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Deadeye

Deadeye

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Deadeye
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  • @RoMainPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1523424#Comment_1523424

    They do not spawn in the same general area every time, there are fyi more than 5 potential totem spots on a map, they are RNG dependent just like almost everything else in this game. OMG shocking.

    So you're telling me, with no foreknowledge of where totems MIGHT spawn on a map, in Solo Q, with no map, no Detective's Hunch, No Small Game, that you'd be able to find and cleanse that totem? And EVERY OTHER totem, because this is solo q, and nobody is probably gonna do totems but you. You telling me you're gonna find that #########? Or even say you and everyone else cleanses no totems, but just tries to memorize where they were when you run across them (or hell even tries to cleanse every totem but one in a REALLY obvious place so if NOED pops you know where it is), JUST IN CASE of NOED, you're not gonna miss that totem? Really? Really really? I highly doubt it my dude, I highly ######### doubt it.

    What I would tell you in this regard is, that you need to learn the game. That applies to every new killer, to every new perk and to every new map. There are map offerings, perks and other tools you can use to get used to any of the new things. Perks to see windows and pallets, you need to play the maps to learn the loops, you need to play the killer to learn the power, you need to maybe learn timing on new perks or whatever.

    So you need to learn new totem spots by just visiting the map often enough and check where they are. All that comes either by time or you can force it by running Hunch/maps and burn the map offering. You see the auras, you go check/cleanse and memorize. Eventually you will know where they are. As I said before, I only have problems with Lerys, as unlit totems don't give you any cue and some of the spots you can only see when standing on a specific spots. That is one map of 30+

    Btw the way I play against NOED is with Hunch. Just as a rough example to see if this is a scenario that you really really really doubt to work. For me it works pretty fine: I try to keep a 1 totem per gen ratio, so I will always do one of a probably hard to find totem I just see after a completed gen. Sometimes I ignore easy totems like "this one is in shack" or "this one is on harvester" as they are easy to memorize and find later. Also I go for gens over totems if the gens are critical or close to finish, or if the killer applies too much pressure so gen focus is required. This normally leads to 1-2 totems left (at max, if not all are cleansed) which I know where they are. So I won't waste much time to find a probable NOED. Sometimes I even am close to left totems so I check first if it is lit up now.

    This leads to many games where I have control over NOED. Maybe a handful of games that are lost and could have been won because of seconds of gen time, that were lost on totems, but if these games actually contain a NOED, then it doesn't make a difference because the killer already apparently stomped the team with 3 perks, so ignoring totems and running into NOED on a decent killer would also cause a loss. But overall my experience is, that I have a working counter on NOED. I see more games where I counter NOED than games where we lose against no NOED caused by wasted totem time or games where NOED counter failed.

    And when I don't use Hunch or maps and I'm on one of the 30 maps where I'm familiar with totem spots, then I take slight extra paths to check the typical totem spots I get close to. Memorize or cleanse them. I will not see all totems, but probably 3-4 of them, cleanse some of them, have maybe one or two mates doing the same or running Inner Strength, forcing them to cleanse some totems. That way there is no 100% guarantee to know all spots when NOED triggers, but a decent chance to know where it might be when it triggers. Giving me maybe a 50:50 chance to easily counter it without wasting too much time, just by experience.

  • @RoMainPuppy said:

    https://forum.deadbydaylight.com/en/discussion/180651/i-did-bones-you-need-a-new-excuse

    My biggest problem with the "do bones" argument (esp now) is, what if your NOED spawn was this:

    https://www.youtube.com/watch?v=SDoBzsMLw0k

    About 9:47

    (I know this is devour hope, but go with me here)

    How do you reasonably and logically expect anyone to find this totem spawn, ESPECIALLY when dull. I do know that totem spawns have to be better than they used to be, aka not right out in the open where everyone can see, but this is going a wee bit too far methinks. This is the problem with the do bones argument. Right here.

    I already said that in a post before. Lerys is the strongest totem map. But even Lerys has normally 2-3 totems you can find by walking around the outside of the map. The spawns at the gate are still in the game and when a totem is lit, you will hear it by simply running around the outside hallway of the map.

    Besides that, there is only maybe Midwich with really strong totem spots, which is just because the map is too new. When I want good totem spots, I used to burn Saloon offerings as killer, but as survivor I also got used to these spots as well already. I just have the feeling that Lerys will never be an easy map for totems as you never have LOS and mostly you have to stand at a specific spot to see half of the spots.

    But that is ONE single map, maybe with an extended view, two or three maps, that have decent totem spots. Out of 30+ maps. There are survivor sided maps, there are killer sided maps. I think pretty much everyone learned to accept it and deal with it, regarding this we have 3 "totem-sided" maps. So I think having a killer with a totem depending build and you occassionally spawn on one of these 3 maps is a rare enough thing to say that your video is not the most common and biggest problem in this game.

  • @ProveKa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1522110#Comment_1522110

    You are the one who says that the basement is fair, then you are the one who camped in the basement, is that the logic?Survivors in the basement don't have high rewards.This can be easily overcome with an advantage like bamboozle.Also, I don't care if the killer does not feel victorious by setting up a camp, the killer does nothing and make that 1 player feel defeated.The basement has only 1 entrance and it is a very suitable place to block the killer with his body.When the killer camps on a hook outside.You can work in teams here, but it doesn't matter how well you do teamwork for the basement.Cause the basement is one-way and only the killer wins.Also, while I was presenting evidence about the basement, you are just trying to convince me that I did a nice teamwork, I did this and that.The problems I have experienced are experienced by other players and examples are available on the internet.

    WHAT??!? Why do I camp the basement? Where did you get that from?! I don't camp the basement! Is your logic, if someone defends basement, then he is a camper or what to you call logic there??

    Survivors hanging in the basement OF COURSE have no high rewards, but the buildings where the basement spawns are always strong loops! That! is the risk/reward you chose to take. And when you notice Bamboozle, you simply will know about it at one point of the game and avoid the basement loop.

    You can also work in teams to get someone out of the basement, that's what I already said regarding Hag. It DOES matter how well you do as team in the basement, and I don't know if you missed the patch that is several months old, but a killer cannot block the basement anymore, eventually you will get past him.

    As I said, no idea what your experiences are, but the basement is definitely not a one-way. Not sure if you just give up on the basement (if it is natural to DC in your opinion) and then surely you will not get better at fighting the basement. Of what evidence are you speaking? The Iron Grasp + Agitation Bubba? The explicit basement build where you spend half your perks to assure you get to the basement in maybe 70% of the cases? I really don't get your position

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1523322#Comment_1523322

    "If the spots are hard to find (like the ones in the bushes on Badham or at generic looking setups) it might happen that memorizing them is difficult."

    I honestly don't know what to say here. Unless you're on Midwich where everything looks the same, seeing a giant pile of bones and being like, "Ok the giant pile of bones is here" is one of the easiest things a human being can do playing this game.

    "Also, totems near the gate should be cleansed as the killer has an easy time downing someone there and protecting gate, totem and hook."

    If you don't want that bone around, do the bone. If not, should have pressured the other gate.

    "And last one: if you have 5 totems up, you may waste too much time running around the map to find 4 dull totems first, while others are dying."

    It really doesn't take that long to run around the map. Not to mention actually getting started on it BEFORE someone goes down.

    I don't know what to respond here to be honest. If you think Midwhich looks all the same, then you should be able to understand that there are several other locations that are not super easy to memorize. It took me like 2 weeks to get comfy with Midwhich to know if I'm south or west etc. but now I'm fine with that map. Not every totem spot has a key orientation like "on the harvester" or "on the hill". And not every totem is in plain sight. That's why I mentioned Badham, where you have totem spots you need to go INTO the bush UNTIL you see the totem.

    "If you don't want that bone around, do the bone. If not, should have pressured the other gate."

    Does that counter me? What if someone missed that spot and it becomes NOED and a survivor is downed at that gate with first NOED hit? What if the survivor gets found while cleansing the totem after it got lit? That's why I say it is worth cleansing it because it is a risk. Not sure what your point is.

    "BEFORE someone goes down"

    Meaning, BEFORE you know if NOED is even in the game? Like wasting time running across the map without opening gates? Probably killing the guy that is in chase on death hook? There are some more variables in the game you need to consider, I just gave a few hints on how to cleanse totems to optimize for several possible situations. So I don't know what or why you try to counter my arguments

    Btw it takes quite some time to check 5 totem spots. Cleansing takes another 14 seconds. Getting to the hook might also take some time. During EGC it is quite possible that not every NOED victim is on first hook. So a minute is pretty tight, if you have to assume that not everybody knows all totem spots to assist you searching. Adding the possibility that one survivor may already be dead. Which is another unknown variable when you first see totems. You don't know how many people will have to fight NOED. Invest 14 seconds during the match and you might have an easier time fighting NOED.

    As I said, it might be a bad advice to ignore all totems. Enough scenes that can cost the entire team the escape. You can also say, don't waste the time you could spend on gens, just check the totem spots just in case, so the chance to reach endgame is higher. But that is optimizing into one single direction. I gave advice to get into better position for many setups, not the optimal position for a single setup.

  • @vector "learn to play before talking" can be regarded as implicit insult. If you don't think so, I would question your perception. Maybe exchange "insult" with "offensive", but we should keep some manners when discussing

  • @Demogordon_Ramsay said:

    Here's how I prepare for NOED:

    Don't do bones.

    Yes, you heard me right. Don't do bones.

    If you find a bone, ignore it. But remember that you found those bones.

    That way, if you find 4 bones but don't find the last totem, there's more or less an 80% chance that the NOED totem will be one you previously found. If you just head on around looking at these old bones, you could easily take out the Perk before it sees more than one down, if that. And if you're that one down? That's a you problem.

    "Oh, but I'm in solo queue, how will I tell my team not to do bones so they can be found later?" Pre-game lobby chat is a wonderful thing.

    It's not a foolproof counter, but it's a hell of a lot more effective than doing bones.

    Ignoring all might be a bad advice either. If the spots are hard to find (like the ones in the bushes on Badham or at generic looking setups) it might happen that memorizing them is difficult. Also, totems near the gate should be cleansed as the killer has an easy time downing someone there and protecting gate, totem and hook. And last one: if you have 5 totems up, you may waste too much time running around the map to find 4 dull totems first, while others are dying.

  • @sulaiman said:

    The advice shouldn´t be do bones. It should be: Do ALL bones. Doing some bones doesn´t counter noed, just like preventing 2 gens to be done doesn´t stop the gates from being powered.

    The advice would be "memorize all totem spots and do the critical ones" (close to a gate or well hidden)

  • @KingFrost said:

    Sucks to do 4 totems, see no Totems on Detective's Hunch, and assume your teammates did ONE totem. Only to get hit by NoED. It's pretty map dependent, too. Because on some maps totems are extremely difficult to find. While on other maps their locations are easy to discern.

    But not only is NoED an important part of the game, as it encourages survivors to do totems, it's also not a great perk.

    Often, NoED results in ONE extra hook for the killer. In 82 games with NoED, it resutled in only 38 kills. That's not even half a killer per use of NoED! That's because a lot of the time NoED doesn't even activate. Either because survivors did all the totems, or because the survivors fail to complete all the generators.

    Best advice I can give you is to be aware when there's on gen left to pop. If you've found four totems, do a cursory search for the last one while trying to stay out of the killer's LOS. Don't draw their attention unless you know 5 totems are done, or he's hit another survivor and NoED didn't proc.

    At least on the map thing I would say, there are currently 3 maps I like to burn when bringing totem perks: Hawkins, Lerys and Midwhich. These are new enough or have decent spots for totems to survive. But that's it. Like we all know several maps that are killer sided or survivor sided and we just deal with it as it is random and not excessively x-sided in total, in this aspect we have 3 "totem-sided" maps. Of 30+ maps. So I think it is fine and not a too big issue.

    • Survivor perks, such as Decisive Strike and Unbreakable are used with the hope that they are NEVER ACTIVATED.

    In my experience many (50% +) survivors play aggressive and WANT actively to activate the perk (the plays that most people consider as abuse)

    • The so-called Survivor equivelant, Adrenaline, is only a small and temporary boost while NoED is permanent if activated. Yes, the health state is temporary, but there are several killers that have base-kit instant downs so this really shouldn't be THAT big of an issue.

    NOED isn't permanent. Also, as you yourself said, "IF" activated. Adrenaline activates in endgame, NOED can be countered before it activates.

    • NoED does not discriminate between those who have done totems and those who do not.

    As you brought in Adrenaline, I'll pick on that one as well: Adrenaline also does not discriminate who did the gens to get Adrenaline activated. This is the team aspect, and you can't blame perks for bad teams. When you die first hook because your team doesn't unhook you, are you blaming the hookig mechanic? Request built in Deliverance? Killer nerf? That doesn't make sense.

    • It creates bad habits.

    I agree that it supports the super scummy playstyle of facecamping/tunneling the first survivor and get an easy second (probably more) kill in endgame. That's a bad thing. But would also be targeted by your argument "don't punish for the behaviour of a few". But in first place you can't insinuate that people using NOED are not willing or trying to improve in chases. NOED can assist and put some pressure on the survivors to aid you in endgame, where you normally have very little pressure to protect gates, hooks and chase survivors all at once. But expecting all killers to be just lazy and rely on NOED is simply wrong.

    • Counters to a majority of Survivor perks are merely a change in mindset or playstyle, such as trading hooks to apply pressure and avoid Decisive Strike AND Borrowed Time. NoED requires survivors to go out of their way in order to stop one of your perks.

    Or find the totem. Also to that point and your statement "I did totems": you don't necessarily need to cleanse all totems before endgame. Memorize their placements when you see them, just run past the typical spots. Cleanse the critical ones (near gates, well hidden) and also remember where you find cleansed totems.

    • The "counters" are also indirect and limited, also chewing up valuable perk slots for other perks to counter some of the more unsavoury tactics that killers use and are not perk dependent.

    So if the killer doesn't camp or tunnel, you wasted 2 perks. Without any effect. Hunch gives you valuable information even without facing NOED. And if you have that many games where you do bones but die to NOED, maybe it is worth a try. I pick my perks to counter what I dislike the most. Sometimes I switch BT for Distortion, when I faced the 5th Spirit/Freddy/Billy/Nurse with BBQ

    So all in all, if we extend "do bones" to "do critical bones and memorize the spots", I would say there is no invalidation of the argument. Basically it is a team thing, like many frustrating things in this game originate from bad teams, aka matchmaking/ranking/trolls/antimates. Not a perk problem

  • @nursewannabe said:

    NOED shows the killer's insecurity because it implies that they will reach EGC in the first place

    So you think killers should expect to never reach EGC? WOuldn't that be kinda imbalanced by design?

  • You said you play against. So how can you say that it takes no skill? Play AS him and see if you get the same "ez" results

    "but when he chasing someone for short distance and no window there" which is like 5% of all cases

    Btw counterplay is hugging walls. Even corner jukes sometimes work because Bubba needs to slightly look away from the wall to not hit it. The hitbox is quite big

    Your fail on the Lithe example: you ran into open field. He can counter 3 second speed bursts now. You either have to use pallets or windows to dodge him and the longer he swings, the longer the cooldown/tantrum will be when he misses, giving you time to get away and make him need to catch up first, before you run the next tile.

    After bump he can still proceed? No? After the rework, the tantrum is even worse.

    And Franklins tier 3 is 90 seconds. That would be 75% of your hook state. I barely hang on a hook much longer than 10 seconds these days and recovering takes 30 seconds after slug. Plenty of time to get the item back. Besiders the fact that Franklins is a rare perk to use and survivors are not depending on items in the first place

    So regarding all these points, maybe you need some skill to play against Bubba. He is strong in chases but no travelling speed, so he needs to be good in chases.

  • @MasterGrit said:

    https://forum.deadbydaylight.com/en/discussion/comment/1521708#Comment_1521708

    Then i would say survivors i met after many match of baby are mostly swf or good survivor

    doing gens , know how to counter some mindgame , know how to loop etc.

    It is still just a guess about the MMR. As long as it is hidden and noone knows how it works (how is ranking up or down determined? what is a win for the MMR what is a loss?) and as long as BHVR does not give any details on that, we can just randomly throw around guesses.

    A mod confirmed that there is an issue that is been looked at. Currently we cannot even say if people have a "correct" MMR value, maybe the system ranks you down right now after a win and vice versa. Who knows what's going wrong? We simply know completely nothing except how regular MMR systems work, and that may be completely not correlating to what DBD does atm.

    You base your assumptions on your expectations how the system should work, but even that might be not how the system would work, when there are no issues.

  • @ProveKa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1521729#Comment_1521729

    wanting the basement to be there means turning a blind eye to campers anyway.I find it quite natural for survivors to quit the game against campers.people come here to play,Not for hanging on the hook in 1 minute for minutes and not pressing the space key.The basement is a desperation, you cannot compare other dc players in this position.While other ants have a chance to escape, the basement has almost no chance to escape because the killer can easily block the entrance with his body.Also, no games work against the basement, if they can escape from the basement, it's because the killer doesn't know how to play.While the survivors are inside what you call the infinite loop, the killer must stop chasing them.(in your words)

    If you find it natural to DC, I would say you are the type of survivors that feeds campers. Would be way better when killers like that get boring games, stare at their one victim and get genrushed in the meantime, so they got nothing to do and don't even feel like a win with their single kill. Just my opinion.

    And campers don't need a basement, they camp on every hook. I wouldn't say remove the basement because of that, you would need to remove any hook. In "normal" games the basement is what others said already: thrilling and risky but also strong region of the map to loop. Pros and Cons. Can be rewarding, can be punishing for both sides. That's my experience. I wouldn't remove that from the game because of a problem that wouldn't be fixed by removing the basement.

    And as I said, it is only Bubba that is capable to put a wall into the basement. I have seen enough escapes and plays, also did some myself, to get around basement hooking. Not sure what your experience is, mine is that the basement is fair enough. Btw this is also from survivor AND killer view, just in case you think I'm killer sided. Also had enough great plays against me, even against basement killers like MYC Demo, Hag or Trapper. Same with Trapper games where 2 traps in the shack were sufficient to end the game with a single basement hook, because both traps worked and the team messed up. It is fair in both directions, offers funny and legendary plays and everyone can win.

    If your opinion is different, I don't know how to convince you rather than looking streams or youtube. I really don't think the basement is a deadzone. It is risky but team play is always possible to get people out of the basement. If you disagree, you simply have different experience than me. But I think there are enough voices that support my opinion. Sure it is difficult, but not braindead ez for the killer

  • I did Claudette and Spirit. Was about to fully prestige Legion but then he got reworked and I had no fun playing him anymore :P (btw I didn't moonwalk with old Legion)

  • @ProveKa said:

    @Deadeye

    "I was expecting"I use that word because your idea was killer-sided.I say endless loops of killers are basements.You say this situation must be.You have a positive view that the killer kills someone just by standing by without doing anything.But it's unfair that the survivors use the infinite loop without doing anything.In both cases, the same killer kills someone without doing anything, and the survivors use endless loops.(Endless loops of survivors now nerfed).There are also those who play this game alone, there is no one to tell them about the basement.Maybe the killer will follow him first and close the area and direct it to the basement and kill it there.When single survivors encounter a basement killer, they usually quit the game.While a killer who is camping should lose, suddenly the game turns into a plus on the killer's side.

    Second,This is not just a bubba problem.(Build a single throwing ax,Oni,Trapper,MM)These characters are too strong for the basement

    Third,If you don't want the survivor to go into the endless loop, you can block the area and prevent it from going there.Somehow if it gets there you leave it so as not to waste time

    Finally,optimistic for murderers pessimistic for survivors

    I disagree that basement is the same like infinite loops.

    Where did I say that I think it is fine that the killer kills by camping?

    I know that you don't always get the info from team where the basement is, that's why I said it is one of the first things I do solo as well. When you get close to the main building or shack, check if the basement is there. You often spawn near one of them.

    DCing survivors and survivors not punishing camping by just granting free hook exchanges is not a basement problem. Especially DCing is clearly a survivor f*** up. When people DC against Clown because they got downed within 20 seconds of the game, is it the Clown to be nerfed?

    Trapper needs to waste a lot of time to make the basement a full death trap. Also the other mentioned killers are not always in insta down mode. If this is a problem, then they are pretty much camping and should deserve the same treatment as a face camper. But that again is not a basement problem, this can happen on every hook.

    I can just repeat, except Bubba I have seen a lot of basement plays work out. It is just a team effort you need to do. This is only, and DEFINITELY not working against Bubba with his area multi swing high speed insta down attack.

  • @RockoRango said:

    https://forum.deadbydaylight.com/en/discussion/comment/1521024#Comment_1521024

    https://forum.deadbydaylight.com/en/discussion/comment/1521033#Comment_1521033

    The point is that a strong killer will always be weaker than a strong survivor team, and strong killers won’t be facing any other survivors except those teams because they can dominate uncoordinated teams. There’s no win-won scenario, which is why high level MMR is going to be a pile of poo

    sounds a bit like high MMR means that players simply play perfect. You know that humans are not machines? I just read "sweat squad" and stuff like people are playing like ultimate bots.

    I know the matchmaking is surely not perfect at the moment but you guys are making it up a bit. People fail, people mess up timing, people get caught offguard, no matter which rank they are.

    @MasterGrit said:

    https://forum.deadbydaylight.com/en/discussion/comment/1521024#Comment_1521024

    I just play the same killer 4k or 3k many matches

    and i can feel survivors i met are stronger

    Sorry but "I can feel" is not really a measurement I would rely on

  • How you know about high MMR? It is hidden. And don't give me screen shots of red ranks

  • well... the matchmaking and ranking is bad for almost a year now. And the last 2 months have been hitting the 40k average after constantly raising for like 5 months in a row. So, yeah, let's see if the 1000th death sentence spoken on this forum is finally coming true.

    A streamer said that MMR should be leveled out after about 10 games. This is apparently not happening and I'm pretty sure that this is somehow broken and devs will look into it. This will not be the matchmaking we get until end of days

  • @ProveKa

    At first, this is not fighting. This is now arguing and discussing. It was only the "I was waiting" thing that let me expect the "you and your opinion is crap and I know it all better" style.

    But I strongly disagree on your points. First, the video shows what I said: with Agitation + Iron Grasp makes it possible. That are two perks just to increase chances that you reach the basement. Still basement is a manageable threat, so you basically have a killer with 2 perks. In addition, in the video he managed to wiggle free. Another one: this is one of the few basements and maps where the killer could run in a straight line. If you "quote" a Monto match to show basement problems, I think you should know enough basement builds he did, where he states several times that "basement placement is crap this time" or other things like he has to chase the survivor twice because he doesn't get there with first attempt. This is a time waste. Depends on the survivors if the killer can get a decent game with that playstyle. Or you have to be as good as Monto.

    Second, I said in OP that this is possible for Bubba and not OK. This is one of 20 killers. So this is a Bubba problem, not a basement problem. Bubba does not really confirm you. Otherwise we would see way more cases like that. Even hag, which is a strong basement killer, can be worked around. Either with flashlights or by going into the basement as team. She can't down everyone, especially not when everybody is bodyblocking for the team. But noone plays like that sadly. I don't even see hopeless basement matches with Agitation + Iron Grasp to be honest. As I said, it is a 2 perk killer. Once you know it you could even say "I loop the strong building with the basement, he can get me down there anyway, so I just use the strong loop"

    Third, every survivor has the chance to get to infinites. It is quite impossible to chase a survivor, hit him and catch up again without the survivor being able to get to an infinite (specially with exhaustion perks like BL, Lithe and Sprintburst which are pretty meta since always, in contrast to agitation/Iron Grasp). That means you would have to leave every survivor as soon as they reach the safe loop, meaning you cannot chase anyone. "Talk without thinking" is btw one of the "fight" style wordings I would like to avoid.

    Finally, I don't get what you mean with your last sentence and the first "optimistic - pessimistic" thing. If this is somehow relevant, pls rephrase

  • @ProveKa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1516983#Comment_1516983

    I was just waiting for you.I wonder who this time I was waiting for it to say "don't fall next to the basement".This is a speech that is spoken completely without thinking, and it is the kind of speech that is said by those who want to use the power of the basement.With the killer hanging you in the basement, you don't need to fall near.The killer already has the ability to take it too far.With the advantages, it can take you from the other end of the map and hang there.Also, what were you saying in the infinite loops of survivors? Look beforehand, don't chase survivors to endless loop places.Your statements are the same as my previous sentence.Stop nonsense for this

    • "kind of speech that is said by those who want to use the power of the basement"

    I'm currently like 70% survivor 30% killer, so this is basically a survivor point of view and exactly what I do personally and one of the first things I communicate on SWF: where is the basement.

    • "you don't need to fall near"

    This is simply not true unless the killer runs Agitation + Iron Grasp. In many cases the basement is in the corner of the map and when the basement is in the main building, you normally have to run around several obstacles to get there, it is not like you can float air line to the basement.

    • "what were you saying in the infinite loops of survivors?"

    I'm happy they are gone and that they are working on maps to balance them. From both sides. And this is a totally different thing because the killer cannot avoid infinites, like survivors can avoid basement. Btw did you read the original post? It is about Bubba being able to counter BT in the basement. And that I think that this is not OK. So what exactly do you try to push me at?

    Btw it is obvious you try something here by starting off with "I was just waiting for you" like you were setting a trap. I hope my responses to each of your points make clear that it didn't snap. I would like a normal conversation instead of some kind of battle. Hope you agree

  • @ProveKa said:

    Basement is strong for every killer, is the infinite loop used by killers against survivors.But while those who play killer cry for endless loops of survivors, they argue that it is their right for the basement.They convinced themselves that they have the right to camp without doing anything, and dbd devs does nothing about it.The basement should definitely be removed from the game

    Infinite loop for killer doesnt really make sense. And you are pretty generalizing. I have seen noone arguing about the "right" to have the basement. Besides that, I have seen plenty of cool moves to get people out of basements, even against camping killers.

    My only point is that new Bubba has absolutely no problem countering the main tool BT. That is crap. Against every other killer, you can have several tools to save someone from basement, as well as just checking in the beginning where the basement is and make sure to not get downed near it. The basement is not the problem

  • @MusicNerd_TC said:

    I think we're at a point where the basement can be removed. It's an outdated mechanic, and it isn't very fun on either side.

    What? Outdated in what way? Sounds like "remove gens"

  • I want more swamp maps. There is an unused map in the game files called Dead Lake. I would love a lake map

  • @NoShinyPony said:

    There is no logical reason why the MMR is hidden.

    The only thing we can see clearly now is that the system is not working. Honestly, we can't even tell if the system simply isn't working or if it even doesn't exist in the first place.

    There is a logical reason. They don't want it to be exploited just in case (very likely) it is not bullet proof. Another one would be that they don't want the forums to spam "DUDE You produced the greatest CRAP right here, cuz I know it BETTER" (which is the reason why we don't get stats anymore btw)

    Just two possible samples. Not sure if you mean "technical" reason, but denying logic seems a bit much

  • @Justalittlepeeck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1515247#Comment_1515247

    Dude.. they DON'T VARY. all that is changed is placement of key objects, which should've been part of ONE map generation and NOT FIVE MAPS.

    In which other map do key objects vary? The reason why they did this is actually to have varying key objects. The base layout of every other map is always identical, the only thing changing is loop tiles and window/pallet spawns. But if you tell anyone "go for the water tower" on MacMillan, everyone knows it is always at the same spot. "go for the cellar gen" on Badham is not always the same location, unless you memorized every number and according layout of the map

  • @Onyx_Blue said:

    https://forum.deadbydaylight.com/en/discussion/comment/1515311#Comment_1515311

    It's in the bracket of it. Since the hook in is in your presence (TR), and you are close enough to spot approaching survivors as well as get back quickly before they heal/peel far enough away from the area. To pidgeon hole camping as literally being next to the hook is an horrific oversimplification. The killer has zero intention of doing anything but get tokens the easy way, ergo, they hover near the hook but in range of the token gain...clearly camping.

    "zero intention" is maybe your playstyle. If something forces me to get away from the hook, I try to do something useful in the meantime. Staring at the hook at 25m distance is also a great way to tell survivors that you have Devour. Not sure if you had a bad game against someone like this and didn't read the playstyle properly, but from my experience this is maybe 1 of 10 games the case and the easier Devour matches. Devour is fine

  • @Onyx_Blue said:

    https://forum.deadbydaylight.com/en/discussion/comment/1515274#Comment_1515274

    Lol like hovering 25m away isn't camping. Love, that's 1m further than Spirit, Hag, Deathslinger's base terror radius. Be honest, what Devour Hope gamers do you ever see playing their typical style of gameplay when the perk is active? The hard majority realise totem spawn locations on most maps suck so they aim to get as many tokens as possible before it goes. It hardly promotes not camping, since it doesn't take more than 3 seconds to make up a distance of 25m

    Lol... 25m is camping... alright

    25m is a range that I rarely can reach against most teams that lurk around for insta unhooks...

  • "which means it will try to avoid matches..." who said that?

    Also your guess in how rainbow matches will be generated is nowhere explained. How about "the system will get a list of all available player ranks to get an overview of the current distribution of availabe ranks, to apply the best match making possible, before acctually assigning people to lobbies".

    That would be more or less my first idea of a working MMR system. This is also not confirmed anywhere on how this is working in detail, but would avoid your "watering down" assumption. So who knows how it works and why some setups are happening? Btw, where did you get the stats about current ranking distributions? Especially on the new MMR values, that are hidden for the current match making?

  • You should post that in the bug reporting section. Best with video proof

  • @ItzPixelYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1512116#Comment_1512116

    why is it 3 weeks? 2 weeks is fine. But 3? I'll have the rift fully complete by then just by playing the game

    Every tome so far had 4 levels with 2/2/3/3 weeks for completion. This is based on the average playtime, that all people invest into the game. If you complete it earler, then your playtime is above average, but that shouldn't put a mass of other people out of range to complete the rift

  • @ItzPixelYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1512094#Comment_1512094

    that's 3 weeks between level 3 and level 4 that's insane!

    why is it insane? you want to get pushed harder through level 3 or what is the problem?

  • @VSchmitt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1505900#Comment_1505900

    I've got 3 matches with SWF using calm spirit (the three of them) wich we all know isn't even close to be a meta perk, but rather a niche perk, against my Oni (who's obviously running infectious) so...

    How is that related to why killers are locked and survivors not?

  • @BaldursGate2 said:

    They should just explain, why they don't lock the survivors as well.

    @Breque said:

    https://forum.deadbydaylight.com/en/discussion/comment/1503838#Comment_1503838

    Because its just an skin, the only diference that i can remember for all survivals is claudet that can transform in tall grass jus tdont make sense to lock survivals

    @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1503838#Comment_1503838

    Because the survivors share their rating, and you dont get easier games depending on the survivor you queue up with.

    That has nothing to do with fairness or whatever. Just not sure about your responses because they are a bit vauge and misunderstandable. Killer ranking is unique per killer, that means, when you ready up with a killer, you will get a lobby for exactly this killer. It apparently was technically too difficult to solve it in another way than locking the killer. I thought about when you ready up as Wraith, you get a Wraith game, no matter what kIller you have selected when the heartbeat starts 5 seconds before the game starts. But that might also be confusing to newer players, why they suddenly get another killer than they have currently selected.

    So killers have a technical reason to be locked (not yet, but as soon as MMR is available on all systems). And this is not relevant for survivors.

    @VSchmitt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1505551#Comment_1505551

    But survivors loadout aren't. They should lock it untill the "log issue" is solved, so that some, not all, but some survivors can't build accordingly to the killer that they'll face.

    You will, like you probably have noticed since the change, not be able to see which killer you are facing (unless you are hacking)

  • Alright, calling out on Billy in general and just talking about the addons...

    @Kumnut768 said:

    the main reason i will never play billy again is he just feels ugly to play now,

    the sounds are so annoying compared to the original saw noises and the roar he does is just straight up annoying

    his addons are all trash ranging from the iridescent speed limiter that requires survivors to stand still at pallets to needing a rank 20 meg to shine a flashlight at you while backing up

    the new tuning guide would be fine if there was no downside to it

    "Speedlimiter" is outdated, you just get a free hit now when the survivor times the pallet bad. This is actually a really good addon now. So is the Leafy Mash (combine it with Infectious Fright) and Apex Muffler (combine it with Tinkerer for example or the other Iri addon). Just as examples. And the drift king is still available. Tuning Guide is Bubba btw

  • @Nemmy_Wemmy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1504789#Comment_1504789

    What is the video? Can you link it to me by any chance

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

    Not sure if he means this video. You can at least see the BP events. Everytime Broken is applied by the perk, you get 300BP

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1503758#Comment_1503758

    Most people seem to think that his chilli addons/ultra rares, along with his depth gauge are his best addons. im just saying that although this one doesn't really compete with them, it is so beneficial in so many situations, without being stupid op.

    https://forum.deadbydaylight.com/en/discussion/comment/1503717#Comment_1503717

    i mean here's the thing. sometimes you don't always have a choice in "missing" ie a survivor has an unexpected dead hard, or juuuuust makes it to a window in time. plenty of situations where it can like, help you get easy hits in a chase/recover from his slowdown in order to use his chainsaw again. when your genuinely out played, this makes his chainsaw more useful. when you genuinely screw up, it also makes it more useful.

    https://forum.deadbydaylight.com/en/discussion/comment/1503815#Comment_1503815

    and to an extent i agree with you. overusing any addon will give you a reliance on them however, anything that changes the killers power considerably/messes with timings even more speciifcally. like wind up addons/recovery on huntress, or old charge time on billy/lf. however i'd equate it to rat liver in what it does/its strength, even if its subjectively lower then that. expecially since it punishes survivors believing they can make extra distance/allows you to catch up quicker and use your power more in chase.

    personally i prefer things that open up new playstyles entirely - like carberator tuning guide/new apex muffler. things like that offer alternative ways to play without just straight up buffing a charecter, or for nurse bad mans last breath. but at the same time, straight up buffs are nice, and very fun to play around with. i've been trying a ridiculous amount of combinations of addons on bubba, and haven't really found any truly bad addons besides the tantrum ones (as they don't buff him in any way, just take away some of his downsides, unlike this which can punish a survivor for using a window rather then a pallet.) though i have to say using like depth gauge i think it is, and engravings feels terrible with the charge speed time.

    I don't think it punishes survivors for anything, as I said, I think it rewards bad play. This is ok for learning, but just in a very small timeframe. I'm not a fan of it. In the match itself it might seem useful, but I think it affects your gameplay negatively, the more often you use it.

    But I also prefer new playstyle addons, like Scratched Mirror, Body Blocker Hag and stuff

  • Did I miss a stream?

  • Sure, it is a noticeable effect. But that is a bit like promoting Relentless. maybe it helps in the beginning so you don't mess up too many games and get frustrated, until you learned about the distance, speed, timing and when to use the charges etc. You could say the same about reduced Tantrum. Until you learn the hitbox dimensions, reduced Tantrum can assist you quite good, but once you mastered it, you should barely hit obstacles.

    But I think these addons are bad on the long run, like old 3-4 blink nurse addons. You get used to it, faster than you might expect. You tend to just go for it because ######### not, penalty is not that bad. And when this adds up to unexpected downs as the survivors made a mistake, so you get rewarded for bad power usage, then you start to get worse. You would wonder how bad you rely on this addon already after maybe 10-15 games in a row.

    "Reduced penalty" addons are in my opinion always the worse choice compared to "increased power" addons. Both can make you rely on it when you overuse them, but reduced penalty promotes/rewards bad play.

  • Btw to the OP: kills and tunneling is totally unrelated. You can be skillful doing so or not. If you are totally untalented, then even tunneling doesn't guarantee you a kill, and when you are skilled you can end a game by pure tunneling and still like 2-3 gens left. You can complain about scummy play but I don't get your headline

  • @CosmicParagon said:

    If hook trades are happening, you're doing it wrong. Leave the survivor on the hook and the killer will be forced to either take the 1-2k or actually patrol gens

    Noone will ever adapt to that because unhooks is the easiest and quickest way to get BP (especially when you get WGLF double stacks by the protection hit) and rather keep complaining. I promote gen rushing for a year now and would actually teach these killers that they simply actively go AFK as they don't do anything and don't get BP.

    This ONLY works in SWF when your mate tells you to do gens and is fine dying, and I just can say it feels good to die on first hook with 5k Boldness points and watch the killer for 2 minutes to end up with below 10k BP and a depip. But noone will take that as argument and go like "§but my BP" and "but my pip" and go on feed the killer, just to end up in an easy 4k with 25k+ BP for the killer and facing the same **** again the next game, just because it works for the killer.

  • I can't see totems unless you put yourself in front of a black wall. Bond is about the range (and color) that you can see, people hooked further away than the Bond range also tend to disappear unless you stand in front of a black wall.

  • Btw talking about tier killers. Not sure if all good Otzdarva matches as Trapper have to be titled with "potato survivor teams". But just saying. I think also Tru3 has done almost every killer perkless/addonless to reach rank 1 (and not recently, i.e. during a time where ranks at least had some meaning). Just 2 examples of course, but I think a decently good killer player maining a specific killer is somehwat able to put a killer like 1 tier up from what is the average opinion of a killer rank.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/1499406#Comment_1499406

    Well tbh it is a fact that killer potential can be put in tiers. And the MMR will PROBABLY work similar to ranking tiers in other games like league of legends.

    If we take the killer tiers and put them against the MMR of survivors it will lead to a tendency of high MMR survivors only facing high tier killer at some point. This will ONLY influence the top tier players aka pros in other games.

    The broad general mass of players will still play mostly like now, maybe with less rainbow matches, I don't know.

    The thing is the aforementioned high end players are the vets and a good amount of vocal players that kept this game alive but the devs have shown to just balanced around the masses.

    The MMR probably won't kill the game and improve the situation for most but at some point they will lose the top, however much percent, that don't look for a constant "sweaty" challenge.

    You are also ignoring what I said before. If you have pure "rank 1" teams (whatever equivalent that is going to be in MMR) then it might be right. But also in more or less working matchmaking in DBD you didn't have pure rank 1 matches or pure rank 2 matches. Even pure red ranks was not the common scenario. So if the MMR is working properly, you will have that weak member the killer will have to focus on, you will have that one top rank survivor the killer will need to catch offguard or ignore, you will have the mistakes from even good survivors that a good killer will have to take advantage of, even with a mid tier killer, to get the pressure he needs to win a game.

    It is not that black or white scenarios everyone is talking about. And although noone from the devs confirmed that (because noone was talking about it yet) I'm pretty sure that also the perfect matchmaking system will not have pure rank 2 games. It will be mixed games and mixed games will also allow a Demo to run against a "red rank"

  • That Scott Jund video is not taking into account a lot of points that never have been explained, so this lacks a lot of information and possible scenarios. That's why it is a pretty bad idea to just take someone elses opinion and repeat it without thinking about it...

    At first, most of the things you list are not even related to MMR, so not really matching your own post. The "bad week" does not seem to have anything to do with MMR but the random surprise bags we currently have with non working matchmaking/ranking (not to mention that you say "sweaty red ranks" while ranks have nothing to do with MMR)

    The one point you mention to MMR: the sweat fest. I guess that's the part where you relate to Scott. Just two counter examples to what we don't know yet and what Scott completely ignored in his essay. Like never before, also MMR games will not consistently be build from players having the exact same MMR. Because that is simply not possible. The devs already gave examples like "losing against a higher ranked killer will result in a lesser loss of your ranking" so it is expected that we have mixed teams. Most likely (and that is just a guess) to shorten queue times. Probably something equal we had in the past, like the longer it takes, the wider the range.

    This game does not solely consist of sweat squads and random potatoes. This will be mixed a lot. Even if. When you main spirit and constantly run against sweat squads, you will have a hard time and going to derank. Giving you easier targets some games later. The very few sweat squads will also not be available for every high rank killer, so the variation the killer will face is also most likely higher than "just sweat squads", but giving you almost no ranking progression on a win which will then not push you harder into the sweat squad region.

    And we simply don't know how much tolerance the MMR will have to adress queue times. And this will most likely also be a subject for testing and changing. With what we know right now, it is imo pretty ridiculous to make any assumptions like Scott did. I'm not saying he is not allowed to think about that, it is good to point at things so everyone is aware of "possible" issues. But saying MMR is killing DBD is pretty much just a random guess based on no facts

  • @MegaWaffle said:

    "Music blaring"

    "Racial slurs"

    "General DBD rage talk (end game chat IN game)"

    ....yeah how about we just don't include a means to talk, I'd prefer that. If this community actually acted like decent human beings maybe I'd have faith, but no one does and I'd rather not deal with childish screaming in my ear. I stopped playing COD ages ago due to this, even Apex I had to mute everyone the moment the game started.

    That's exactly my fear as well. I can add people and talk to them and play with them after I found out they are nice. I don't wanna be exposed to those raging lil babies. The game can be bad enough, no need to worsen it by giving people another direct channel to let go of their frustration and/or arrogance

  • @Lufanati said:

    https://forum.deadbydaylight.com/en/discussion/comment/1497020#Comment_1497020

    You shouldn't be given a win when you potentially did literally nothing to earn it.

    "Potentially" is the keyword. You can't say who is the last one and how much he did for the team. Wanna make the hatch spawn only for people that got at least a pip or 20k BP? Would be a strange rule

  • The problem is, the "Buff" is simply outplayed by recovering in that time. Then the two effects have simply no effect on the downed survivor, and the efefct only lasts HALF the time you need to recover. The only effect the new Knock Out might have is to counter Tenacity, but that's it

  • @Ghoste said:

    For Deathslinger, you could stack the Terror Radius reduction add-ons with Monitor & Abuse and sneak up on people. It's not very good but it's fun.

    If you run this build, I would only use the better TR reduction addon and stack it with higher movement speed while aiming or, better, with the exposed addon at 15m+ :P When you crouch around like a Blendette, you at least need insta downs. It can also scare the crap out of survivors when they get shot and get the exposed FX out of nowhere

    @Kai6864 said:

    On mainly M1 killers, Deathslinger included, I like running what I call the “Bounty Hunter” build- Furtive Chase/Nemesis/Make Your Choice/Monitor&Abuse

    Hook someone like normal, then the game begins.

    Whoever unhooks the survivor will be Oblivious from Nemesis/Furtive Chase combo and also Exposed from Make Your Choice. You’ll see their aura for a short amount of time... It’s now your job to find and hook that specific survivor.

    It’s a fun build unless you’re up against 4 of the same character but maybe that makes it more of a challenge?

    It gives a good Jumpscare, puts the survivor on edge and really gives the feeling of a “Bounty Hunter”.

    You forgot to add that the first guy needs to become the obsession with Nemesis (unless the first one isn't already the obsession), or the snowball does not start. Btw 4 of the same characters is not too bad as the obsession gives you an audio cue when you start chasing her.

    @Psychobeastz you didn't ask for it, but on Wraith, the Bounty Hunter build works perfectly with the purple aura reading addon, especially because cloaked he is pretty fast. Also if you just want fun, bring double "Shadow Dance" addons and a Saloon offering. Don't chase people, just break walls XD to make it more effective, replace the green Shadow Dance with "The Serpent" to ultra speed kick pallets and be in chase instantly

    Besides that, I would recommend the following after each harpoon down: don't reload, don't pickup, just slowly nod your head in the rhythm of his laughing after a successful hit. Looks pretty dope from survivor side XD

  • I would also vote for bugs if they were on the list. All the above is something you can deal with, especially as it does not happen every game. Bugs happen every game.

  • I also think this is a plain debuff. Both buffs are simply countered by recovering. Make them at least unable to do anything for 15 seconds (no recovering, no movement, blindness, oblivious) then I would eat the basic attack requirement

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