ChiSoxFan11
ChiSoxFan11
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It doesn't happen often (not nearly as often as I've been given the hatch as the last survivor), but it does occur and has for me. As was mentioned, the BP boost and emblem help for a survivor escaping is huge, and it's understandable why it's as rare as it is.
A couple of days ago, I had a group booping the snoot when I was playing Pig, so they were all getting out at that point, lol. I downed everyone at the gate and opened it for a Slug Race, but a Feng and Yui kept crawling back in anyway, despite my efforts to carry them back to the exit -- it got comical at the end. We were in Haddonfield, and the Feng ran into a building and I followed to watch the Entity take them. As toxic as the matches I'd been in all morning had been, moments like that makes me remember than nice people DO play this game.
Feng's sacrifice here:
https://www.youtube.com/watch?v=l0ycKq4MdGY&ab_channel=GeriatricGaming -
I play 50/50, but I play a lot these days, so I'll still feel qualified to comment, lol.
When I play survivor, I don't care what the killer is running. The only perk I occasionally get tilted over is NOED, and even then, it's more of a frustration that we didn't get all of the totems during the match (I make it a point to cleanse the ones I come across always). Ruin/Undying/Tinkerer? When you knew it was in play, there were strategies to work around them -- sometimes they'd work, sometimes they didn't, depending on the skill level of the killer. Devour Hope? Brutal when active, but added a level of fear and immediacy to the game. Pop, Corrupt, of any other "meta" perk? It's part of the challenge, and the challenge makes it fun.
Conversely, I don't have a problem playing any perk build as killer (except NOED, which I don't run). My Ruin/Undying (I never ran Tinkerer with it) was broken so many times early, I was a two-perk killer as often as not. I don't mind the lobbies where everyone is running DS, Unbreakable, BT, Dead Hard, and the like -- again, it's part of the challenge (I think DS is the one perk of the bunch that gets abused in an unhealthy way, but I run in for EVERY survivor match I play).
As was said, the perks are there to be used. Use them, whether you're playing survivor or killer, without the need to justify why.
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@Mooks said:
Is this totem spot still in the reworked version?
It honestly should be, lol, as a monument to bad totems spawns in the history of the game. But with it being better lit, and signs pointing to it saying "Hex Right Here!", and flashing lights, and maybe even a Midwich type alarm going off when you near it. That would be a nice homage to it. 😂
On a serious note, even reworking the maps isn't a guarantee that the totem spawns will be better. As this gem on one of the reworked Auto maps should be evident of that:
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1880930#Comment_1880930
dropping medkits is pretty nice too
https://forum.deadbydaylight.com/en/discussion/220316/the-demise-of-an-idiotic-perk
you noticed that your suggestion to nerf Franklins is exactly how it was before it got adjusted? And I totally disagree with your first assumption. The purpose of playing is to have fun. If you talk about bloodpoints, this is a reward for some goodies, but I think the perk progression is way more important than the item hoarding. Especially for survivors, they totally don't rely on items to have good games. And killers can't find addons in chests
https://forum.deadbydaylight.com/en/discussion/comment/1880941#Comment_1880941
When you bring no items, how do you see the killer has Franklins? 🤪
How do I see it? Hopefully, in the endgame screen after I've escaped, lol. 😁😉
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I don't think I have a favorite map -- I've always liked playing the MacMillan and Autohaven maps, both as killer and survivor. They've always felt most fair from either side of the spectrum.
I like corn maps as a survivor for the same reason I hate them as a killer -- corn blindness, lol. I've lost count the number of times I've lost a killer simply by standing still in the corn. It's exceeded only by the number of times I've lost someone I'm chasing the same way.
But the map I hate above all others is Lery's, both as killer and survivor. Too many windows and doors as killer, too easy to get twisted around in there. As a survivor, other than he middle gen, it's hard to find generators half the time, and totem spawns can be downright nasty there at times. If I never saw a Lery's map again, I'd be thrilled.
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@flanniganmichael said:
The purpose of playing is to accumulate Bloodpoints, which we use to level up our survivors and get new perks, items and offerings. So if that’s the main purpose of our games, why is there a perk to make survivors drop their items?
Franklins Demise is a perk for players who are scared of survivors having items, nothing more. It rewards killers for playing poorly, if you can’t find a way to counter play keys, med-kits etc etc then I’m sorry, but you need to get good. I no longer bring items into my games, because whenever I do, the killer decides to bring FD. I’ve been playing for maybe 7 hours today, and I’ve played against nearly 13 killers that used this perk, across various (although dominantly red) ranks.
When will the developers nerf this perk? At the very least, you should be able to keep your item, but lose a certain amount of charges, or lose the ability to use it for a duration of time. That would be preferable to losing it all together. If killers can have power add-ons that survivors can’t counterplay, Iridescent Head and Tombstone for example, why can killers do that to us?
Thoughts on this vile perk?
When I play survivor, I don't bring any items in, so when a killer is running Franklin's, I'm happy to see they've wasted a perk slot.
I almost never play Franklin's as killer. I have tried a build recently on Ghostface pairing Frankiln's with Hoarder, which proved to be a great tracking combo in those matches, if a bit meme-worthy.
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I've only heavily slugged once in a match early. Playing The Wraith, in a lobby with three flashlights, and an offering the increase the distance between hooks. I get into multiple chases early (in which I wasn't the most efficient, TBH), a gen popped, and I get a down. This is right around the 2 minute mark of the match.
I already knew what was coming. I faked picking up the downed survivor, and the other three swarmed me, ready to flashlight blind and get the save. I chased one away, came back to the slug to see the other two successfully picking them up. Landed another couple of hits on them (leaving everyone on the team injured at this point) and downed a different survivor. Again, faked a pick-up and the flashlight crew swarmed around. Downed them one by one until three of them were on the ground. Picked one up finally and the last person up rushed in and still tried to get a flashlight save instead of trying to pick their teammates up. I dodged the blind, got the hook, and then downed the last person standing. No Unbreakables on the team.
Sweaty on my part? The team I faced wanted to play flashlight shenanigans, but why pick someone up if everyone on the team is willingly throwing themselves at me to be downed, and if by doing so I'm running a huge risk of losing my hook? If they had retreated at all to heal/hide/get distance, I would have had only one hook (and they would have been able to get the unhook and reset) -- instead they threw the game to try and blind the "helpless" Wraith. Slugging the team was the smart thing to do in that case.
ETA: This was a far cry from "Down someone and leave them while you head all around the map to find other survivors, rinse, repeat". That type of slugging doesn't necessarily make sense. But it does when everyone is right there and injured (or you're a Tier 3 Myers who has multiple targets in your immediate range). Slugging is very situational.
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/1879252#Comment_1879252
https://forum.deadbydaylight.com/en/discussion/comment/1877717#Comment_1877717
If they removed the extra BP token effect from BBQ and strapped it on monstrous shrine, lots of killers would use MS instead. BBQ tracking is not OP.
There's the rework to Monstrous Shrine we've been looking for!
"For each person sacrificed in the basement, the player receives a 25% BP bonus given at the end of the trial".
You'd definitely see some MS builds then, lol. Basement Bubbas, Hags, and Trappers everywhere!
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Gloves are a must-have for those pesky "Sabo X number of hooks" dailies.
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A killer perk that causes "disruption" to a survivor staying undisturbed on a generator. Completely OP!
:shakeshead: Who knew killer perks weren't supposed to inconvenience survivors?
For the games I play killer, I'll gladly throw away BBQ if every survivor perk that disrupts my pursuit of survivors gets tossed away with it.
For my survivor rounds, I'll jump in a locker. Or make sure I'm within BBQ's range. Or hide behind a generator. Or fake moving one direction, then go a different one. Or loop the killer if they actually do come my way and trust my teammates to get a rescue/do gens. Or run an aura-hiding perk. Or all of those things I do now as a survivor that makes BBQ far from OP.
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Here's a perfect example of "utilizing DS to its full potential", lol. Full disclosure, I run DS in EVERY game when I play survivor, and have few instances as killer where I see it abused against me.
My friend and I (we play a 2-person SWF) are facing a Pig on The Game last night. Last generator popped, all four survivors alive. My friend and I both were sitting on one hook. I head with a Meg to an exit. The Meg gets the exit gates started, I'm crouched nearby, my friend (who had taken a hit after unhooking a Steve when the last gen popped) is headed for our door. The Pig downs my friend (who is also running DS) near the exit gate we're on. The Pig leaves my friend down to chase Meg off the door (she runs across the map to heal Steve, who was near the other exit). At this point, I jump on the door as The Pig is headed to pick up my friend. At this point, the Pig is pretty much hosed no matter what they do.
I get the exit gate almost completely open, and the Pig comes and smacks me off of it. I use my speed burst to run and yank my friend off of the nearby hook, an unhook that should be completely unsafe, but DS makes it irrelevant. After the unhook, my friend heads to finish opening the nearby gate. We both know we've got an easy escape at this point, unless one of us misses the DS skill check.
The Pig is left with zero options at this point.
My friend hangs around to see what The Pig does. If there's an opening, he's pulling me off, and if either of us gets downed again, we'll simply DS the killer and both escape easily. Instead, The Pig is trying to keep an eye on the gate, and ends up chasing him around the exit (with its unused pallet) before he finally has to leave (as his DS is running out). The healed Steve DOES pull me off the hook, while the other Meg scurries our the door. If Steve had BT, this would have been even easier, but as is, The Pig downs me on the way to the door (Steve tried to take a hit) and chases Steve out, while I crawl closer. The Pig could have left me down and I escape, or they could pick me up (which they did), and I nail the easy DS check and run out the gate.
That's a perfect example of abusing DS -- and that's exactly what I feel we did. Two unsafe rescues near a killer who was protecting her hook and the open gate in the EGC, and neither my friend and I were in any danger unless we sneezed during our skillcheck. The Pig's only possible strategy at the end would have been, when hooking either my friend or myself, facecamp us (which we would have understood at that point) and try to shoo the other three people out, but by actually not doing so and going after other people, our DS essentially meant that, as long as we were unhooked, no matter how unsafe that unhook was going to be, we were going to be perfectly fine.
Now that's more the exception than the rule, but it's one of those examples of what frustrates killers when they run into a DS that doesn't feel warranted.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1878756#Comment_1878756
I saw nothing wrong with that video. It's only a one-time use perk. Killers have slowdown perks gallore, if DS slows a killrush killer down, it is serving the purpose of a perk :)
"Killrush"?
What in the heck is that made up term? Can we get a definition of what that encompasses, please?
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As someone who also respects the boop (I'll let a whole team out, if they're boopers), that's a gross violation of Pig honor code. I'm appalled. 🤬
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@EuphoricBliss35 said:
https://forum.deadbydaylight.com/en/discussion/218479/bar-b-que-and-chill-is-it-op
I run BBQ if I play killer just for the extra bp while I P3 my survivors (nothing else to put bp into). I actually find it’s a hindrance for most killers (outside of spirit, oni, billy). Once you play this game enough, you kinda know where people are and what they’re doing based on spawns and time.
This. I run it almost solely for the BBQ -- I've lost count of the number of times I've said after a hook "No one's showing up on BBQ". Any surivivor that isn't brand new to the game, if they even suspect BBQ in the slightest, will find a locker, hide behind a gen, or simply reverse direction after a few seconds (when I play survivor, that's what I do -- when I don't and have a killer bearing down on me, it's not because the perk is "OP", but because I've made a rookie mistake. That's on me). 40 meters away is a good distance to traverse for many killers and plenty of time for someone who does show up on BBQ to hide/slip away.
Some killers, it does actually hinder, as mentioned here. If you're a Hag or a Trapper, it's a waste of a perk slot (unless you're looking for the BP), as you don't want to leave your territory to chase after survivors that far away who'll be distant memories by the time you get to where you saw the aura. The way the current game is, if you hook someone, you need to be pressuring generators -- BBQ isn't necessary to know that the gens are where the survivors are likely to be.
If the grind were reduced in the game, the builds I do run BBQ on, I'd likely swap it off to something more helpful. But with so many survivor/killer perks and the insane amount of BP needed to level anyone up, it's almost a necessity.
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After a morning/afternoon facing toxic SWF groups, OOO/key users, teabaggers, and the like, I was ready to throw in the towel on the day (BP events seem to bring out the worst in players, but maybe that's my own experience -- I'm sure I'll run into it when I switch to survivor later on as well).
Then I ran into this group of survivors -- and my first Slug Race! And Boops. Plenty of Booping. If you were one of the people in this match, you made up for my miserable experience all day. Especially you, Feng, at the end. :)
https://www.youtube.com/watch?v=l0ycKq4MdGY&feature=youtu.be&ab_channel=GeriatricGaming -
@53nation said:
Just confirmed this works on ps4. Might wanna give it another go @ChiSoxFan11 gl
Just tried it, and this time it worked Go figure, lol. :)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1874539#Comment_1874539
Did you type the code in the live version of the game or in the PTB?
Live version. I'm on console.
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Not working for me. But then again, all of the codes during the Christmas "event" didn't work either, so I guess I shouldn't be surprised. :shrugs:
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I've literally never said "Wow -- we lost that match because of Corrupt Intervension", lol.
This bait and trolling aside, on a serious note, there are both survivors and killers who play the game who, I think, believe ANY perk that actually benefits their opponent in a match in any way is OP somehow and needs to be changed.
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@Grandpa_Crack_Pipe said:
Everyone just exploding on this year old post and i'm not sure why.
Because the lobby times for a game are insane playing survivor, lol.
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Matchmaking currently is a disaster half of the time, but a lot of that might be attributed to the larger number of people playing survivor vs. a fewer number than needed people playing killer. The wait times in lobbies when I play almost always reflect that. Killer games for me in NA are pretty much instant 24 hours a day, any day, where lobbies as a survivor have run as long as 15 minutes during peak hours. The game forces people into badly balanced matches to try and keep the wait times down, and if the imbalance of people playing each role continues, no MMR system will prevent that imbalance unless it's built to sacrifice quicker games for more fair match-ups.
That said, I have NO confidence that this MMR will work, especially after the unmitigated disaster that happened the first time they rolled it out. I would feel more confident if someone in the dev team came out and said (even with some level of vagueness) something as simple as this:
"(Insert reason here) is why MMR didn't work the first time around. Because of (reason), we've done (this change), which is why MMR will work correctly this time."
Since it doesn't look like any information like that will be forthcoming (I'd love to be wrong on that), we're being asked to go on blind faith that they've actually indentified WHY MMR didn't work the first time, and why it WILL work this time. Going on their track record, that blind faith is completely unwarranted, which is why I don't think this experiment will go any better. Again, for the game's sake, I hope I'm wrong, though sacrificing wait times for fair matches will have to be a part of it for it to truly work (and I think prioritizing quick games over fair ones will still be their approach, so -- yeah, not a lot of confidence here).
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@Kolonite said:
Undying is STILL a great killer perk. It just removed the possibility of it jumping to every dull totem on the map. I personally do think they slightly went overboard it. It should be able to move totems twice instead of once. It also now carried stacks and still had the aura reading. Devour hope gamers are probably rock solid rn
In a "careful what you wish for" moment, everyone thrilled about the Undying nerf will be the ones complaining about the tokens carrying over as soon as these changes go into effect, as the potential of DH/Undying is HUGE and possibly worse than Ruin/Undying ever was.
With Ruin/Undying, you would KNOW Ruin was up almost immediately, so you either powered through gens (which combatted the combo if the killer couldn't pressure enough gens to force regression) or you searched for the totems and that was that.
Survivors who DON'T do totems but focus purely on powering through gens -- and that's a LOT of survivors out there (I always look for totems, to combat possible NOED, if nothing else) -- aren't going to be looking out for totems in their rush to finish gens. DH can be so powerful because you don't even know you're facing it until it's already hit 3 tokens and everyone is exposed. In it's current state, that usually leads to everyone jumping off of gens and searching frantically for a totem they had no warning was out there -- sometimes you can find it and salvage the game, but a lot of times it ends up with a killer snowball of instadowns and Moris that result in what looked like a win ending in a 4K.
With a guarantee that DH stays up for TWO totem breaks, though, it's practically a GG for a really good killer -- they'll lose gens early to those type of survivor teams, but they'll be able to likely wipe out a team before they can get to BOTH of the totems they'll need to. Killers in particular that can defend their totems (I'm thinking of a Hag or Trapper, where you might not be able to even get to the totem without being insta-downed) could be absolute monsters potentially with that combination. ANY killer who plays well overall may be able to end a game quickly in that type of situation.
Of course, the Devour change/nerf/etc. I'm sure will come shortly afterwards if this ends up being a new Meta, but we'll have to see how it plays out. Maybe DH will still be somewhat unreliable, but time will tell.
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I played a round yesterday as killer on a farm map. Killed one Claudette, had hooked a Steve twice, a Kate once, and a 2nd Claudette I'd hit, but never hooked. The survivors had gotten me down to one gen (all three remaining gens were pretty close to one another).
I finally hooked the 2nd Claudette and saw the Steve with BBQ off in the distance, but didn't see the Kate (and assumed she was close). I headed off to try to cut off the Steve, who I assumed would be going for the rescue. Not finding him. I circled back and caught the injured Kate sneaking back for the rescue, downed and hooked her. With BBQ, I saw the Steve in the same area he'd been before, now teabagging frantically, and I realized he had been camping the hatch (which I didn't know was there) the whole time. He was trying to signal his teammates to give up.
I got to him and downed him. I give a lot of hatches as killer, but he wasn't getting an ounce of mercy from me. He was willing to let the Claudette die on first hook and the Kate on her 2nd rather than make any attempt at a rescue (and he had ample opportunity to have at least rescued the Claudette). The Claudette struggled to the very end, giving me the time I needed to get to the Steve and finish him off. I'm sure she did so to make sure he didn't get out, since he had no intention of being a good teammate and rescuing either of his hooked comrades. If I could have given her or the Kate the hatch, I would have just as long as that Steve died on hook. Terrible team play by that Steve -- rescue your teammates and don't camp a hatch, Rift challenges or not!
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The only thing I'll add to this is that I love Otzdarva. Absolutely love him and respect his opinions on the game. I think he's one of the best, if not THE best player I've seen play DBD, and he understands the game as good, if not better, than the anyone else, and that includes the people who work on the game for a living.
But what he finds boring doesn't necessarily correlate to the huge player base because he's SO good, and therefore not typical of the vast number of people playing the game. Same thing with other top players like OhToFu, Scott Jund, Tru, Ussylis, Aryun, etc. (both killer and survivor players -- that's just a handful). What their game experience is and what the rest of the player base experiences do not necessarily intersect.
It's like saying Michael Jordan felt something about playing basketball and trying to apply that to everyone else who ever played the game. Hordan was on a whole other level than anyone else. How the game played out for him wasn't even the same as other NBA players, never mind the average person picking up a basketball, so while whatever he thought would be an opinion that was valuable and worth listening to (as Otz's is in this case), it doesn't necessarily speak for the experience of the majority of people who play the game, and that has to be taken into account.
ETA: As a perfect example of that, OhToFu (who I love to watch as well) is currently doing a series on his YT channel where he's running killers with NO perks and the add-ons that HURT the player -- and he's still doing well in his matches, lol. He just played as Nurse and had a match that might as well have been 4K's (two people used a key to escape -- they would have been dead without it. He also had similarly good results all things considered with Billy, Trapper, and Wraith). He's so good that of course he doesn't need an Undying/Ruin combo to do well -- he doesn't even need perks to do well. But he's in that top 1% or better of players -- he's not a typical DBD player, clearly.
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Legion games can be tedious. You get hit with frenzy, you mend, you try to heal. Before you can get anything else done, you're hit with Frenzy again and the cycle repeats. The games can be very long and drawn out, unless you're facing a very efficient Legion who can close the deal quickly and end things.
There are definitely killers, though, I'd rather face less than Legion. All of the healing, mending, rescuing, etc. usually guarantees a Pip for me, even if I don't end up surviving.
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For me, it's Legion. So much mending. Even matches where everyone escapes seemingly take forever (from either perspective).
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As someone who plays a LOT of The Pig, she's underrated, IMO (and I play the huge majority of matches against Rank 1-6 survivors, and a lot of teams). She's not a Spirit or a good Nurse player, but she's far from helpless.
I'd like to see the Ambush Attack be more polished and deadly, but overall, her multiple powers serve her well, with the right perks. I run Ruin/Undying -- because that's the best gen slowdown you can get -- along with Surveillance, which pairs perfectly to let me know when people are off and on generators and provides a ton of info on survivor location. BBQ is usually my last perk, giving more info (especially helpful to see survivors heading for Jigsaw boxes across the map, or people on gens I can go and chase off and start the Ruin regression).
I don't camp (hooks or boxes) or tunnel -- no need to. Keeping Ruin up is definitely key to applying pressure. My solid matches end up with me getting a relatively quick down and a trap on someone's head, preferably right before a gen pops. I use all of my traps early -- I've had matches where all four survivors had traps on their heads, or multiple people are trapped at once. Do gens in that situation? Now survivors' traps are active, and the timer is ticking. Get off gens to search boxes? Gens get wrecked by Ruin. In a good match, gen progress stalls after the first couple are done, as people are running around trying to get their heads free and Ruin is doing work at that point. If I happen to run across someone on a box, I sometimes will simply down them and keep going -- the hook isn't even always necessary at that point to keep pressure on.
If I'm feeling spicy, I run the Tampered Timer/Crate of Gears combo, and then it can really get messy. I've had survivors die to the trap because they didn't realize at first they were dealing with a limited time to get free and did other stuff instead. I've had survivors die to a regular trap as well for the same reasons. If Ruin is alive, I try to keep pushing people off of gens and keep pressure on everyone. The matches that go poorly are usually ones where Ruin and Undying go bye-bye quickly (contrary to what some people think, that happens more frequently than people realize) and RNG isn't friendly (everyone gets their trap off immediately!), but not every match against good survivors is going to end in the killer's favor (and I've still been able to have good matches where Ruin/Undying were cleansed early, so that loss can be overcome).
I've been a Red Rank killer and I still have a TON to improve on with my gameplay, but I do well with her against good teams. If I can manage that, anyone can with a little practice, lol.
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Playing the last match of the night as Ace in his new Christmas duds. Facing off against a Hillbilly -- my friend and I (both Red Rank) end up with a Rank 13 and 16 Meg and Bill in our lobby somehow (the Billy was a Rank 11 or 12). I end up doing the only 2 gens (the Billy had Ruin), while my friend led the Billy around until he ended up going down (our teammates had both gone down at this point). Heading to try and rescue him after pulling Bill off the hook, I ended up running into the Billy and got hooked. As my friend moves into struggle and I'm hooked, we can see the Meg healing the Bill and then the two of them hopped onto a generator together while the two of us were both dying on the hook :facepalm:.
My friend dies, and the Bill finally comes to pull me down (with the Billy right behind him) after the Billy chased the him and the Meg off their generator. I barely escape, the Bill dies, and it's just me and the Meg.
I try to work on a gen, but Billy finds me. Injured and dead to rights, I just stood there and crouched, accepting my fate. Either the Billy realized just how bad of teammates the Meg and Bill were in the match, or he REALLY likes Ace (or the suit!), because the Billy just stood there, looked at me for a while, then watched me creep back to the gen I was on, then left as I started repairing it.
In short order, the Billy downed the Meg for her death hook. I ran around for a while before I eventually found the hatch. I didn't hear his chainsaw again, so I don't think the Billy was looking for it at that point, and had decided to let me have the hatch.
To that Billy -- thank you for being merciful to an Ace having a bad round of matches (the match before, I died to a facecamping Bubba). Whether you have a soft spot for Ace in general -- or maybe it was the suit -- I'm grateful either way. 🙂
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Full disclosure, I tend to run Ruin/Undying in almost all of my killer builds (I play 50/50 or so survivor/killer). I'm experimenting with Pop/Oppression now, however, since unlike the totems, bad RNG doesn't destroy two of my perks.
3 hours survivor stream last night -- pretty sure we never saw Ruin/Undying in a single match, and even Ruin was only in a couple by itself.
Many, many previous survivor streams (4 hour plus on each of them) -- we rarely saw the two together, never enough to matter. Ruin occasionally by itself. In any case, there were at least a couple of matches where we eliminated Ruin early, or we simply powered through Ruin anyway, or Ruin didn't matter because the killer was wiping the floor with us. This was Red Rank survivor before reset.
9 out of 10 matches? Errr ... no. You're either the unluckiest player in the game if you see that combo with that frequency, or you're exaggerating. I'm getting somewhere in the neighborhood of 16-20 hours a week at survivor over the last few months, and there's no way that's been the case. It was much more frequent to see that combo immediately after Undying was released, but it's far less so now. Playing survivor, totem cleansing has gone up on the list of priorities in a match, especially if you know Ruin is possibly in play (and to elimimate NOED as a threat, but the latter is obvious, or should be).
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@Darkskies said:
https://forum.deadbydaylight.com/en/discussion/comment/1813630#Comment_1813630
Hello eiredrake!
Have you had the pleasure of going against the killer called The Pig in the fog?!
She's a sneaky one normally crawling around roaring about how awesome she is. Players also have noticed how awesome she is so wish to bestow boops onto her snoot.
For example of boops.. credit to @ChiSoxFan11 wonderful human being btw give them a like and follow!
Now I must warn you some Pigs might be a little Angry and not appreciate you giving them boops so caution is advised!!!
But I truly hope you meet a Pig that will allow you those beautiful boops.
💖🐷
@Darkskies Thank you so much for the kind words! ❤️
As I think I said earlier, anyone who approaches me for a boop gets a free pass, essentially. I'm happy to depip or derank, all for the sake of the bonding over a boop. I definitely can play a ruthless Pig, when the situation calls for it. But not every game needs to end in a 4K -- or any K -- to have a little fun. 😊
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I am 100% for honoring the boop when I play Pig. I've let everyone go and watched a match turn into a farm fest because I just can't bring myself to kill a snoot booper, lol. This match was the silliest of them all, lol.
https://www.youtube.com/watch?v=DE_4QOWC98E&list=PLC2rL4BtEvpu37EzsT36X2SS3vL2Igksg&index=17
The ones that boop me the most are Kate, Feng, Jane, Yui, and the occasional Meg, Claudette, and Nea. Nancys can go either way -- I run into a LOT of toxic Nancys, but occasionally find a nice one in the wild. Male characters, for whatever reason, I rarely have trying to boop. Usually it's a Jake or Dwight -- I've NEVER seen a Tapp try to boop me, and David and Ace are rarities. I've had more Ash boopers than any of the other male characters, in my experience.
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@zackdaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1811624#Comment_1811624
Yeah exactly. You won’t say anything because you know you’re wrong. There is little other statistics that you could say, and even if you do then it would make the slightest difference it wouldn’t even be worth it.
I said I was done talking with you. Did you not take English classes either? :facepalm:
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/1811373#Comment_1811373
I think a lot of you fail to see if keys are accounting for 2% of all escapes that isn't factoring deaths in the actual games as well.
Out of 100 escapes 2 Survivors escaped with a key (this however would probably be more because the key enables multiple Survivors to escape).
Now take into account how many Survivors have died in these games as well for an overall escape rate with a key.
Example (being very generous):
50 games
100 Survivors escaped (50% escape rate)
100 Survivors died (50% death rate)
8 Survivors escaped with a key (each key use enabling the other 3 Survivors to escape)
8 Survivors out of 200 escaped using a key
In 50 games 4% of the Survivors escaped with a key
Over exaggerating someone escape with a key then think it happens EVERY SINGLE GAME.
It doesn't.
I'd say it's accurate.
I don't think anyone reasonable is arguing that it happens every game, obviously. And I trust that the 2% number is accurate.
I would be interested to see (much like they did for killer rates) the difference between Red Ranks and other ranks, for example. The obvious assumption is that Rank 17-20 players aren't using keys to escape (for numerous reasons), so their escape rates in matches using a key is likely barely above zero. Conversely, Red Rank escapes are likely above that 2% rate -- but we don't know how much higher. If there's a difference between Red and Purple, or Purple to Green/Yellow, those would be interesting numbers to see, and more detailed information would be better indicative of the impact of keys at each level and what changes, if any, need to be made.
That's the only point I've tried to make in this thread is that using the 2% number with so little corresponding data is an incomplete look at said data -- just like if someone pointed out Nurse's standing as the worst killer in Red Ranks by kill rate and used that as a sole justification that she needs a buff (which would be a ridiculous assertion, but if you looked at the kill rates completely with no context, that would be also be the logical conclusion, wrong as it would be).
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@zackdaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1811373#Comment_1811373
Are you ok? It’s simple. The dev said “escapes with keys are only 2% of the games” what else do you need? I think you’re the one who doesn’t understand it. Honestly, a 5th grader could probably understand it. Keys are brought into games more than 2% of the games and they’re not used. Either they die with the key or escape and they don’t need to use it. 2% of escapes are by key usage.
I started to type a reply, but again, you seem to be the type who takes a statistic at face value without any context and runs with it, so doing so would be pointless. You resorted to a juvenile veiled "5th grader" insult -- I'll simply point out that it's abundantly clear you've never taken a course in either statistics or analytics.
I'm done. You're the brick wall, and I'm not going to give myself a headache banging my head against it.
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@zackdaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1811330#Comment_1811330
######### are you talking about? lmfao. In the first thing of this thread, you can literally see Mandy say that “keys account for approximately 2% of escapes only”. There’s your facts from a dev. It’s not opinion. 2% of all the games? That’s not that much. The data that’s factored into it is “this is the number of games people have used a key to escape”
Let’s compare that to moris where you have a high chance to mori somebody. If a key is used, I’d say the majority of the time it’s with 2 people going through. I’ve played both sides for hours upon hours upon hours and I can tell you that I’ve run into killers get at least 2 kills with a mori (comparing to the 2 players escaping with a key) probably 50x more than I’ve ran into somebody using a key to get hatch. It’s much easier to mori 2 people than for 2 people to use a key and escape through hatch. I could go on all day about this but I assume you understand and agree, because you’d only be fooling yourself if you say otherwise
I'm not going to waste time debating anything with you if you don't even understand that statistics need context or they're meaningless (and the 2% stat being tossed around is being done so without any context). You're stating an opinion based on a number without apparently even wondering how those numbers are being arrived at. If that concept is over your head, then further discussion is pointless, lol.
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@zackdaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1811075#Comment_1811075
um.. actually it does matter lmfao what?? If only 2% of escapes are with keys then that shows you that keys aren’t OP.
If you can elaborate on the breakdown of what that 2% consists of, what data is factored into that number, and what gives it context, then your statement carries weight. Otherwise, it lacks legitimacy and is you stating an opinion, not a fact.
If I told you in a vacuum that I escape with keys in 20% of my matches, therefore keys are broken, but failed to give you the context of those numbers (i.e. I just started compiling the data, I play in a 4-man Red Rank SWF on comms, and I'm only using 5 games as the data pool, so it was actually only 1 escape), I'd be expressing an opinion based on flawed data. You can see how statistics without greater information for context is meaningless, right?
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@bjorksnas said:
but it doesn't say what % of that 2% escape with keys were found a key or brought it in, or a couple other important factors
but that doesn't mean 100% of survivors eligible for the 2% brought in / found keys it just means out of all escapes 2% were keys, 1/50 escapes were keys out of all escapes total
that's shockingly a lot considering that's across all ranks across all players and not counting any other factors like starting with a key or finding a key in a chest
1/50 survivors escape because of an item they can bring in or find, even counting all the other factors into this number its likely that bringing in a key would change it to 1/10 or 1/8 or some number closer to escape rates with a key
but I can only speculate so far without data, but yes keys need to be nerfed, I don't think either side in a "balanced" game should have ways to skip major potions of their objectives and still get rewarded, my change for keys would be only let keys open the hatch if you are the last survivor, closer to a yellow mori in power level
Agree with you in principle. As statistics usually are, without context, they're meaningless. The 2% that's been quoted, for example, just for starters doesn't account for the following:
1) Key escapes at Red/Purple Ranks vs. Other Ranks.
Anyone who's relatively new to the game likely won't have keys available in their inventory to use yet from their bloodwebs. And because of the overly difficult experience for survivors at brown ranks in particular, I'd warrant a guess that key escapes in ANY match played where the killer/survivors are brown/yellow ranks are nearly non-existent, skewing that 2% substantially.
Red Ranks are more likely to feature coordinated SWF groups, who are going to be the ones most likely to take advantage of a key escape. I would imagine their percentage, by common sense reasoning, would be higher. The lower rank/higher rank discrepancy should be obvious as to their effect on the percentages, but since at least some members of the dev team use OOO numbers to argue for that perk not being an issue, it's not like there's not history of their misinterpreting statistics.
2) Key escapes with keys brought into a match vs. Key escapes with keys found.
Again, one relies on luck, while the other relies on having an escape plan that doesn't require finishing all the gens in place before the match even starts. The presence of hatch offerings affects this as well.
3) Key escapes of SWF groups vs. Key escapes of random solos
A group of SWF on comms will obviously be able to coordinate a 2 or 3 person hatch escape over 4 solos not in communication with one another. That's so easy to understand how that could affect percentages of one group vs. another, it should again be common sense.
The 2% number is a flawed statistic to use, without breaking down what game conditions key escapes take place in and putting it into context. Do I have faith that those stats are being looked at correctly? If you've followed the fiasco of most of this past year with game issues, I shouldn’t even need to answer that question, lol.
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/1809405#Comment_1809405
Oh yeah, that asylum totem is epic. Not even a patch of tall grass around it.
To be honest, when they eventually update that map, that totem spawn is so notorious, I almost hope they double-down on it and leave it there. Maybe put a light above it, or a carnival sign pointing to it. Make it even more of a meme, lol. I could actually respect that type of in-joke. 🤣
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/1809382#Comment_1809382
In a general sense, yes. Compare Glenvale, Yamaoka and Midwich totem spawns to pre change and old maps.
I agree that totems are FAR better on the new/reworked maps. I've seen some nasty spawns on Glenvale and Midwich, in particular. It's the reason I was so shocked to see that abomination on the reworked Auto map. Whoever thought that was a good idea could only have been trying to give the notoriously awful Asylum spawn (that's in the wide open) a run for its money, lol.
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@lagosta said:
I believe bc new maps and maps that are being reworked new totem spawns are quite out of the way compared to old maps.
You would THINK they would be harder to find on new maps. You would think it.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1807335#Comment_1807335
I want to say survivors have way more blood web clutter. Every flashlight addon except batteries are bad. They have been for 3 years. And we still have to pay for them. Killers also earn objectively more bp and have bbq which has a solid way of getting stacks while wglf never got its extra way which the devs said they would give. I'm averaging 50k plus a game so you can not complain.
I still havent seen many key survivors and if I do I can run Franklin's or dodge.
I 100% agree with you on the blood web clutter. It is an issue for both survivors and killers (the extra BP killers get notwithstanding). The huge number of add-ons for both are borderline useless (some for killers are actually detriments), and the grind to get through bloodwebs for something worth having can be overwhelming. I've gone through 5-6 bloodwebs as The Pig and not seen a single Combat Straps -- a common -- while getting stuck with a number of terrible add-ons I'll never use under any circumstance.
I will completely disagree respectfully with you on the Franklin's/lobby dodge comment though. Frankiin's doesn't warrant a perk slot against Red Rank survivors, and lobby dodging to avert a game mechanic means that there's a problem with the game mechanic. Lobby dodging should never have to be a "counter" to something in the game (much like the sign that the Mori was overpowered was the number of disconnects you'd see in the loading screen if a killer brought one).
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@MissKitty95 said:
https://forum.deadbydaylight.com/en/discussion/comment/1806707#Comment_1806707
Can we take a second and be realistic and can everyone stop over exaggerating,
How often have you had 4 people do 5 gens and then all escape In The hatch ? I for one can say I have never in the 3 years playing this game have 4 people all escaped in a hatch, the most that escape is 2,
You've either been very lucky (as a killer) or unlucky (as a survivor). I've had it happen to me multiple times as a killer, and I've been part of the 4-person hatch escape twice as a survivor, and I've only been playing since March. I thought that the achievement for getting out that way by the hatch would have been near impossible, but I was pleasantly surprised to be wrong.
FWIW, in both of those 4-person hatch escapes, I was playing as part of a 2-man SWF, and our teammates were NOT on comms with us. I've been in matches where people have used a key and left my teammate and I behind since we weren't on comms with them -- I imagine I'd have more 4-person escapes if I was part of a 4-person SWF (and a better player, lol -- I'm a Red Rank survivor, but I'm still a potato).
I 100% agree the Mori needed to be changed, but now it's next to useless. I almost never ran one before, but I'm actively avoiding them in my Bloodwebs now and probably won't ever run one again, even for a daily (I'll just delete those -- it's not like I need the BP).
As a survivor, I never bring items into a match normally (unless there's a daily, like sabotage, or for a Rift challenge). I NEVER would bring in a key, since I would see that as an invite for a Mori to be brought in return. I streamed 4+ hours last night and brought a key into EVERY match (I had them and their add-ons stockpiled, lol). I had NO fear of a Mori being brought in, since seeing one would mean I would be essentially dead anyway (we only saw one Mori as it turns out, and that game ended up with a 3-person escape and the Ebony never being used -- the killer got an EGC kill with NOED). I had a fair number of escapes where the key never came into play (but more than one match where, if all of us had been on comms and someone had known where the hatch was, we could have easily done the 4-person hatch escape). I definitely had one completely undeserved escape with a key, when a killer got us down to two people left with a gen to go and my friend spotted the hatch.
The next time I play survivor, I'm not bringing keys -- I just wanted to see for one night what, if anything, changed in my matches if I did. I know how much I hate seeing them as killer, so I'm not going to be "that survivor". A suggestion was made at some point in this thread that a "lobby dodge" if a key is in it is something to be considered -- if the counter to a mechanic in a game is to "lobby dodge", well, that's an issue in itself.
I believe the key rework is coming -- right alongside console optimization, a working MMR, better matchmaking, a buff for solo survivors who aren't playing SWF, an OOO rework, QOL fixes for outdated killers like Trapper, Wraith, Myers, etc., counterplay for Spirit, add-on changes to things like Iri head, an adjustment to fix DS abuses, and all the many, many fixes to bugs, some of which have been in the game forever. I also believe in Bigfoot, the Loch Ness Monster, and the Tooth Fairy too. 😉
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@Mandy said:
There is no bias! Keys are much more difficult to change and this will happen at a future date. The Mori change is adjusting the change in conditions and was much quicker/easier to fix. We have already said that keys would change in the future.
I'll give the devlopers the benefit of the doubt -- which frankly, given the last year's events surrounding game bugs and the like, is generous -- and agree wuth you that there is no bias.
However, the APPEARANCE of bias can often be just as bad as actual bias, and lead to perceptions that are unhealthy for the state of the game and its future. It's evident in this thread, judging by the reactions of many (just like it was evident in the change of PGTW but DS went untouched -- and before anyone says anything, I NEVER play Pop as killer and I run DS in EVERY survivor match, so I have no stake in that debate either).
I play about 50/50. I hated seeing a Mori load in when I'm plsying survivor, because that often meant a hook/tunnel most of the time. I am 100% behind A change (though, as others have pointed out, changing to being able to use after ALL survivors had been hooked ONCE would have been the much better solution). If I see a Mori load in as a survivor now, I won't care at all, as it won't affect what happens to me (if it's used, it means I'd be dead anyway). Other than possibly avoiding a DS later in the game, they're essentially useless now. As has been suggested, the current Ebony should just be basekit for all killers, and eliminate all Moris altogether and clear out some of the junk in the BW.
The problem with this change is that, while the fix may have been easier to do than a key fix, and I agree that the Mori is more game-changing than a key -- what prompted the "do it NOW, separate from a key rework"? Especially when the mechanic, complained about as much as its been, has been around for so long unchanged? Let's pretend a possible key rework is two months down the road. Would it have been so hard to roll this out when the key rework was ready? Then the devs could have presented it as such: "Survivors! Moris have been changed for your benefit! Killers! Keys have been changed for your benefit!". Doing it that way would have thrown a bone to both sides, and the APPEARANCE would have been that there is no bias.
But this gives the appearance -- whether it's the truth or not -- that the game caters to the 80% of a match (which I am often part of) over the 20% (who are necessary, or you have no game). Considering that my nights playing survivor are basically lobby simulator most of the time when I play, due to what could only be a survivor/killer imabalnce, I question whether the devs actually think about the consequences of the actions they take before they actually do them. Based on what I've seen since I started playing this game, I think I know that answer, and it's not a good one.
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@zoozoom6 said:
depends on what rank u are looking in. you're not going to see it in red ranks
Maybe not the Insidious Bubba, but we played against a Basement Camping Bubba tonight, and they were PC Rank 2. My friend got downed first, was carried towards the basement on Lery's, wiggled off, got downed again, then this time ended up in the study basement. The Bubba was running Mad Grit, Agitation, and Iron Grasp. When I headed for a potential rescue, I could hear the terror radius fire up, so my friend told me to work on gens and not attempt the save. One of the two other teammates (who were playing together but not on coms with us) went to save him and got downed. Their teammate (who had BT) went for a rescue and managed to get their friend out, but mine didn't make it. He went back to the basement, struggled to the end, and gave us time to finish all the gens and get three of us out. I was stunned that the killer was a Rank 2 -- my assumption would have been that running that build and playstyle wouldn't work, but if it wasn't a one-off match for them and is their regular build/gameplay, I guess it must work more often than not.
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I started playing back at the end of March, when COVID forced me into a furlough from work. I've played a lot since then, enough to throw up a ton of videos on YT and even stream on Twitch. I went and bought every single DLC that had come out up to that point, and then bought the subsequent DLC's on initial release day. I've leveled up every survivor and almost every killer to level 50, and after once telling my friend I play with that I didn't understand people's fascination with outfits, I've purchased numerous ones for both survivors and killers from the store since. Between taping rounds for YT, the streams, and just playing for fun, I put a TON of hours into this game. This game got me back into playing video games after barely touching anything for a very, VERY long time.
In short, I'm BHVR's perfect customer -- ready and willing to play the game AND spend money continuously on it.
Yet, I didn't buy this DLC when it came out, and I don't know when I will at this point.
I don't want to reward a shoddy product -- and this DLC, no question -- is exactly that. As a consumer, I wouldn't expect to pay money for any other product that didn't even remotely function properly -- just because this is a video game doesn't change that at all. This patch has so many bugs, I need an exterminator on call before I fire up the game. I understand that with any patch, not everything will be perfect -- but the number of issues with this one, combined with all of the unresolved PTB issues, and the fact that this isn't an isolated situation, but something that's happened regularly now in one fashion or another, means that, on principle, for now at least, BHVR isn't getting a cent from me.
Considering how easy they've gotten money from me since I started playing, if other people like myself feel the same, that should be a MAJOR red flag for where their game -- and company -- is headed for if they don't take a long, hard look in the mirror and decide to put quality control first and foremost on their list of priorities.
I REALLY enjoy this game, even with its faults, sometimes toxic player base, and other issues. I'd hate to see it die off, but when the quality of your product isn't your number one focus -- and you'd be hard pressed to claim it was in light of the last year of bug after bug after bug -- that's what's going to happen.
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@cluedup_survivor1988 said:
https://forum.deadbydaylight.com/en/discussion/comment/1791498#Comment_1791498
It's still not ok though it's in the report options in the after game summery, the wraith is pretty strong imo and doesn't need to block like that and shouldn't, no one should.
Any slight sliver of credibility your posts could have go right out the window with the phrase "The Wraith is pretty strong ".
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@IronWill said:
Agreed also the "new" totems are horrible. I legit passed a dull totem THREE times before I actually saw it - there goes my Inner Strenght...
Too bad you weren't playing against me in this match -- this exposed totem on a hill might be the worst I've ever seen, ranking alongside the notorious Asylum spawn that's in the wide open. The fact it's on a "reworked" map is completely inexusable, and it makes me wonder what in the world the developers are thinking, if anything, with this spawn?
The timestamp is misleading -- I was recording for YouTube and have an intro to the match. I literally spawned on the totem and wanted to take a screenshot before it went bye-bye, lol. I also saw all 5 gens pop in under 5 minutes even WITH Ruin/Undying (not that this poor totem stood a chance of staying up), but that's a different story altogether. 🤣
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@IronWill said:
Agreed also the "new" totems are horrible. I legit passed a dull totem THREE times before I actually saw it - there goes my Inner Strenght...
Too bad you weren't playing this game against me -- you wouldn't have had an issue finding this totem completely exposed on top of a hill. This might legitimally push the one notorious Asylum totem spawn that's in the wide open as the worst I've ever seen on a map. To see this on a reworked map -- what could the devs possibly be thinking?
(After admiring how awful this was for the first 30 seconds of the match or so, I also saw all 5 gens pop in under 5 minutes WITH Ruin and Undying -- though whichever perk this totem was clearly wasn't going to help with that, but that's another story altogether, lol).
ETA: The time stamp of the recording -- I was taping this for YouTube -- is misleading, as I have an intro for the video that's included in that time. I spawned right next to the totem on top of the hill, so I knew immediately this was a goner and wanted to take a screenshot before it went bye-bye, lol.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/1782301#Comment_1782301
It's hard to say if the were a SWF or not. Which perk do you consider meme? And as for points for several gens, It's not like they weren't doing gens, more that I was pushing them off and they weren't completing them. And what is there to doubt? I stand by my statement that killer is stupid easy to play. Once you get good with killer you stop losing. It's game after game of beating "sweaty rank 1 survivors". Just look at Otz , Heather (aka meangirl), Dowsey, Fungoose, Scott Jund, or OhTofu, they can go several days without losing. It's because killer is overtuned easy right now.
Without commenting on whether or not killer is "easy" to play or not, I do want to point out that pointing out players like you did (Otz, OhTofu, Fungoose, Scott Jund, Downey, and meangirl) isn't at all representative of the huge number of people playing killer, any more than if you pointed at someone like Ayrun (I think I have the name right there) and used him as an example as why survivor is ridiculously "easy" either.
All of those players are the in the best of the best category. Someone like OhTofu has been playing the game since its inception and has literally thousands and thousands of hours in the game. Saying "he goes days without losing, therefore the killer role is easy" is like saying "LeBron James or Steph Curry dominate when they play basketball, therefore playing basketball in the NBA is easy".
My own two cents is that, for the average player, it varies. I'm currently Rank 4 at both survivor and killer, and I try to play a 50/50 split. Last night my friend and I rolled through a bunch of relatively easy escapes against purple/red rank killers -- other nights, we'll get absolutely curbstomped. I'll play killer and dominate some days, while others I'm helpless against good squads no matter who I'm playing or what I'm running. As someone relatively new to the game but not brand spanking new (8 months), I think my experiences are more typical for the average player than what happens with top-level pro streamers.
As to the OP -- matchmaking is completely wacky half the time. In a number of survivor rounds my friend and I played last night, we got both of our teammates in the 17-20 rank (against Red rank killers no less). In the past week as killer I had matches against teams where everyone was around my rank (Red with the sprinkled in Purple), but at least a couple of matches I ended up against multiple brown ranks (and I'm pretty sure it wasn't a smurf/SWF situation in those). Those matches were disasters for the survivors, not surprisingly. There seems to be no rhyme or reason as to why that happens either.
Matchmaking like that (or when overmatched killers are out of their league against much better survivor teams) is the biggest problem this game has currently. A lot of what people complain about from both sides would be remedied if people actually played against people of their own skill level, and that far more often than not isn't happening.
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The "best" DC I've ever seen as a killer was when, playing as Ghostface (and playing pretty potato in this match), two people had already DC'ed (at least one wasn't even being chased or had been hooked when they quit -- they apparently didn't want to face a GF :facepalm:), and a third had died on hook. I found the last survivor, a Claudette who was injured, and I stopped right in front of her and didn't down her when I clearly could have finished her off right there, but just stood there.
I was recording for YouTube, and I said out loud "Let's get you to the hatch, Claudette" ... right before she DC'ed right in front of me. :shakeshead:, lol. I was speechless.



