Dead_by_Gadfly
Dead_by_Gadfly
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1336636#Comment_1336636
Didn't steam present stats about the community actually growing? Are they all playing survivor?
Theres plenty of noobie killers out there. I know cause i keep getting matched against them as an r1 survivor
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@kurtisohhbee said:
https://forum.deadbydaylight.com/en/discussion/comment/1336089#Comment_1336089
I use unbreakable and rarely get the chance to use it, decisive strike is good for one escape before getting tunnelled again? So forcing a survivor who has 3 hooks stages for a reason to use all their hook stages in one go and not allowing them to get their objectives done or earn points is playing the game fairly is it?
Yes, it is.
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@BeHasU said:
Hey, i was wondering, what is the purpose of green keys? I mean, a green key is the only item in this game that does nothing without addons
EDIT: At least they shouldn't spawn in chests, you can't do nothing with it
Because the devs are trolls too
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1336480#Comment_1336480
Then, for you, rank means nothing, but It's a fact that grey and yellow survs and killers can be generalized to be "noobs", not saying everyone is, but most of them are...
Quick question... If you're a rank 12 that loops rank 1s, how are you still rank 12? Just asking cause It didn't take me much to get to red ranks after I stopped playing for 3 months and got de-ranked to 16. They practically give away pips when you know how to play, I only play about 3 hours every 2nd or 3rd day.
Iike to know this too. I see people say things like "i stay in green because reds a sweatfest" but i have no idea how they manage that without intentionally throwing the game
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1333007#Comment_1333007
Tell the "rank means nothing" to the yellow and grey rank killers I've been looping for 5 full gens, also to the yellow and grey rank survivors I've obliterated without them doing more than 1 gen...
Ranks IN GENERAL mean a great deal. You can tell the difference between an average red and yellow. But there are exceptions since you can overtime get up there or if you havent played in 6 months be lower than you should be. That doesnt make ranks meaningless
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@PureHostility said:
Tried playing as Deathslinger yesterday without pop (needed few kills by any means for the challenge), r1 of course .
Oh God, what a mistake. Tried to play as usual, chase, hook, pressure, split the damage if possible (change targets if needed).
Without any gen regression besides Thrilling, that is more of a tracking perk than anything, I could at best get few hooks in before game was over, if I wanted to get any sure kills I WOULD HAVE TO camp or heavy proxy it (not my playstyle). Even slugging barely helps.
Pop is needed as gens go way too fast against survivors with IQ higher of than 70.
Switched later some perk for pop, games were much more manageable.
Slug more. Deathslinger has 0 map pressure so you have to slug A LOT with him. Run deer stalker and insidious if you REALLY want to be a dick and snstch someone before they can pick the slug up (probably not viable strategy but it will for sure piss people off 😂)
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I just hope they take missed skill checks into account. The number of red ranks i see that cant hit skill checks is alarming
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@csandman1977 said:
My thoughts are yes. Not just for the effect it has when you manage to use it, but for the effect it has on most killers through the game.
Similar to NOED, the 'fear' of DS being in play when there is an obsession, changes how killers must approach the game. However, as most survivors opt to not do totems, i would argue the fear of DS is greater than NOED.
Furthermore, when used at certain points in the game, there is zero counter.
The perk itself promotes slugging, an 'unfun' tactic, but absolutely mandatory should the killer not be in a position to eat the DS stun.
The developers have stated DS is not an anti-tunnel perk in responce to players stating they were getting hit by the perk eventhough they were not tunneling.
Basically, i feel like DS is an overall blanket perk that promotes hyper aggressive survivor gameplay, and also punishes killers who perform too well.
Im not saying nerf it. Just saying its pretty strong with way more impact than any other perk. Possibly even old Ruin.
Thoughts?
I dont think it has more of an impact than old ruin, but I do agree its a powerful perk that promotes aggressive playstyles. I personalky dont have an issue with it, it would take the devs eating several ds's in a row to decide if that aggressive playstyle is good for the game or not.
Slugging will always be a thing, ds or not. It builds map pressure when none exist.
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@bingbongboi90 said:
I think it is also a really strong perk that can be easily abused. The people who have ds ussually go straight to the gen because they cant be touched for 60 seconds. So it is either slugging or getting a 5 second stun + the time you spend in a chase.
Personally I hate perks that rewards players that failed their objective. This goes to a lot of survivor perks and certain killer perks. For example, ds, noed, unbreakable, rancor. But I understand that they exist and accept it.
Personally I dont mind ds because it let me use a strategy if I want to take a risk to get ds'ed or not. For example can I get ds'ed right now and not get heavily punished for it because of my huge pressure?
Rancor goes along with other obsession perks. It synergizes with dying light and stbfl as with both of those perks youre ignoring the obsession. When used properly, its not rewarding bad gameplay its rewarding following a playstyle.
The same is true of ds. Yes, it can and does get abused by survivors making dumb plays they wouldnt normally make if they didnt feel invincible. But you can play the game normally and ds is just there as insurance, and occasionally its needed. A lot of survivor perks are like that, only needed occasionally. Unbreakable is very similar in that its not about punishment/reward, its insurance to counter certain effective playstyles.
NOED is meant to be part of end game builds. Its not rewarding the killer for failing their objective as the killers objective isnt to stop gen progression, the killers objective is to remove survivors from the map before they escape. Slowing/stopping gen progression is just one means of doing that.
Tldr; a lot of perks arent about punishment/reward for failing/completing objectives. Theyre about promoting/countering playstyles.
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@BubbaMain64 said:
I really just think the early game needs to change. If you don't get a down within 40 seconds of the game you lose and I'm not even being dramatic.
Because Ive been tracking match times Ive been sort of keeping an eye on this. I usuaaly get my first hook a minute into the game, and without looking at a clock that feels fast. Like if i werent looking at a clock id think we were only 30 seconds in.
I had one game were I didnt get my first hook for 6 minutes. Now I know that sounds awful on paper but in that time frame they were only able to finish one generator and I got rid of a ton of pallets.
Of those games I tracked (where I was looking at the clock) I averaged 3 kills per game, including the one where it took 6 minutes to get the first hook.
My only point is, its not as bad as you think, time in game is longer than it feels.
That said, I agree about the early game so it will be nice to see what they do.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1335754#Comment_1335754
I know the mori animation would still complete back before dedicated servers. Does the mori animation not complete anymore if a survivor disconnects after the mori's started?
I have no idea, i dont know that ive ever had someone dc in tge middle of the animation, and if they did I wasnt aware of it. I know that if they dc on hook tge entity still takes them. I was just going with what the op said
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@bluedog1116 said:
I tried sending sending him more messages but I got no response. I think he went off-line. Maybe he took a breather and went to bed but I like I said, I know nothing about him.
Then you already did all you can do. If hes legit that upset it extends well beyond the game and it isnt your fault.
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@MistyTread said:
https://forum.deadbydaylight.com/en/discussion/comment/1335737#Comment_1335737
Yeah thats the rational thinking.. in hindsight that's the thing to do but i really didnt want to give the killer the satisfaction of the Mori. Then agian, most killers aren't dicks enough to immediately mori the survivor that gets farmed.. This specific case yes its not worth dcing. Other cases where you are just getting farmed and sandbagged.. thats probably more applicable. But fair point :)
As a killer main i can tell you first hand the vast majority of us dont care when people dc. Were still getting our points and the mori animatiin is whatever. If youre out of the game its just one less person.
That said id be lying if i said ive never dc'd out of anger so I get it 😊
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Idk, i tried using blood echo on legion and it didnt seem to do much.
Though...what if there were a hex perk that applied exhaustion permanently to the last 2/3/4 peoole stabbed, like 3rd seal but adds exhaustiin instead of blindness...maybe it applies permanent hemorraging to since a hex perk with that alone would be way to useless. This would give it some neat synergies
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I cant speak for anyone else but my problem with him is the cinstant screaming. I have to hear that everytime i slap someone. Far and away the most annoying killer to play as for me. Im sure hes great in the right hands and I never felt he was op in game
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I get the frustration, but why dc? Youre already dead, just wait 45 more seconds and youll be back at tge menu 🤷♂️
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I think on paper its a great idea, but knowing this community it would be an absolute ######### show. I wouldnt have to just hear a click from a flashlight 50 times in a row, id also be hearing the 12 year old on the other end of that flashlight laughing stupidly into his mic, as would his team.
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A mall map would be pretty dope ngl
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3 or 4. These games are SO EASY. It amazes me how many survivors have no idea what lightborne is
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@bluedog1116 said:
So Im playing Meg(* cough FRICKING MEG MAIN*) and I go into a game, the killer was a green rank Deathslinger. And I played the game. Well I'm the only one who got chased, and shot, but by the time he hooks me (the whole game was like 5 minutes) well when I was hooked his noed got broke. I got saved and everyone got out. But the scary part was when he messaged me after words. I play on ps4 so there is no game chat, he sent a voice message, told me how "my swf team sucks and is toxic" (there was no swf team involved) but some thing off, he sounded sad, like not your normal sad but the mental instable kind, I mean like the really REALLY depressed kind of person. I am scared for him not me, I hope he doesn't do anything bad to himself. I don't know him or anything about him, so I really can't say. I asked him if was good but he said no and that's it. I HOPE nothing bad happens. And that's it I don't what to do, like at all. Should I tell someone?
Did you try and engage with him further? Maybe he just needs someone to talk to.
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@shwag said:
https://forum.deadbydaylight.com/en/discussion/comment/1335512#Comment_1335512
Rank 3 ATM. 10 games I died twice but pipped on both deaths the only time depip now is from a hard camp or tunnel etc.
Been on a hard win streak this week, yes those ten games are from today.
Nice. Im r1, probably escape 6 or 7 times out of 10. I dont think i depipped tho
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I escape more than I die for sure...not 99% tho 👀
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It actually wasnt hard to kill jason at all if you were coordinated. Killers get f'd up enough as it is 😂
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Its not killer sided if you know what youre doing
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Kate is bae
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Might be good if it were optional...i would have it off...
Just going off your post, try running kindred 🤷♂️
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1335081#Comment_1335081
Right? lol
If nothing else, based off the smile...I'm guessing shes fun to work with.
100%. I bet they all had a blast making this movie.
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Based on every slasher ive ever seen almost, the last person gets away. Plus this game was broken before hatch. Plus a hatch escape still feels like a 4k. I dont get any extra satisfaction from killing the last person. I know I win, deep down they know I won. Good enough
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@thesuicidefox said:
This looks fun.
But I would say you should recast Nea. The girl you got is too pretty.
Go check out the imdb, the girl playing meg is SMOOOKIN, but yeah Neahs really pretty too.
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@Wamps said:
https://forum.deadbydaylight.com/en/discussion/comment/1335027#Comment_1335027
So the project is done, just in the editing phase, We have a ton of stills on our IMDB page, where you can see tons of behind the scenes photos. Expect the project within the coming weeks!
Thats awesome cant wait to see it! 😊
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@Wamps said:
https://forum.deadbydaylight.com/en/discussion/comment/1334992#Comment_1334992
Gretchen Does a fantastic job portraying Nea, Can't wait for you to see her bring it to life! Thanks for the kind words!
Yeah everyone matches the characters very well and Im excited to see it. You guys have a script yet? What killer you going with? Trapper?
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Tell her to slide in my dms. 😏
Seriously tho this looks awesome.
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Yup
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@ViolentSh4de said:
https://gfycat.com/mindlessdefiniteastarte
It takes too long to break a hook now, before it only took 0.5 seconds, now it takes 2.5 seconds. Prepping gave you the ability to deny the killer from camping, and forced them to give up pressure when played well
sabo baits are also dead as sabotage goes into cooldown even if you cancel it, and you cant use no mither to force gens completion, and you cant set up hooks by exit gates to stop end game collapse hooks, and you cant stop 3 gens as hooks regen too fast, and breakout doesnt give you enough distance to break a hook before the killer stops you, and the pickup times give you no time to even break the hook before the killer finishes and hits you
Every sabo build and setup has been removed, and the perk is completely useless. Hooks regenerate in 30 seconds and the perk has a 60 second cooldown meaning you cant even pre break hooks to lure the killer far away from a 3 gen or camp spot, as they regenerate too fast and cooldown too long
I understand that Sabotage was archaic and needed to be dumbed down but it does absolutely nothing now.
Even worse is that you didn't need a toolbox before, even with a Alex's hacksaw cutting wire, Breakout doesnt give you enough distance to break the hook before the killer hits you. Pre breaking is useless because you can only sabo a couple hooks before the new toolboxes give out
Ive used sabo for 600+ hours, spent years developing new strategies to push sabo to its limit, and all that has been thrown away because of a update. Ive spent 3 months trying to make new sabo work and im at my breaking point, can someone please tell me how to make this ######### work?
i dont understand what the devs were thinking, theres no strategy or skill or pre planning involved to new sabo. It doesnt do anything can someone please explain the logic behind gutting this mechanic?
Ok but just watching that clip you made a mistake by not goinh directly to the hook, had you done that you would have gotten it.
Its kind of pointless though unless you also body block and even then theyll probably still make it to a hook or slug
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Ah got you
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@th3 said:
They already get punished for it
Nah this is different than straight dcing
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It seems like an exploit to me. Dcing cause youre tilted is one thing, dcing to give your team an unintended advantage is another.
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What exam are you referring to?
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@Evocto said:
Honestly she doesn't, still a top tier killer just have to get used to the recharge. The only thing that is really bad about her rn is that she is bugged af.
This, the bugs and latency issues make her awful
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1334021#Comment_1334021
Yes are you indeed tunneled if you start repairing a generator.
How many times have you downed next to an almost completed generator, hooked next to it, then as soon as you get unhooked you try to finish it and the killer immediately comes back for you and no one else.
Happens to me all the damn time.
Back to topic:
Self Care: 20/15/10 second heal time but at 3 charge tokens only. Even tapping yourself to fully heal costs 1 charge out of 3.
...alright i hate to be that guy but if youre getting unhooked and immediately start working on a gen you cant call the killer a tunneler, youre basically mad cause he stopped you from completing a gen (you know, his job).
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1334013#Comment_1334013
Yeah, we need to shake the meta.
I'm trying to think of perks to replace the need for Corrupt, or BBQ, or Nurse's Calling.
Bbq is MOSTLY about points. If they increased bp earnings id run it a lot less
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Personally I dont rely on hex perks to be part of a good build. Hex ruin taught me that lesson. I only run them for fun.
Id replace that with M&A if you have it. Enduring and Spirit Fury can work nicely together. The thing with Michael though is hes more of a snowballer. Infectious fright works great on him because of that, Id replace spirit fury with that if you have it
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/1334554#Comment_1334554
Triggered NOED user? You probably think Moris are in a good spot, too.
Regardless of whether it’s a punishment perk or not, only bad killers run this perk as good ones don’t need an endgame perk to help them win. All NOED does is help bad players secure kills that they otherwise would not have.
That’s all I have to say on the matter. Good day to you.
No, i dont run noed because i dont like the mindset, I just dont see anything wrong with it. I also dont moan when I die to Noed. I ran a test the other night as im doing a project with another forum member. In 15 games NOED only got me a handful of kills and in all of those games all of them totems were not broken. You know what else didnt happen (suprisingly), I didnt get a single survivor in my dms bitching about it. One guy (and literally just one guy) died because of NOED + Bloodwarden even sent me a ggwp. Point is, its not even that effective.
Bhvr built into the game end game perks like NOED + Blood Warden and remember me. Keep in mind too that killer has been running that whole match with just 3 perks. Yeah, some killers run it cause theyre bad at the game, some killers run it on weak characters like clown, and some run it as part of an endgame build. And the same can be said about a lot of ds or unbreakable users.
Good day to you too
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/1331405#Comment_1331405
Cleansing dull totems does nothing to contribute towards escaping. Aside from bloodpoints and the possibility of NOED, there’s zero reason to work on finding totems which can be insanely difficult to locate all 5 now that devs are placing them in obscure spots. This task becomes even more burdensome in solo queue where it’s impossible to communicate totem callouts unless you have a rainbow map with crystal bead. Even then, your teammates might not even bother helping with cleansing them. If it’s a decent killer putting constant pressure then it will become near impossible to work on gens AND totems.
NOED is just a poorly designed perk. Unbreakable also offers a massive game changing benefit with no downside to the survivor, so this perk could be argued to fall under the same category.
"Cleansing dull totems does nothing to contribute to escaping" are you serious? Were literally in the middle of discussing NOED and I have to explain to you that noed exists? If the killer had noed and you cleansed all the totems, then cleansing the dull totems contributed towards your escape...obviously.
Yeah you know why they put them in harder places to locate? To slow the freakin game down. 4 people focused can have all 5 gens done in less than 3 minutes. Theres 3 reasons it takes longer than that, the killer, chests, and totems. If someone runs a Hex perk it creates a secondary objective because now both the generators and the lit totem are between you and escaping.
I think unbreakables fine too but thats not really the point. The point is noed doesnt "punish the killer for doing their job poorly" it punishes the survivors for doing theirs poorly. Its not even really punishment, its just part of a damn video game.
Tldr; just do the damn bones and stop whining 🤷♂️
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1333839#Comment_1333839
It's SWF that ruins the matchmaking generally, but yeah.
When I'm super low rank, every game is "Three red ranks and a level 20". The only time I get a normal spread of survivors is when they're not grouped.
Those arent necessarily swf tho. Ive seen that happen playing survivor and i run solo. Even if we assume the other 3 survivors are swf then the game still should match another low rank survivor for them so its at least somewhat even
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@kate_best_girl said:
Just get Kate shes best girl
Kate is Bae
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I like your suggestions.
I think small game should have a totem counter so you know how many are left on the map.
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@LethalPugy said:
Ok so re do cause yeah you guys have good points 😎
“Exit stage left”
When in 10/15/20 metres of an open exit gate you gain the endurance status effect.
Only useable once per trial.
(I don’t know how big of an area that is so it might be op or i dunno)
”Monologue”
When doing an action on your own you get a 3%/6%/9% bonus speed and get 50%/75%100% more bloodpoints. (Fell like the blood points aren’t needed tbh)
”Fake tears”
When you or a survivor within 8 metres of you had been injured for 50/40/30 seconds Fake Tears activates.
When fully healed you may press the active ability button to appear to be injured to the killer. If attacked you gain 3/4/5% haste for 10 seconds.
Fake tears has a cooldown of 120/100/80 seconds.
(Again i don’t know if the haste is needed but it’s an added incentive.)
Well i’ve just spent about 20 minutes balancing perks that don’t exist :)
But then fake tears has the problem of will the killer notice that suddenly you are injured. Perhaps you need to be injured I dunno.
Thanks tho dudes 😎
Monologue is just flat op. The most optimsl way to do gens is all survivors split up, this perk would break the game as it would encourage that even more.
I like fake tears, id do it so it activates when fully healed from the injured state, basically your icon just never changes from injured to healed. It would synergize with mettle of man really well without being to OP since it would be REALLY hard to get both active at the same time.
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@Theetis said:
"Exit Stage Left"
No. Just no. It doesn't really make sense from game mechanic perspective, and it's pretty strong in a stupid way.
"Monologue"
I suppose it's fine, but it should deactivate during a chase or when the killer is in a fixed amount of distance from you.
"Fake Tears"
I feel like this perk needs a certain condition that needs to be met before it can be used, because otherwise it's way too strong of a effect to get for free.
Maybe for fake tears you need to be fully healed from the injured state.
Can you just imagine if that was paired with MoM...id probably lose my ######### hinestly 😂
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@Deadman316 said:
It's the deranking killers that's screwing up the matchmaking for everyone. I'm a green rank survivor and I've gone up against prestiged killers and strong killers, both with learned perks and rare add-ons, and majority of them are no higher than rank 15. I'm not sure if the algorithm the game uses sees it as "well since they're good, we'll match all lower ranks with more skilled survivors, or if the devs changed something to make it a mixed bag of matchmaking. Either way, it's not good or fair to anyone just starting out with the game.
I dont think thats it. I play solo and frequently get matched up with low ranks, im r1 when i try hard. And as r1 killer ive had games against all manner of colors.
