Deadeye
Deadeye
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/1489693#Comment_1489693
those are not bugs, just connection issues
the micro lags are confirmed by the devs that these are game issues
And nurse/sound bugs are no connection issues
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The micro lags come into play like every game if you have it and can make you swing at the air like once or twice a game. That is not game changing in every game but surely can be if you have it twice per match in the wrong situations. And I call it game changing if it steals you a kill, not just when it switches a 4k into a 0k.
Same on survivor side btw when it messes up your timing at pallets/windows, especially against insta down killers.
Would also like to know from nurses how bad the bugs are. Sound bugs on killer side definitely can be game changing as well. Hard to tell how often they occur though, as you simply miss the survivors in most cases that you should find by grunts of pain
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I don't like any of the items this rift very much, but as I play enough, I will finish it anyway, buy the premium and get my auric cells back. So...
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Already found a change. You can keep the killer challenge on the bottom left as well
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Btw I also would say that it would be the best choice to just revert this patch...
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I hate the chase music. Besides that I think that AT LEAST the original original killers (non DLC killers) should keep the original chase music.
@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/1485279#Comment_1485279
Yeah, what a surprise that streamers always say he's fine when they get big viewer numbers while they 4k every match with him. Oh, there's no possible ulterior motives there.
These streamers the same time do pretty well when going against a Billy. So they have a point in saying this. Btw this "most balanced" thing is not only a bunch of streamers' opinions, it's also the majority of the forum's opinion
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I can't even see totems auras because they are too small. Needs like triple the charges of a map now to find them
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Hook beating wasn't removed on purpose, it was confirmed on forum that it is a bug.
Adding to it: I hate the Billy chase music. Billy is an original original killer and should have the original chase music.
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3 major wrong points on your essay: Demo is not only attacking with Shred, he is more like PH to counter some loops. If you main the Shred attack, you might have a bad game to be honest. I'd say at max you try with 30% of your attacks to Shred.
Also Surge effect is not "not major". This perk can easily become OP with only number tweaks. Same for Gearhead. It needs restrictions, as it is pretty much the strongest and detailed information perk of all, as long as it is up. On both I'm not arguing how good they are with the current restrictions.
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@OutcastEric said:
https://forum.deadbydaylight.com/en/discussion/comment/1473743#Comment_1473743
THATS WHAT I SAID
Why the rage? That's what I said as well XD Or should I have said "+1"?
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To begin with: you started with "ideal scenario". This is almost never the case.
- You almost never start splitted, rather than in teams, so having 3 survivors on gens at the start of the game is not really a thing unless the killer brings the shroud offering.
- That the "runner" is found first is also pretty random, unless he makes noise, which is a pretty clear signal for the killer to ignore this survivor as he is most likely not working on gens for a decent amount of time, wasting time to get attention.
- The runner is not allowed to get near gens that are worked on, restricting the amount of paths and pallets he can use.
- Beneath that, the killer could run stuff like Discordance or Tinkerer that gives him a notification, or after a decent amount of chase without a hit he could simply DECIDE to stop the chase.
If all of that fails, and the killer decides to commit to a chase for 80 seconds and all survivors are equally spread and know where to go, find all the gens on the shortes path and everything, yeah... maybe 1 of 100 games that 5 gens are done within 3 minutes
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I just know that the server related things got deactivated during PTB because too buggy so I guess this will not be part of the next release
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every three month roughly
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Deja Vu definitely for newer players. As to learn about gen placement and you don't have to float around the map without a clue, and the info about the closest ones is improtant too (as long as the new survivor knows what 3 gen means).
But I go for Kindred as you learn gen placement over time and which gens are critical. The info you get and give your team is just way more than you could get from Deja Vu. Once you got across the map, you should know which gens are to be done.
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Btw I think double duration addons is not the strongest thing. If the power recovery is that strong and you are able to read the power spamming, it is easier to counter by holding W. The less speed gives the survivor more distance, which you also have to catch up with less speed. This adds up. I noticed that when trying this addon without other speed/ duration addons. Survivors that just keep running and using kinda save windows you have to walk around with some noticable distance can get really annoying with the Yakuyoke amulet only.
It is good to spam the power for short distance like on loops, but it really cuts you for longer ranges. And don't forget: for map traversal you NEED the higher duration, as you can cover less distance in the same time. Otherwise your phasings won't go much further that nurse blinks.
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@OutcastEric said:
https://forum.deadbydaylight.com/en/discussion/comment/1471330#Comment_1471330
definately not. Its the mother daughter ring and the purple amulet.
I would also say Mother-Daughter-Ring and Yakuyoke amulet. The speed and duration buff is pretty evil, almost Billy map pressure.
Probably underrated is the combo with both charge speed addons and STBFL. Survivors sometimes don't even reach the next loop with that insanely quick possibility to go into phasing after a hit.
I would also mention Fathers Glasses in combination with Sloppy and Bloodhound. The weakest of the strongest combos as you need an addon and 2 perks for that effect, but you simply don't have to mindgame anymore. You just know exactly where people are, on which side of the pallet they are, you see when they slowvault back...
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1473708#Comment_1473708
3) Dailys, trying out stuff?
Exactly. Not sure if you read the whole point 3, but that's what I mean. The OP saying "why would they" is simply a bit short visioned
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1) You're not the first to curse upon DBD to die, but...
3) Why would killers choose weaker killers anyway? Also with the current ranking? Is there still diversity? Yes. People pick killers they want to play anyway, although other killers are stronger, I don't see your point why this would change. Not everybody thinks like you. Actually I see more people switching from their main to less played killers, because they don't need to learn their power against ultra sweat SWF like you have to currently
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The power description is not the problem, it is, as always, people not wanting to learn and deal with it.
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Have to repeat myself on that one: Spirit's wooshing is not bound to her TR
There is a point near the edge of her TR where you can hear both. And stuff like Distressing seems not to affect the wooshing distance. At least perks tested in KYF, but hearing both also confirmed in normal games. Might be a bug but still a thing then.
I heard people saying "you can hear her footsteps, easy counter for phasing". I noticed that actually. Yes, you can hear that. But you only hear ONE step, two at most and then she hits you, no time to really react. The distance you hear her footsteps is minimal compared to the her speed in phasing, even without addons.
I would just suggest a simple thing to test, as it should be a simple change and easily revertable (also without knowledge about the code): make her wooshing directional for a PTB and see if that breaks her or makes her fair. (@Peanits would that be as simple as I think? Or thoughts about that change?)
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One big thing: Where do you get the information from that new players quit the game early? In the whole life there were only two major drops in average players. The recent stats say DBD is exploding. So my guess is you are complaining about the game relating to your own preferences and opinions, but say it is some other's people problem to put some weight in it.
And if you just now a handful of people that quitted early: I just got a friend to play DBD and he escaped in the second match. Got his David to Lv ~50 maxxed out already (with no teachables of course) within a week. And he is pretty fascinated by the game, beneath the fact that almost every game he has to face a new killer with different playstyle.
March 2020 btw was the first time DBD reached the 30k. The 10 months before it was almost constantly at 20-23k
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@CertArn said:
Wounded surv. is slower, louder and basically easy prey. Why healing is bad then?
Anyway, running around like burned dog is maybe best option and sadly sneaking not. But i like sneaking, not running, so maybe dont tell anyone how they should enjoy games? Thats what i call Bad Habit.
If anything devs should balance Sneaking=Running.
Agreed that sneaking should be a legit strat. But people that dont care about chases and fast vault always to not lose the one second and stuff and like being chased always argue that sneaking people are useless. I like to argue "don't chase around hooked people or 80% gens". Chaser guys simply tend to die faster than sneaker and they expect gens to fly by so that their fast deaths are compensated. Expectations vs reality... and most people aren't aware that there is a difference between stealth play and crouching around pointlessly. If you can avoid a chase, that's a won chase. And for example Oni snowballing might be easily broken by hiding. If you stay on gens... gl or happy dying. Not saying stealth should be meta, but it is definitely underrated and frowned upon for wrong reasons.
In general, people also like to judge about gameplay without even knowing all they need to know to do so. Sometimes in chat I read such hilarious accusations that I just can think "dude, you're so oblivious..." Seeing a glimpse of an aura, thinking he knows everything about the situation. Just got hooked? Seeing 3 people not working on gens -> "that's why we lose" while everyone might probably having a gen done to 50% and then being chased off, searching a new gen. But gen progression is not visible on the hook. Or seeing that guy healing somewhere -> "Selfcare, that's why we lose" not knowing if that guy found or brought a medkit, or just finishing the last 20% after being interrupted from a team heal.
Btw also agree on "a stealth survivor is better than a dead survivor". No arguing about that. You can call them useless, but they do gens and they do unhooks. Maybe not as efficient as others, but if they can't loop well, they just die, do nothing and keep others away from gens constantly by forcing them to unhook. If that's how they need to play to be of more use, let them do it
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To be honest, the punishment to not great skillchecks, which was one of the reasons for the rework, could simply be replaced by a constant slowdown on gens. Would also fit the argument for the change that the random nature of skillchecks is bad for the perk. Just make it survivors repair at 90% efficiency as long as ruin is up -> problem solved.
And the argument that the killer has no skill using it? So when is Corrupt Intervention reworked? Or Bitter Murmur? Cruel Limits? Fire Up? Discordance? Enduring? Im all ears? ...
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Sorry, didn't mean to hurt your butt. I thought you can take it after throwing pictures at me for stating a different opinion than yours
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Ok, let me try a different statement that goes inline with you:
Pls nerf Billy, Nurse, Spirit, Freddy, Doc, Myers, Hag, Huntress, GF, Oni, Slinger and PH. Once this is done I'm fine with the game.
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@Kaitlin814 said:
https://forum.deadbydaylight.com/en/discussion/comment/1468676#Comment_1468676
I think she could've used some work instead of Billy. It's almost impossible to do anything against a Spirit with Stridor, Pop, max range add-ons, etc.
Against a good Billy you could do equally few. Had enough games where survivors were downed every 30 seconds until the 4k with 5 gens left. And it was not necessarily potato survivors, just Billy knowing about their timing and curving.
It is just sad that killers get either powered up by less counterplay or get gutted in both power and fun to play.
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Yeah, 2 patches ago we got some by removing body collision and adding vault animation. Or do you mean news on gutting spirit?
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@Artemis_LH said:
https://forum.deadbydaylight.com/en/discussion/comment/1467140#Comment_1467140
Tunneling DOES reduce the amount of BP you can potentially earn from a survivor if you tunnel them out of the game ASAP.
Try to tunnel your way to 50k+ BP in a single match. You probably won't manage to.
I said that. And you also placed an IF in your sentence, like me. Tunneling itself does not reduce bloodpoints. If you decide to do nothing until you can tunnel again, then you lose bloodpoints. But that is normally more the part of the camping that makes you lose BP.
And tunneling to 50k BP is no problem when you don't waste time staring at the hook. As I said, as long as the tunnel target is on hook, you are free to do stuff. And chasing the target or someone else gives you the same BP. Hooking and hitting as well. I guess you just have a different definition of tunneling.
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Jane's butt is far from being unrealistic. I'd say Yui's butt is more unrealistic.
And @caz_ I hope you are aware that creating such a post leads quickly to people thinking you don't want 'fat' people in the game. Maybe the idea was not to have "a gigantic" butt but more diversity. And that would really be kinda creative, you know? Because not everyone looks ultra sporty/thin like David, Meg, Nea, Feng, Tapp, Kate, Zarina, Nancy and Yui
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@Peepo said:
I want shirtless Jane
Kate
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@oxygen said:
Considering how it's at least supposed to work for ranks, I'd imagine it'll be similar and matches off the highest MMR. If not that some sort of average or average + a little bit extra on top of that.
Which would be bad for the same reason it is bad currently. Because it draws a lot more higher ranked killers into purely high rank matches (as it should) but also into every mixed lobby that only contains a single higher ranked survivor. Meaning you need an excessively higher number of high ranked killers to fit all the pure high ranks and the mixed lobbies.
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There is not really a difference between SWF or not. There will, like currently or in the past, almost never be games only consisting of equal ranks/ratings. So it doesn't matter if you are in SWF or not, there needs to be an approach how to handle the mismatch. SWF just allows higher mismatches than the average or the expected maximum
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@IronWill said:
And this thread here is the reason why DS, BT etc. exist and should stay the way they are.
It's not the thread being the reason... the thread shows the reason
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@Dustin said:
https://forum.deadbydaylight.com/en/discussion/comment/1465918#Comment_1465918
Well let's put it like this. Tunneling how most people view it in a real scenario is when you have a choice between a fresh hook and a death hook after playing normally. Chances are you're going to take the death hook just to relieve map pressure to enable you more chances to hook other survivors. Some situations could call for other actions though but that is the most favorable outcome.
Most of us know that just doubling back to hook each time someone is unhooked usually loses you the game.
@Artemis_LH said:
It really depends on how one defines 'winning'.
Some feel that 4K is winning, others feel that earning more BP is more viable.
I prefer the latter. The more BP, the better in my opinion.
Tunneling can end the game faster, but nets you less BP on average.
Tunneling, camping, etc. Is pretty much useless if you want more BP.
Slugging helps though (survivors can complain all they want, but being slugged is STILL better than getting hooked in most cases). It can extend that length of the match and create more opportunities to get BP.
I usually average 50K+ per match as killer. Even if a survivor escapes.
Already mentioned by several people, but want to agree on "depends on the definition of tunneling".
Tunneling does not give you less BP. It also does not give you an auto lose. If you wait for unhooks, don't pressure gens in the meantime and stuff like that, THEN you lose BP and eventually the game. But that is more the camping part, not the tunneling part. You can still chase other survivors while your "target" is on the hook or kick gens. As soon as you have the possibility to go for your hooked target without throwing or ignoring other things, it is efficient tunneling. It doesn't matter if you chase survivor A or B, both grant you the same points, both grant you another hook after the chase. If survivor A is closer to death hook, it is just better for the killer to go for him.
Ignoring the 90% gen right next to you while chasing your tunnel target or refusing to spread damage among the team to get the tunnel down and get struck by DS is the inefficient part of tunneling you can discuss about, but that is not automatically the case when people talk about tunneling. As many survivors basically just throw the word in any scenario they had no fun with.
Possibe solution
Do not have each survivor count 3 hooks individually, but count hooks overall, to feed the entity. Maybe give a 2% action speed debuff per hook as some kind of stalling progression and reward for hooking. And then just the sum of hooks starts killing people. Whoever gets the 9th hook dies. So does the 10th, 11th and 12th. Maybe, as almost no game really has 12 hooks, start with first kill on 8th hook.
And then rework moris, to either be able to reduce the amount of hooks needed for kills by 1,2,3 or you can only kill survivors that got hooked twice. Still allows you to kill survivors faster than without the mori, but you still have to end a bunch of chases before you can do so.
Another incite might be to give the killer another bonus once every survivor got hooked at least once. Like 5% regression on kicking gens. Because the pain got the whole team, entity is thrilled and the killer can feel the entity getting satisfied.
Something like this.
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@ Antares2332 said:
I like it better the way it is now, because you can control when the ability is activated. You just have to hook someone at the right time and open the doors yourself.
The suggestion does not remove what you said. You still have the option when to hook someone and when to block the gates. It just adds the possibility to block switches as well
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If you know how to use it, Whispers is better. It is pretty hard to pinpoint survivors with it but the greatest value is that you don't waste time searching survivors where there are none. Pinpointing them is especially difficult because there can be one to the left and one to the right and you think one is in front of you. Biggest problem with this perk is when you try to find survivors because you think you HAVE to find them because of Whispers, which would waste time instead of saving you time. It gets better with less survivors in play, especially when 1v1 during hatch play or when trying to open the gates, it gives you a big advantage (or when the last 2 refuse to finish any more gens)
Discordance is much easier to use but can also be completely useless for an entire match. The scene you desribed above can also be dangerous. I also messed up games because I did not hook just to pressure a gen, wasting time, losing hooks and the gen got done anyway. If you get afraid of making mistakes, like "you have to find that survivor triggering whispers", the perk can distract you.
I think Whispers is superior because it will always have value while Discordance is way easier to use and just CAN have more value, depending on the team you play against.
BTW when you end chases or refuse to hook because of Discordance, it is a pretty good way to tell the survivors that you have Discordance. So they might to adapt after that and deny you the value of the perk. Needs good survivors though :P
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@WARW0LF said:
classic BHVR, making this unnecessary change for absolutely no reason because nobody asked for it, little rascals
It has a reason, MMR becoming per-killer is a good change. The way it is implemented (forcing to be unable to switch characters) is the bad part. That's why I ask for a change and a possible solution
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@Flyguy115 said:
https://forum.deadbydaylight.com/en/discussion/comment/1462268#Comment_1462268
the game is still a 4 to 1 ratio, queues would stay the same.
Let's say you have 11 survivors and 2 killers waiting for games. 2 killers match against 8 survivors, 3 survivors left to wait for one of the 2 ongoing matches to finish. After that the same again for all players. So you need to wait for a full game length and then have a chance to get a new game instantly or wait for a full match length.
While having more players, the scenario basically stays the same with higher numbers, but you have more matches ongoing that can finish, to get the waiting players into a match. The more games, the more rotation and the higher the chance that one of the matches is finished quickly. Or in short, the more players, the higher the dynamics of the match making.
Maybe a similar example to explain: several people stand in queues in a supermarket. There are only 2 tills open. In one queue there are complications, delaying half of the customers or creating a higher queue for the other till by people switching. The more tills you open, the less people get affected by any delays as the workload can be easier spread.
Btw just if anyone is interested in that fact: DCing survivors increase queue time for survivors. Because every DCing survivor is back in the queue while the killer is still stuck in the game. But to be fair: tunneling killers (and I mean actually TUNNELING, meaning 'get the kill as fast as possible', not 'accidentially hooking someone twice') contributes to that as well.
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@ResidentDoctorMain said:
Resident Doctor Main here,
I feel as if the rarity of Firecrackers should go down waaaay more. I don't see them in the game at all anymore, even though they are available in mystery boxes and whatnot. Sincerely,
Resident Doctor Main
What? They were only available during events, and the last crackers were 3rd year anniversary I think. So might be that there are not too many crackers around anymore.
And I think stun items would be OP. Flashlight saves are difficult, you need the right timing and the right position to get it, and it is good that it is that difficult. This item would basically be a pallet to go. Even one time use would be bad if every survivor could bring that every game. Just think about how many pallet or flashlight saves you have on average in a match and how much it would increase with such an item
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They didnt give too much detail on it yet and I guess they will never do as the common response to data is "this is all ****"
That's also the reason why they don't release stats anymore because everyone had the perfect interpretation on everything by having not even a clue how the numbers were gathered and with which environmental conditions.
Bensides that, I would also like to know how it works. Because as MMR is depending on a win/lose condition, I don't get how they will rate a match. The only win/loss condition we know or that ever was defined is escape/die or bigger/less 2k. And that is like the pipping condition before emblems, which was reworked because it did not reflect skill.
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@Tactless_Ninja said:
It's function is pure profit and psychological validation for protecting your teammates.
If someone is running WGLF they're damn well gonna protect me from going down instantly again if they want their bloodpoint stacks.
The more common thing to happen is people running BT with it and pulling the killer to the hook with an insta unhook, taking the protection hit for a hook exchange and getting a double stack with a single save. And that is more likely killing the team
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Movement speed is often referred to as 4 m/s = 100% which is the movement speed of a running survivor. So 0.2 m/s and 5% is the same. And a fast killer with 115% speed is at 4.6 m/s
And I think that percentages do not multiply, they just add. So calculating with m/s rather than % is easier to understand. So one stack of bloodlust with NOED gives you on a fast killer 124% movement speed or 4.96 m/s
Btw I think you get one token each 15 seconds for bloodlust, to a max of 3 tokens
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@WeenieDog said:
https://forum.deadbydaylight.com/en/discussion/comment/1456706#Comment_1456706
and ignore the Dwight on the hook.
gratz XD
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The map is the fourth biggest map (the house one is just slightly smaller). Spam that with pallets and the killer will not do nothing in this game. You already have time on your side when playing on that map, and the boat and the pier are also pretty strong loops without the pallets. Some maps don't need that much pallets
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The new matchmaking MMR system will be per killer. But no clue when they will release it. They said they already had a passive version of it active to test if it reads the skill level appropriately but not taking effect on the matchmaking itself. So some (or many or all) of us already have an MMR rating.
But this is pretty much phase A so I guess it could still take months until we get that. And I intensely hope it will not be (too) broken on release and actually do what it should. I still have concerns because an MMR system rates you up/down depending on a win/lose condition. And there is not really a clearly defined win or lose in this game beneath "escaped/died" and x-kills.
And that does not really reflect skill. You will always be able to camp someone to death and get another one or two with NOED. Even more kills if teams try to save and fail or simply not doing gens in the meantime. This would be rewarded by MMR and is the same flaw of the initial pip-by-kill system they had before the emblems, which was actually one of the reasons why they switched to the emblems. So in my eyes, MMR is probably a step back
BHut back to your problem: MMR will at least give you easier survivors on killers you don't play more frequently
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I think the biggest problem for killer is that you have only the possibility to go up in the edges of the map. You hear a gen above you? Alright, just takes you all the way back to the edge of the map and the same way back. Like 15-20 seconds. If there are 2 survivors on that gen, not even worth trying to protect the gen (with pop or ruin).
And license should not be the problem to fix this one. The library has such a solution too. And I think these should not be blocked by breakable walls
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yeah... I also get a lot of crap talk when I try to learn nurse for example or just do a daily with a killer I don't play a lot. Like killer rank or x k hours means you can play every killer. Or even that your x k hours are only invested into killer gameplay. Like on the forums, when devs released stats. Some people see a single number and think they know everything.
Same on gameplay. Some people see like 10 seconds of your aura and think they can read your whole playstyle from that. Without even knowing if the killer is near you, they just see someone not on a gen and conclude "useless survivor". And it is impossible to teach these people. They have their unfounded and in most cases simply wrong impression and stick to it.
Conclusion: dont give a F. I don't even take the time to explain to them how silly they are with their game comprehension, because they don't understand you. It is just a waste of time
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I would also vote for doc. Wraith is for me the scariest one, not really funny o.O When I stun a Wraith I'm more like "sorrysorrysorrysorrysorrysorrysorrydontkillme"
Also Huntress gets sooooo angry when she gets stunned ^^
My second vote, as not mentioned yet, would go for Demo. He sounds like you just kicked a Chihuahua (not that I ever did to know how it sounds :P)
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1455770#Comment_1455770
Don't know anyone who uses hex perks for slugging builds..and the only Hex I could see used for that is Third Seal (which no one but me uses, I've run into that one like five times in the year I've been playing, most of them against people trying adept hag)
From OP I would for example guess something like Billy with Ruin. Slug build doesn't necessarily mean that all 4 perks are focussed on slugging. Infectious on Billy or Oni would be slugging build enough. And those 2 (at least Billy) wouldn't even need Third seal as they don't primarily down with a base attack.
And "noone but me" isn't correct. I know some guy called Monto that pretty much spreaded this slugging approach
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"What a legend" from a doc. He played 15 minutes against me and another survivor (rest died already). I looped him for almost third of the time (no joke, like 4 minutes including a wiggle free). Slugging us back and forth then and finally the third gen got done and I got out with Unbreakable + DeadHard combo because he slugged me for no reason near the hatch, not picking me up and the other guy just bled out right on time.

