Deadeye
Deadeye
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Legion had counterplay. Everyone forgets about the fact that he is not able to see scratch marks, just one point. That allowed a lot of possibilities. Just a few examples.
You know the current window tech? You could do that on every pallet and window against Legion. My guess is that noone ever made the effort to check how it looks for Legion and optimize it. The thing is: you vault, get away, need to keep distance to the vault to be out of sight and return once Legion vaults (Legion vaulted slower than survivors btw, not much but it was slower). Many people just came back too early so that you could see the head during the vault allowing to read the double back attempt. If the survivor times it right and you don't see the head, you either need to check if the survivor got past you and risk losing distance (bad for Legion on small loops) or you assume the survivor ran, turn to the side and risk to miss the survivor before he vaults back. In addition, you still could fake the vault and 360 the pallet instead. 3 options for mindgaming on every vault.
Next to this double backup: triple backup. You move to the side after the vault, crouch back in time to get into Legions back and then don't use the vault but move around Legion to get him between you and the wall. So he doesn't see you, turns around expecting you at the vault again and sees nothing. This can easily cause like 1 second of confusion and depending on the wall lengths on that vault give you enough time to get out of sight. No scratch marks to track -> escaped the chase. Did that more than once.
Another one: Many Legion players tried to be efficient with their power, as their weakness was that chases normally take quite long, allowing gen rushing. So they were able to get into Frenzy with like 10% of the power gauge filled. Just trying to assume the distance to the survivor and how much power gauge is needed to catch up and hit. But that also created a weakness: no slash spamming. One dodge was enough in that case to force Legion into another fatigue, creating even longer chases than it would be by awaiting a full power gauge. And don't forget that old Legion only had 5 seconds of power, not 10 like now. Spreading damage was quite hard. 24m TR being helpful, but once you know you go against Legion it was pretty easy to avoid multiple Frenzy hits by just splitting early once you hear the TR.
Adding to the time aspect: Every killer is designed that you eventually will go down. So the "no counterplay" thing is basically bullshit. I agree on Pyramid Head, who has 'barely' counterplay (get punished or get hit) which allows him to end chases quickly with 'no counterplay'. No counterplay against a power that takes 3-4 hits to down you is not that much of a problem. Normally the killer decides if you escape a chase or not, and that depends on how much of his time you waste. You get your tools to extend chases, but the killer will get you if he commits. Unless there is a major skill gap and the killer simply doesn't make proper use of several tools he has. But besides that, you WILL go down. Regarding that point, the only thing about old Legion to complain about is, that he has a lower skill requirement to do so. But with that skill gap, you still were easily able to loop old Legion for 3-4 gens, especially with the tricks above.
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Returned? Have they ever been gone?
@SweetTerror said:
I stopped playing killer for awhile because I was getting matched with survivors that were far more experienced than me. Then when the new MMR came along it was a breath of fresh air, as my matches were no longer try hard, sweaty matches (but even I'll admit that sometimes I was still getting matched with people that I shouldn't have). But now that the MMR is turned off, the game is once again back to setting up matches based on ranks, which sucks because even the devs themselves admitted that ranks mean nothing.
So why am I not surprised that my rank 15 killer is going up against red and purple rank survivors? Which is even more baffling considering that cross-play is up and running. You mean to tell me that red and purple ranks were the best you could find for a rank 15 killer across PS4, switch, Xbox, and PC? 🤨
Here's hoping the MMR gets turned back on soon.🤞
They didn't say they mean nothing. They said it does not reflect skill, it reflects gametime. And the MMR matched people with 80 hours to people with 3k hours. So emblem match making is currently the better approach. Because more playtime at least means that you have seen enough things to know the basics about the game. Like it doesn't make sense to crouch behind a wall when Legion just hit someone with Frenzy.
And noone can exactly say how it is working. Just a guess: I noticed higher queue times in survivor red ranks and almost instant in killer red ranks (both PC). From forum feedback it looks like console survivors are mostly fine with crossplay while killers complain about performance differences being a handicap. I also can confirm that in my games I see almost always console survivors, but I went against maybe 3 console killers since crossplay is active.
So my guess is that console killers is the biggest group that is disabling crossplay in the options, leading to a bad ratio of available killers/survivors you can go against. Meaning that the match making will most likely loosen the requirements to get people into games that have been waiting for a longer time, so it is possible that the rank messup is happening because of crossplay distribution of roles. As I said, just a guess, no idea how match making is processing things.
I can't follow how your experience was better with MMR. My experience was that I constantly (red ranks) was matched with rank 15 or lower survivors or getting rank 19 killers instead. Same as killer, getting sometimes full squads of grey ranks. So I would have expected you to face several red ranks as well. The only 'positive' thing I noticed was people having fun to smash teams or loop killers into oblivion, which was/is rarely a thing in emblem match making
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1547952#Comment_1547952
ah. i thought it had something to do with challenges that would require BPs...
That would be funny. Get 100k BP. collect... collect... done.
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@MeltingPenguins said:
Could someone fill me in what the 'saving BP for these tome levels' is about?
Today starts new PTB for chapter 17. So everyone is saving BP to get a boost once the killer/survivor is released in about 3 weeks to get both to lv 50 on day 1.
You need about 3 million (maybe 3.5 depending on how much expensive stuff you get in the web). You can save 1 million by default, like 120k with dailies and currently 565k BP with level 1 and 2 from the tome, being 1.785k BP. Depending on how far you get with level 3 until release it can be another 290k and then the shrine can be bought twice, as the release is normally on Tuesday and the shrine resets like 9 hours after release, giving another 1.200k BP. So 3.3 million is roughly the max and would be sufficient to get both to level 50
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1546873#Comment_1546873
It's not bait its speculation due to the trend that spirit, deathslinger, PH have.
The trend that Spirit, Slinger and PH have? Between Spirit and Slinger were 5 other killers. Put "old nurse" into your list as well to make it even more viable...
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Nice clickbait
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@BananaBlooD95 said:
https://forum.deadbydaylight.com/en/discussion/comment/1547664#Comment_1547664
They can dream all they want, there's way too much RNG in the game for it to be viable as an esport. Some totem spawn are a joke, most are easy to find, while in some indoor map like Lery you can get some pretty strong one. That's not counting loops.
It's not even the RNG, it's basically about the bugs. Balance would also be nice but having nurses blink into several walls or survivors get catched by hills or wraiths get completely wrecked by flashlights kinda makes it useless. Not even talking about hitboxes and latency. Like 50% of really tournament level games would be decided by bugs
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On level 3 I would go the survivor path rather than the killer path. That collects the 2 survivor challenges, but you can save the first killer challenge + the Meg challenge instead. One more master challenge
EDIT Forget it, you cant take the adrenal challenge then
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Ok, this is a necro thread now, how did that happen? ^^
@plunfa said:
It means that they have reached 1 billion BP over the whole time they have been playing. Steam keeps tracking record of achievements after you complete them, and there's an achievement for 1 million Bp, so this person has just played a lot, really.
@KingFrost said:
1 Billion BP is about 655k bp a day since release date. Definitely not implausible. Especially with Double BP events, Party Streamers, Cakes, etc...
I know this is alltime recording. What I was talking about are the billion finished gens. This is not possible, not even slightly. If you expect games to last at least 5 minutes for 5 gens, then you would need not 4 years but more like 2000 years to do that.
Btw 1 or 2 days after I posted that, the profile was gone from the list :P
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Bubba's addons are both trash. They are both designed to work well when used together, to create insanely long chainsaw runs, but each on their own is just bad. And the combo requires Infectious Fright or is pretty useless most of the time.
When running each of them alone: The stack refill is maybe useful but normally after a down with a chainsaw, you have time to refill anyway, so this addon doesn't make much more value than the increased refill speed. I would say the number of scenes where you can down 2 survivors where you need 6 stacks and can't manage it within 3 already are pretty rare. The other addon pretty much just has drawbacks. All it does, is optimizing just a lil bit your timing to get maximum value out of each stack, but at the cost of each stack having less value. And everytime you just need 1 stack, you waste them all, having to wait longer for the refill. Not talking about the tantrum... The positive effect is literally just "you don't have to push M2 anymore. But the downsides are just huge.
Besides that, yeah there are some underwhelming ultra rares. But there are also some good and some OP. I would guess the changes to these will just happen during a killer rework/tweak. Which might be sad, because Iri Heads need to be addressed but Huntress doesn't. So let's see if we have to live with Iri Heads or if we see another killer change that isn't needed
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Also can't confirm it
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Had it often in SWF that I loaded up to 5 seconds later into the lobby than my friends.
Had it often as solo that I was the first survivor joining a lobby with a ready-up killer and having 3 other survivors joined within a second.
Countered
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From the feedback so far, and some ideas from streamers and their chat, it sounds like PC palyers and console survivors make use of the crossplay but console killers don't. Because many console survivors say the queue gets better, as they get a larger pool of killers, and PC killers say queue gets faster as they have a larger pool of survivors. I can confirm that from PC survivor and PC killer view.
But as PC survivors now have to share their killers with console survivors, PC survivors queue gets worse. Just a thought
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From my experience people just call everything somewhat, when it does not fit into their actual expectations, and choose whatever fits most. Tunneling more or less wasn't always a thing, it was kinda invented after camping was officially considered not bannable and legit. Soon after, when no tunneling, camping or whatever applied, it was tryhard or sweaty.
You could do a 12 hook game with hook no. 9-12 being the killing hooks and get called tryhard. In my opinion tryhard is not even an insult. From the wording, I would rather say tryhard is when you try your best but still fail. In this game only applicable to slugging for 4k but then still failing with a 1 or 2 escape instead. But most people just use tryhard if they can't find any other excuse or insult that works.
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@TAG said:
It does for me.
@OldHunterLight said:
It got faster for me, instant queues early in the morning, almost instant in the afternoon and vert fast at night time, central time for killer.
But my survivor queues got slightly slower, takes me like 2 min to find a match.
do you play survivor or killer? which rank?
I'm both red rank and also noticed longer/equally long survivor queues and fast killer queues.
I didn't really play afternoon, more like evening to night (europe UTC+2)
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Not anymore. Only thing, cuz it wrecks the game, is Hag vs flashlights. But even with Wraith I don't dodge flashlights anymore. If more than 2 flashlights it just probably triggers me to use silent bell with indoor maps
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Mostly I skip Nurse, Huntress, Clown and Billy because I don't like them and I often skip the 20-25k ones.
Normally I play all other dailies because I'm afraid to get Nurse, Huntress, Clown and Billy on recycling XD but my favourites are moris and unhooks (because of BP) and escape with an item, because I rarely play item builds and these dailies remind me how good they can be :)
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@sulaiman said:
I had a team like that. they let me die on the first hook, because a) i brought a key and they wanted it, and b) i hadn´t worked with them on gens.
and that was true, because i kept the killer occupied for 3+ minutes, until he finally got me and hooked me when they poped the 4th gen.
But not working on gens didn´t contribute, as it seems.
https://forum.deadbydaylight.com/en/discussion/comment/1531473#Comment_1531473
You ignore the fact that the difference is excactly when you here the tr of the killer. Because the swf know they are still save, while the solo played does not know.
Still, the devs want a balance about 50% survival. SWF got 60%, so obviously killer needs to be buffed, if swf is in 70% of the games, because survivors are overperforming.
I, personaly, have a solo surviving rate of 70%. And when i played swf, it was actually more around 90 (but i only kept records for my solo games, so i don´t know for sure, just an estimate)
That seems way above the 50% survival rate, so killers need a serious buff anyway.
And maybe you ignore the fact that "true" red ranks don't get scared by every TR. They stay on a gen, know their paths to know when they need to run and still safely reach the next window or pallet. Besides the fact that this is why pretty much every second to third solo survivor runs Spinechill.
We can discuss if SWF with bad survivors get more benefit than stronger survivors. But even weaker survivors do not suddenly turn into monster gen rushers. It is not unlikely that weaker survivors still run into the wrong direction and don't get where exactly the gen is that your mate is sitting on. Weak survivors don't have maps of each trial open on their second screen and know perfectly where they are. Just as example
To the percentage: they never reached this on point, this is an overall problem, not a SWF problem. It is simply wrong to say "remove SWF" to adress survival rates. Btw as I remember, survival rates were around 40-50%, not 50-60%. With killers like Freddy or "old nurse" having a killrate of near 70%. These are old stats of course, but just as a snapshot of how it was. And SWF was not a new invention at that time. The main thing they changed adressing survival rate was the Ruin rework, which went over the top I guess, because shortly after we had a lot of killer changes and map reworks (favouring killers)
Your personal survival rate may differ, but if we do a poll, I guess we will also see a lot of other opinions. And therefore I would rely on the behaviour stats rather than single opinions. Not offending, but a single number is never a good representation
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@ImagineUcareForPips said:
https://forum.deadbydaylight.com/en/discussion/comment/1530142#Comment_1530142
Oh yeah, apex is just another game for FREE doing it better. How dare I'm compare the battlepass of apex with the battlepass of dbd (payed game). I'm so stupid lol
Yes you are. Does Apex have a patent on battle passes so that everybody is forced to do exactly the same?
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People say they get tunneled whenever they felt like they didn't want to go down right now.
I once found a survivor on a gen at 80%. Chased him, downed him, hooked him. Found another one, chased him on the other side of the map, downed him, hooked him. Still at 5 gens, thought "ok, then maybe kick the gen when no one knows about it.
Got back to the gen, found survivor A again working on it. Hit him, first kicked the gen this time, got into chase with him again. He DCed and his mates told me he DCed because I tunneled him
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@Masochistic_Killer said:
https://forum.deadbydaylight.com/en/discussion/comment/1529966#Comment_1529966
This is probably where the AFK killer bots come from. I have all the current challenges done and 99 hours played (embarrassing I know) in the last 2 weeks, which is more than a full time job, and I just hit 4/9. They're full of #########.
https://us.v-cdn.net/6030815/uploads/IXIWE7AG289S/dbd-rift-lies.png
One info on that one: you need half the rifts through XP and half the rifts through challenges. You got 1/4 of the challenges done (I hope you collected them all, or the example lacks a bit on detail). On average you need 1 tier per day to finish on time (70 days, 70 rifts), so at today, you should be at 14 to be on track.
You are not "only at 26", you are 12 tiers ahead. Level 1 gives you 8,8 tiers, so you need 5,2 by playtime, and your playtime exceeded that by 12 tiers. With that playtime you could have finished the challenges of level 2 and half of 3.
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Another no brainer complain about something that is ABSOLUTELY FREE while also allowing you to buy the pass 1 day before it expires, so you can check what you get and if it is worth it, ALSO while having the possibility to get most or up to ALL auric cells back when finishing the rift.
You need 2 hours per day, enough posts about it in general and I posted already on the last tome in detail what time I needed, how many attempts for the challenges etc and it PERFECTLY fits to the 2 hours per day. And I also had my challenges where I needed 11 attempts to finish.
You need the challenges to be done and the challenges are designed that you can finish them within the 2 hours per day. This is the third tome where I check and take detailed notes to validate if it fits and it is the third tome where I can confirm that it fits. They said 1 hour is the average, the only thing already calculated as wrong is: it needs 1 hour of pure playtime. But you spend more time, by waiting in queue and spending bloodpoints and creating builds necessary for the challenges. But that's it. 2 hours works fine for me.
And if this is too much grind for you: who the hell forces you to buy the pass? This is an additional feature for people spending time on this game, so they get a bit more content. And even if you don't spend that much time, you STILL get a lot of stuff for free. And even if you just want a single piece from the rift, 1000 auric cells is like the minimum you have to spend for cosmetics in the shop. Just go for it and see if you reach the stuff you want to have and decide if it is worth the money or not. What the heck is the problem? You want more stuff for free? Serious?
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@andrei_shugok said:
https://forum.deadbydaylight.com/en/discussion/comment/1531066#Comment_1531066
You know you're basically contradicitng yourself,right?If i am not able to traverse the map while having 50-60% heat it's a huge deal not a non-issue.His mobility is one of his most crucial tools which makes the difference between wining a game or losing it and if even 10% of that is taken away it's so bad for Billy players and even for the more experienced ones and using the chainsaw corectly in a chase rather than looping like an M1 killer is what makes the difference between a good billy and an average one. You have to start revving at the perfect time.If you wait even a second for the chainsaw to cool down a bit it's over,you're not getting the chainsaw in time and the survivor is gaining distance on you.It's clear that you're not so experienced at Billy and you don't know what you're saying( sorry,no offense but i haven't found a way to put it more politely).
Does that mean that you are basically ALWAYS at 50-60% heat? If not, it just means that you cannot spam chainsaw to travel the map with fastest speed in the game until you find a survivor, but more like you need to deal with a lil cooldown 'just sometimes'. You are still more mobile than Demogorgon, Freddy, Nurse and Spirit, which is basically the best mobility in the game (still).
And the chase tool scenario also just means that you cannot attempt the curving until you are successful. Also compared to Demo Shred or Nurse blink or Spirit phasing, they have a way heavier penalty when failing, normally meaning that you have enough time to get to the next loop, forcing the killer to first catch up again before using his power. Failing a curve means the survivor will get nowhere on many loops and you just rinse repeat until you hit. The heating still lets you attempt what... 3 times? Before you have to run the loop once or twice and can start again? Or maybe go for M1 instead because you failed 3 times in a row?
I think the heat change just brings Billy a bit closer to other killers regarding "power abuse" which is the key thing why this mechanic has been introduced. And the thing why Billy mains say he is still viable is probably because they don't fail 3 times or because they have a better feeling (or perks to track) of which gens need to be patrolled, so they don't need constant chainsaw travelling.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1531448#Comment_1531448
I found that for my main killer (Michael) the system worked perfectly. I am Rank 12-13 at any given time and my match ups were good overall. HOWEVER, the moment I played any other Killer, who were only Rank 1-5 all I got were matches against Rank 1-5 players that are Gods. It is really silly. I don't know what hard switch there is but clearly it was routing me to the OPPOSITE of where I needed to be. I've heard form the God-Like people they get the same thing. So the system they were testing only works for people in the middle, not at either end of the spectrum.
I think the key here is that you are mid rank. This is round about the offset of an MMR (if they implemented it the same way). You start in the middle and then get ranked up or down. The problems were the high ranks and low ranks. Something went very wrong there.
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@zumer said:
https://forum.deadbydaylight.com/en/discussion/comment/1531242#Comment_1531242
why don't you understand that SWF is tipping the scales very strongly towards survival? Killer upgrades become useless. Why do you support SWF so much?
You had enough examples from other opinions already. There were stats end of 2018 about survival rate of SWF and solos and there were barely 10% difference. There IS a difference, but it is not the 90 to 10 gap that you promote. SWF is not the drill team you expect it to be, also mentioned several times. A god SWF team is also capable to stomp killers without comms, by simply wall hugging and looping killers into oblivion. And if you have 4 of these, it is simply a win for survivors. Everyone knows it.
SWF is not automatically boosting teams to god level, it is about 10% max. Knowing about totem spots? Doesn't matter when no Hex is used. Knowing about where the killer is? Efficiency is not necessarily boosted by knowig where the killer is, but by "not hearing the TR".
I could also ask you "why don't you understand". It is a slight boost, but not a game changer. There are enough examples and numbers to show the difference. All you give for proove is your 90% 10% example which I for once highly question and second, from killer POV, is mostly just an assumption trying to justify a loss.
Btw you did not say anything about "this game is not industrial standard". Agreed that this was BS?
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@Revzi100 said:
https://forum.deadbydaylight.com/en/discussion/comment/1531283#Comment_1531283
she didnt have DS or HeadOn
Then I guess she either noticed your key and was unhappy about your locker move (as you could take a hit) or she simply didn't notice it
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@[Deleted User] said:
Should've just camped tbh.
That's what I do. If the survivor thinks he is big brain hiding under the hook, I just take the opportunity to camp both of them, probably getting rewarded with a kill or free second state, will get him on the hook anyway and probably at least one other survivor will pass by doing nothing just to check and find out about the big brain play. Normally pays out for me
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@Revzi100 said:
https://forum.deadbydaylight.com/en/discussion/comment/1531151#Comment_1531151
so your saying the other suvivour was right to screw me over? even though i didnt need to help her/him as i had a key and knew were the hatch was
So why dont you wave her to follow you and you both get the hatch instead of hiding in a locker? Maybe the locker move was why she sandbagged you. Second thing as already mentioned: you entered the locker with Quick and Quiet and whe you faced Nancy, she was apparently looking at the killer, so possibly she didn't notice you going into the locker. Can you still check if she had DS or HeadOn or something?
And gratz to all the other brainless comments about keys and moris. Totally on point. Looking into the forum these days is as fun as new matchmaking. I got a new theory on what actually kills DBD...
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Had that happen as well. Saw a Monto and the boys game where he found 4 keys in one game. It is possible, definitely. I also noticed that very rares / ultra rares are rather common roughly once per game when running Plunderers. Being always a key is just one scenario, I tend to find a lot of rainbow maps
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@zumer said:
https://forum.deadbydaylight.com/en/discussion/comment/1530838#Comment_1530838
This game is different from the industry. Then let it enter the "killing for frends" mode, against swf. Why don't they give 2 killers against swf?
It is different because you say so? Explanation please. There are several asym games like Friday 13th, Evolve, RE: Resistance, Deceit or Left4Dead that all have a teamup lobby. Any good counter examples of asym games that don't have? Or why DBD is different from the industry?
But I think this thread does not really encourage discussion. I see a lot of arguments against removing SWF and the only response is always the same "SWF stomps killers, no other opinions accepted". I still believe that the SWF argument is simply a loose attempt to justify a loss. Happened often enough that I was accused being in an SWF while I wasn't
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I have 'not' noticed that and I play about 60% survivor atm on red rank. So I should have a briefly appropriate MMR. Scott Junds opinion filters out a lot of things, like only expecting SWF sweat squads in high ranks which is not the case. I posted on that in another thread.
There is variety in MMR, not only "red ranks". Like we never had only purely red rank matches, there were always sufficient games with purple ranks as well. So there will not only be the sweat squad or nothing. And that will change the outcome of games and allow every killer to get some kills. I'm not sure if everyone assuming 3 killers vs sweat squads ever got into contact with simulation systems. There is a bunch of variables you all ignore and I'm also not aware of
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@zumer said:
https://forum.deadbydaylight.com/en/discussion/comment/1530757#Comment_1530757
Are you playing as a killer? Obviously not. The team of the red ranks is not encouraging.
I play both... on red ranks...
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@zumer said:
https://forum.deadbydaylight.com/en/discussion/comment/1530753#Comment_1530753
At first, there was no swf mode in the game. And there was no need for that.
It was intended to be in the game from the beginning, but was not ready at the release date. I think something like 1.0.3 already got it
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SWF is totally overrated. There are some things of course, but it does not completely outplay the killer. I even see on smaller streamers and also had that myself several times that there are problems to communicate where exactly the hex totem is.
Besides that, I play mostly solo and run frequently into situations that are popular to be accused as "SWF only" gameplay, which is simply BS. Not every flashlight or pallet save, bodyblock or team basement saves and whatsoever requires SWF
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@FFabeq said:
https://forum.deadbydaylight.com/en/discussion/comment/1527939#Comment_1527939
But you said in basement, not in building the basement is in.
I didnt say it, you quoted someone else. I just think that's what he means
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You can also combine the dead rabbid with M&A, he has like 6m TR then. Not only good to get easier stalks, also to get easier hits :P
Bamboozle can also be nice, in tier 3 he flies through windows then. Depends if you struggle with windows or not, might also be overkill.
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@ZaKzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1527572#Comment_1527572
there are killer bugs that have been in the game for 4 years now.
@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/1527642#Comment_1527642
This.
It's unbelievable how a game continues to get bugs and bugs every patch, it's just not on.
No game is bug free, did you know? Did you know that Fallout (the very first one) is considered the buggiest game ever? Still playable because most of the bugs are not noticeable or not gameplay affecting.
The game will never be bug free and depending on how it is coded there might be decisions to just keep bugs because fixes are too complicated and might break the entire game on second step. They are constantly working on the game, you cannot deny it. It is just about the priorities on certain things we can argue.
But it's not like "whoops, nurse can't blink through temple? totally forgot about that". It's more like "I'm on point 15 on my list, Plague is next one" - "Wait, I got another 10 for you that need to come first"
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@FFabeq said:
https://forum.deadbydaylight.com/en/discussion/comment/1519432#Comment_1519432
Wait looping the killer in basement? What?! I think you meant the shack
Basement always spawns either in the main building of the map or the killer shack. Both buildings are normally the strongest loops of the map
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I would also say, they didn't forget about her, they just can't fix everything at once. And why not release other bugfixes just because that one is not done yet?
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Not my opinion
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@TotemsCleanser said:
https://forum.deadbydaylight.com/en/discussion/comment/1527075#Comment_1527075
Literally this. I agree that having them displayed on the HUD would be too much, like a constant reminder if that makes sense. But THIS is perfect.
@yobuddd said:
I’m sure you guys saw the flurry of posts a few days ago, but I fully support the idea of the totem counter being 5 lit candles in the basement. One burns out each time a totem is cleansed. It completely fits the atmosphere and theme if the game, and introduces some risk in order to access the info.
Just thought about that and every "totem counter" suggestion is only targeting NOED. There is no other need for a totem counter. At least so far. If a general core mechanic added to the game feels necessary just so people can see if they potentially get hit by a single perk, I would say there, at least, have to be more endgame perks that need to be affected by totems or that there needs to be another core mechanic making use of totems.
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@SolAkira said:
I rage quit sometimes because the killer takes the fun out for me. It's rare that I do though. Getting face camped or tunneled is very annoying for me. I'm not good at the game and I dont really run meta perks like DS or even Adrenaline. I stick to my fun wacky builds and get tunneled or camped because they cant catch anyone else. I cant even loop or time pallet drops. I'm just in the game to have fun and it gets ruined because of other toxic players.
But that feeds the killer even more. He now has to deal with 3 survivors, having much more pressure. If you want facecamping to be punished, just stare back at him and flap your arms to show the others "Im being facecamped" so they hopefully do gens and the killer gets a boring stareoff with below 10k BP.
As soon as you send him back in action by DC you give him the fun back. Keeping him at the staring contest, gens popping in his back, might on the long run change his playstyle, if they have lobby simulator in trials as well
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@Quol said:
As A survivor quitting condems your team to an almost guaranteed wipe. When I play killer and someone quits I end up killing everyone with the exception of hatch escapes.
As a killer quitting wastes time and more importantly the add ons and offerings of the survivors.
But neither of these reasons excuse the treatment you received. Calling you bad for quitting? That's fine. Death threats? Not fine.
Only the offerings for survivors. Addons and items are saved when the killer DC
@WARW0LF said:
DC will always be a thing until they address why people are DC, stupid OP killer addons, terrible map design and nurse and spirit, i find these acceptable reasons to DC and when someone does, my thoughts aren't hate, it's understanding, i'll go too, np
"acceptable reasons" is already the wrong approach. Btw people DC also for worse reasons like "I got downed within 10 seconds of the game" or simply "I got hooked in the basement". So "fixing OP killers" will not solve the problem, I have seen peopüle DC against non OP killers just because they dislike the killers playstyle (Legion for example)
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I think there would be more than one DLC cycle necessary. I would not even say that the whole rework/buff/nerf thing would be the main part to do, it would be the bugfixing. And the problem with the bugfixing is, that the source of all the bugs reintroduced/ new raised with every change goes deeper than what could just be ironed out. The game is too fragile and to address that, there would be some redesigning necessary in the core mechanics, which you probably wouldn't even notice while playing the game in the first place. And once the core is fixed and flexible/modular enough to make sure that not every new perk risks breaking old perks, then you could go on fixing bugs without raising new ones.
And that takes quite a bit time. At least that is my guess
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@ProveKa said:
https://forum.deadbydaylight.com/en/discussion/comment/1526400#Comment_1526400
I'm talking about the basement being stronger with its killer advantages.But instead of understanding what I want to tell you, you focus on an absurd subject.I don't even understand how she rescued survivors from a murderer camping in the basement.Either your rank is low or you have actually played this game 3-5 times.It's not a problem not messing with the basement,the problem is doing something and not getting it back.Even if you rescue someone from the basement, you surely leave someone behind, you don't want to understand this.It is a problem if you can save a man from a murderer camping in the basement only 1 time in 100 or 1000 matches.In this rescue, the killer must make a mistake.If you rescue a person and leave a person in, it is not a rescue.I can find a lot of videos for you that the basement is strong, but you're just trying to break my arguments by saying that the basement is not strong.I will not answer you from now on."I just saved me basement is not solid, many times people",Using only this phrase you make a silly defense.These have no evidence
Yep. Circles. Can't imagine that you have never been rescued from a basement. I see that regularly. No idea what you mean with "absurd subject". Where did I do that?
I'm constantly reaching rank 1 on both roles and have 3500h in this game. If 2 people go down to save someone from the basement and the unhooker has BT, then the killer has to land 4 hits to get someone back into the basement. What you don't get is that there is body blocking and cooldown between the hits. Each survivor hit will simply get a sprintboost and leave the basement, the rest goes on with body blocking the killer.
I don't say the basement is not strong, for the fifth time. I just say it is not impossible to get out of there. If "I saved dozens of people and got saved dozens of time" is no evidence for you, then you say I'm lying. Do I get you right here? If yes, then this is not a base for a discussion. Bye then
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@ProveKa said:
https://forum.deadbydaylight.com/en/discussion/comment/1524315#Comment_1524315
Even in the video I put up as proof, you're only commenting on your side.Because those parts work for you.You refuse to see the big trouble there.If someone was hooked before the generator was repaired.With the perk of Noed, it would kill at least 2 people without doing anything.(except swf).There is an escape from the basement, it has happened a lot.I don't understand what this means, is it one in a thousandth.Is this figure too much for you.The killer has to make a mistake to get even this figure, and someone with a little bit of game mechanics won't even give you that possibility.
This is not a discussion about NOED, not about Agitation and not about the basement to start off with. We just got pretty offtopic discussing the basement in general.
I'm not sure what you mean about the video. You brought your points and I disagree and I explained why, not sure what I "ignore" and have not explained why.
I don't get how you get to your opinion that it is impossible to escape the basement. I simply have different experience, especially when at least two people go into the basement, then the killer (except Bubba) does not have a chance to keep anyone in the basement, unless the survivors mess up or don't have BT. But not having BT is also a problem against any other camper on any other hook, no basement needed.
We are going in circles. We have different opinion on the basement, I explained my view and experience and you don't agree. I have to assume that you simply don't want to deal with basement as you stated DC as a valid option, that is actually the only logical reason for me why you think you cannot escape the basement, because you don't try. I have not seen a good reason for your opinion, the video only shows two people killing themselves in the basement. Against Bubba. Which I already said is a bad thing (this is what the thread is about). So this proves nothing about the basement in general. Not sure how to make that any more clearer
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@ProveKa said:
https://forum.deadbydaylight.com/en/discussion/comment/1524105#Comment_1524105
You treat me as the person there, because I defend those hanging in the basement.(this is your opinion).in your opinion when I blame you, you react stupidly.There's no such thing as walking away from the basement, forget it.While the basement floor is from the corner of the map in many maps, it is in the middle of the map in many maps.That means you can never ever escape from the basement.There is only the risk that a killer uses the bamboozle, so this is completely in the hands of the killer.What kind of logic is it to think that the killer will only do body blocking.You will get 1 damage before even reaching the ladder and even if you rescue the person inside, someone new will hang on the hook.The video also spends half her money on camping because the basement is strong and easily poisoned the game.Camping on an outside hook is more difficult because it doesn't have a one-way entrance.This person takes it to the basement because he knows.Camping from the basement is as ridiculous and toxic as the generators themselves do when traveling by survivors.
I again dont get you. Please quote what I said and what your conclusion is. I don't see where "I react stupidly", I don't get what you mean with "you treat me as the person". And I still don't get why you said "then you are the one who camped in the basement, is that the logic"
There is "getting away", it happened often enough. Can't happen if you DC in the basement. If the killer camps the basement, you need team effort to get people out of the basement, same as when the killer camps outside of the basement. If a single person attempts it, it is an exchange. A killer can't down 3 people in the basement.
I also just (roughly guessed) see 1 basement hook per game on average, unless the killer has a basement build. Why is that, when it is so easy to get there?
The video IS a basement build, not the regular game. Actually this is the ONE hated insidious basement Bubba build, where you can't do anything. ONE setup, where the only solution is to focus on gens. This game ended badly because two people killed themselves in the basement, instead of giving the others time to finish the last two gens. Speaking of it, this isn't even a good example of the build, because there were 3 gens done before the first guy was put into the basement. So much for the "always reach the basement" statement. Even Monto said "let's not go downstairs and finish the gen instead". This game could have been an easy 3 escape. This video literally proves nothing regarding basement strength.
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@LordRegal said:
Nah, queue times would be faster on both sides if that were true, as is I've seen BOTH sides have longer queues since the new system. It's not working at all, I'm not pretending otherwise, but I don't think it's first come first served either.
That's fake queue time.
You know "fresh car" perfume used to refurbish used cars to get the "new car" feeling? Or did you know that old style turn lights in cars made this typical sound mechanically because of the relais modules used, and that new cars don't make this sound anymore but have fake sounds implemented only because of not breaking the habits of having that sound?
I bet this is the same here. This is fake q time added so it feels normal
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1524190#Comment_1524190
There are just too many responses discussing DS, how NoED is "fine" and all that to the point where it's hard to remember who's said what.
That and I'm almost at the point of getting this thread closed since I've seen all of about 5 comments ACTUALLY debating me. This whole thing has almost been diluted into another "he said, she said" about the perks which is the exact opposite of what this thread is about.
I hope then that you got my point on that. "Do Bones" is not a solo q thing, it is still a team thing, like almost everything on survivor side. Or you have to do nothing else than this and let the rest of the team do gens and unhooks. If the team is bad, the result will be bad. Sad but true.
But that also counts to every other aspect. Like fighting against camping needs either team effort or everyone focussing on gens, if the team does both with half effort, the killer gets paid out. Getting people out of basements needs sometimes team effort (or against Hag for example requires team effort). If this is not working, the team slowly dies. If the team is neither working on gens nor on totems, the team slowly dies. If the team is working on gens but not on totems and you can't catch up with totems on time, the team quickly dies in endgame.
And I hope my third paragraph on the last post you quoted gave you a hint on how an alternative attempt might be. Still doesn't work of course if you know where the last totem is and you are the one to show the team "hey, got downed by NOED". But that just happens, like you get downed by an unexpected Spirit Fury, multiple Tier 3 Myers that got fed by other survivors while you barely saw the killer or like you have to eat Moris and get upset when you see it was a green one.
But I personally am happy with my bunch of Hunch games a day where I see that I countered a NOED, although it does not always work out.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1524167#Comment_1524167
Juse a reminder that this is about the EXCUSE "just do bones" and not about NoED as a perk.
My points against NoED are purely to show how flawed the statement is.
I know. I gave you already a new "excuse" by saying "do the critical bones and memorize the rest and cleansed spots you pass by".
My repsonse to him was about that he said, "doing bones is not working or noone can expect that from someone" and I said, that this is a thing you need to learn, then it will not be a problem.
Btw "Do bones" is more like a meme, not an allmighty recipe with guaranteed success, and addressing people that expect to not get hit by NOED after genrushing. As stated before, from survivor side this is a team game, and if the team is performing bad, then there will be bad results. You don't know who you get. I often had teams already where NOED was countered and I only found 3 totems with my Hunch build. Random teams can work out in both directions.
Also, the longer paragraph is an explanation of how I "do bones"