Crowman
Crowman
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Well you can no longer drop a grade level with the new grade system.
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@Munqaxus said:
I think the Developers will not listen to all the crying on the forums and instead give it a couple weeks before balancing Pinhead. They did the same thing for the Trickster and the Tricksters in a pretty decent place now. Plus with SBMMR, they'll have much better data to work with.
Trickster got some buffs in the first hotfix patch from his chapter release. I wouldn't be surprised if Pinhead gets some minor adjustments in a hotfix.
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@Trickstaaaaa said:
https://forum.deadbydaylight.com/en/discussion/comment/2481402#Comment_2481402
They wrote that each killer has their own MMR tho.
So in theory he should have gotten placed with low mmr players.
The devs added a system that uses some of your other killer mmr for initial matching on new killers you play. Each killer still has individual mmr you just can't go match up with new players if you have high mmr on other killers.
Also the mmr system can only match him up with survivors in queue and they did add adjustments to prevent 2 hour queues. So if no one in his mmr brqcket is playing then he'll get matched up with people who are. Which the mmr loss or gain will be adjusted to match the predicted outcome.
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@captainlongshlong said:
https://forum.deadbydaylight.com/en/discussion/comment/2481402#Comment_2481402
Yes. It does.
If they're saying that you will get "easier matches when you’re trying out a new Killer for the first time." and you don't. Then it does not work as intended.
Easier doesn't mean stomping new players, which was a problem in the early tests.
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He's one of the more frustrating killers to play.
His power can slow down survivors but too often they break out right when you get close which just prolongs the chase when it should have been over. Not to mention is doesn't prevent survivors from throwing pallets so it's use at loops is weaken by the fact that chaining them doesn't prevent other actions.
The box aura being visible to all survivors globally all the time just means that actually getting a chain hunt to start is very unlikely.
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So 1 bad game means the system doesn't work? You do know your other killer mmrs are being factored to prevent you from just getting matched against completely new people.
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That's rotten fields right? Pretty sure that shack has been like that before.
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What gets me the most is often you are forced to break your own chains if you want to hit the survivor, but doing so just opens them up to immediately dead harding towards the pallet on the loop you caught them at.
There's also the fact survivors can just throw the pallet down anyways despite being chained.
It just often feels like that using my power is delaying the chase longer than if I were to keep chasing them as a M1 killer whcih defeats the purpose of having a power. At least chaining survivors and then breaking the pallet helps them from getting too much distance on you.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2479995#Comment_2479995
You keep the BP, you serious?
Of the last 7 games or so, only 1 ended to completion (weirdly the only game I lost of the set) and I'm at 500K BP. So as far as I can tell it's like if you are playing survivor and the killer d/cs except it's the game d/cing from you.
I dunno about survivor, but at least for killer I appear to be getting BP for these matches.
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The disconnection from host bug that's happening with Pinhead does not give you a DC penalty and you get to keep your BP. It's annoying, but it doesn't require the devs to disable the penalty.
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Because the killer can just slug you until your broken wears off so unless you got hooked really close to the exit gate, you are going to die.
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I don't see why the aura range needs to be buff. Wouldn't be the first time the devs made an iri addon basekit with no changes (demo).
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@Mooks said:
There is an addon which makes the aura not visible until the chainhunt begins.
otherwise, it’s a second objective that lets at least one surv go out of their way and having to solve the box (and exposing themselves doing it) while not being able to work on Gens or anything.
The addon only hides the aura unless they get within 16m or the chain hunt begins. Honestly it could probably just be made basekit since it kind of sucks that you often don't get to see any chain hunts without it.
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@Brokenbones said:
I know Mclean said on stream there's no spaghetti code, but
There's something hilarious about them updating the pallet model/texture (that nobody asked for I might add) or whatever and somehow that results in Freddy getting stunned by fake pallets
I'm not saying that's 100% what causes it but I'd like to imagine that's why it happened.
That's not the only pallet change. They did update the hitbox for reverse stuns and that probably messed up the dream pallets.
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People keep saying they are going to quit over tunneling, camping, or slugging but it hasn't happened yet.
Killers need tools to be able to kill you so cry more.
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@TwitchyMike said:
Great, how does adding a character into the game break what's currently in the game? We lost the technology guys! lol xD
They updated pallets in the patch notes. The devs do more than just add new characters on chapter patches.
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It's not a nerf. It's a bug that BHVR knows about and told us.
As for the bug, it just means that Freddy's dream pallets can stun Freddy (no idea if 100% reproduceable or happens randomly). Just be wary if you decide to run pallet freddy.
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2477893#Comment_2477893
This makes zero change to this, reverse pallet stuns are exclusively done as a meme, not an effective way to stun the killer.
Oh no a meme way to stun the killer got removed. Guess you'll just have to play the normal way.
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So you bm'd a killer and got a reaction you wanted for the bm. I hope you aren't someone who complains about toxicity.
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The killer is free to play the game how they want to. Sure being camped sucks and if you really can't deal with it you can throw the game for your teammates and suicide on hook.
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DBD doesn't need to give out participation awards just because you don't like how you died.
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Wouldn't this just make Mindbreaker a new meta perk, because it would be a flat increase to the time it takes for survivors to finish a gen.
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These perks are not creating pressure for the killer by themselves.
Ruin only works if survivors are letting go of gens which requires the killer to either push survivors off gens or force survivors to have to go save teammates.
Undying just helps ruin last longer.
Both Ruin and Undying can be easily removed from the match.
Tinkerer just notifies the killer that a gen reached 70% progression. Survivors can still finish a gen before the killer arrives to push the survivor off. Survivors can force multiple gens to proc tinkerer at roughly the same time forcing the killer to have to give up gens regardless.
These perks do nothing if the killer is getting looped by survivors for a long time or never commits long enough to get a down. Because survivors can still force gens to finish or remove ruin.
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I think toolboxes are still an overall good item. Shaving a few seconds of a gen time is still good. People complain about Prove Thyself which only shaves off a few seconds as well. Not to mention BNPs are still good.
It's just they require a bit smarter play since they don't last as long.
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@botrax said:
https://forum.deadbydaylight.com/en/discussion/comment/2474297#Comment_2474297
Its not because you are solo that the other are solo too. A 3 man is really a competant team to face
Whenever it happens the worst has been a duo with 2 solos. But I've seen it happen when all 4 people are solos.
Some killers are always going to look for an excuse why they lost.
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Because many killers have gotten used to playing against survivors below their own skill level that they aren't prepared for challenge matches against equally skilled opponents.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2474225#Comment_2474225
It is kinda cute that you think that so many Killers are at the highest Level.
Most of the Killers will face equal Survivors and just pretend that they lose against Tournament Squads.
Which already happens now. I've seen plenty of killers cry about swf in end game chat when I play solo survivor and we all escaped.
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Deliverance's broken literally lasts as long as DS timer. Just slug them til the broken wears off.
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@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2473094#Comment_2473094
If your rank resets like it does now, what's to stop this from happening with a new vs returning player?
MMR isn't resetting on a monthly basis. Only your grade which has no influence on matchmaking.
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Even games with a casual queue usually have a matchmaking system to keep casual matches fair. The existence of SBMM isn't making the game more competitive just making it so new players don't just get matched with players with 1000s of hours which happens far too often in the current system.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2471433#Comment_2471433
It puts them a majority of the time in a safe distance, in a safe spot in most situations where it's basically adding double the length of a chase, Blood lust doesn't matter at that point. There's so many things that come into play. I don't throw my keyboard either dude, I play the game and i see every player whos on survivor do the same ass tactic thats bad for the game in general.
Play killer
I literally posted you a video of me playing killer against 4 dead hards and winning. So you can't use the "play killer excuse".
Sorry you aren't as good as you think you are.
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@Nathan13 said:
when did this start happening? I haven't played as plague in a while.
It's been an issue since dedicated servers. Though Plague isn't a popular killer so these issues don't get much attention.
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All Single Character DLC (at least on steam) has been $4.99 (Leatherface, Ghostface, Ash) and all have been license. So it's highly likely that price will remain the same.
If you are buying via in-game store, pretty sure all individual characters go for the same auric cell price. But I could be wrong.
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@MarcoPoloYolo said:
https://forum.deadbydaylight.com/en/discussion/comment/2472461#Comment_2472461
You won't usually pip if you only get a 2k. Especially if you use insta-down perks. For survivor, I can't say.
Highly depends on killer.
For example, Legion can pip without getting a single kill. Legion is very good at keeping survivors from getting gens done with deep wounds and light bringer point caps at 9 minutes so as long as keep gens from getting done for 9 minutes you can easily get gold or iri gatekeeper.
Legion excels at getting malious and chaser emblem score due to FF since a quick hit from FF adds to both.
Meaning if you go around a 2 hook everyone and then let them escape, you can still get Gold (or Iri) Gatekeeper, Bronze Devout, and Iri Chaser, and Iri Malious which adds up to 12 which is just a pip at red ranks.
Also current rank since the threshold is different depending on your color rank.
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Unhooking yourself is a powerful effect that completely robs the killer of the pressure they just built up.
The broken status effect is fine. Playing injured for a while isn't a big deal. If you really can't stand being broken, Slippery Meat is an alternative.
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It's a perk that incentives the killer to go and hook other survivors. The aura helps the killer go find other survivors after hooking someone. And if you do go hook other survivors you get bloodpoints.
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Here's the thing, there's no reason to need to know how MMR gets calculated besides trying to intentionally tank your MMR to face weaker opponents. Which would defeat the whole point of the MMR system.
Just play how you want to play and let the system match you with people who are around your skill level.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2469925#Comment_2469925
calm spirit anyone.
Calm Spirit only stops the noise notification from Doctor's power. It does not stop survivors from getting madness nor does it stop Shock Therapy from locking survivor's actions.
@R1ch4rd_N1x0n said:
https://forum.deadbydaylight.com/en/discussion/comment/2469925#Comment_2469925
Adrenaline still wakes you up against The Nightmare...
I think any perk that prevents bleeding, like Deception, Babysitter, Lucky Break, and No Mither, should prevent orbs from spawning. Any time you aren't bleeding, you won't leave orbs. Makes sense to me.
I wouldn't be against removing waking up from Adrenaline.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2471433#Comment_2471433
Which is no different from any other exhaustion perk since all of them are used to extend chases.
Lithe and Smash Hit are really good at ending chases compared to extending. Obviously the killer can continue to chase after a Lithe or Smash Hit boosted survivor, but the game generally gives you "chase end" score event.
Then Head On is kind of weird as a chase extender, but it does have utility to be able to stun the killer to rescue a survivor being carried.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2471416#Comment_2471416
just because 1 team lost doesn't take away the perks power, majority of people will blast through 1-2 gens before you even down them if you miss and they dead hard, that's half the game over with a click of a button.
It is OP just accept it
It's not. Just because you throw your keyboard anytime a survivor dead hards and cry "it's OP" does not make the perk OP.
It's an exhaustion perk that gains a survivor much less distance than other exhaustion perks for the ability extend chase if you use it right.
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https://www.twitch.tv/videos/923579651@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2471175#Comment_2471175
Yeah having the ability to gain a safe distance to loop for ever sounds pretty OP to me, especially if you have 4 people again. Also most cases the killer swings and is slowed, it reallly doesnt matter about being "locked" out of animations. You have plenty of time to still jump a window or throw a pallet
All 4 survivors had dead hard and still died finishing only 1 gen in 10 minutes.
But DeAd HaRd Op!!!!
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The event cakes are celebratory offerings that benefits both sides for the reason that it's a celebration.
Besides your fix wouldn't even change anything. Killers will still facecamp everyone (honestly if a killer is able to facecamp all 4 survivors to death, survivors weren't doing gens) when survivors bring 4 event cakes.
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@miketheratguy said:
What I don't understand is that everyone complained about matchmaking being messed up before all of this. Constant (and valid, in my opinion) complaints about going against smurfers, rainbow rank survivors, etc etc etc. People were talking about how abysmal the matchmaking was in this game for months if not years.
They've finally figured out a change that a lot of people are happy with, yet the complaints don't stop. I honestly don't think they ever will.
Because people only liked the current system when it favored them by giving them easy games.
Now that a new system is coming that is taking away those easy trails, people now prefer the current system.
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@KrosseKrabbePizza said:
https://forum.deadbydaylight.com/en/discussion/comment/2471239#Comment_2471239
What is this stupid argument? The risk of getting your Hex:Ruin destroyed within 20 seconds into the trial is also there, yet so many killermains complain about it. It´s a risk.
But why should the killer know about the items while he can choose his perks? Maybe make the game, so he can´t change the perks anymore after he is in the prelobby?
Just like you are complaining now about the risk of bringing an item into trail.
You just got to accept that sometimes you will lose your item.
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@KrosseKrabbePizza said:
https://forum.deadbydaylight.com/en/discussion/comment/2471233#Comment_2471233
And you don´t seem to see my perspective. Bringing a Purple medkit with syringe but losing it after first chase because the killer decided to bring Franklin´s just doesen´t feel right (he might have brought it anyway because it´s in his perkbuild - yet he can simply destroy 4 items with one blow or just don´t bring franklins into the game, because he knew beforehand, that there would be no items. Stupid balancing.
The risk of bringing your own items into trial has always been that you can lose the item.
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@KrosseKrabbePizza said:
https://forum.deadbydaylight.com/en/discussion/comment/2471180#Comment_2471180
Just because some idiots use third party programs or cheats or whatever doesen´t make a reason, to affect every normal-playing survivor.
Imo the killer doesen´t need additional information ( i am a casual red rank survivor, clearly not the best but not garbage imo) and i play mostly with randoms. Since Randoms in Redranks can be everything (a literal god or a trashbag), it´s pretty unfair imo to give the killer any more information. Maybe i play with 3 other redranks which absolutely have no clue about the game (because ranking up in DBD as Survivor is literal cakewalk) and then it´s over before it began. Because the killer goes full nuts with all the information he got and this is just bullshit in my eyes.
What i want to say - for all you professional gamers (it may sound like sarcasm but it´s not meant like that) it might be possible, that killers are in an disadvantage in the top tier of ranks. But for casual gamers like me, it´s a sweatfest and mostly impossible to escape, if the killer has more than 3 braincells. There is no difference between good and bad players in red ranks (thats why i am rooting for the new MMR) and Survivors shouldn´t be put in a disadvantage from the beginning.
The killer is a single player vs 4. IT's fine that the role that is suppose to be a threat to the 4 survivors to have some extra information like what items the survivors are bringing into the match so they can prepare for it.
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@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2471012#Comment_2471012
Dont most tryhards play that way to rank up and maintain their rank though? Why not have a casual mode?
There is already a casual mode. There is no inherit benefit to being rank 1 survivor/killer. The only difference ranks make is for matchmaking (which is what sbmm is replacing) which currently doesn't even work as green ranks can still end up matched against red ranks.
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I remember when survivors were using a tool to see who the killer was in the lobby and made it some killers much more difficult to play because survivors would just equip counter perks like calm spirit vs doctor.
There's 4 survivors vs a single killer. The killer deserves to have some kind of advantage before going into the match.
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@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/comment/2471157#Comment_2471157
Okay and?
I still don't see what the harm in locking survivors interactions to make the perk riskier is at vs no risk.
Dead Hard already locks you out of interactions while you are dashing. Meaning if you dash too close to a window you don't get a fast vault and get hit anyways or you dash pass the pallet and you miss the chance to drop it before the killer catches up.
You have to time Dead Hard pretty well to chain it into vaults and pallets.
And 2 seconds is a long time and no where in the perk description does it say that dead hard is meant to solely dodge killer swings. So you want to kill the most reliable way to use the perk (because good luck actually dodge a swing with dedicated servers) and survivors will just switch to sprint burst and then killers will start crying about sprint bursts.
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@Nocstin said:
Anybody who thinks dead hard is healthy the way it is. You definitely do not play killer at all or you are completely oblivious. It’s bull that a killer can guess right at a tile and you mess up but you get a to dead or and run the tile again. It’s bs that a killer can mind game you at shack successfully and you can just dead hard to the window. And y’all keep saying all this crap about how “you barley get any distance” or saying it doesn’t do much if you bait it yet in almost ever red rank killer game there’s at least 3 dead hards every game… I play both sides and I definitely think there are problematic killer perks but let’s not pretend dead hard ain’t a problem. That’s cringe
I played killer and I face many Dead Hards. The only time Dead Hard becomes an "issue" is when good survivors use it correctly. Survivors dead harding in the middle of nowhere, dead harding too close to a pallet or window, or just not looking behind them and fully committing to a window or pallet will get hit, because the perk only gives them a small dash.
Facing survivors who 99% sprint burst and use it mid chase are far more annoying, because at least Dead Hard might get a pallet out of the way whereas Sprint Burst let's the survivor reach a completely different tile entirely.
Also for your Shack example, I've certainly predicted a dead hard to shack window and caught the survivor on the otherside of the window.