ChiSoxFan11
ChiSoxFan11
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As a constant Pig player, I'm surprised at how many people I go against (or play with when I'm doing the solo survivor thing and we're facing a Pig) aren't aware of that. I've seen random survivor teammates frantically seaching for a box during EGC with inactive traps (and dying for it), and I've seen a survivor with an active trap not bother to take it off and run teabagging with their teammates into an open exit gate, only to die, lol.
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i don't fault anyone who runs Lightborn or who doesn't like to go against flashlights, but to me, the flashlight is the most over-rated item in the game. I'd rather see four beamers than I would med-kits or toolboxes.
Four-flashlight squads you KNOW are going to be overly-altrusitic, to the point of making catastrophic mistakes that end up with everyone on a hook a LOT more often than actually getting effective saves, once you learn how to play around them. I've gotten numerous 4K's at 4-5 gens left against those squads, and it's always because the survivors are so greedy for a flashlight save that they put themselves at risk.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3006651#Comment_3006651
I too have found that most of the super disappointing games have been due to survivors giving up before even starting.
Failures to save hooked teammates, AFKers, DCers, etc.
It's not the killers who are toxic when this happens.
My friend and I played a match yesterday against a Dredge and ended up on one of the Badham maps, so survivor-sided.
5 flans in the match, and one of the randoms gets caught super-early and downed. Once on the hook, they immediately started to kill themselves (my friend and I were on the opposite side of the map as they were). As my friend ran to get them free, they obviously missed skill checks and basically threw us into a 3 v. 1 immediately. :shakeshead:
The Dredge must have realized it. As well as they were playing, they two-hooked everyone else, and I even popped the last gen as my friend ended up on his death hook (the other random died just before that). They had numerous opportunities to tunnel someone out -- or even kill someone sooner -- but they definitely let up to allow us a decent match. The Dredge killed me at an exit gate, but I don't fault them for it -- the game could have ended MUCH sooner if they'd wanted it to. To the survivor who DC'ed -- why the rage quit? Everyone else still cleaned up with huge BP totals despite their childishness.
For survivors who aren't bringing flans into the game to "punish" killers -- here's a newsflash for you: you're not. You're punishing your teammates who're bringing them into matches you're a part of. When I play killer and only a couple of survivors bring in flans, I'm less likely to outright farm in a match, I'm STILL getting a ton of BP in the match anyway (especially if it's a killer I have BBQ on), and you're getting extra BP from the survivors on your team that did bring one without contributing yourself. If you think it's sending some glorious message to an Insidious Camping Basement Bubba you played against -- it's not. Those players aren't playing for BP in the first place, most likely.
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My SWF ran into multiple Pigs who booped and farmed during the event. When I go against a Pig, I never expect they to have to go along with it, but it's a fun surprise to find one in the wild who does.
My own Pig code -- which is solely mine, and I don't expect anyone else to follow -- is that a boop, unless you've done something to not warrant it prior -- gets you an automatic pass. I play a ton of Pig (more than any other killer), and I enjoy the occasional farming/meme matches that can occur when survivors brave the situation and try to boop early, or even at the endgame when it's just one survivor and me left. I've made a lot of in-game friends through matches like that, who invaribly have told me they've had some of the most fun in those games than they've had in a long time.
When I played Pig last night, I brought flans and waited to see if any survivors wanted to play along, but alas, it was all serious business. Which is fine -- this Pig can be ruthless when we need to be, lol.
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8 hours of survivor play yesterday. One toxic Dredge that bled out the last member of our team for no reason, a couple of tunnellers and campers, but mostly normal gameplay across the majority of my matches, and nothing remarkably different. The only real difference we had was more farming killers (three, including two Pigs) in the first two hours of the day than I/we've seen in the last two months.
I put into 15 hours as survivor/killer yesterday, and overall, the experience on both sides was largely no different than other events, or in general. That "toxic" killer player you run into may just as soon be a "toxic" survivor later in the day -- people do things, not made-up roles in a video game. Us vs. them rhetoric is divisive, unproductive, and just tiresome at this point.
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I played 15 hours yesterday, with a near 50/50 split survivor/killer. I used 5th year Anniversary cakes at first to get initial flans, then started using flans in every match, both as survivor and killer (survivor games were with me as part of a 4-person SWF, and we all brought flans every match).
Survivor-wise, the BP gains were incredible. Had one match at 190,000+, another at 170,000+, and umpteen others with monster totals. In about 8 hours of survivor play, there were the occasional tunnelers or campers, one Dredge who bled out the last survivor on our team for the full timer and refused to hook them (we are an absolutely-no-BM-allowed group, so why they did that, who knows), but most survivor games were fun, even when we died, and the BP for everyone were fantastic.
As killer, it was about the same as normal -- my first two games bringing flans as Pig (the one killer you think people might try to farm with), I gave opportunity for my opponents to farm if they wanted, but they didn't, so regular games ensured. Third game was against a determined Boil Over/Breakout/Sabo 4-person squad, the exact opposite of what you'd expect to see in a "chill" event, but that's what they wanted to play, so no issue here. There was less BM'ing in that 7 hour stretch as killer than what I'd normally experience, frankly, and with everyone bringing flans for the most part in matches, and on the killers I still use BBQ on, the BP totals were again, fantastic.
Don't let the bad apples get in the way of maximizing what you can do during an event. The positives when people bring things that benefit everyone outweight the negatives.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3001690#Comment_3001690
If you get downed at 5 gens. When you have every resource at your desposal. Is not playing well, no. I know it was just an example. But it's possible to run the killer long enough to safety pip
Again I know it's just an example. But even with 4 BNP and commodious. It's possible to safety pip as killer. Pretty easily.
We'll have to respectfully disagree. There are numerous other examples I could give. You have a teammate who DC's when they're downed first, making it a 3 v. 1 out of the gate? You still MIGHT safety pip (or even pip up, depending how the match goes), but that's a recipe for a de-pip at higher grades more often than not. I've 4K'ed lots of SWF with that 4 BNP set-up and gotten Merciless wins, so you're right there that it's possible -- but playing killer at Iridescent ranks, those are the matches that you look up and say "Wait, I got 6 hook states and a kill -- I still de-pipped?". We won't even get into the fact that killing survivors too quickly as killer nets you only a safety pip at high ranks, or the de-pip you're guaranteed at high ranks if you're doing Tombstone Myers, let's say, or some killers being punished in Emblems by using their powers correctly (or survivors not playing smart against said killers, Plague being the best example). The Emblem system determining the pips is flawed (anyone doing Adept killer at Iridescent Ranks knows that) to begin with. If it functioned better, than I'd be more prone to agree with you.
I understand where you're coming from. I'm not a fan of "participate, and everyone gets a prize" either, but I'll respectfully disagree on this subject.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/328417/is-depipping-still-a-necessary-feature
Yes it's neccesary. If you didn't play well. You don't deserve to not depip. But we're in a participation trophy era right now. So eh
So you consider getting downed first and getting face-camped by the killer at 5 gens "not playing well"? Or facing a 4-person SWF bringing 4 BNP Commodius toolboxes and a map offering and getting gen-rushed out of the game no matter what you do "not playing well"? Not meaning any offense here, but that doesn't sound much different than the devs logic that kills/escapes are all that matter for matchmaking purposes.
Simply participating wouldn't be enough, even if the depip didn't exist. If you don't play well, you'll be constantly safety-pipping once you climb grades. And as a disclaimer, I make Rank 1 on both sides (always on killer, usually on survivor) every month, so it's not like I have a personal dog in this fight.
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I've been beating this drum for a while now, and it's good to see so many other people share the same sentiment.
Depipping accomplishes nothing. Grades aren't used for matchmaking, so your grade doesn't affect your opponent level (in theory). Grades aren't an indicator of optimal skill level. No one but you can see your grade pre or post match (unless they're part of your SWF as survivor, and it's doubtful they care). So other than the BP bonus, moving down in a particular grade level is something that only affects your ability to gain BP at the end of a month.
When I get to Rank 1, I change my style considerably. I'm much more likely to experiment, play around with meme builds, or goof off in a match, since any pressure to not de-pip is gone. I'm sure many others play that way as well.
Getting to Rank 1 wouldn't be automatic if de-pipping wasn't a thing -- people who don't play all that often, or who struggle with playing the game, are still going to have trouble pipping -- especially at higher grades -- and getting past a certain rank, even if they can't de-pip. The possibility that some people might play more casually outweighs any reason that remains for keeping the de-pip as it is.
This is something I hope the devs realize at some point and implement as a QOL improvement for everyone.
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SWF provides a distinct advantage that the game wasn't properly designed for.
Removing it would essentially kill the game, however, as others have pointed out.
When I first started playing, I convinced a friend to play with me as something we could do together. Since then, I've picked up other friends in-game that I SWF with. While I do play a decent bit of solo, it's not nearly as fun as playing with friends, win or lose. I know I'm not alone.
I play a lot of killer, and SWF groups are simply something I play around with.
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The current MMR isn't perfect by any means. Its biggest flaw is prioritizing queue times over MMR during peak periods for one role or the other (instant killer queues in the evenings/nights and a shortage of those players means all bets are off in the quality of your competition). The inability of it to measure anything beyond the kill/escape metric is a disappointment, considering how much time went into developing this system.
That said, I played a lot under the old system, made it to Rank 1 as both a killer and survivor there -- and frankly, the system now doesn't differ all that much from the old one in the terms of what kind of matches I get. I'd say I face tougher killers as survivor, and tougher survivor teams as killer, but that would be expected, as I do well at both roles, and I shouldn't be getting literally new players (which happened more often under the old system, and currently happens now when the queue times are skewed).
I simply don't understand the people who talk about how "chill" everything was before the current system went into place -- because as someone who was playing a ton before the current SBMM, it just wasn't that way. I saw a ton of hardcore SWF's as killer, or 5-gen slaughter Nurse players as survivor then as well (and that was when I was far worse at both roles than I am now).
If you're memeing and playing "chill" (and queue times aren't the only factor in your matchmaking, which if they are, you WILL get much more randomness in who you play against), you're going to eventually end up against other players at that same level of competitiveness, especially if people bringing the "meta" are beating you on a regular basis.
People didn't all of a sudden decide "I want to bring the most powerful build/items/add-ons" when SBMM was implemented. The people who were playing all-out to win were doing that anyway before, and under the old system, they were getting matched up against players far below their skill level often, and likely a lot more than they do now. Thinking SBMM turned "casual" players into "sweaty" players is nostalgic thinking, but it's flawed.
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@Babalonkie said:
I get time of day logistics, but never have i had to wait more than 10 minutes for a game, no matter the time of day...
Been waiting over 15 minutes... since when did playing as a killer get this bad? Players numbers that bad now or am i missing something in matchmaking or behind the scenes?
What region are you located in? I'm in North America (CT), and when I played killer last night for 4-5 hours, my queue times were pretty much instant, as they've always been. When I started up this afternoon, I had a 1-2 minute waits, but when I switched to survivor, the queues (whether it was as a 2-person, 3-person, or full 4-person SWF) were pretty much normal waits (5 minute waits, give or take). I didn't see anything out of the ordinary yesterday or today over my 12 hours+ I played DBD.
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I don't understand why people do it either, other than the unnecessary salt reaction to a loss. I've had very few killers DC, and it's usually mid-game when the match is completely one-sided against them. Playing killer, I've seen numerous DC's from people on their last hook, even in games where there's been multiple BPS/cakes, even in games where they're the last one dead in a 12-hook, everyone-two-hooked first, close to the end contest with BP offerings in play. Whatever reaction they're trying to get from me -- they're failing miserably, lol. The only one losing out is themselves.
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I know there's a way to check for Playstation users how many hours you have in a game.
I ... I dont want to know mine at this point, lol.
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I've had ONE bad experience against a TTV person, and I go against them on a regular basis, both as survivor and killer. With that exception, every survivor TTV player I've gone against has been extremely nice and friendly, and the killer players have been too (the latter often surprised when I show up to say "GG and WP" and not bring salt).
I love seeing my matches as both killer and survivor from someone else's perspective, as it helps me improve as a player (and it's just fun!). As someone who streams myself, the people I play with as survivor understand that toxicity and BM'ing aren't allowed, and when I play killer, I try to have as positive experience as possible. Painting everyone on Twitch with the same brush is a disservice to all of the good people who are out there due to the bad actions of a few.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2992974#Comment_2992974
The problem is that you're the one who's deigned what's sportsmanlike and unsportsmanlike when you decided to dictate terms... so they're not really facts. Unfortunately, the rules you're going with are not the actual rules of DBD, and therefore nobody is obligated to listen to them, heed them, or even have any idea what you're talking about, and you haven't addressed that you're asking killers to spend way more than 5 minutes following survivors around in a farming game when they could just play normally and move onto another, less ruined game in reasonable speed.
I'd also like to point out that farming is not inherently profitable to the killer. You're asking the killer to play nice, but plenty of times I've offered to farm in that scenario and the survivors did gens and left. If I tried to hook some at the end, they immediately bailed. What did I get out of that? And, you know, not all of those survivors wanted to farm either - plenty just wanted to move on to the next fair game, since as you pointed out, an early 3v1 is pointless for everyone.
Seriously, why is it someone else's problem when some little saltbaby ragequits at the start of the game? What you're pushing is that the killer is no longer allowed to play the game once any survivor quits for any reason, and if they do, they're a bad person.
Thumbs up to all of this.
If someone DC's against me early, I'll sometimes farm if I'm in the mood (and if the survivors are willing), or other times I'll play normally and give the last person the hatch. As survivor, I've escaped a match where the killer played it out normally and someone DC'ed early, sometimes a killer has farmed, and other times it was a slaughter. I didn't have any expectations my opponent would go easy on me or my teammates, and I never have had an issue with any of those scenarios (and I'm someone who really tried to be as sportsmanlike as I can when I play). Reporting anyone for playing a game normally is an abuse of the report system -- and it's threads like this that make me VERY worried if BHVR ever implements an auto-ban feature that isn't heavily vetted before it's put into place.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2984141#Comment_2984141
It is pretty horrible as killer too. Any system that requires you to cooperate with the competition to earn said medals is obviously intrinsically anti competitive. I cannot believe they used to match make off of this. And people whine about mmr, lol...
Agreed. As killer, if you do TOO well at Iridescent, you're looking at a safety pip. You literally need to let up off the gas in a game you're dominating (and run the risk of a reset and comeback and multiple people escaping if you don't do that correctly) in order to unnaturally extend the game. We won't even get into how using certain killers properly (I'm staring at you, Plague, though there are others) actually can hurt you in Emblems.
Both sides need the Emblem system looked at. Removing the de-pip -- which would make complete sense, since Grades aren't used for matchmaking, no one can see them but you, and they're basically nothing more than a BP bonus tool for the end of a period -- would go a long way to allievating some of the complaints people have with the current pipping system and how to attain certain ranks.
@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2984141#Comment_2984141
Not only that, against certain killers, you can't pip,
Like vs Legion, what am I supposed to do? Heal others?
hahahahahah, so he can M2 and injure all of us again?
big waste of time
Removing the de-pip would stop that from occurring when you're facing a early-game tunneler or a face-camper, or you have a match that ends in a complete early slaughter. FWIW, I find Legion to be one of the easier killers to actually pip against, even in Iridescent ranks. Unless you're tunneled or face-camped early by a Legion, they're a weak killer that's probably going to have a longer match, gens will get done, and healing as a team helps your Emblems. They're not a killer ending games quickly, so there's usually plenty of time to get what needs to be accomplished to guarantee a pip. I've gotten a lot of double-pips against Legions, and single pips even when dying.
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Any challenge that you're begging for an AFK killer, or you have to throw the match, or you need someone hopelessly outclassed to go against to complete, is a terribly designed challenge.
The fact that they repeated it, and after there was such a negative reaction to it the first time it was a Rift challenge, is a head-scratcher, to be kind.
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While I play everyone, I play Piggie more than anyone. If having fun is more important that winning, then she's a good main. Learning where and when you can use your Ambush is satisfying, the unique ability to get RBT kills gives unexpected moments that delight in some games, and she's the one killer you can end up in meme-fests with, depending on the survivors (all of my wackiest, fun moments have been in Pig matches). Her matches are rarely slaughters, so if you want lengthier games that can go down to the wire, she's a good pick.
But she's tough to win with against really good teams. My suggestion would be, as others have said, Demogorgon. Demo is clearly in the high-middle of killer tiers, IMO -- not potentially oppressive like a great Nurse or Blight, but not helpless like the lowest tier killers. Demo can compete against really good teams, the Shred attack is powerful and fun to use, you have a nice compliment of add-ons to work with (the Leprose Lichen may be arguably the best Iri add-on in the game), and he's more of a rarity now with ST gone from the game.
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Rank, or Grade, has nothing to do with the matchmaking anymore, so even if someone is achieving a Grade solely because of playtime in the game, the only effect is a bigger BP bonus at the end of the month. And since no one can see Grades in the end screen, it means even less.
Removing a de-pip wouldn't guarantee everyone gets to Rank 1 at the end of the month. You still have to play a ton, or be really good to pip (especially at Iridescent Grades), or both. It also removes the penalty of having someone DC early on you, or getting face-camped/tunneled out of a match early as a survivor, or getting the 4 BNP/map offering SWF that wrecks you, or the "I want to practice with a killer I barely use" matches as killer.
It's possible it might reduce some of the sweaty gameplay you'll see by people trying to rank up, and maybe more people trying meme builds knowing it won't hurt their Grade (when I've pipped up to a new level, I'm always more prone to experiment myself).
And as a disclaimer, I'm not looking for an easier path myself. I'm already Grade 1 as killer this month (and played around after making it with a meme build or two, as well as practicing with my "bad" killers) and I'm almost to Iridescent as survivor, so it's not like I'm looking for something I don't get every month anyway. I think it would be a nice QOL change for the community as a whole.
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I'm probably one of the oldest people who plays DBD regularly (that's not an exaggeration) or who posts on this board, so take that as a caveat.
I was raised by my parents and a large extended family to treat other people with respect. Being well-mannered, at least when I grew up, was expected by people I was around (and in general), and it was the rule, not the exception.
In competition with anyone, whether it was in sports or something else, I was taught to be humble in victory and gracious in defeat. Again, good sportsmanship was something that was expected.
The world around me has changed as I've grown older, and not for the better. People show a lack of courtesy -- along with a lack of common sense -- in just about everything it seems this days. Polite discourse about things -- both serious and trivial -- seem to have gone away, people put themselves and their self-interests over others and the greater good regualrly, and good manners -- either in a video game, or in actual real-life occurrences, are so lacking in so many instances, it's sad.
So why do I care? Because none of those changes makes for a better world to live in. Acting with some level of respect towards others, whether it's in something as trivial as a video game, or something as important as the interactions you have with people in the real world, makes this world a better place for everyone. If people can't understand that, it's a sad reflection of where we are as a society -- and a bad omen for where we're headed when I'm long gone from here.
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@Souplet said:
https://forum.deadbydaylight.com/en/discussion/comment/2977465#Comment_2977465
Myers billy bubba are way worse
If you play effectively, you get silver in chase
If you dont play effectively ? Well...
Correct -- the one-shot killers are just as bad.
I have all of the Adept Killers. Myers, ironically enough, I got running Scratched Mirror, but the survivors countered my indoor map offering with a Red Forest one -- and somehow I still managed to pull it off.
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Wait until you try Plague's Adept -- where infecting survivors and having them cleanse to give you your power, otherwise known as "playing the killer effectively (or potentially the survivors playing ineffectively), actually hurts you in the Malicious Emblem, since each cleanse counts as the survivors "healing themselves". Fun stuff.
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When I play killer, I assume everyone is running it -- as a disclaimer, when I play survivor, it's on EVERY build, without exception (unless there's a challenge of some type).
Since the rework, I have no issues with it. Occasionaly, I'll eat a DS that had to be almost at the end of the 60 seconds (usually, after downing and hooking someone else in between -- those are the only times I'm surprised to have it happen). Occasionaly, I'll consciously pick up someone knowing full well they likely have DS, depending on the game situation, and if I eat it, well -- I knew it would happen beforehand and had weighed the consequences (all gens nearly done and need to get someone out of the game, EGC, etc.).
The only time I get irritated with someone running DS is the "you got unhooked, I'm clearly ignoring you to go after someone else, and you're literally following me not only to take a BT hit, but even afterwards, even though I had no intention of going after you -- and now you've jumped into a locker in my face". Those players, depending on how the game is going, I might consider waiting in front of that locker for that DS to run out, lol.
But other than that, there's no reason to get upset. The perk is in a solid spot compared to what it used to be.
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I play a decent amount of solo survivor, though I play more in a SWF usually. I'd kept survivor stats until just recently over 275+ games, and my escape rate, somewhat surprisingly, was about the same whether solo or as part of a SWF (around the 55% number).
I can attest that some solo matches can definitely be miserable, but all in all, I don't mind playing solo, and I'm pleasantly surprised by my teammates more often than not. My biggest concern is when I'm the "random" with what looks to be a 3-person SWF, as I'm worried about being the sacrificial lamb in those cases.
I had two recent matches where playing with a SWF showed both extremes of how being a "solo" can go. One match against an Oni, everyone else on death hook, I go down for my first hook after some decent chases with 1 gen remaining. Was worried about being left to die (I think the Oni had gotten their power), but I can see one person on the last gen and the other two sprinting for each of the other doors right before it popped. One served as a distraction while the other got a gate open, and the one that finished the gen pulled me down -- perfect teamwork, and we got a four-out.
That's the great result. A yesterday was almost an example of the pain solo can give you. Up against a GF, and the 2-person SWF (matching names) are an Adam (first hooked by the exit as Jill and I were working on the last gen) and Dwight (on death hook). The Jill I suspected was a solo like myself. We pop the last gen, I head to rescue the Adam off of the hook while GF chases Jill. I get to the Adam to see the Dwight popping the exit gate and Adam pulling himself off the hook with Deliverance. Just as Jill goes down -- the Adam and Dwight leave (in their defense, they were both doing Adepts, so in retrospect, I understand the call), leaving me alone. Thankfully, I got close to where the Jill was being hooked (within BBQ, which I suspected they had -- and did, and they also had MYC, so I got the unhook quickly, so it wouldn't activate). I wasn't running BBQ, but I was able to take the protection hit and we both narrowly got out. I can only imagine that the Jill was thinking she was going to get abandoned, but I've been in her shoes and was ready to sacrifice myself so they could get out. Not always what you see in solo.
TL:DR -- solo can be occasionaly miserable, but overall, I enjoy it, and matches like the two examples above are why,
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2975656#Comment_2975656
Under the miraculous chances that they do get done, NOED just takes it all away.
Miraculous?
https://www.youtube.com/watch?v=G2y8Sx4B2Sk&ab_channel=bagheadinc -
@c0gnu5 said:
https://forum.deadbydaylight.com/en/discussion/comment/2975613#Comment_2975613
I've heard it from killer that got banned, but i don't know full story, maybe that survivor was helping him before. Still I would be cautious
Literally, some of the most well-known killer mains in the game who are Fog Whisperers for BHVR give hatch all of the time on their streams every day, some streams that have BHVR developers lurking and commenting in them. My guess is that the person you know who got banned isn't telling you the full story.
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@c0gnu5 said:
I've heard that you can get banned for working with opponent if you give someone hatch
Absolutely not. The exception would be if you let a survivor wiggle off, they ratted out another survivor to you, and then you rewarded the survivor who turned against their teammate with the hatch. That would constitute "working with the opponent". But allowing someone who's the last person standing the hatch is something that's been a part of the game since I started playing over two years ago, and it's something done constantly by players.
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I'll give hatch maybe somewhere around 25% of the time that it's an option for me as killer. There's a lot of viable reasons why I won't, though. If someone has BM'ed me during the match, hatch is less likely -- if I suspect they're part of a SWF, then no one's getting it. If I'm doing a Rift challenge (like the one currently to sacrifice 15 survivors), those are grindy, and the faster I can get them done the better. And if I'm trying to double-pip up at Red Rank, there's no forgiveness in the Emblem system sometimes, and I might go for the 4K to assure the Merciless than watch an escape cost me that extra pip.
All that said, I DO give the hatch quite often. Booping the Snoot when I'm playing Pig will get you hatch (as long as you didn't BM). If someone kobe's off hook near the end, that will earn it. If someone was really good against me, that often gets it. But giving hatch should never be expected -- when I play survivor and someone gives me hatch, I'm grateful and certainly don't expect it.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2970756#Comment_2970756
But overall it is a buff. Survivors will consistently have to search more boxes.
As often as I vehemently disagree with what you post, as a heavy Pig player myself, I'm happy to say you are 100% correct here.
What kills Pig, especially against higher-level players, is having RNG destroy your slowdown when everyone is getting their traps off right away. ANYTHING that makes that search time increase -- in this case, removing some of that RNG -- is an overall win for a Pig, who can use that extra slowdown to bring gen progress potentially to a crawl in the mid-game, which benefits her immensely.
For those players who play only for the trap kill, I get head-pops here and there anyway, and that's without running TT/COG or without tunneling someone with an active trap (not that, under certain circumstances, I've haven't done either -- but those situations are situational and very rare). I run Plaything on Pig, and I've lost count of the number of times I've run across an Oblivious survivor headed to/on a Jigsaw box while chasing someone else and I've harrassed them away from their search. A lot of those survivors have wasted time heading to a completely different box, and that's definitelty resulted in a head-pop for me before. And I still have gotten the occasional unlucky survivor who wasted time healing with an active trap or who jumped on a gen immediately who then found themselves unlucky with their searches and died trying to get to their box, esecially on an unfavorable map (RPD, Midwich, even a survivor-friendly, but big map like Red Forest where there's so much ground to cover to get from box to box).
The head-pop is still viable, and depending how you play, maybe more so with this change. As other people have pointed out, knowing how and when to push people off of Jigsaw boxes is a skill worth learning. Pig still has her problems with elements of her base kit, but this change -- which was an actually well-thought out change to combat the AFK Pig (and I had doubts whether the devs would get a solution right for this one) -- is NOT a nerf to her.
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@ImAJoke264 said:
Just like my DH experiment, I played 50 games as survivor and 31/50 killers had NOED. Could just be bad luck, but I really think this perk is overused and needs to be nerfed.
I kept stats in 275+ survivor matches, and NOED was run in 13% of them. 62% seems like you were exceptionally unlucky.
For the record, I don't run NOED when I play killer, and when I get hit by NOED as a survivor, it can be frustrating, but escape (or at least most of your team escaping) isn't impossible, so I have no dog in the NOED fight.
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Sometimes, it's really, really easy to tell threads started by someone who never plays the killer role.
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As others have said, the DC's on death hook are the most ridiculous. Normally, I laugh at those, since there's nothing hurting me by a survivor doing it. But tonight, I had the Rift challenge from the very first one where you need to sacrifice 4 people in the basement, simply because I'd never done it, and all of my other killer challenges are pretty much finished. I was on the Grim Pantry as Trapper, but not running a basement build. Got a few hooks spread out evenly, then got someone down near the basement of the main building. Two separate people stepped into traps going for a rescue while I was across the map (I was running Honing Stone, so they went into the dying state). I ended up with three people basement hooked and downed the 4th shortly afterwards. Bringing them to the basement, they DC'ed right before I could get them on a hook.
No one was tunneled, no one was camped. The match played out as "fairly" as one could expect as a survivor. The team simply made crucial mistakes and were careless heading into the main building, and that helped me to snowball, but because someone rage-quit out of immaturity, I didn't get the challenge done, which was frustating. It's a good reason why having a bot to take the place of a player that DC's would be a nice change, to keep people like that last survivor from costing other people challenges or achievements.
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Add me into the "it should be optional" camp. I've downed the last survivor before, started carrying them to a hook, and heard the hatch nearby and decided to give it to them. That'll be gone if this change goes through as announced. I don't always know when or if I'm going to give hatch until it happens -- as others have said, I've gone on chases with someone at the end, was impressed how they played, and then decided to give hatch as they were downed. Throw that out the window with this change. And as has been pointed out, maybe I want a hook for a Rift challenge, or a last stack of BBQ, or whatever reason.
Having the Mori be at the killer's discretion is the much better alternative, and I would guess most people would agree with that. We'll see if BHVR listens to the feedback before this gets implemented.
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Threads like these, whether they're bait or someone actually believes what they're posting, are a great example of why the devs should ignore 95% of what is said on these boards. 🤦♂️
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My messages are set to friends-only, so thankfully, pretty much never.
I had never played online games before I picked up DBD. I had a match in my first week of playing the game prior to crossplay (playing with a friend, who was also new). After not going into the basement of The Game to rescue somewhen when a Bubba was Insidious camping it (my friend, also hooked in the basement, could see him and warned me not to come -- I'd seen enough of other people playing DBD to know that it would have been pointless to go down there), I escaped by hatch, and I promptly got a message from one of the other people in the basement telling me I was trash, to uninstall the game, and then to off myself (not all in that order, lol).
My friend quickly told me how to block off messages, and I've been blissfully playing without any of that nonsense since.
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I always let someone do a glyph. I've found someone injured doing a glyph numerous times, and I always let them finish it before trying to down them. In a number of those instances, the survivor has stayed still and allowed themselves to be downed -- in those case, I'm guessing it's a way of saying thanks as in, "I know you could have downed me and didn't, so here's your hook you could have had."
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@Wampirita said:
Survivors tend to dc when the game doesn't go how they want it to go, like "HoW dArE yOu pLaY LiGhTbOrN", since they're making Flashlight their entire personality. Or when they DC cuz they were the first to be downed.
I had people DC because my steam name is "Mori me, Daddy" and killer actually brought Mori (shoutout to the amazing Trickster from yesterday :* )
I had people DC just because they saw the kliller being Bubba/Pinhead, cuz you know, they aren't supposed to actually try to play around all the killers.
My all time favorite is when people DC on their death hook. Like ???? Take your points dude, what's the point if you're already dead.
So yeah, survivor's rulebook for killers, you can't play perks, certain killers, you can't hit and hook survivors, go to corner and think about what you've done
Since, I'm on console, I'm not familiar with how steam names work -- are you the only person who can have that name on steam?
If so, then I'm pretty sure I went against you a little while back (I'm not 100% sure -- my memory isn't what it used to be, lol, but I think that was the name). I was streaming, playing one of the killers I struggle with (Huntress), and I laughed when I saw the name. I brought a green Mori just for the person and did indeed get the Mori on them.
If that was you, I do remember that everyone played well, it was fun, and I hope you had fun as well. If it wasn't you, I never run Moris and have a pretty good supply of them on everyone -- I'll make sure to bring one if I see you, lol. 😁
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The easiest counterplay for me is either moving closer to get within range if I strongly suspect BBQ, or using a gen to hide behind. Neither terribly difficult.
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I play a lot of killer on console. There are a lot of frustrating aspects to it (I have less issues on my PS5 than other people I know on their PS4's), but I still find myself having fun. Playing certain killers -- Blight, Trickster, Nurse to name a few -- feels like it's a lot harder than it would be if I were on a PC with M&K, and getting spun by PC players is something I'll never get 100% past, but overall I do pretty well.
When I play survivor, I don't see many console killers either -- it seems like it's always someone on PC.
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Thanks for the confirmations. I was pretty sure looking back that the person in question was subtly hacking (and their team as a whole). Now, I'm certain.
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As a console player, I WANT to like some killers, but simply can't. My order of enjoyment in playing them:
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@Hi_Im_Chucky said:
Well, if I was to try, I’d go with Bubba.
Build: Rancor, Nemesis, Play With Your Food, and No Way Out
Play for the 4 Stacks of No Way Out and doing so by doing your best to trigger as few pallet drops as possible. Collect 3 Tokens of PWYF before final gen pop. Have line of sight or be in chase with Obsession.
- Final Gen Pop
- Use super sonic speed and 1 shot chainsaw ability to end chase immediately and Kill with Rancor. You lose 1 token of PWYF.
- No Way Out procs when exit gate switch is touched GIVING A LOUD NOISE NOTIFICATION and 48 extra seconds.
- Hunt second Survivor, most likely the one touching gate, use speed to pressure survivor to loop with pallet and ride survivor till they are compelled to throw pallet on head.
- Nemesis triggers, obsession changes, PWYF triggers and regains stack for speed.
- Quickly 1 Shot Down with Chainsaw, losing 1 stack of PWYF and then repeat for all Rancor Kills.
Best way I can think to try. What are you and OhTofu using?
OhTofu's current build is playing Pig with Rancor, Nemesis (to change the Obsession with a pallet stun or flashlight blind), No Way Out, and Remember Me (to stall the exit gate openings as long as possible). The add-ons are the Crate of Gears (to make searching the Jigsaw boxes take longer) and Rules Set No. 2 (to make it where survivors can't see the boxes until the trap is active, with the idea that they'll pop the last gen with a trap on rather than waste time looking for the boxes and not look to escape immediately, giving you more time to change Obsessions and get the Mories).
ETA: I think the issue with using Bubba is going to be that survivors may be more willing to pre-throw pallets against a Bubba left and right, potentially leaving you with too few to change Obsessions when you need to. One of OhTofu's recent attempts, he was on The Game, and they'd used so many pallets by Endgame, he was having trouble getting stunned (and the survivors seemed to know what was up and were pre-throwing everything -- going against a full-on SWF makes the challenge that much harder).
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I may be repeating others sentiments (and some of what I might think "unpopular" might not actually be), but here goes:
1) While the ability of Boons to continuously be relit is, IMO, bad balance design, I actually don't have problems with COH (or any boons) in the vast majority of my matches, and the changes made to COH make it a perk I can work around almost all of the time.
2) While I hate going up against a Bully squad that displays BM'ing or poor sportsmanship (though I love when those squads end up all dead on a hook), I DO like going against sabo/flashlight squads in general. Both flashlights and sabo are game mechanics, and if I go against a really good team that plays that strategy well, then it's a challenge I welcome. Usually, over-altruism ends up being the death of them. I think there's a difference between a team using that strategy to try and win, and a team using that strategy to try and bully an overmatched opponent to get their laughs.
3) I actually have come to like playing on RPD, either as a killer or survivor. It's a gorgeous map, and now that I've started to learn the layout, I don't have the issues I did with it when it first went live. Other than the well-documented issues with the library and lack of hooks there, when that map ends up in my match, I'm fine with it either way.
4) Speaking of indoor maps, I miss Hawkins. I hate seeing ANY content removed from the game, and while I couldn't stand Hawkins when I first started playing DBD, I came to know the map well over time and was fine with it in either role.
5) The game's balance isn't as bad as people make it out to be. There are plenty of issues, 100%, that need to be addressed (buffing solo survivor, buffing certain killers and the killer QOL in general, and something to address the elephant in the room of the advantage of playing SWF), but I rarely feel completely overwhelmed in either role, and my results are solid in both. I enjoy the game, and I'd make the argument that it's in a better place than it was when I started during Chains of Hate (other than the hacking, which is something that NEEDS to be addressed).
6) I enjoy playing killer, and I don't feel the dislike I know so many people do in the role. That may be a "me" thing -- I like playing iconic horror movie characters, I enjoy the wide range of powers, I enjoy always having something to do (unlike playing survivor, which can get more tedious after a while). While I think QOL issues with the killer role need to be addressed, I don't think it's as bad as some people make it out to be.
7) DBD may not be a "competitive" game, but I don't mind admitting to being competitive when I'm playing -- and I don't think anything is wrong with that. Playing fair (as in, no cheats or hacks) and trying to have fun doesn't mean not trying to win. I try to win every match I play, either as killer or survivor. If I do, that's great, and if I don't, it's okay -- you don't win all of the time. Being a gracious winner and a good sport when losing is more paramount to me than anything else in a match.
8) I don't have an issue with people running "meta" builds on either side. The perks are there -- use them! For the most part, I don't think there are any perks on either side that are so OP that they need to be changed dramatically (Dead Hard is probably the closest "problematic" perk I can think of. The constant posts of people wanting to nerf [insert name of perk here] always strike me as people simply complaining instead of adapting to something challenging to face.
9) I don't think any killer needs nerfs (though some could use QOL buffs). When I play survivor, I LIKE going against a really good Nurse or Blight. It's a challenge, and escaping against one feels better than 4-outing a 1-perk Trapper with 10 hours in the game.
10) SBMM doesn't work -- or at least not the way it should -- but everyone forgets how BAD the matchmaking was before it was implemented. There was literally multiple threads on here every day about mismatches and people who wanted to give up playing because of them. The biggest problem is with the imbalance of people in either role at a given time and the prioritizing of queue times above everything else during those times. What we have now isn't better than what we had, but it's not necessarily worse either.
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I've tried it three times now, playing Pig and running the same build OhTofu is. First attempt I had two survivors DC as they were about to be Moried, while the other two escaped. Second attempt I Moried two, one actually died to their RBT (as I was doing the first Mori!), and the last survivor got the hatch right in front of me. The third I got one Mori, again another RBT death, and two escapes.
I think it's possible, but it takes the exact combination of things to go right and a lot of luck to pull off. Hiding that you have Rancor (by avoiding switching the Obsession with Nemesis until the last possible moment) I think is key to make it work.
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The best part about threads like these are how it's easy to spot the people whose biased opinions reveal that they only play one side of the game, and that they have no idea what actual "balance" is.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2905006#Comment_2905006
If ur still up I can stream now, as for streaming it might not work because this game eats too much CPU and despite recording on GPU you still lag on CPU since a CPU still manages what the GPU does
https://forum.deadbydaylight.com/en/discussion/comment/2905027#Comment_2905027
Pls stop, no joke I'm actually jealous, I know I could get destroyed by super coordinated survivors, but that's literally the best material for improvement
No argument there. I know how to play against those type of teams and be successful against them, but it took losing to them first and learning from the experience to get to that point. Losing is usually the best teacher.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2904902#Comment_2904902
From what we know, your MMR on your 'new' killer gets pegged somewhere below your highest MMR on a killer (which is daft).
https://forum.deadbydaylight.com/en/discussion/comment/2904946#Comment_2904946
This is the other issue, and hopefully with the upcoming MMR tweaks it'll be fixed.
The problem is that:
- When a lobby dodge occurs, the system grabs the next available person with little rhyme or reason. I think that this is what causes the weirdness in prime time games.
- The system does seem to prioritize queue time over match quality, or at least it used to.
That said...something seems to have been changed since the MMR testing. I've had much longer queues on killer but, especially last night, far closer games. Didn't have a single one where I felt completely outclassed or was paired up against potatoes.
My experience last night was definitely different from yours, but consistent with what I saw before the last MMR tests. I literally went from a 4-person sweaty SWF squad playing Doctor -- full-on sabo, body-blocking, med-kits with a syringe for the insta-heal mid-chase, 4 Dead Hards, BT's, Boons, etc. -- to a group that sent me to Lery's playing fake-pallet Freddy who were so out-of-their-league that I literally had to dial back to keep everyone from dying at 5 gens before the game had even started (the Doctor match ended a 4K, I gave a mercy hatch to someone in the Freddy match -- at 5 gens).
Two killers who I do equally well as -- I might have better results overall as Freddy, actually -- and my opponents couldn't have been more diverse. The only consistency in those two matches -- and the ones I had all night -- was the pretty much immediate lobby I got in every game. As you said, hopefully whatever they tweak in the future with SBMM fixes these type of situations -- I expect to go against the first group of players, but I felt genuinely bad for that second group.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2904724#Comment_2904724
Exactly! Because there seems to be no difference. I remember a dev stream, where they talked about sbmmr and how people would be able to start learning nurse, without facing rank 1 survivors (actual example).
Which obviously isn´t the case.
I have similar experiences. The current system that seemingly prioritizes queue times over everything else during most periods is, in my opinion, where the problem lies.
When I'm playing killer during peak hours, there often seems to be no rhyme or reason to who I get as opponents. I'll be playing Pig, who I almost never get less than a 2K with (and most often, if I'm not in a meme game, will 3-4K with), and I'll get a lobby where I have survivors crouch-walking in front of me, not looking around, while I'm coming NOT in stealth right after them, as if they're barely paying attention to their surroundings. Then, I'll move to Nurse (who I have decidedly worse results with) or someone like Trickster (who, on console, I have loads of trouble with. and who I get 4-outed more with than anything), and I have 4-person SWF who all know how to run loops, split up on gens, etc.
There's absolutely no consistency. I play all of the killers with varying degrees of success, with my overall kill rate being largely really good, and I'm getting everything from super-teams to brand new players and everything in between, with no pattern based on whatever killer I'm playing and what my results either are with them, or at killer in general.
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@Huge_Bush said:
They are probably thinking along the lines of "if BP gains were increased and players got all perks on their characters faster, they'd leave the game sooner".
Which is kinda where I am at since I mainly play Claudette, I have all the perks I want on her and I'm at the point where I'm playing less and less (used to be 15-20 matches a day down to 2-3 matches) because there really is nothing to work towards to. I don't care about getting to higher MMR, I hit my skill ceiling a long time ago (I will forever be bad), the free rift has slim pickings when it comes to cosmetics and when it comes to people who play one character like me, it gets slimmer.
I'd like to see how many players play more than 1-3 characters on average.
BTW, not disagreeing, the blood web needs to be reworked, useless items and add-ons should be purged, survivors need to be able to earn more blood points during a match, especially when they get camped and tunneled (not like they have the opportunity to earn points in different categories when the killer is on their butt) and the BP limit should be removed or increased to a billion.
As someone who plays all of the killers, and who likes to play most of the survivors at any given time (and who has everyone to Level 50, with about half of the survivors prestiged) -- the grind is exhausting, for lack of a better word. And I play a LOT.
I grinded out the survivors I have at Prestige 3 now during last year's anniversary event, and I'll probably do more this year. I have NO killers prestiged, since there really isn't any incentive. I usually wear special cosmetics anyway, so even for the survivors, it's not a big deal, and for killers, there's really no incentive, since I have so many add-ons on some of them that I have no reason to toss them away for a bloody outfit I'll never see and never have equipped.
I have all of the perks on maybe 3 or 4 survivors, only one of which is Prestige 3. The others I got to Prestige 3 are missing tons of perks, but at least I've been lucky enough to get builds I can run on everyone. I have all of the perks on maybe 10-11 of the killers, but there are some I play with loadouts nothing close to what I'd like, and with barely any add-ons worth running. The cost of putting BP into ALL of these characters, survivor and killer, to get everything unlocked is crazy.
I've been playing since right after Chains of Hate released (2 years). I can't even begin to fathom what the grind would be for someone picking up the game now. It definitely would be a huge turn-off to a lot of people, I imagine.
