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DawnMad

DawnMad

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DawnMad
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  • @SilentHillOnDvD said:

    The teammates you get are the same ones who complain killers are op. If everyone is doing gens while not in chase, how can you lose?

    Because they don't.

  • Longer queue times = Worse matchmaking. If you are in EU killer queue usually get better around evening.

  • Against survivors like that I could play Machete Man and win, they literally left good loops and threw themselves at you each time. Blight is a hard killer even in PC and even if console isn't as hard for you it is still harder than PC.

  • If we want better addon economy I don't think this is the way, a perk to KEEP addons or making addons cheaper in bloodweb would be much better.

  • They are good at snowballing off of injured survivors and defending areas. Not very good but definitely leaning towards good than bad in my opinion.

  • Innate slowdown that can get kills if you play your cards right, option to stealth even though slow, option to end loops faster even though not strong. She definitely ain't high tier but neither low tier.

  • Since you are a Huntress main you will probably get frustrated a lot with lower tier killers. I recommend Spirit, Hag, Nurse or Blight since they all have a special playstyle like Huntress does and they all are pretty high tier... maybe except Bliit. Bliit is the most fun though imo.

  • @RaginRendon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1855873#Comment_1855873

    Not to sound hostile, but I hate this mindset. Disabling cross play will result in longer queue times, and I have no probably with Xbox or Nintendo switch players.

    Without crossplay all queue times of all consoles would take considerably longer like it did before crossplay was introduced. Most people use crossplay and the minority who don't want it still have the option to disable it in exchange for longer queue times. It would be a very bad idea to punish the whole playerbase with long queue times just for that minority to get somewhat faster queue times.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1855881#Comment_1855881

    (Eye roll) everybody says this. Nobody reads/listens to me.

    No, it’s NOT impossible for survivors to dodge up close. The closer I am, the easier it is for them to dodge. They keep disappearing in and out of my field of view and are impossible to keep visual track of, no matter how high the turn sensitivity is on my controller.

    Practice then, I faced many console Twins who had no problem hitting survivors, some of them even from far away. Play Victor more and you will get better.

  • Sounds like an unstable connection, try some ping tests like Fast.com or Ping Plotter.

  • Try getting close before the pounce, it's near impossible to dodge Victor from close by. Victor on his own also forces survivors to heal just by existing, try using this against them to waste time or reveal their location and if they don't heal you can very easily snowball with Victor. Just don't be hesitant to use Victor, a killers power is it's biggest strength.

  • I think you should play different killers then. It never feels like the same match again when I'm playing a variety of killers. Try mixing up your builds and make something creative.

  • @RaginRendon said:

    Before I get into what I want to say, let me just make it clear that I support cross play. However, I have one issue with it; console vs pc. I think I speak for all console players when I say we should only be connected with each other, and not PC.

    You can disable it in settings if you don't wanna face other platforms.

  • @ukenicky said:

    I feel like undoubtedly the best way to farm bp currently is as killer, with bbq chili. Killers have insanely fast queue times and their challenges aren't usually too difficult to do. The only thing standing in the way of crazy bp farming as killer is sweat squads tbh.

    Survivors on the other hand is much more complicated. The issue is that, if it was much, much easier for survivors to get more bp per match on average then less people would play killer. That being said they still need to do SOMETHING about the bp grind on survivors. My idea is to make the flower bloodpoint offerings that affect a single category, affect ALL survivors for that category.

    Eg. I bring an amaranth offering for extra points in Survival category: give it an extra effect to give your survivor teammates a small boost as well in the Survival points category.

    Here's an example using the Amaranth family:

    Fragrant Crispleaf Amaranth: Grants 100% bonus Bloodpoints in the Survival Category and 75% bonus Bloodpoints in the Survival Category to all Survivors

    Fresh Crispleaf Amaranth: Grants 75% bonus Bloodpoints in the Survival Category and 50% bonus Bloodpoints in the Survival Category to all Survivors

    Crispleaf Amaranth Sachet: Grants 50% bonus Bloodpoints in the Survival Category and 25% bonus Bloodpoints in the Survival Category to all Survivors

    This would allow survivors to coordinate bringing various flower offerings to boost each other's bloodpoint values. This would also hopefully discourage the use of "toxic" offerings such as map offerings or shrouds. I don't really think those are the worst thing in the world but they can be abused by sweat squads. Personally if me and my friends all stack Shiny Coin or something though we're just memeing lol

    Yeah the offerings need a huge buff, you dont even get back the amount you spend for them sometimes.

    As for survivors bloodpoints I think the primary focus should be to add more ways of getting bp from the Survival category, at the moment there are very few ways to fill that and its usually the bottleneck for most of my matches. If they made getting stacks with WGLF as easy as BBQ, I would appreciate it too.

  • I love Blight because he is fast, fun and strong.

    I love Spirit because she is fast, fun and strong.

    I like Freddy cause he is good for cooling down after getting a couple losses in a row with the other two. He is easy and chill.

  • @Zboard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1855000#Comment_1855000

    Sadly, is not that, im using ethernet with 300mb fiber and on lobbies i usually get 40-60 ms, but then sometimes i randomly run into 300 ms matches, for some reason, and i just dont understand why am i put into those lobbies, in other games, maybe, but in this game is atrocious

    Queue times. Contrary to general belief this game actually has matchmaking even though it's not the best. The general problem is that it prefers queue times way too heavily and in the case that your queue would take even slightly longer than usual the game starts considering you for far away ranks. The reason I'm talking about this is that your problem likely is the same since you mentioned you get long queue times. The game is probably considering you for far away servers too, like I said it happens very rarely to me too. Can't do much about it except requeue.

  • If you are on Wifi try switching to cabled. I very rarely get 200+ ping lobbies, normally my ping is around 50-100 throughout a match. It may be a you problem or a general problem with your location. If latter is the case then I'm sorry but you can't fix that.

  • @Ramxenoc445 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1854922#Comment_1854922

    A lot of people try that and it doesn't work that well. Not if you mean going the whole game without healing. If you mean stay injured till i finish this gen then sure I'll agree with you.

    In my games, it depends on a lot of things for me. If there is no immediate need to heal I will only get healed if we are plenty ahead on generators and we can afford safety. Being half a generator ahead or behind can very easily change the tides of a match, this game has a ton of snowball start to finish.

    Now think what if the killer had a full anti heal setup and no perks to defend generators. Now healing is even less worthy and doing generators is a lot more worthy than usual. A good team would very easily win by just doing gens then. Even stealthing around becomes viable since the killer probably has very limited information to begin with.

  • Hag needs to be higher, probably next to Spirit. Ghostface is definitely should be around A-B tier, his stealth is strong. Pig definitely doesn't deserve D tier, she has innate slowdown that can even get kills if you play your cards right, at least C tier. Wraith with addons is also definitely a lot more oppressive than Trapper, maybe even D tier for him too.

    Otherwise pretty accurate.

  • @Chchchcheryl said:

    This just came to me as I was thinking about the adrenaline overlap on other exhaustion perks. What if DS became an exhaustion perk and operated the exact same way!

    IDK if this would tip it too far killer sided so maybe add .5 extra stun for all the mouthy survivors. This of course could be overlapped by adrenaline!

    I see the issue that with SWF and adrenaline this could be abused to no end so obviously its just the bare bones of an idea.

    But it means that after DSing a killer, they still sort of have a chance to catch you, because DS and sprint burst (if you have it), or lithe, is basically an instant getaway without good tracking, at least imo!

    This wouldn't solve anything, the problem isn't them getting too much distance after a stun. The perk gives 1 minute of invincibility after unhooking where the survivor can do anything and not be punished by it. We solve this by first fixing why the perk exists, which is as a band-aid for how overpowered tunneling is, so we make tunneling a sub-optimal strategy first and then completely change DS to a more balanced perk.

  • Am a Spirit main who doesn't use Stridor and I can say that if a survivor is injured and doesn't have Iron Will, I may as well see them while phasing and nothing would change. Injured sounds are a huge giveaway, Spirit would be a much more fair killer if the only sounds she could hear were footsteps and breathing. Good Spirit's already need to master using these since there are many Iron Wills in high ranks anyways.

  • Unfair hits still happen when I'm playing survivor with 50-100 ping, but they feel a lot less common. Before the hit validation I have been having this issue around every other match while now its around every fifth match. Dead Hard is still the same though, half the time it works and the other half I end up on the ground exhausted... and against Victor it never works.

  • If the intention is to keep survivors injured you can just play Legion or Plague and save 4 perk slots. Personally as a survivor I don't heal most of the time anyways, it's generally a waste of time unless I'm against one of those killers that punish staying injured like Twins, Oni, Deathslinger etc. If you think about it each time you heal you trade half a generator worth of time for safety, good survivors don't need that.

  • @C3Tooth said:

    Do you think Sloppy will be powerful? Because Sloppy cause both Haemor & Mangled.

    If Sloppy cause only Mangled, and another perk cause this Haemor

    The status alone will not be powerful yes. But if combined with multi anti healing (Mangled & Haemor add-on), Nurse call, Clourophobia...That will be a pain to vs.

    Sloppy is A tier in my book and this would just put it higher up in the A tier since it's somewhat rare that a survivor gets interrupted healing. Even in my Spirit matches with Sloppy it happens 2-3 times max a match.


    If a change like this happen lets please not remove the increased bloodpools. They actually come in handy once in a while.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850841#Comment_1850841

    Extra BPs for unfair matchmaking would be a good idea, but it would be even better if they rewarded the killer with bonus BP for playing against SWFs. Like so:

    One 2-man party = +25% bp

    Two 2-man parties = +50% bp

    3-man party = +75% bp

    4-man party = +100% bp

    Then people would be less mad about playing an unfair game and would rarely dodge a lobby with SWFs. SWFs are far more game-breaking than playing against red ranks for new players.

    Nope, SWF and Solo Queue need balancing, you can't solve unfairness by throwing rewards around.

    @SaintDorks said:

    I would really i like a answer to this question?

    Cause,I mean like full teams a of red.

    If you are on Steam I recommend https://store.steampowered.com/stats/. See when in your time the most players are active and if you play then you will likely get better matchmaking.

  • Bills, 9/10 of them are newish to the game even though I play at red ranks. On the other hand, I will destroy all Dweets. As a Dweet main myself I know how big of an ahole we can be :)

  • @Shirokinukatsukami said:

    The game is "killer-sided" because kill rates are through the roof. Last update we had from BHVR on gameplay stats killrate was something like 70%.

    We haven't had a new update recently I think the last one was sometime in April or something last year. Kill rate was 70% across the board.

    Killers like to complain that the game is survivor-sided, but that's only true when a not-so-good killer goes up against a full team of SWF commandoes. That's more a skill issue and a flaw of SWF than the game being survivor-sided. There are many killer pro streamers out there who play killer day in and day out at Rank 1 against the sweatiest SWF survivors and still 4K them easy.

    The game is not survivor-sided. Killers who are being beaten are just going up against better players. That's all it is. Same with survivors for the most part.

    The thing is, going by the global statistics more killers are better at the game than survivors. Whether that means killer players are just more skilled than survivor players or whether the game is distinctly skewed in the killer's favor is a matter for discussion, there are compelling arguments for why a typical killer main would be more skilled than a typical survivor main -- mainly that the killer does 4x the work of a survivor every game. That's 4x more practice. While a survivor might be getting into 2 chases per match and then holding M1 the rest of it, the killer is actively chasing and tracking survivors the entire match.

    But we can discuss that another time.

    I wouldn't say more killers are better than survivors, but more so the killer is much easier to pick up than survivor. Devs really should base their statistics only on red ranks since lower ranks are an absolute mess.

  • When the matchmaking is fast for both sides its 80% survivors 20% killers. When its long for survivors that means less killers are playing (like the last few days around EU) and vice versa.

  • I would recommend the Night Shroud cooldown addons to get your power back much faster after hooking a survivor. You can use aura reading perks to see where survivors are and not have to reveal yourself by creating a line of sight. If you are going for a hit and run build Sloppy is also a nice idea.

  • If you are planning to level up Clown in the near future no. If not your choice. Perk is good on some killers, okay on the others.

  • On some killers yes, some killers no. It is good on Freddy because he can teleport to generators, Wraith/Nurse/Spirit/Blight/Blight etc because they can move around the map and catch up to survivors faster and Trapper/Hag because they are more territorial killers. I wouldn't recommend it on Ghostface, Myers, Bubba... because the low mobility these kinds of killers have makes Pop less usable and when used less worthy. For them Ruin/Undying is a much better combo.

  • From survivor side, fun as hell to face. I would say he is an A tier killer with a high learning curve. He is fun to have chases with, seeing him sprint towards me while doing a gen is always a pleasure and being able to counter his power by running behind a few barrels is just funny. 9/10 my favourite killer to face currently.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1796146#Comment_1796146

    I wish they'd just give us a free anniversary cake every day.

    Too much?

    Maybe. But I want celebratory cake. Because what's better than party streamers except party streamers that you can eat?

    Not too much at all, 1 anniversary cake is only 20-32k bp without WGLF/BBQ and 40-64k bp with them if you have a good match every time. In that span of 5 days that would only be a maximum of 300k if you got around max bp EVERY match... though I would just keep them being the hoarder I am :)

    10k is really nothing, we are getting like 60k through the whole thing which is worth of 1-2 games with WGLF/BBQ. I would have loved to get shards instead, I only spend shards in the game store and being able to finish getting my Dwelf outfit before New Year would be amazing. Oh well.

  • Haven't bought them yet but as a survivor can't say I'm enjoying them much. The chases are like Deathslingers, you literally can't do anything against Victor. Their only weaknesses I could find were the downtimes outside chases, survivors healing (Inner Strength and WGLF worked wonders) and keeping the killer from using Victor by not removing him instantly (you can turn him in to an M1 killer for 40 seconds at a time). Neither strategies were fun or engaging for me, and I could imagine using their powers to injure 1 survivor across the map and having to play as an M1 killer for the next half a minute wasn't very fun for the killers either.

    Disclaimer for "those" killer mains, I'm not calling the Twins OP, I'm just calling them boring to face. Their strength is that you can't do anything in chases and their weaknesses are everything outside chases.

  • @Psycho_ said:

    Why would deception be space bar instead of the e key? how does that make sense in perk pairings. what if im running and i want to fast vault into a locker instead of deception?

    Trust me, Any Means Necessary is bound to E and it has ruined my Dead Hard a few times.

    The thing with Deception is that you need to play differently with it, without it you probably could drop a pallet and Quick n Quiet in to a locker with Head On while with it you are probably going to drop a pallet, Deception a locker and Quick n Quiet through a window. You could combine it with Lithe/Dance with Me to maybe get 6 seconds of no scratch marks or with Head On so the killer may waste more time around that locker.

  • Well if the rescuer has BT then it can actually be better for the survivors. The killer will be forced on a chase while 2 other survivors are away repairing their gens. 2 gens can easily be done before the next hook.

  • @azame said:

    Yes I said it. If I'm gonna be honest here playing a killer like trapper is fun because you have more opportunity to mindgame instead of letting your power end a chase for you. I digress though. Every killer has a power that helps them in some way. Trapper for example a killer typically seen as "m1" has traps he can use to zone, or end a loop temporarily.

    For an "m1" killer that sounds pretty good if you ask me. How about wraith. His cloak and speed while invisible let's him get free first this and can be used for a hit and run playstyle. While it isnt necessarily the strongest it still can get the job done.

    My point is no killer is actually just m1 and anyone who says so is objectively wrong. Before the people who say charlotte is. Victor is her power.

    If someone calls a killer an "M1 killer" then that's the term being used wrong. "M1 killer" works in scenarios, like an Oni at the start of the game is an M1 killer, a Trapper at the start of the game or away from any traps is an M1 Killer etc.

  • @brokedownpalace said:

    Idk how long you were gone but in matchmaking survivors are grouped together before being matched with a killer. That means 4 survivors will almost always pop into the lobby simultaneously. It does not mean they are SWF.

    Killers can still check their Steam profiles to see if they are SWF or not.

    @Greatamygdala said:

    https://forum.deadbydaylight.com/en/discussion/comment/1796027#Comment_1796027

    Very faulty system then.

    Just bought Blight and the first game I got is Survivors who clearly know what they're doing with established perks then when I used my Oni who has a lot of wins prior to me quitting its nothing but baby dwights. So I think I'll consider that they removed it lol

    Yes, they enabled their new MMR for like a week and turned it back off because it wasn't working properly. This was months ago and they still didn't fix it or re-enable it.

  • @CountVampyr said:

    I haven’t used that perk in over a year and haven’t missed it. I figure if somebody is really camping that hook and is going to tunnel me then decisive strike is just going to extend the chase by a few seconds. Maybe I’d get away, but probably not. And if people are going to attempt to rescue me from an unsafe hook without BT, then please for the love of god just put me out of my misery so I don’t have to play with idiots any more!

    That's the point of DS, you take away most of the killers pressure. He will either have to chase you back down which will take a while if you are good at looping because of the headstart you get, but through the chase 3 people will be working on gens which is very detrimental for the killer, or go to defend generators letting you escape. It is undoubtedly very strong against tunnelers.

    @eiredrake said:

    I don't mind decisive strike.

    If you use it on me you're damn right I'm going to tunnel, hook and mori you though.

    Well the other scenerio would be the survivor getting hooked and tunneled to death anyways, and if you have a mori you will be dropping them and moring them anyways. In both cases DS is a win-win.

  • Yes, 4k is that important just like how escaping is important for the survivors. Most killers don't like getting robbed off a kill in a game they dominated just because the last survivor was lucky and found hatch before them, therefore they slug to prevent this. As long as the hatch mechanic is like this killers will have to slug for 4th kill.

    Also, the last player still has 3 choices: they can still look for the hatch if enough gens are done, they can go save the slug or they can hide until the slug bleeds out hoping the killer won't find them. If the survivor is deciding to hide in a corner then you being bored is more his fault than the killers.

  • Because of how SWF works, when playing as a killer one gets much more skilled survivors than when they are playing solo queue. That's why I like to keep my killer at purple ranks while survivor at red ranks, killer still gets better survivors but I find it a good middle point for fun matches.

  • Inb4 they let Mikey just pick up totems and put em in his pockets.

  • FP only works on some of your hits while Sloppy works in all of your hits. FP doesn't slow the game down at all, only delays healing and they can still spend that time on generators. Sloppy makes survivors spend a lot more time on healing, slowing the game down and making interrupting a heal more likely. I'm more of a Sloppy person myself.

  • Detectives Hunch my man, with the current Hex meta it's your best friend.

  • @alex9er said:

    There's times where i may find a toolbox from a chest and after depleting it i'd rather not use Make the perk built to last because i may find a flashlight/medkit from another person or a chest.Yes i know that you can simply drop your item but you never know,even a brown toolbox can come in handy as the game progresses.

    @AhoyWolf said:

    I wanted it to activate once per trial on an individual item.

    So if you deplete your medkit and BTL recharges it and you deplete it again, finding or taking a new item could reactivate BTL.

    If you are planning to use multiple items Streetwise might be a better option for you. Built to Last adds 50% durability with cooldown to 1 item while Streetwise reduces consumption by 25% for all items, which equals to 33% more durability for any item you use.

  • Honorable mention to Self-Care and 99%'ed exit gates.

  • @Seiko300 said:

    Wait, why even have an escape rate when you've already got an appearance rate? People who aren't reading into the states will think "oh man, Jeff is escaping 100% of the time! These Jeff players are super skillful!"

    But in reality Jeff only appeared in .67% of matches. So, the two Jeff's escaped from their matches, woo! ...? What is that supposed to tell us?? Seriously.

    Why would he remove information for that though. Who decides whats enough information and whats not anyway, would 3 games of data be enough?5?10? Removing it would just be needless inconsistency.

    Also you shouldn't be taking people who are incapable of reading 2 number and making a deduction as a reference on what information you should keep and what you should cut out.

    @KingFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1675313#Comment_1675313

    I think Spirit is probably low on the list because I didn't count games where survivors dc'ed, and a lot of survivors DC when they see Spirit.

    https://forum.deadbydaylight.com/en/discussion/comment/1675334#Comment_1675334

    You don't have to read the stats. Nobody is forcing you to.

    Wait you should have included those somehow, that is HUGE. Most newer players are less likely to DC for anything, SWF usually leave more than solo queue players do. Removing games with DCs is would change the stats a LOT. You should have made more sections for those games.

  • You realize even right now the only way to not have to get 12 hooks is to hook all remaining survivors at once right? It's the same deal, nothing changes. I'm not proposing forcing the killer or the survivors to do anything. If survivors unhook normally nothing changes, if they don't unhook the killer may finish the game in 4 hooks and they would be doing a 3v1/2v1 half the game, so there is still pressure to unhook. This would only remove strategies like hook camping, suicide on hook to give hatch... both of which I believe are unhealthy for the game.

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