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CluelessWanderer

CluelessWanderer

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CluelessWanderer
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  • I usually do (mostly for BPs as my demise is nearly inevitable). But my dude, if there are 3 gens left, come ON. Exit gates are not going to happen and the great Hatch hunt still unfolds.

    So what are you taking issue with again?

  • @WorthlessBeing said:

    Sorry mate, but I ain't giving a free hatch to someone who'd rather let their partner bleed out than try to help at all. I can absolutely hide all game and get the hatch. It's not surviving that takes skill, it's surviving from the killer.

    The number of people just hiding to get a free escape even before only two people remain is enormous. And I'll punish those people by a sweet mori.

    Besides, it's called counterplay. What, are you going to complain that people can actually bodyblock to prevent a hook as well? Because that's the same.

    A hatch is just a "You lost, here's your participation medal".

    This isn't exactly fair.

    I play Solo Q and in most slug scenarios, the Killer is camping the slug. I can't tell you how many times I've crept up, and heard the pug noise sinus condition of a Wraith cloaked, a stealthed Ghostface wander around, if it's a Spirit she is proxy camping- and picking up the slug is suicide.

    I know there are selfish players (I'm a weathered, Solo Q veteran). But if 2-3 gens (or more) are still up, we are down to 2 survivors- there is NO WAY we are escaping through the gates. And in a way. that's kind of one of the flaws of the game. That the outcome can be decided very early on with no decent pathway for a comeback. But it is what it is. Back to my point: if there are two of us left, and I'm on a second hook state (if the Killer actually hooks me) I will let go so my team mate has a chance at the hatch. It's just understood all around playing Solo Q (mostly).

    When the second last team mate is slugged, I check out if it's reasonable to try to pick them up. 85% of the time it's not for reasons stated above (campers, high mobility Killer proxying and the team mate just gets slugged again and the ordeal is repeated). So letting the team mate bleed out is not for self serving purposes. It's because the situation is untenable.

    It's odd how much the hatch bothers some Killers as at a 3k you've already won. The Hatch is neutral and provides no MMR advancement for survivors. Without the hatch mechanic, no one would play Solo Q. People have to have some kind of hope, or some kind of goal in order to persevere otherwise why play the game?

  • @TunnelVision said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164152#Comment_3164152

    I felt so bad for one guy when i was playing pinhead. He was on the hook outside and i could hear someone on a gen upstairs, he ended up killing himself on hook. In his eyes i was camping. In my defense i was going around in circles trying to find the goddamn stairs. They all seem to understand i was a complete potato on that map in the end game chat though :)

    That's actually kinda cute LOL.

    "I swear I'm not camping! I just can't freaking find the stairs!"

    Exact same scenario happened to me when i first started playing. But I was playing Spirit on Midwich and had a few beers so it was a disaster finding the stairs and it was all my fault. I kept passing a person on the hook but I just seriously didn't know where I was going.

  • @Tsulan said:

    My last 3 matches were against:

    • Huntress on Dead Dawg
    • GF on the Plagues map
    • Wraith on Cornfield

    You need to go out and buy a lottery ticket with that luck, sir.

  • @neb said:

    Why is a 4 man escape so important to some? I don't get the difference. Both sides are trying their best to secure an absolute win.

    4 man escapes are only important to SWF's. They almost don't exist in Solo Q and no one expects them lol.

    I think the issue is that slugging the second last survivor usually ends up with that survivor on the ground for 4 minutes until bleed out and well... it's dull. I've also seen many Killers just camping the slug, making any pick up impossible. So it's tedious to just wait around for 4 mins, especially when the Hatch is neutral and doesn't count as a win in BHVR's MMR. The Killer basically won in that scenario.

    As OP stated, people understand when there's a Rift challenge or what not. I don't blame Killers for wanting the 4k. The problem is being the slug and lying there for 4 mins doing nothing.

  • I misread the above post incorrectly and now I can't delete this lol (if a Mod would be so kind)

  • I'm seriously gobsmacked by this thread that Killer Mains are complaining about Blast Mine.


    BLAST MINE.


    I was usually the only person in my Solo Q matches that ran it. And even then, it stopped the Killer for a hot minute and they kicked the gen anyways.

  • @ImNotBobDylan said:

    This is what broken MMR has lead to, in solo queue now it is common to get 10+ loss streaks and having the majority of your playerbase get loss after loss is not healthy. It makes people start the matches in a very defeatist mindset.

    I think this is it, as much as people don't care about it and prefer to blame it on salt.

    Under the old Rank system sure, there were D/C's, but nowhere near what I'm seeing now (in my experience anyways) and I play Solo Q exclusively. It's been particularly exacerbated by Patch 6.1. Fact is, BHVR's matchmaking is absolutely awful for Solos. Almost every decent perk that made a huge difference for Solo Q players were entirely gutted to help Killer's deal with SWF's better. They deactivated end game perks for us that used to maybe allow us to get a clutch escape or clutch saves. Every change has discouraged altruism and team work in Solo Q meaning you can rely on your team mates even less than before, as more and more we're seeing selfish builds/playstyles. They made keys useless, nerfed the hatch- most Killers released have been high mobility, range or teleporting so if you're the last survivor, getting an Exit gate is basically impossible.

    Solo Q is so miserable at the moment it's depressing, and I think disconnects are a symptom of a player base fed up. They WANT to play, they love DBD, been playing for years maybe; but it's demoralizing to load into a match, hear a squeal of a Nurse and a down in 6 seconds, see the next team mate hook grabbed immediately- and know not only is the game lost, but you won't even get any decent blood point compensation. So there you are wasting your time in a hopeless situation for 10 mins. Enjoy your 5k BPs. You can buy yourself a brown tool box, generator instructions, or maybe a green broken key on a Blood web where half the items are obsolete.

    Majority of D/C's are when a survivor is being camped at 4-5 gens. It happens all the time and significantly increased after 6.1 . I'd say 80% of the disconnects I see happen when a hooked survivor is being camped, or else when that survivor is tunneled and downed immediately after they're unhooked. People are sick of it. I was being face camped by a Pinhead once, a survivor came to unhooked me, saw me being camped (at 4 gens) and he just d/c'ed right then and there. He was just out of there.

    I've experience banks of matches where the Killer 4k's like, 10 matches in a row too. But according to BHVR, my MMR should be so low after that it will adjust accordingly, right? But it doesn't seem to and I just get paired with 2 survivors new to the game, a survivor who is competent and a Killer that has 3k hours. That's not a balanced, working MMR. Especially in a game where one inexperienced team mate can tank the game for the rest of us.

    So I think the general attitude of Solo Q players is one of exasperation, hopelessness, and resignation. When you log in, you mentally prepare yourself for absolute BS. If you actually have a normal match where the Killer isn't overpowered (meaning mis-matched and much more experienced than the survivor team), and isn't camping/tunneling, and if all your team mates are competent, it's a pleasant surprise rather than the norm. If you actually escape? Like... shocking.

    BHVR should be looking at the disconnect trend, and how it's increasing. They also have to look at WHY and do something productive. Just punishing Solos for it won't be effective. It will just be a bandaid fix and survivors will merely hook suicide.

  • I’m played and I had a +100% Bloodpoint bonus on survivor before and after the match on my survivor screen. I received NO bonus either. It’s not working

  • Add to it- after one survivor disconnects at 5 gens, and there are 2-3 double BP offerings, WHY do (some) Killers still face camp? Like, there is no way for 2 survivors to do gens in time. No way to make a safe save. So at this point, I just think they're doing it to be bungholes.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158826#Comment_3158826

    You'll agree that the conclusion we've reached here is an extremely different criticism to the one in the OP, though.

    "Why did you nerf this"/"This didn't need a nerf" is not even close to the same criticism as "this was a poor solution", or "more should have been changed to compensate".

    We have a hypothesis but nothing definitive. It would be nice to know if it's true or not. I for one, regularly use Blast Mine. So the perk being trashed into uselessness is pretty irritating. I found it pretty useful in Solo Q.

    I have no issue with the wording of the OP. He/she want's to know why it happened. I'm not sure what you're taking issue with here.

  • @Veinslay said:

    Maybe the devs decided to play killer for once and realized how annoying this perk is. It's so annoying getting DSed over and over in a trial just trying to get a whopping 2.5% regression and an overcharge proc

    Dude, so you kick the gen twice. Blast mine doesn't prevent you from getting your OC.

    I mean I find it annoying to be hit by a Huntress Iri hatchet from across a corn field, through a shed and around a corner, but I just have to live with it.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158800#Comment_3158800

    "Intended to function" may be the wrong phrasing. My point is, it seems pretty abundantly obvious - because of the things you brought up, in fact - that there's a reason this was changed that wasn't an intent to "nerf" something too strong.

    Based on other's posts, it seems like it's the way the perk interacted with Wiretap on a coding level, so that clears that up.

    I'm suspicious about that too. But that's a terrible reason to entirely kill a perk. They should just be transparent, say it's bugged and work on sorting their spaghetti code. Not just re-write the perk description and pretend it was intentional.

  • @jesterkind said:

    I feel like the community in general could do with remembering that nerfs don't always happen because a thing is "too strong", at least if we're defining nerfs as "anything that makes something even slightly weaker".

    I'd imagine this change is more to bring it in line with the way it's intended to be working, not a reaction to it potentially being too strong.

    And how is it intended to be working? I'd say a survivor sinks 60 secs (or whatever it works out to) fixing generators EARNING the Blastmine. The Blastmine is set, and it triggers if the gen is kicked. Survivors have earned the damn thing twice over; bringing it and using the perk slot to begin with, and sinking the time in to activate it. If triggered, we would have to spend another 60 seconds working on gens to activate it again. That is more than fair. If anything, it's a very steep requirement for perk usage.

    At the very most, you would get two charges per match. At the MOST. Some matches not at all. Some Killers don't kick gens. It's been this way now for over a year with nary a complaint even by the Killer mains in this forum. Idk, to me, it seems like it's been working exactly as intended since day 1.

  • @Xendritch said:

    They pretty much murdered the only use it actually had which was to signal you were working on a gen, absolutely ridiculous change.

    Which is what Better Together does.

  • I'm now going to assume it's because BHVR wants everyone to spend $$$ buying the new #########. That's how they usually roll; "We're switchin' up the Meta! Fun! Edgy! Cool! We'll make every survivor perk useless, keep Killer meta the same, but look at these shiny new perks that don't suck as much you can buy now!".

  • I am SO bloody angry about this pointless change. All survivor perks basically suck. It already took a huge time sink to even GET Blast Mine. Now is just goes into the huge pile of survivor gutted and dead perks.

    I actually USED this perk and now it's USELESS.

    What the hell are the matter with these Devs? I'm so sick of everything beneficial in Solo Q being nerfed into the ground for no reason. WHo in their right mind would run this perk now?

  • Solo Q survivors can’t have all their perks deactivate at end game. Honestly the worst thing I’ve seen BHVR do. Killers can absolutely stack endgame perks against survivors; No Way Out, Remember Me, NOED, STBL has been buffed, Terminus means we can't heal, the list goes on and on.

    And yet we can't even have Decisive strike. A perk that you need a perk slot for, that has a one time usage- and is so situational that end game escapes with it were very very rare. My God. Why don;t all survivors just have a mandatory chain hunt a la Pinhead but on all Killers as soon as the last gen is activated so no one ever escapes. That's where this crap is heading.

    Why would I waste a perk slot of DS (which was nerfed into idiocy) or OTR only to have it deactivate when it *really counts*? It's ridiculous.

  • When I hear the Legion music I just groan. It’s a match to be endured. However, the consolation for me is that Legion matches usually give decent BPs. Is it worth the half hour time investment? Idk but I’m trying to be positive lol

  • @Khar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3156720#Comment_3156720

    What exactly is the problem with killers wanting to get a 4k? They only have the one objective, but people keep acting like a killer trying to earn a 4k is criminal. Why the stigma?

    IMO there’s no problem with Killers wanting a 4K. But if they want it so bad that they expect a last survivor to be stripped of all chance, have their aura constantly shown, hatch removed etc and essentially handed to the Killer by BHVR, that’s when people take issue. As a Solo survivor I’m supposed to be content with rarely escaping. It’s quite common to see Killers 4K especially after the patch. I think they can deal with the odd hatch escape and a 3k

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3155384#Comment_3155384

    How is it on a silver platter? I've pointed out that unless you're Nurse or Blight, you had to play your butt off just to get to this situation. Let's just admit that killer has to work for their kills, because the language that's being used suggests otherwise.

    You asked for the aura of the last survivor to be constantly revealed to you and the hatch removed and an instant Mori. How is that not handing them to the Killer on a silver platter? Bro, come on. To add: no one said the Killer didn’t work to get 3 kills. But that last survivor tried hard as well. If it’s Solo Q, they probably were matched with only one other competent team mate and 2 new players. Then you have to deal with disconnects, people killing themselves on first hook, face camping, hard tunneling- sometimes you have 3 gens left and as a decent player you had no shot to even earn any blood points. …….. but you want that survivors aura revealed to you constantly at end game and give them no chance. Let me tell you, the possibility of escape is the only reason any Solo Q logs in. Remove it and why would anyone play unless they’re SWF?

  • Where can we read about the changes they’re making? Thanks for any help

  • I use it a lot paired with Overcome. Since Overcome triggers when you’re hit, it means the Killer has already been chasing me through one health state. Then they will spend more time looking for where I went. It’s not as good now with the Death of Iron Will, but still not bad. I think the Killer going after a survivor, putting that time in and not getting a hook is a big enough time waster.

  • So you basically want the last survivor to be handed to you on a silver platter. I mean Solo Q is already in a miserable state with low escape rates. The MMR is a disaster and doesn’t work, resulting in potato team mates. The chance of finding the hatch before the Killer rare (especially high mobility Killers). Then the chance of actually finding a key in a chest? Laughable. Sorry, but it never happens. If Killer finds the hatch first a survivor only has a 16% chance of getting the gate against non-teleporting, lower mobile killers. But that’s still not enough lol. No, we have to be gift wrapped, bedazzled, and dropped in the Killer’s lap 😂

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154981#Comment_3154981

    https://forum.deadbydaylight.com/en/discussion/comment/3154984#Comment_3154984

    How exactly would removing hook grabs make unhooking uncounterable? You can still just down the unhooker, but you can't prevent the unhook from happening as easily anymore. Which is a good thing. Because in 98% of all cases, this only ever benefits camping killers.

    So I think removing hook grabs is a must. That and increasing the hook phase duration a bit, from 60 to 70 seconds.

    Also, killers are in a better place than they have ever been. They really don't need to camp and tunnel nearly as much anymore to have a chance to win. Sure, there are still situations where that can be necessary. If you are on a very survivor sided map, or sometimes when you are playing a low tier killer. But this game can't be balanced around the worst case scenarios for killers. Instead, bad maps or low tier killers need to be addressed seperately.

    I completely agree with you and would love to see hook grabs removed. I was trying to say that BHVR possibly doesn't want to truly remove camping for business reasons

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154975#Comment_3154975

    Exactly, and they don't. Because unhooking should have counterplay. It is one of the signs that they DO understand game design better than your average forum goer.

    Yep.

    It's a Catch 22. They know camping pisses off a large portion of the player base. Even maybe pushing them away from the game (Solo survivors).

    At the same time, they also know many Killers depend on camping (for whatever reasons, not all to be a-holes, sometimes if they're new, or at endgame, etc). So if they killed it completely, probably afraid of the consequences.

    So we get lots and lots of bandaids! Then they nerf them and make NEW bandaids.

  • If they really cared about camping they'd get rid of hook grabs.

  • Thanks for coming out.

  • The level of brat students during the day goes down and I work shifts so ¯\_(ツ)_/¯

  • Personally I can't wait until September and school is back in LOL.

  • What’s the point of trying when BHVR has assigned us as collateral damage? Tbf I always try, but goddammit it’s challenging some days lol

  • @KerJuice said:

    That is absolutely the way to get out of low MMR, however my conscious prevents me from doing it. I always feel bad- like scum. I keep chasing that high of the red rank 1 days, where how you played mattered more than escaping- and you were mostly paired with fellow red ranks who played just as good as you.

    This resonates with me. God I miss the days of Ranks, where you were rewarded for your actual game play ALL game and not just if you managed to hide all game and leave while giving the finger to your team mates.

    I still feel compelled to attempt end game saves because like you, it's empathy. In Solo Q it feels real bad to be there for your team all game only to die on your first hook during end game watching as your team mates run out the gate. At the same time, I'm guilty of finding it exhilarating to actually pull off a successful end game save. I find it fun to leave no man behind if it's possible, and I'm ok with dying to try. I just hate that we're completely punished now for attempting it by the MMR system.

  • Hook grabs are a campers dream. I can’t stand the game of faking the unhook over and over just to avoid it. It isn’t fun either as the unhooker or the hooked.

  • I also D/C’d once when my under 3 year old nephew ran by me holding his pull-ups (diapers). And wearing nothing else…you know ######### happens lol. Literally

  • It will be the last time we can run around la bibliotheca 😑

  • I don't D/C often at all. But the other day i was guilty of it because after 2 team mates disconnected in a match against a Huntress, the Killer STILL camped me and just beat me on the hook, 4 gens were up, There were multiple double bloodpoint offerings.

    It was the fourth match in a row with a nonce of a Killer facecamping, hard-tunneling at 4 gens etc. I just said "Screw this. I'll take the 3 minutes".

    1. I question anyone who can hate Demodog for any reason
    2. Mad Grit Demo is freaking hilarious. That streamer is a putz.
  • I hate him because 90% of Ghostface's just stealth behind a rock near the hook and camp for hook grabs.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149434#Comment_3149434

    https://forum.deadbydaylight.com/en/discussion/comment/3149860#Comment_3149860

    https://forum.deadbydaylight.com/en/discussion/comment/3148752#Comment_3148752

    What a nice apple and oranges comparison.

    Perks that activate only after the last gen is popped or even only EGC: Noed, blood warden, no way out, remember me, terminus...

    Perks that can be and are most often swiftly deactivated: Noed, devour hope, other hex perks...

    Perks that help the whole game over and now only deactivate after the gate are OPENED not powered: The perks mentioned in this topic

    lol nice try. The only perk that helped in end game that would be useful the entire game is BT. Killers have proven time after time they are more than willing and capable of tunneling through it.

    Decisive was a ONE USE perk. You use it, you lose it. Same with Unbreakabill. Same with Deliverence. They are incredibly situation dependent, and would be used in the majority of cases long before end game. Then they're gone.

    It's not apples and oranges. In fact, they are more similar than anything else.

    Killers CHOOSE an endgame build, or to have endgame clutch perks. They use a perk slot and hope to get value out of it. Survivors chose perks like Decisive Strike, or UB, knowing it had a "one and you're done" usage, hoping to get value out of them. Knowing you might go through a few matches without using them at all (a wasted perk slot). But most of the time, we ran them because they were necessary due to camping/tunneling. As I stated in my post, Decisive was already used 90% of the time before end game anyways.

    No perks should be deactivating entirely at end game at crunch time if you used a perk slot for them. If Killers can create an endgame clutch build, survivors should also have some tools to help themselves as well.

  • With the new Prestige system and how it craptacularly sets you back to zero on the Blood Web, I don't even get them nearly as much. I think use of them will dwindle after people's stockpiles have been depleted and we're all drowning in brown toolboxes and dirty rags lol.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148174#Comment_3148174

    None of those reliably trigger when a killer hooks someone. Those perks might randomly help a killer find a survivor, but unless they go off when a killer is proxy camping, it’s not motivating the killer to leave the hook.

    Dude, walk 3 steps to a locker. Geezuz. On most maps there are lockers around the hooks. Bam. Darkness Revealed.

    Lethal Pursuer: 9 full seconds at the beginning of the game, and and adds +2 seconds to *every aura reading perk*.

    Nurse's Calling: Loud noise notification whenever a survivor heals. Get into range, constant aura of them.

    Discordance: 2 survivors work on a gen? The gen lights up in green.

    BBQ: Works *the exact same as before the patch*. I don't get why you're saying you can't use it anymore. It's literally the same. Lethal Pursuer will add +2 seconds to it. But they just removed the BP bonus. That's it. So why can't you use the exact same perk for info as you did previously?

    Spies from the Shadows: Get a loud explosion/notification whenever a survivor disturbs a crow.

    I'm All Ears: Any survivor performing a rushed action had their aura revealed to you for 6 seconds (within 48 meters).

    No Way Out: Survivors try to open the gate- it's blocked for 42 seconds and you get a notification what gate they're at.

    Floods of Rage: When a survivor is unhooked ALL survivor auras are revealed to you for 6 seconds (add Lethal that's 8!).


    These are just off the top of my head. Not even going into Killer Add-ons either (think about Peek-a-Boo Myers or Wraith All-seeing). In a nutshell, you're just saying you don't want to leave the hook. That's it. You want to camp and tunnel because it's the lazy, easy way.

  • In Solo Q I personally try to go for the save or pick up the slug (because my God, the slugging the second last survivor for the 4K is very prominent now), UNLESS the Killer is camping. I just want to give them a fair chance at earning a bit more BPs or getting the hatch fair and square. If the Killer isn't camping, there's no reason not to try for it. Especially if the team mate is on their first hook. I've been left to die on my first hook before because there were only two of us left, and I can be a bit salty about that (especially if I've been very strong all game).

    I guess if it's 2 gens left, 2 survivors left, I just don't care as much about escape. i just assume I won't LOL.

  • LOL no.

    Play Solo Q for 10 matches or so.

    I rarely see toxic survivors in Solo Q. I see potatoes, stupid plays, unsafe unhooks, sandbagging, self-caring in a corner.

    I rarely see a Solo Q team bullying a Killer at 4-5 gens just because.

    Killers tunnel out at 4-5 gens because they know if they remove one survivor early on it will be a steamroll GG EZ. They also know it's a cheap, scummy tactic that ends with a player getting like, 4k Blood points or ends in a D/C but choose to do it anyways because 4K'ing is more important than sportsmanship.

    I've been tunneled simply because the Killer mistakenly dedicated too much time chasing me for 3-4 gens and it made him/her mad. Usually this leads to me being face camped and hit on the hook. Then they will leave every other survivor to kill me.

    To be fair, playing Killer (I don't much anymore) I have run into very toxic SWF's with the clicky clicky flashlights, constant blinds etc. They are a small, but memorable portion of the playerbase.

  • @Ayodam said:

    NOED, Blood Warden, No Way Out, Remember Me, Devour Hope, Terminus…

    Combined with faster hit recovery, obtaining Bloodlust sooner, basekit Save the Best for Last.

    Killers have counterplay for survivors who make it to EGC. It’s unsettling that survivor perks are disabling during endgame while killer perks are not. Personally, I think if four survivors make it to EGC in this meta, they’ve outplayed the killer who, if proficient, would not have allowed them to make it to EGC.

    THIS.

    My God. Killers have so many choices to trap or thwart survivors in end game. We had old Decisive and Borrowed Time. And in Solo Q, I would usually run both pre 6.1. 90% of the time, Decisive would be used before end game. But in those super rare occasions it wasn't, maybe it allowed me out the gate a scant handful of times over zillions of games. 4 man escapes don'ts happen that much in Solo. It was never a "free" escape. I paid for it with a perk slot! I sacrificed having something else that could have helped me. This whole idea of survivor perks disabling at the end game is ridiculous because the complaints about them giving "free escapes" are dependent on so many bloody conditions. Namely, the survivor has to be running it (many didn't!) and hooked *right near the gate*. ALSO (and this will resonate with most Solos) it's dependent on your bloody team mates actually rescuing you LOL. Usually in SOlo when they do, it's a hook exchange. So even if the person with Decisive technically made it out the gate- you have Dwight the hero as a consolation. And Dwight is rarely a hero.

    And again, this is all situational. Usually, that hooked survivor at end game is nowhere near the Exit gate. And Killers have shown time after time that will tunnel through old BT + DS during game. They will tunnel through new OTR.

    So I'm really disappointed that Devs expect survivors to waste perk slots (and let's face it, anti-camp/tunnel perks have been necessary) only to have them deactivate during crunch time.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3145714#Comment_3145714

    If I recall correctly they are at least changing the MMR loss and gain to a team-wide number instead of counting every single survivor as a seperate vs the killer match. This way, if you indeed run the killer for 5 gens and then die on hook, you helped letting 3 other peeps escape and not suffer in MMR hell yourself.

    Would be nice if they did something similar with blood points, I guess?

    Are they? I can't keep up with what they're doing (job, etc). I heard of the new changes. I suppose it's been written on the forums somewhere. I've been stuck in an MMR lottery for ages. It would be great if they finally fixed the damn thing lol.

    In terms of altruism, I think endgame saves should get bonus BPs. It would encourage more Solo's to try to save a team mate. It might also benefit the Killer (they usually get more hooks and the potential for more kills that way).

  • It's not about a Rift challenge, but same theme; I don't see Franklin's for 6 matches. I equip a purple med kit with a white ward? Franklin's. On like, a Hag or something (how often do you see Hags?).

    EVERY TIME.

  • That's a selfish build. Then again, BHVR is encouraging selfish play in Solo Q for whatever reason, and punishing altruism.

  • I despise having to go back to level 1 every bloody time I finally start getting decent items on the Blood Web. I prestiged the few characters I main, and liked having slightly better and more items to choose from. It's just crap now.

  • @lifestylee said:

    use otr and ds if you're worried about getting tunneled, i think its stronger then just pre 6.1 ds

    Disagree. You know, OTR was a perk BEFORE 6.1. Pre-nerf Decisive + old Off the Record was vastly superior. I tried the new OTR + DS combo. With STBL buffs and every Killer running it, the 2 seconds I got didn't even allow me a window hop against a tunneling Freddy (and his deceptively long fingers).

  • Really? I get Sadako pretty consistently when I play for a few hours.

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