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Dead_by_Gadfly

Dead_by_Gadfly

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  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1462784#Comment_1462784

    More lobby dodging = longer queue times for Survivors

    I guess well have to see cause i think its going to be fine

  • @KingFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1462647#Comment_1462647

    When I see a survivor with the name "BOOPTHESNOOT" I want to play Pig. That's just how it is.

    I mean...thats a fair argument 😂

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1462758#Comment_1462758

    Because the system being implemented is going to cause more people to lobby dodge, which naturally means the problem is going to get worse?

    What problem? Lobby dodging? Why is that a problem? And i just simply disagree theres going to be a sigbificant jump in lobby dodging.

    Look at it this way. You and 3 other people are sitting in a lobby with all with flashlights and killers keep leaving. Bet people start switching out the flashlights. So this could also encourage less flashlight squads

  • @Captain_Spaulding said:

    https://forum.deadbydaylight.com/en/discussion/comment/1462375#Comment_1462375

    Look, I have all the perks and a fuckton of items on my Dwight. I have no other survivor with ANY time put into them. Now imagine I pick a normal meg with one perk then I switch to my Dwight with everything. Every meta perk and a key at the last second. That's no fair in the slightest. I don't care about your opinion on this one to be honest cause it's #########. This is a terrible idea plain and simple.

    And how would the killer know you switched from a survivor with 1 perk to a survivor with meta perks? Youre really reaching there. All the killer knows is you switched to a key. And he can hanfmdle it i imagine how hed handle it now, put your ass in the basement and not let you leave. So theres no real difference between what happens today and what will happen once this change goes live

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1462718#Comment_1462718

    I'm not talking about them specifically. I'm talking about the system in general.

    https://forum.deadbydaylight.com/en/discussion/comment/1462728#Comment_1462728

    Me? I don't care personally. I play almost nothing but Pig so I wouldn't switch Killers on the fly anyways. But encouraging lobby dodging IS a bad idea. Getting stuck into situations where you can't change your killer once you queue up will lead to scenarios where people ain't gonna the items they see, realize they can't do anything about it, and just leave the lobby. That is encouraging lobby dodging.

    People lobby dodge now, not sure why you think its going to be even more of a problem

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1462647#Comment_1462647

    Probably because you could pick a killer whose power fits the items brought. If they bring a lot of medkits, I could bring Plague or Legion. If they bring toolboxes, I might bring Trapper or Freddy. Especially if I haven't unlocked a lot of perks for specific killers.

    If I go in as Deathslinger, for instance, and see a sweaty SWF, I can't just swap out to my silent Wraith. I have to leave the lobby. The way they want it, it feels like the devs are trying to push the 'casual' aspect they think this game is.

    Idk ive just never played that way. I play whoever i feel like playing and either do well or dont depending on how well my strat worked out or if i was just off that game. Ive never felt the need to switch killers based on the items im running or if i think theyre a swf. And tbh, i feel like what youre saying you do is the more casual way of going about things. When you go into a full flashlight squad game with wraith theres nothing casual about that.

  • I said if youre THAT worried about it back out. I think the better question though is why are you that worried about it?

  • @Nickeh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1462708#Comment_1462708

    I know, right? Imagine someone being so unsure of their skills that they let the four survivors decide their killer choice for them.

    Pretty much. Hell ive had games where i wasnt paying attention and didnt see the 3 to 4 flashlights in lobby, had to adjust my strategy on the fly when i realized it in game. Did just fine 🤷‍♂️

  • @wisdomwielder said:

    https://forum.deadbydaylight.com/en/discussion/comment/1462647#Comment_1462647

    3 flashlights and you happen to be playing Hag or Wraith.

    Obvious SWF and you're playing Trapper or Freddy (high chance of OoO)

    There are literally dozens of reasons why I would want to change killers based on what I see in the lobby. I appreciate the individual MMR ratings for each killer, but this is going to create ton of lobby dodging as well.

    I still play wraith or hag when theres a bunch of flashlights 🤷‍♂️

    For Fred or Trapper you can still switch out your perks for hex third seal.

    This is just a strange thought process for me as ive never switched out my killers based on what i see in lobby. Ill switch perks out sometimes but thats usually pretty rare too.

  • I really think you guys are overstating how often full flashlight squads show up AND you dont have lightborne on that killer

  • Not really. How often do you honestly come across a full flashlight squad? I play every day and see that maybe a couple times a week. And if youre that worried about it, inlock lightborne or learn to play around flashlights. Half the time theyre super predictable anyway

  • @Athanar90 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1462647#Comment_1462647

    What if you're going up against a flashlight squad and the killer you picked doesn't have Lightborn or Franklin's?

    You could still back out if its that bad 🤷‍♂️

  • I think its strange people are upset by this. The only thing thats changing is you have to pick your killer prior to searching for a match. It seems like you can still change perks.

    My only recommendation to tge devs is to lock items for survivors while theyre at it, maybe 30 secs before match starts.

  • @Alice_pbg said:

    the new mmr system is being tested on xbox first.

    why xbox?

    everything is usually tested on pc... I don't get it.

    is there any particular reason for it?

    Im guessing because theyre hoping to fix the being able to see who the killer is issue.

    That said im still getting a ton of yellows, they seem to be better than the straight noobs ive been getting but still not good enough to put up a fight

  • On Fred Ive been having a FREAKING BLAST running tinkerer + bbq + dark devotion + deathbound with dream pallets. On paper it sounds stupid with fred but its been a lot of fun and works decently well. Deathbound can be switched out for nemesis or furtive chase, and i think its going to be even better with the tinkerer buff

  • Agreed.

    @teamdehn said:

    https://forum.deadbydaylight.com/en/discussion/173697/thank-you-guys-for-finally-doing-separate-killer-mmr

    I think it's a good change except for the exploit that can be used to see what killer is being used. Separate killer mmr will be fun

    Yeah they do need to fix that.

  • @PigMainClaudette said:

    I have no clue what exploit you're talking about but there are several things that will give away a killer's identity within the first 20 seconds of a match anyway.

    If it is the loading screen one, it's always been the first match against them for me.

    Finding out who the killer is 20 seconds into a game or even in the loading screen is vastly different than knowing who the killer is whike you can still change your perks/items, which is what theyre referring too. Pc only thankfully

  • Well I dont know what theyre doing as it hasnt and most likely will not be revealed.

    That said i really dont think its all that complicated. All they need to do is rank your skill level up or down based on whether you win or not and grant more or less ranks depending on the skill of your opponents. The better players will win more often. The more of tgese skill rankings they have the better. We know theyve already been tracking peoples skill rank for sometime now so predicting the outcome of matches based on those skill ranks should be working pretty well by now.

    The real question is if thats what they did (and we'll likely never know for sure) then what do they consider a win.

  • @Nazia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1462310#Comment_1462310

    Do you not recognize survivors can use specific perks/offerings/items to counter specific killers as I mentioned 3 times now?

    How is it like to ignore reality?

    Where are you seeing that they can see your loadout based on this? It sounds like your problem is with that program which is a seperate issue from matchmaking

  • @ggezbaby said:

    Let me preface this by saying: I understand the reason for the killer lock. I understand it's so high rank players can practice as new killers against a fair survivor lobby. This is all understood.

    Now, to my point: If killers have to have a load out ready before even searching for a match, so should survivors. There is absolutely no reason survivors shouldnt also be locked into their choices. If you have any legit reasons, I'd be happy to hear you out.

    But why is it okay for a survivor to have the opportunity to last second a key but the killer has no choice but to stay or lobby dodge? Theres no reason why I, a rank one survivor, can wait until the very last second of lobby time to switch to a key or some other item, while killers are locked into their killer choice.

    If the devs plan on keeping the killer lock, a survivor lock definitely needs to be looked at and implemented for the sake of balance. If not, good job continuing to kill a great game by implementing further ways to ruin the killer experience.

    And if you're a killer main and you're cool with this change, good for you man but its important to take everyone's opinion into account, and in my opinion, it's bad.

    From my understanding of how this reads its locking in tge killer, not your loadout. You can still make last minute adjustments if necessary like putting on lightborne or franklins.

    And as long as youre able to make last minute adjustments to your perks i think its a great idea

  • @MyWorldHasCome said:

    Im starting with my favorite one: Legion.

    I would love to see an animation where, as the survivors have the "point" and "come", the legion got one like grabbing the knife and round it like a buttefly knife:

    https://www.youtube.com/watch?v=NhanLXFE0a0

    No, not toxicity intended, just for fun like for doing it while you're waiting the last hook to leave for example. What "animations" should your killer(s) have?

    I just want to be able to point my weapon at someone 🤷‍♂️

  • @ThisGuuy83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1460948#Comment_1460948

    Because I've been playing this game since release, and have forgotten more about this game then you probably even know, and trying to have someone tell me killers win matches in 2-3 mins. Maybe against there friends playing around, or a red rank killer going at rank 20's, but I still don't believe a match being finished in 2-3 mins... That's what you stated, correct? A killer can win a match in 2-3 mins, considering the 1st stage of the hook takes 60 secs...

    Yeah ive only had it happen once, a group of reds were overly confident against my fast stalking infectious michael. But i let one wiggle free cause ending the match that fast was boring

  • @Peanits said:

    I feel like you've turned a blind eye to the plethora of perks that slowdown generators either directly, or by forcing the survivors to do other actions other than generators slower.

    Corrupt Intervention, Dying Light, Huntress Lullaby, Ruin, PGTW, Surge, and Thanataphobia all directly slow down generators or regress them.

    Then you've got perks like Discordance and Surveillance which help you keep track of the generators so you know where to go to keep the survivors off of them.

    And finally, you've got perks like Sloppy Butcher, which makes other actions (in this case, healing) take longer. Times spent doing other things is time spent not doing a generator.

    This doesn't even go into lesser used or more niche perks which could give you some extra regression/info/slowdown.

    I know you wrote off perks like Ruin and Thrilling Tremors because they don't work automatically, but that's because getting them off the generators is your job. You, as the killer, need to get them off them so they can take effect. In Thrilling Tremors' case, that info helps you figure out where people are so you can go chase them off. Thanataphobia as well stacks with other slowdown effects and can was a lot of time (a heal becomes ~24 seconds when combined with Sloppy Butcher, double that for Self Care).

    Perks aren't the only way to slow things down. They can help you, but they're not meant to stop all progress for you. The best way to slow things down always has been to play smart and keep people off of generators.

    Not to be rude but it feels like youre turning a blind eye to the fact that every objective in the game is optional except the gens. Even healing is optional. With how things are now, a survivor can run from one pallet to the next dropping them, no mind games required and if the other 3 survivors are split up on gens and working them theres little to nothing the killer can do to stop this. Break chase and they just switch out and continue. By the time you do get a down 3 gens are very close to popping, even if you get the first down fast youre still screwed.

    The game needs secondary non optional objectives. It just does. Plus that would liven up the gameplay for the survivors as they would need to do something other than hold m1. There needs to be something else between the survivors and the exit gates other than the gens and 1 person. Depip squad should have proven this to you. That was their point

  • @TheLastGreatStar said:

    I personally disagree. I think he’s a strong killer when you know how to play him. I’ve gone against a few on console who tore through me and my team and that was without camping. I actually love playing as him too and don’t seem to struggle. I actually feel strong playing as him and often 4K.

    No killer in the game is weak, it’s just some are easier to pick up and play than others. Clown is considered weak. I can destroy as him. Legion is considered weak. I can destroy as him. Billy is considered strong. I hate playing as him. Spirit is considered strong. I hate playing as her. See my point?

    That just means the team you were on did some foolish things. Couoke of bad chases is all it takes to snowball with killers that one shot. Part of tge issue is with bubba it doesnt take much to not make those mistakes. It happens, but its very inconsistent. You HAVE to run very specific add ons and specific builds to stand any kind of chance. Bubba base is truly awful.

    Which is why theyre updating him

  • @Angelicus23 said:

    Yknow x2 bloodpoints with stacked 520% would make it 620% instead.

    I see a lot of people still waste them when it's a better idea saving them to rush em when a bloodhound happens.

    🤦‍♂️ its the same amount of bps either way. If you use that 104% now and then you get 416 then thats still 520 either way. Bloodhunt or no bloodhunt.

  • @Tiyr said:

    I gotta say i've played 1500+ hrs of which 65-70% is survivor and i think i have bled out slugged no more than 10 times. I realize it can be boring so maybe after you have bled for 1 min after being downed we could have an option to let the entity take us and move on

    As someone that slugs quite a bit with 4k hours mostly as killer ive only let 1 person bleed out on purpose, the rest were simply me not being able to find them which is rare in and of itself.

  • @Pizzaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1459559#Comment_1459559

    What amazes me even more is that nobody actually tries to come up with a viable solution.

    People are already so conditioned to that "Has been tested and abused" mantra, that the person that is usually the first responder to these kind of posts doesn't even need to respond anymore, unless asked to do so. Scary.

    Anyway. Usually that's where every discussion like that hits a dead end. Just throw the "Has been tested and abused"-Bomb and the damage is done.

    Nobody actually talks about a Sacrifice slow down when the killer stays in the hook radius, UNTIL A SURVIVOR ENTERS THE HOOK RADIUS TOO (which is when the sacrifice process should return to normal speed).

    Viable solution is to reward the person on hook with more bps and pip points. Realisticly even if youre not being camped and your team is just to dumb to come get you, either way you shouldnt depip for that and should get a percentage of the bps.

    The problem with trying to directly punish camping with an in game mechanism is there are plenty of legitamate reasons to camp and tgeres no real logical way to differentiate the 2

  • I dont mind it. I like to hide. I see bleeding out as a draw since killer doesnt get pip points for a bleedout.

  • For me deathslinger adept was the most frustrating. His perks are pretty awful and hes slow and im not great at fps games

  • @VonCrow said:

    https://forum.deadbydaylight.com/en/discussion/comment/1459281#Comment_1459281

    So I should just camp 3 gens since the beginning? gonna try it.

    Can try slug but is almost a guaranteed derank.

    Not at all. Someones going to pick that survivor up, you will still get hooks. If you somehow manage to down all 4 in the first minute, hook 2, let 1 wiggle free, hook the 3rd while hes unhooking the rest. You know you already won and so do they, no reason to not keep playing. Thats rare though

  • @TheCsoliday said:

    https://forum.deadbydaylight.com/en/discussion/comment/1459559#Comment_1459559

    Exactly, you should see HOW OFTEN IT IS SUGGESTED. Cause their is no counter to it and helps nobody but the killer possibly. With this suggestion, the killer doesn’t get hurt or helped, and the survivors sill might not get the hooked survivor, but they have more time to do things!

    There are a lot of perks that counter it unless its face camping bubba with noed. Then the best thing to do is gens. Your suggestion has been tried, swf abused it so bad it had to be removed.

  • It amazes me how often this same suggestion comes up and how the same answer is always given. It should be obvious why tye suggestion is a bad one no offense

  • Winchester brothers could be a good fit for a paragraph

  • @Steel_Eyed said:

    All of the best killers on tier lists are M1 killers.

    Nurse?

    Spirit?

    Freddy?

    Those killers have additional things in their base kit that help with map pressure and counter looping. Both of which are the main problem with m1 killers

  • @Mat_Sella said:

    whats so rude about it lmao? they just wanna see if they get off for the meme, people need to chill.

    Its inconsiderate and rude because i just risked coming across the map to get you and you try and yank away my save bps for my trouble. Its selfish and i think others in this thread have it right. If you do that the other surcivor should just walk away and leave you there

  • @D_Orien said:

    Still to this day, there's no survivor perks that try and counter slugging and face camping. So I've created my own.

    PERK: LAST CHANCE

    Description: If a killer after hooking you stays within 5 metres of you for 10/8/6 seconds, this perk activates.

    You can unhook yourself or be unhooked and are fully healed with a sprint burst to boot. Your second hook will instead count as your first hook. So it takes 4 hooks to sacrifice you.

    -----------

    PERK: ALL TOGETHER (Anti-Slug)

    When you and two other survivors are downed, this perk activates.

    You can instantly heal yourself to the injured the state and this action applies to the other survivors (so when you heal yourself, they too are healed).

    -----------

    Now, Decisive Strike is the anti-tunnelling perk but it needs a huge buff, because stunning the killer for 3 seconds doesn't matter when you'll still quickly be downed afterwards. It's buff should be that after using perk, the killer is stunned for 6/8/10 seconds and is blinded for the duration. The timer to use it should pause when in a chase and when downed so a killer can't just wait for it to end.

    Um...unbreakable, tenacity, for the people, soul guard all counter slugging. No mither too but well ignore that for obvious reasons.

    Bt, deliverance and ds all counter facd camping easily while MoM could be used albeit very rarely.

    Do you even play dbd?

  • @RaSavage42 said:

    @Dead_by_Gadfly How's the stat collection coming along

    I think these people need some stats (stat)

    Im at about 75. Ill post some when i get back to tge house

  • @CertArn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1457258#Comment_1457258

    WOW! Single stupidest answer i readed this week. Congratulations! Take your crown, King of Fools.

    What an intelligent response. Thank you for the wisdom

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1458456#Comment_1458456

    It's again the old 'people thinly masking their aversion against adjusting their play to a map/killer as genuine balancing concerns'

    Exactly.

  • @Khakuate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1458456#Comment_1458456

    Stealthy? What is t..? Oh wait! I remember that dead mechanic that devs killed a long time ago.

    Btw using your logic, kinda like killers should understand that not every killer should be old nurse level?

    Nobody is asking for all killers to be old nurse levels. And its really weird that you brought this up as it has nothing to do with what I said.

    Stealth isnt dead, people just arent as comfortable doing it. Midwich is a stealth map with only 1 or 2 good loops

  • @thrawn3054 said:

    Wraith and Hag are African. Huntress is Russian. Oni and Spirit are Japanese. We have survivors of nearly every racial background. I'd say the game is already pretty diverse. I have no objection to adding more characters from different backgrounds. But not simply for the sake of diversity.

    This ^^

  • @KingOfBadRNG said:

    https://us.v-cdn.net/6030815/uploads/NXEVVC3QPX7T/20200718-212852.jpg

    I'm curious why. I went through the whole map and only counted 8 pallets.

    This map is more about being stealthy than looping. When is everyone going to realize tge devs build these maps with different playstyles in mind? If every map was autohaven this game would have died long ago

  • @RaSavage42 said:

    Legion at this point has been reduced to being worse at what they do...

    Deep Wounds at this point are a joke and only serve as a minor annoyance to both themselves and the survivors

    the only way they do anything is if you chain 4-5 FF hits and catch a survivor mending/healing after

    Their addins are among the worst in the game (next to Pigs). The only ones that "work" are FF Fatigue and FF duration (maybe)

    The ff duratiin + either green or yellow pin is actually really good, especially if youre running thanta. I run that combo a lot. Double duration is also good. That one ultra that breaks pallets isnt bad either.

  • @Smeagolthevile said:

    so I have started to put a LOT of time into legion, maxed out and unlocked every perk I had avaliable for them at this point, but I'm running into a wall. Specifically it really feels like the frenzy and deep wound effect is kinda pointless unless you are going to use it to get a quick and early hit on a survivor in a chase, and then tunnel them down.

    The fact that they can just run forever away from you and that as long as they are mending the timer isn't going just never feels like its actually impacting them. Sure it buys you time, but if your chasing a survivor without the goal of hooking them, your just giving everyone else time. It feels counter productive, am I missing something?

    The point with legiin is to spread pressymure and keep everyone injured. This in theory cuts your chase time in half. If youre able to use FF effectively and consistently and then learn tge best times to end FF to initiate chase youll do pretty good. Also dont be afraid to use FF to get across tge map quicker lije billys chainsaw, ive saved plenty of gens that way.

    What build and addons you running?

  • N 😃

  • @ Antares2332 said:

    Which killer do you think needs rework and which is perfectly balanced right now?

    I start

    Needs rework: clown, michael myers, the pig, trapper, pyramid, nurse, demo, deathslinger

    Balanced: freddy, legion, spirit, hillbilly(before the ptb), leatherface(after the ptb), hag, oni, plague, wraith, doctor, ghostface, huntress

    I dont think any of them need a full rework, they just need tweaks to their numbers

  • @LazyPayday said:

    https://forum.deadbydaylight.com/en/discussion/comment/1457258#Comment_1457258

    Not if that character is something you don't want, at all. If anything it'll inconvenience you as you now have another character that could steal your daily away from a character you actually want it to be on. Also if SoS is better for bloodpoints, then you're clearly proving my point, SoS is meant to unlock perks you want, if it's better to actually buy the character and grind instead, then it's doing its job poorly. My point is to add a system that doesn't waste your time anyways, if you could upright ignore having to both spend your money on something you don't want, grind just for the shards to get the character, and grind the bloodpoints to unlock the perk you want, then it'd be a better use of you time right?

    Theyll probably end up updating it a little, but it will ALWAYS be more efficient to buy the character. If it wasnt there wouldnt be any incentive to buy a character, or at least very little reason. Their model right now probably makes them quite a bit of money. My guess is at some point theyll add more perks to it. MAYBE increase tge amount of shards you earn a little, but i dont think theyre going to do much

  • @LazyPayday said:

    https://forum.deadbydaylight.com/en/discussion/comment/1457233#Comment_1457233

    So you both think you should wait who knows how long without having a perk that could win you plenty of matches?

    Just buy the character that has the perk you want. SoS is better for getting bps anyway. Let me explain.

    Federal minimum wage in US is 7.25 an hour. You probably make more than that but lets just go with that number. Most characters go for 5 bucks. Earning 9000 shards takes a looong time. FOR SURE longer than an hour. So, if you think of your time as being money (which it is) then buying the character outright is cheaper. And its not like you need to buy every character at once, it will take you awhile to get it up to 40 anyway.

    If you have a perk already thats in the SoS you get 150k bps for buying it again. Buying all 4 is 600k. It takes awhile to earn 8k shards, but it also takes awhile to earn 650k bps. Both take longer than an hour.

    In all cases. Spending money is just simply a better use of that hour.

    Another way of looking at it. How many hours are you going to spend playing that character? 40, 50 hours? For 5 bucks? Seems like a deal to me 🤷‍♂️

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