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DBD_Noobinoob

DBD_Noobinoob

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DBD_Noobinoob
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  • @PissedWraithMain said:

    nay, unless you're playing against low ranks

    Username checks out...

  • Recently I had an INTENSE match as survivor against a doctor on the new map. His TR was much bigger than normally, and due to the several floors you basically had TR no matter where you were. It was an actually scary match, like I always expected DBD to be. It was also very close, too, a constant struggle for both sides, very equally skilled I'd say. I queued with one other friend who is much better at looping than me, so he tried to loop the Doctor while I tried to complete gens, constantly screaming and so on... It happened that I completed the last gen right by the time that he got my friend. He hooked him and I found the hatch. My friend suicided, but the Doctor knew where the hatch was (and the hook was close), so he immediately came there. When he arrived, he didn't even hit me, both just stared at the hatch and it was plain obvious we both were spamming R1. He closed the hatch, and killed me. Since he had been such a cool killer, I pmed him, saying that this was an awesome match and how much fun I had and gg. He answered with a wall of text, told me how nervous he was during the game, that it was a pleasure to play against us. He also told me that it was the first time that he was freaking out and spamming R1 at the hatch, which was nice to hear because it's cool to know we were both standing there feeling exactly the same despite the asymmetry. Unfortunately he must have confused me with my friend, since he told me how well I had looped him and how "I could teach killers a few things". No way he was talking about me, cause I'm an awful looper and got hooked twice after 2 twenty seconds chases :D But it was just so nice how we were sharing our excitement and emotions after that hard fought but fair fight, and I'll always remember his nice Doctor techniques :)

  • I don't know if I maybe misommunicated my point (not a native speaker), but what I wanted to discuss was the way you climb / derank in this game compared to others, basically just by playing the game no matter how well ... not the matchmaking system (which again doesnt work anyway), nor the reasons for why the matchmaking system is how it is... Do people even read longer posts?

  • @Bovinity said:

    People always say "rank doesn't matter" and yet I can almost always tell someone's rank by little details in their movements alone.

    Yes, Red 4 is rather easy to get to, since you're ranking up out of the lower criteria from Purple. It does get (slightly) harder to move up from there. (Yes, I know it's still not HARD.)

    But yeah, I can almost always tell, "Yep, that's the Rank 1 in the group, and that guy over there is the rank 14 they're grouped with." just by observing how they move around. There IS a difference.

    I know what you mean, however this difference can be seen in sole rank 1 groups too, which was my point. I didn't mean to say that red and lower ranks weren't any different, but that the lower rank will be a red rank too soon enough, despite the difference in skill.

    But you got me curious for whether it will be harder to get to rank 1! If so, it would be pretty cool to finish my first season at rank 1 nevertheless. Thanks for the motivation! :D

  • @LordGlint said:

    While its true that rank doesnt mean EVERYTHING, its still a decent indicator.

    https://us.v-cdn.net/6030815/uploads/970FSA8CBC3M/95390681-3813252178748104-4835153643579637760-o.jpg

    https://us.v-cdn.net/6030815/uploads/N1JY7NOPE6ZU/349443aa-4412-4830-8917-279ee488d368.jpeg

    You wouldnt look at these ranks and think the rank 20s COULD have a chance because rank doesnt mean anything.

    This is what I meant by "There is barely any matchmaking anyway". However, this is still a bad example, since it's a killer with only 1 perk / 4 survivors with 7 perks in total instead of 16. Not comparable in regard to my point above.

  • Or, more precisely, the main issue isn't that a bad survivor like me always gets +1 because that isn't true of course, I sometimes get +0 too, but almost never -1, and this is the reason why everybody will be red rank in the longterm. It's almost hard to get a -1. In other games you really have to fight for not losing a rank, and you'll be happy if you have a 55/45 ratio and will have slightly higher rank after a certain amount of time. As long as you play on your skill level, it's usually win-loss-win-loss and if you're good, you'll have slightly more wins. In DBD it's just a mix of playing often and not being afk, and you'll get +0 or +1 back and forth with sometimes -1 thrown in between.

  • @Andevrr said:

    DS is fine, i just slug and wait it out,

    If they have unbreakable, most of the time i let them use it because usually someone will come in for the pick up anyway. If they dont use it, they are saving it for the multi slug play.

    These 2 perks are perfectly fine.

    The problem lies with adrenaline, borrowed, and NOED. These are the ones that need changes.

    In my opinion NOED needs to be removed. As a killer main. Please erase from existence.

    Borrowed should be a one use perk.

    Adrenaline should not make you healthy off the hook.

    My reasons are because if you get to the endgame, survivors should already have the win secured because they earned it. Giving borrowed 1 use prevents them from using it mid game and save it for the collapse hook. Adrenaline will prevent an unhooked survivor from having 3 health states off of a BT rescue.

    In other words, i want the killer to earn the sacrifice. And i want survivors to be brave and make hype plays. The end game is the most fun, but these 3 perks are too "check-mate" at the moment.

    Noed is easily counterable (my group of 3 does it all the time, and we're very bad survivors who can't loop and juke), Adrenaline is not. If a squad dies to noed, they haven't played well enough. Not a thing to do about Adrenaline though (nothing I'm aware of, at least).

  • I play survivor and killer 50/50. I am not a good survivor (although red rank but that doesnt mean anything), but I'm able to differentiate between my own lack of skill and flaws in game design. A good survivor squad WILL outplay an equally good killer due to the game design. I don't see a problem with perks being meta, because every single competitive game will always have a meta. That's unavoidable. But considering the number of perks that are barely ever used on both ends, clearly some are too strong and some are too weak. My ideas are the following, however I wouldn't want them all to be implemented, but a few.

    DS: only activates if killer is in a certain range of the hook (not TR due to some killers not having a TR / perks disabling it) ... that way the perk would do what it is supposed to do, protect the survivor from being completely camped

    BT: it's fine as it is, since it is counterable (hitting the unhooker, and/or bringing Make your choice)

    Adrenaline: leave insta heal but remove increased speed - it would still be a strong perk, giving the survivor one last chance, but making it more possible for the killer to do sth about it

    Unbreakable: it's fine as it is imo

    DH: my personal hate perk. DS will only work once, BT is counterable, Adrenaline only works due to defined trigger. But DH can be used way too often, giving the survivor more and more chances to erase the mistakes they make during chases. Therefore either...

    - a counter (can only be used x times)

    - a longer cool down (exhaustion times increases)

    or (my favorite)

    - can only be reactivated once a certain other interaction such as "working on a gen for x time" is completed

    Another idea to slow down the game (which it needs, we all know that) and to limit speed perks a little more would be to make exhaustion affect gen repair speed in general.

    However, I've read a lovely idea in this forum about a perk lock. If a group queues together, they can pick every perk once. Doesn't apply to solo queue. That way, the game would become so much more exciting and interesting, with more variety. Obviously many perks that are almost never used would need a buff then first, to make them actually playable. But I doubt that this will ever come, due to too much whining about limitation. I personally however like to play around and try out new things, and it would require way more teamplay to make the best of a creative group build.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/170420/why-as-a-killer-dont-i-know-who-my-obsession-is

    If you look in lower left you can see name of obsession, then if you click start (or pc equivalent) it will tell you what character that person is playing as. Sounds like a lot but only takes a few seconds.

    That said it would be kind of cool if a red outline appeared around your obsession and the edges of your screen glowed red the first time you see your obsession, like your character sees them and gets PISSED

    Start? What exactly does that show you? I don't think that's possible on PS4...

  • I agree to a certain extent, however I find that the lack of a definition of what is a "win" makes it even worse. Since everybody seems to have their own understanding of what they count as a win, goals are not clearly defined. And every average mental health educational source will talk about the importance of setting clearly defined goals in order to then achieve them. It kinda reminds me of HIMYM's Lily, "it's fun against fun!" , only that oftentimes it's "misery against misery".

    3 survs that escaped will be annoyed because their 4th man got tunneled, whereas the killer is also miserable because there was no way to even hit one of those 3 clicking dudes. Both sides will feel frustratred and not as if they've won.

  • I'm currently rank 9 as killer (started this season and haven't played killer sooo much yet, much more often survivor), and played Wraith today, 2 matches in a row, both against red ranks only. In the first match, ALL 4 of them had iron will. Next match ... 3 times iron will. And of course the usual perks, too. Sooo frustrating. I feel ya. But you got 2 of them killed, so I'd count it as a draw!

  • @darwinsbrain said:

    This is where the real comparison should be. I was reading the 50th thread this week with killers complaining about survivor second chance perks and I feel the best counter argument is all of the insta diown chances killers are given. Killers say perks like DS, BT, Unbreakable and Dead Hard reward survivors for making a mistake. Killers feel like they are cheated out of a kill when the have to hit a survivor a 3rd time before they can hook them. Well what about all the insta down powers a perks killers have? I feel cheated when I'm full health and I'm one hit by an Oni and I'm on the hook. Or vault a window and snap i'm in a trap. And while I can hit DS once a game if everything works out just right a lot of killer insta down powers last all match. The worst offender is the 'perfectly balanced' Hillbilly who can down you with his one hit saw from beginning to end with no cool down (rip). Lets look at all these unfair one hit down chances:

    Base kit insta downs:Hillbilly, Cannibal, Myers, Ghost Face, Oni and Trapper (situational)

    Add on insta downs: Huntress and Clown (Myers again but already in his base kit)

    Perk insta downs: NOED, Devour Hope, Make Your Choice, Rancor, Haunted Grounds, Iron Maiden

    Other insta down chances: Getting pulled off a Gen, Getting pulled from a locker, Getting grabbed during a hook save

    So as you can see killer's have a lot of insta down chances in the game that they don't ever talk about when complaining about 2nd chance perks. So keep these in mind when a killer complains about DS or Borrowed Time being unfair. They have more than their share of get of jail free powers too.

    And I know killers are going to say there is counter play to all these insta downs but there is counter play to the 2nd chance perks too.

    TLDR: You can take survivor second chances perks away when you take away killer insta downs.

    The difference is that not only you get to use DS and DH if everything goes well, but four people, which makes many, many second and third chances in total, with very little effort (passing a skill check or "x" or whichever letter DH is on a keyboard).

    Also, many things are avoidable in terms of one hit. Oni's rage can be easily outstealthed. Does anyone take GF's insta down seriously? The other day I read in another thread that killers dont even use stalking much but just play him stealthy, as it is SO easy to deny him stalking. Different with Michael tho, depends on the situation very much, however every team should know that common group swf plays aren't effective against him and that a trial with Michael should be stealthy and ideally spread out. Traps behind windows are possible to find and destroy / avoid, esp since there are perks that make this utterly easy (even if no one plays them), making traps generally useless (in theory). Hex totems don't fit the comparison either, because many things can help making them completely useless (Totem perks, map knowledge). I don't know why being grabbed during xyz is on the list, as this is the most easily avoidable thing on the list.

    The difference between all those things and 2nd chance perks is that survivors can do a whole lot about it all, if only the decide to take the time and not rush all 5 gens. The killer can't do anything about a survivor pressing DH to erase their own mistakes, way more than 2 or 3 times. And he can do even less about 4 people doing that. DH really is the worst though. For killers, DS and BT are both avoidable too, it's in the killers hands to not tunnel / camp. But DH is gonna win most chases for a good survivor or at least buy soo much time, esp during these fast paced games... look at it like this: if 4 people buy x time by lenghtening chases, it's okay to make them invest time elsewhere, e.g. finding totems.

  • @cluedup_survivor1988 said:

    The reason I say this is because I've seen dead killers who struggle the whole game down entire teams with this one hex, it's not smart and gives the killer an insane advantage even if they are ok at best.

    80% of killers seem to run this and it's extremely hard to counter as it means removing all totoms before it activates or risking an escape looking for it after its activating.

    Does anybody understand where I'm coming from?

    Especially considering even the ace killers use this also which makes a win damn near impossible.

    I think I've just reached my 100 game mark as survivor, and looking back at all games, I cannot confirm this by any means. In a total of 100 matches, I saw noed being used in ~ 20-30 of them.

    Most killers I play against play BBQ (which must be the most picked killer perk?), many Nurse is calling, Thana, Sloppy Butcher, PGTW, any other gen blocking perk (ruin or corrupt intervention). When I see noed, it's usually a low-rank killer. I don't think I have ever encountered a red rank killer with noed yet.

  • @Aven_Fallen said:

    The next Rank Reset will be on the 13th this months. It is everytime on the 13ths.

    The next Rift will be released with the next Midchapter-Patch (most likely). There is no official announcement yet.

    Forgot to quote. Thank you very much! :)

  • Thank you very much! :)

  • @Huff said:

    Example: Got 4 cakes stacked in a game, only for the killer to bring an ebony mori, facecamp, and mori people off first hook? Playing with every possible advantage even when it's not even necessary, just because you need to to win?

    That's a sweaty tryhard. And yes, I have killers do that ######### to me. If you don't call that sweaty or tryhard, IDK what you would call it.

    Doesn't make sense, since the killer doesn't see the cakes when they select their mori. Facecamping is another story, but the implication of ruining the cakes by the mori doesn't make sense.

  • My "main game" is Overwatch, which I try to play as seriously as possible. DBD has just recently become my "chill freetime game". Atm I have a looot of time (holidays), and I usually play killer for ~2 hours in the afternoon and then as survivor with 2 friends every other evening, for an average of 3 hours.

  • @IronKnight55 said:

    I try to play about an hour a day.

    Are the queue times so much better on PC? I usually have to wait 10 minutes for a match (assuming you're playing survivor).

  • "I actually tried my best, but I'm too insecure ti admit that, because if I had to admit that, I would also have to admit that my performance wasn't good enough and that my opponent did better than me. So I'm just gonna pretend I didn't give my best, like I was just trying to chill and expecting my opponent to do the same, and then I can blame them for not engaging in that. Now I just gotta repeat that to myself so that I can suppress the truth and therefore my lack of self-worth."

    Just like when I was 15 and handed in empty sheets during an exam to get the worst grade possible instead of the average grade I would've gotten due to not studying - because, you know, I didn't even try, so it doesn't say anything about my skills.

    The only context where I personally use the term is when I am in an Overwatch free for all match where everyone is emoting and voice lining with each other, until that one tryhard comes to the map and kills one of those dancing people only to show off how good he is at killing a person who cant even shoot during their emote.

  • @CosmicParagon said:

    All BHVR needs to do is implement a totem counter SOMEHOW. I don't care if it's basekit, tied to Small Game, whatever. JUST LET SURVIVORS SEE REMAINING TOTEMS. That's literally all that's needed to make NOED a fair perk.

    Tapp?

  • Just take a photo of the lobby so you see the names and the characters.

  • To your other ideas:

    As for the trapper, I 100% agree with handfulofrain. Having to run around the map only to gather your gear to THEN have to set up the map takes way too much time, considering how fast gens are being done at the moment. I don't agree with the toolbox idea, as this would make it impossible for a group of survivors to deactivate traps in case they don't carry a toolbox (which are a loooot of games). As I said before: impossible = unfair, as Trapper would be able to close most possible escape routes for survivors completely without them being able to do anything about it. Imo, that would be OP. Only being able to deactivate traps within TR sounds interesting, though. Still very strong, but I'd be fine with that as a survivor and a killer player. It would make trapper an interesting opponent, which at this point he is not.

    The clown buff sounds fine to me, I wonder if anyone would play him then though. It would make it harder for survs to use loops, but not impossible, which is why I think it's a fine and fair idea.

    The wraith buff is sth probably everybody has thought about once, but honestly I think that would be way too strong. I mean, for large parts of the map it would be impossible to tell where he is or where he's coming from, giving even the best survivors little chance to escape or do sth about it. But since he's a very weak killer as well, something has to be done, maybe about his bell. If the bell had no sound whatsoever, you could still spot him while being "invisible" , but it would force survivors to be careful and to find out what he's doing, without being warned so early that they can escape towards the next loop with no worries.

  • Hi,

    what I would buff about Amanda is that survivors with an active trap shouldn't be able to leave the trial through the hatch. They're not able to leave through the exit gates either, and protecting both gates AND the hatch can be an impossible thing to do for killers with low mobility. Once it's impossible but important for the game, it's unfair. I don't really get why the traps make your head explode when you leave the one way, but not the other :)

    Her traps are pretty weak at this point anyway. I started to play her because I like the traps mechanics (slowing down the game), but honestly it is way to easy to get rid off the traps with very little effort. I know that when I play surv, I don't feel pressured by having a trap on because I know I'll get it off anyway. Either increase the number of Jigsaw thingies (not a native speaker), or make them unable to leave via hatch. Otherwise, she's gonna remain a weak killer due to the mix of little map pressure, low mobility, weak personal ability and weakness in chases.

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