just not as long

    -if victor is not on Charlotte, she has basically no power in the chase

    Almost all of these cons shouldn’t exist but they do because her power is controlled by the survivors

    You can add to that,

    • stunning Charlotte also makes Viktor disappear and you go back to her when that happens.
    • loops with breakable walls you do nothing with Viktor until you break them. And there are lots of them right now.
    • window loops can be invincible if you know how to use them, he is forced to go around and the windows don't block (you are not in a chase).
    • And so on.

    With survivors adapting to their playstyle they should become from average to the lowest tier, specially because once you counter her power she becomes pretty much an M1 killer with no way to counter anything besides what you bring from perks.


    They are not boring though. I think it's insteresting to have something else besides the same powers in different killers, but what is most important right now it's for the to fix the whole lot of bugs that are still there and see how they do, no buffs no nerfs until having more data.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1787344#Comment_1787344

    You are seriously underestimating a good twins player. Twins is not the weakest and to say that is objectively wrong.

    We can't say for a fact it is the weakest because we don't actually have statistics, but from the testing they were not buffed because reasons. Meaning, the testing on PTB, even if not the same as the main game showed there were several flaws not considered when designing the killer.

    We can't say he is the weakest, but certainly they were weak in some way, otherwise there would be no reason for buff. Strong killers usually do well on PTB and receive nerfs, not the other way around.

    I did average with them with some good perks. The tendency after people start to know him better is for them to do worst than now, because people start to know their hard counters, etc. Few people even on red ranks are good on anything, let's not go to the argument from the point of view of good killers, good survivors, etc. We can't say either way unless we are watching the match and even that is subject to opinion.

  • For me you can add DESYNC in the game while spending bloodpoints on the twins as well. Had to restart the game from title screen several times after trying to spend blood on them (on PC steam).

  • @LolzTheGuy said:

    I have one to add on to this as well. During the offering screen, I had one offering description stuck on my screen for the entire match, and at the end of the game, none of the results screens loaded. I only got the Killer walking animation. I am on Ps4 so that might be a Ps4 thing, but still. I had to restart the entire game to exit out of that screen.

    Edit: This only happened to me with the Twins, so it might be the new update or something else

    Another thing that is only happening for me with Twins is game DESYNC while spending bloodpoints on them all the time.

  • Edits:

    (1) Leaving Viktor anywhere and controlling him again frequently messes up his vision, getting tilted to the side.

    (2) Viktor gets dragged underground at least once per match, in various maps.

    (3) lockers, same thing, still waiting for a response on that.

    (4) Also, none of your perks that give information work on Viktor, that must be a feature, but doesn't make much sense adding difficulty to his use. Any like discordance, tinkerer, surveillance, and even Corrupt Intervention, this is rather annoying.

    That's all on PC, but should be happening with others as well.

  • Ruin became a staple for some killers and with the advent of Undying it has become meta. So the suggestions actually changed.

    Still think it's a wrong decision to light up totems though. But they did add something to identify working on totems with Undying. Possibly we should be seeing it getting nerfed after some time, because it is stronger than the suggestions from before. At least I bet on it.

  • Killer perk>

    Merry Chrismas: Everytime someone starts opening a chest you get undetectable status and the person gets exposed for 10s after opening (not interacting and not oblivious status for a single surv), but you give a moderate percentage of better items for every chest in the map, that stacks with other offerings and perks. Levels of the perk change the amount of time for exposed effect 2s/5s/10s.

  • Survivor perk>

    Fake it till you make it: Press E to fake being injured (changing your Icon to injured as well If there is no one injured in the party). If you are already injured you can pretend getting hit (timing and invulnerability same way as dead heard, but without any dash. The hit connects, but you are still only injured faking on the ground). Pressing E again makes you start walking again and you have exhaustion. There is no exhaustion, but a cooldown of 25s for faking being injured. Different tiers of the perk change both exhaustion as dead hard and cooldown time.

  • @keygun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1772260#Comment_1772260

    Sometimes waiting at gate can be a valid tactic, diversion or waiting to see if someone else gets hooked.

    Toxic people know when they're being toxic, this message is for them.

    I'll wait at gate and be hit out, but I won't t bag... and I'm only waiting for tactical reasons, if I know team is safe I'm usually first to leave.

    If they get caught after I leave, it's probably bc they being toxic.

    Same, I only wait on gate to attract or wait for someone to be safe, considering they have a way to do that, otherwise it's not effective to be on the gate because you won't be able to save them if anything happens. Still, you'll never see me t-bag a exit gate bc it's not fun for me to keep provoking people pointlessly. It will be for many though, you can't expect otherwise, most people are childish when it comes to pvp games. In real life there are deterrents bc you have to be face to face with the person, but since it's gutternet people expose their true selves.

  • Cooldown why exactly? If you really want that much to cower from killer use little kitty perk or the other, or just wait in a corner if you really are that scared of the killer comming. Nothing wrong with playing stealth (although it's less effective), but you have to recognize there are ways to do it, you just want it to be easier than it already is (not to mention OoOs in some SWF lobbies or just solo). If you reach the threshold you can also expect the killer is comming if he is not after someone, there is that as well.

    You will only disappear from OoO and lose terror radius for 16s on lvl 3 and that is dependant on generator progress and almost losing a gen. I think the cost is fair enough it's not like you are getting the effect for free.

  • @OkKiLLer said:

    Well tbh I’m glad bloodlust is gone I almost never get it and when I do my frames drop and I end up losing the survivor.

    Never got frame drops as people are saying on BL and the marker is still in effect, unless the screen effect is over as well, cant remember. Console? Heard many console players saying they get frame drops from BL, never got on PC and my specs are not high.

  • I'll leave a suggestion and you take it as you will. Most people won't care if you are farming points, they simply want to win no matter what so, there is that.

    But personally I've seen so many times people trying to save in the worst possible times. Either they simply go for the save assuming there will be camping anyway, so save with BT and go on, which is understandable, or they wait until you are actually coming back from an entire patrol on all the closest gens, which is ridiculously bad. If you are going to save, either save fast or be mindfull of how much time you have, you can't control how other people will play the game, you have to do what is necessary despite how other people play.

  • Even without this type of post I had like 3 out of 8 matches with people comboing either key/map or key/offering. You don't need to post this, people already use the full key very frequently. I dont have this type of reaction, but usually keys will attract moris and will make your friends lose items in the case of franklings, I don't know how this is supposed to help you, but key away all day long.

  • @savevatznick said:

    Nicr work here. It seems like a lot of the results are pretty map dependent, too.

    The ones I managed to loop killer for a long time despite not being good as survivor were both preschool for Oni and Doctor. I don't know if it is on purpose, but Preschool map came a lot of times, even afterwards when I played as killer. I hope they notice the difference the main building does there (along with the fixed loops) without BL. But maybe they want to maintain it as a stronger map. They seem to have this idea of keeping some maps more in favor of surviving or dying. I dont know if that is a good idea though, bc offerings.

  • @AskingForHelp said:

    Killers are actually quite overpowered at the moment due to small map sizes not matching up with killer speed and strong anti loop abilities and add ons coupled with the information given to them through perks it’s almost excessive. I’ve been playing this game for awhile, killers have the upper hand even in a 1v4.

    Summarizing: his experiences are limited and wrong, while yours are statistically significant and correct. Good to see how people are always humble in these discussions. The same way his are limited so are yours, the difference is that he is exposing match by match, while yours could very well be even more biased than his, since we know nothing of it. But whatever... -_-

  • @Deadman316 said:

    For people like me that are terrible at looping, maybe I have a chance to escape more chases, I wouldn't bet on it though.

    It helps. At least on my tests I'm terrible at prolonging chases and was able to keep killers for dayz without bloodlust. They were not experienced killers as it seemed, but still makes it easier, despite people saying it doesn't left and right.

    As for the person who posted, just play survivor, they will get the data one way or the another. I'm willing to bet it won't make much difference, though, because they seem to be are already convinced they ballanced the maps, so it seems they are more trying to confirm their expectations than make a thorough examination (they are talking about BL for some time now). I could be wrong, but I doubt it.

  • It's the same matchmaking mess along with SWF in some cases. The longer you wait, the higher is the possibility for survivor to get something that is far away from his rank (up or down, doesnt matter depending on how much time you wait). That's how the matchmaking works. You start by searching for players in a lobby similar to yours, when there is none the search starts to get broader and so on.

    It's simply how the matchmaking works now to avoid even more waiting in lobbies.

  • I don't think it's necessary considering there are perks that show pallets and windows for both Killer and Survivor. If Im not mistaken they are Zenshin Tactics and Windows of opportunity.

    As for helping your teamates, besides perks already being more powerfull than addons (remember you have 4 people using perks in a team and maybe, potentially 2 or more ppl communicating with each other) and using map you can mark in the map for others to see as well. You just have 4 people with the possibility of using perks to have several types of information. I think it would be unnecessary and I'm rather critical of items and addons because I know there are people who cheat in the game to have infinite amounts of them, while others bust their as-ses to grind. Not to mention people who don't have a life or play the game professionally breaking the game ballance whenever there is any type of powerfull item/addon.

    One of the reasons why map offerings, moris and keys should be changed in the game as well.

  • Stealth is usually a recourse more used against certain killers and overall by people who dont know how to prolong chases, which usually means less experience. For instance, stealth is good to use against Nurse and Spirit, but you can't have the mindset you will be able to use all the time, so you have to necessarily learn in this game how to prolong chases as well.

    Some people can also use stealth on prolonged chases, by making the killer think they went one way and go to another (some perks like quick and quiet, dance with me and urban evasion help in this, but are not essential). Making them lose his trail. Stealth is not simply about never being found. People with less experience panic when they are found. If you think being found is not that big of a deal you won't dismiss stealth as useless.

  • If they simply make his bottles come back on their own and you can also make them reload faster with addons or actively realoading it would be good enough in my opinion. He is not that bad as a character as people make him to be, but of course he is not among first tier, not every killer will be, that is already set in their design. Better and more common addons also can make him more ballanced in this regard.

  • @Terra92 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1768923#Comment_1768923

    I think it's actually more of a realization that you're not as good as you think you are, maybe your rank or mmr has been inadvertently boosted because of your reliance on bloodlust, whether it's conscious or not.

    Yes this applies to everyone else complaining about high rank games being very bad. I played several games yesterday as survivor and didn't notice any real difference in how much I died vs how often I escaped. It's always situational, depends on the day, depends on my luck, depends on who I'm facing.

    My point is that there are so many variables that affect how well you do in a game, there's no possible way that straight kills/escapes markers could ever truly give any indication of change aside from anecdotal experience.

    MMR is not currently in place. When it was, it was a debacle, that's why they disabled (and intend possibly to reactivate). Poor matchmaking right now has nothing to do with MMR.

    It's easy to know the difference when MMR was in place, if can't even notice this I think it's rather difficult for you to criticize someone sharing his experiences. He is not saying this is how it would be for everyone, it's a way of sharing the experience in a more objetive way than all people saying: "ah nothing has changed", "ah I get 4ks every game" and so on. Hardly anyone that came down criticizing his attempts with this logic put his time to gather his own data to demonstrate his own experiences to prove otherwise.

    Not even the number of matches or their results. As such, anyone that says all this or all that is much more ambiguous and suspicious than someone trying to contribute with real numbers, no matter if they are not a significative sample, their here to compare to others. That's how feed back works. Also, only looking through the statistics you won't get the whole picture as well (it's the most important part in my opinion as well), but players also have to give feedback.

  • Yeah, certainly like these types of comments and trolling. The best thing to do when someone doesnt take a subject seriously and act like a child is to simply ignore them. Let them flail their arms until they get exhausted. I wouldn't even recommend responding to this type of comment. Instead of saying something constructive it simply ignores the subject to focus on the person saying it.

    There is no point trying to reason with someone who is not willing to have a simple conversation.

  • It is interesting to only work at the beginning of the match or at the first hook in any case because it becomes a really strong invulnerability depending on the situation at the endgame. I mean, the whole concept of DS is to avoid tunneling, but most of the time I don't see it working that way.

    Right now, on my limited experience it works in this way: I feel that as a killer I need to force people to use DS, so it doesnt become a powerfull hindrance later on. So instead of not tunneling I force myself to tunnel at least to receive the DS and get to another person if possible. And sometimes the DS doesnt come and I end up killing someone I wanted to spend the DS (that usually happens when you get those rainbow matchmaking situations).

    Like, if it's on the beginning of the game people will just eat the DS no problemo, they will do it gladly. What I see DS being used by more experienced players is, for instance, to do a generator right in the face of the killer because if they grab or down they know how to escape afterwards just fine. And that happens in some cases after you hook or chase one or two other people depending on the pace of the game. I'd say if you did all that it seems like you are not tunneling.

    I think your idea is good. I'd say if people still want more options maybe being possible to use on the second hook as well, but with the caveat that DS would only activate on second hook if not on endgame. If the gates are powered and you didnt use in your first hook, you lost your chance.

  • I'd say : (1) take a pause; (2) play another role; (3) remember you can't control what other people do; (4) Watch this video with tips about how not to get tilted in dbd:

    https://www.youtube.com/watch?v=W6vpgy40xiQ

    Pretty good suggestions from Otz.

  • @didds said:

    Hook campers make me not want to play this game anymore. It's ashame trolling exists. Gaming used to be such a friendly place to escape your mental illnesses

    Personally I've never seen a multiplayer game that doesn't have toxicity or trolling.

    I recommend you watch this video from Otz, he gives some good advices on how not to get tilted in these types of games:

    https://www.youtube.com/watch?v=W6vpgy40xiQ

    He is a pretty chill guy, but even he gets tilted and frustrated with DbD. I really recommend hearing these advices to have more fun in the game despite the toxicity you might encounter.

    Also, one thing that might give some perspective is playing both sides in this game. You will understand a little more why some ppl started to resort to trolling, which I think it's childisht, but what can you do?

  • @megswifey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1768529#Comment_1768529

    Interesting. I was rank 4 until the rest which, strangely, gave me green and brown rank teammates that were not as altruistic or aware of their surroundings (although rank doesn't equal skill as I have come to learn!) and I am at rank 5 now. So far, I have died every match and the chases are about the same length as usual, and I was able to play killer without much issue (rank 20 since I always let them escape) but went against purple ranks for some odd, MMR reason lol! I never chased long enough to get the ultra BL speed boost, and I have never DC'd as killer for any reason, and I hope the players get more comfortable with adapting. The game changes, and we can only move forward and learn.

    As it is the game still didnt change, its just a test. But they will probably remove Bloodlust for sure. As for playing killer on lower ranks if you have a little experience in the game, even as survivor it won't be that difficult. I would say it only gets difficult around purple to red ranks if the person doesn't have much experience and red ranks if he has.

    But usually for people just beginning in the game on both sides it is very difficult, specially with the current matchmaking that puts beginner killers against more experienced players (and also because their rank system only demonstrates if the person is playing for a long period of time, like a straight week or month, not necessarily skill). People just dismiss it either because they don't have enough empathy or memory.

    Also, something people dont usually notice is that players on different regions seem to have much different experiences from what I gather watching from EU, Asia, North America and South America (the one I play). So people come right in the jugular saying this and that when actually we need to put forward our experiences to compare, not to attest any case as factual statistic. Our experiences are limited.

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