Deadeye
Deadeye
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2688791#Comment_2688791
Yes I did read the whole comment. Maybe they want to play DBD but if the event isn’t fun for them, they have a right to complain. I haven’t played yet so I don’t know what the event is like yet but even if the OP was overreacting, why don’t you try to give them advice on how to deal with the snowmen instead of telling them to “play the other side.” Telling them to do that honestly proves that you also think it’s unfun for killers even though you don’t wanna to admit it.
I had no problems on the killer side so far. And I was basically telling you that giving a suggestion is totally fine while you say it is unacceptable, which is BS
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@MrCalac123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2688787#Comment_2688787
Interactive for who? Fun for who?
Go on. It's DAMN sure not Killer.
So I guess you didn't read my response above. I had fun with this Nemesis in chat, he enjoyed it very much. BAM your argument countered. Both sides can enjoy it. and ...
... Nope! There are also survivor mains tryharding their side and only caring for winning as well, they would take your part in complaining about the event in this case. And people like me would get into these posts giving examples on how this event can be fun for both sides again
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2688761#Comment_2688761
That is such an unacceptable response it kills me. Maybe some people do want to play killer because that’s the side they enjoy? You ever thought about that?
This is not unacceptable at all, it is a valid suggestion. If this is not an option for you, just ignore it and don't forbid someone suggesting it.
Btw if you read further than 5 words he offered another option to that, if the first one doesn't fit your taste.
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Nothing will kill DBD rather than DBD itself
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This is the best event EVER and a lot of fun for both sides for me, seeing people mess around and meme. Go play CIV for 2 weeks, I love this event and am ultra happy to face killers that enjoy the event as well, having a good chat afterwards when the killer watched my snowy boy being chased by a zombie and DONT FREAKING care about winning and sweating for two chilling weeks
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I was chased by a zombie while in a snowman XD he was slightly faster than me, but when attacking I got luckily enough distance again to not get hit. The Nemesis that found me was laughing in endgame chat after watching this for a while and then killing the zombie to help me :D
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@NatzAshe said:
https://forum.deadbydaylight.com/en/discussion/comment/2685355#Comment_2685355
What I'm saying is that players should NOT demand the other side to make sacrifices for them
This is not what your title asks for
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Like EVERY PTB they use player feedback to make adjustments to the new chapter being released. Even minor things that are not influencing the game at all (adjusting the Autohaven maps rework "is this green enough for you?")
Major Killer reworks like Doc or Freddy are community driven, the changes done to Legion and how Deep Wounds works, the change to Ruin, keys and hatch, why they introduced the EGC to avoid hatch standoffs and and and. All that comes from player feedback
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@NatzAshe said:
https://forum.deadbydaylight.com/en/discussion/comment/2685316#Comment_2685316
I'm not saying that tunneling is for the whole game, I'm just saying that reducing the survs to three is important, because if you don't, well, maths.
https://forum.deadbydaylight.com/en/discussion/comment/2685322#Comment_2685322
I agree that tunneling is unfun to play against, but so is losing against gen rushing. Survs and Killers aren't expected to put how fun the opponent is going to be before their own fun, are they?
Also, PHead is one of the lesser powerful killers, so it's fair game.
Finally, (Bad Word) SWFs. Most of them are very, VERY unfun to play against, using Discord voicechats as their 5th and 6th perks.
I'm actually not saying that any player needs to look at the fun of the other side. It would be nice if it was like this, and I prefer to take care, because we are in fact playing this game together. But a majority of the community gives a s* about the other side, which is pretty sad, but also regarding the behavior of a lot of players pretty understandable.
But regarding this line "I agree that tunneling is unfun to play against" I wanna point back to your title and ask if this was clickbait
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@NatzAshe said:
https://forum.deadbydaylight.com/en/discussion/comment/2685310#Comment_2685310
Yes, PHead is the bane of that setting.. It's at least assuring that I don't see him often
And do you see in these games why tunneling causes issues for many survivors? Especially when you are in SWF and are forced to watch idle instead of hopping on the next game? Especially when you play in the evening with horrible survivor queue times, hopping from hook to hook rather than hopping from game to game?
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@Starrseed said:
The thing is would say I don't tunnel cause I don't go after right from the hook you get a smack max if I'm there when you get unhooked and the others can pick you up freely but if I come to the hook and just see you sitting there in open field healing or blessing a totem you get back at the hook and I don't feel that's tunneling cause you kinda asked for it.
But I have to admit if the gates are open or powered and it's your death hook I will probably go for you but I would say that's fair and squar cause why should I go for more hooks if I can atleast secrue one kill if I had a bad game and I think most survs accept this cause they they would do the same.
Funny enough I get accused of tunneling like every second game I think most of the time you didn't tunnel but the other side is just a bit frustrated caus losing is frustrating
In this case it actually makes sense to go for someone that is not on death hook, because you keep the others in play to go for the safe and you get probably more hooks.
Of course you can also secure the kill if you wanna end the game and if kills are more important to you than points and hooks and some more endgame action
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@NatzAshe said:
https://forum.deadbydaylight.com/en/discussion/comment/2685172#Comment_2685172
I do too. So I use Deliverance with DS, to escape the first hook when the killer is afar.
You mean IF the killer is afar. And enjoy getting tunneled by a Phead, wasting 2 perks for nothing
And yes, tunneling is the most efficient way to win the game as killer, and that totally sucks for survivors. Asking such a question is kinda stating obliviousness or ignorance. I think it is kinda obvious what the problem of tunneling is for survivor side
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2685220#Comment_2685220
There is zero reason to run Self-Care over CoH, except for if you don't have the character to get CoH yet.
Self Care takes 32 seconds to heal, increases med-kit use by 20%.
CoH takes 14 seconds to bless a totem, then another 16 seconds to heal, for 30 seconds total (2 less than Self-Care). From that point forward, you and everybody else on your team gets Self-Care at double the speed. It ALSO increases med-kit use by 100%.
There is literally no reason for Self-Care to be in the game anymore.
One important thing is, like on Inner Strength, that you need to find a totem first, which can waste a lot of time. Also going there wastes time, Selfcare can be used everywhere.
But I agree that the healing boost is kinda overkill
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Just a thought... did you try to create a smurf account with the free Epic DBD download and it didn't work out?
🤣😈
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@landromat said:
you lose mmr for every escaped survivor so yes
which means, if they all die to EGC you will raise in MMR ;P
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How about this one, to create a nice builld with your idea:
Boon: Entangler - the killer's movement speed is reduced by 3/4/5% when in boon range
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@Mooks said:
don’t know if others are affected, but there was a workaround last time:
if you are missing characters from family share, you have to go into the in-game store and from there try to purchase the characters via DLC. You get redirected to the platform store and if you cancel the payment it should register that you already have it and it should then be available again in the game.
thanks, I'll forward that
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@selflessnea said:
https://forum.deadbydaylight.com/en/discussion/297507/family-share-issue
I dont have this issue. But if the DLC was purchased in-game then it doesn't cross over
it wasnt, she has the character already leveled up, but it got deactivated after the patch
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@Labrac said:
Console players never repel. From what I read it seems the repel button is mapped as the same as the vault/drop pallet one, so they really can't repel at all.
on PC you have 2 different buttons, but you cant repel while vaulting. Same like you cant get rid of Victor and vault at the same time. This is intentional.
And the list is in my opinion quite obvious. 1) is the same as against Trapper or Hag but less effective as she is able to move in the meantime 2) and 4) is a thing against EVERY killer and the rest is like "dont forget your tools" like entering lockers repels auto or flashlights can burn Wraith.
I was expecting something like, what are your options when the killer simply shuts down every loop, like zoning you how every of the newer killers is able to do. Get distance? Well, I'd imagine something more skillful would be nice, but I guess this is not part of new concepts anymore
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What we do every Halloween since some years.
Watch horror movies and eat Chili con carne with a bunch of friends. and drink enough beer to push it through all the chili :D
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Yes please! I suggested loadouts over a year ago already and it was already asked for in a survey if we would like such a feature. We actually NEED such a feature, it would be such a huge QOL update
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The salt is not caused by NOED but by salty survivors. It doesn't matter if you bring NOED or not
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Noone forces you to run gen regression. Run chase perks instead to get faster downs and you get the best slowdown available: survivors on hooks and survivors forced to unhook.
Or tracking perks to reduce time searching survivors, meaning less free time on gens. Same effect
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I had it multiple times today, crossplay on, playing on steam.
So far I only had it while loading into a match, I think I always have been on SWF today
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had the same, with two players simultaneously. we both entered the boon area to get the healing speed boost, then both our games crashed
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In my opinion it is a fail to have grades and MMR split up. I know that "emblems dont reflect skill" but let's be honest, but basically you need to play well to get many emblem points. And one big stupid thing is, you get ýour rank reset but not your MMR, which kinda means you need to HEAVILY improve your MMR each month to get to rank 1 for best rewards. EVERY month. How should that work?
You get a bit assistance by not being able to drop ranks, but at least that means you need to pip 5 times in a row, then die a lot to get back to "your MMR level" and then pip again. Otherwise you will rise in MMR and have a hard time to pip 5 times in a row. Other option would be to sweat your *** off to get the pip, and then decide to die or let survivors excape to not raise your MMR.
So I don't get how this was a good idea, even if you easily got red rank before the change, it will now be a pain if you dont play both sides 50%. At least that was my first impression of "season 1"
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@Marigoria said:
Tomorrow? Isnt it wednesday?
Tuesday new survivor and patches, Wednesday new Tome, Thursday Halloween Event
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I'm so afraid of playing killer... it was horrible on PTB
I think we will not see any Spirits for at least 2 weeks. Maybe the first 3 days until the spirits realize that they wont see scratch marks, cant use Stridor and the survviors will hear the spirit phasing to know on which pallet side they must stand
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"in a sense a victory" is wrong. 2k means two losses and two wins for the MMR, so a draw, as before.
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How about roughly 5%? As there are about 20 killers you can play ;)
Sure, there are pickrates of... what was it... 2.5% up to 9%? But basically every killer is played for a decent amount of matches. Even the weaker ones.
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I think Lethal Pursuer can give killers a perfect overview of how to start the game, which gens are being worked on and which survivors to chase. You can often easily get a quick hit on the first survivor and then go on to chase 2 survivors off a near gen to stop the progress for a bit and chase down your first target, meaning instead of 3 survivors on gens you have one slowed on a gen, one down and one injured, probably healing or being an easier target next time if he's focussing on gens. And you most likely know on which gen you can find him again as you know where you initially injured him. This gives a ton of early game pressure.
But it really depends on the killer. I think nurse, Blight and Billy can really profit from Lethal Pursuer a lot, while Demo, Hag and Trapper might need the blocked gens to get their setup prepared. Especially Hag, as she really doesn't want to get into chases without traps. Trapper maybe will get some builds next patch where Lethal Pursuer becomes valuable, like the one where you start with all traps equipped. And Demo isn't that heavily relying on portals. Demo could get good use of both perks.
I also thought about combining both perks, but I think compared to just running one of them, the benefit is not strong enough to justify playing 80% of the game with 2 perks. It could be really strong as you could literally force the first down with 0 gen progress, but you kinda depend on a double down within the first 2 minutes to really benefit and keep the pressure up. I think the benefit from one perk is strong enough in comparison. If you dont get that killer headstart you might have wasted too much potential.
@[Deleted User] said:
Apples to oranges.
Lethal pursuer is a detection and tracking perk, Corrupt is a gen slowdown perk.
This is like comparing medkits vs flashlights when it comes to opening the exit gate.
Disagree on that one. Getting survivors into chase quickly is one of the best gen slowdowns you can get. See my first paragraph.
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I made a collection thread but not many responded in it. sometimes "david" is censored, sometimes you cant even talk about the game properly as "kill" is blocked, "insta" is blocked and whatever. I think the censoring doesn't work at all, people can taunt and harrass anyway and you sometimes barely can talk to people in chat in a friendly way because randomly words are blocked. you also cant speak in other languages because words are blocked that are not bad in the specific language and I even cant figure out in which language they would be. one of the worst "features" in dbd in my opinion. would rather call it a bug tbh
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2542939#Comment_2542939
I like the shared hook mechanic, makes it more of a “team game” which is already taken into account with SWF.
But you’re gonna have people crying saying “nooo, I don’t want to die because other people are bad in chase”. Well guess what? That already happens in current DBD - if your teammate gets tunneled out quick then the killer will automatically have more pressure and a higher chance of 4K’ing.
and as I said you should only die if you are second hook. so you have at least 2 chases you need to lose, so it is not only your mates killing you
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I think a bleed out main mechanic would be ultra boring. Why you wanna do that?
I once suggested to have trial wide hook counts, not personal. Like, I think on average the first kill is at 6th or 7th hook, the latest would be 9th which is kinda hard for killers, and less than 6 would be almost tunneling (4 or 3 is pretty much tunnleing).
So don't kill survivors on third hook but kill them when a survivor has beed hooked at least once and when it is the 6th or 7th hook in the game. No tunneling necessary anymore, you don't need to take care who you hooked or not, just go get your downs, and those poor survivors have more chances to have a decent game
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And I'm super happy that they announced the dust thing on Spirit will not be part of the PTB due to lack of time. Because I think that would completely kill her pallet plays as you can pinpoint her and know when to switch sides, when to vault and when to drop.
I just dont like they removed the weapon addons for the rework. The longer post phasing addons were balanced imo, they made sick plays possible but also encouraged risky swings, allowing misses as these ultra high speed swings are sometimes hard to control. and if you hit, they were super fun as killer
not sure about the new effects, when you need to place your husk 4m to any vault location, it seems to be a very niche effect and easy to outplay when you once saw that addon is in play. and besides Otz's omega brain moves with the nurses teleport-back addon, I never saw it being used on nurse nor how I would effectively use it. So I can't imagine how this will work on spirit either
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To your Vigil assumption: if it would stack, it wouldn't work like that. 100% reduction means half the regular time, 200% reduction means third of the regular time. So don't worry. And I think stuff like that never stacks. Same like Leader, Prove Thyself or Streetwise.
Being Oblivious on any gen would be constant Tinkerer effect, yeah that is too strong :P Blindness would affect Bond, Kindred, Alert, Aftercare or Wedding Ring for example. With Kindred, you need to let go 5 seconds and wait for the effect to vanish before you can check that you need to go unhook, seeing chased survivors with Bond that get close to you to allow you hiding, commiting or taking a hit is completely blocked. Maybe kinda rare, but definitely not useless.
For Built to last there is already a bigger post, don't forget that you need to stay 36 seconds in lockers as well as finding and running to them, to get your item refilled twice. On toolboxes, even the best with best addons, this costs more time to refill than they save you on gens. And with medkits, you can think about overkill setups but you barely will waste 9 heals with a super buffed purple medkit. Healing others with that medkit has the same problem, you waste more time refilling than saving time while healing others, and you never heal yourself 9 times in one match. The only sick thing might be a strong toolbox combined with Inner Strength and you only refill when you heal in lockers.
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I think in many cases the time you invest is lowering the bonus you get. Like imagine of the best possible long lasting toolbox. The time you invest to fill up the item twice is more than you get back from the toolbox on gens. On medkits you get at least a bonus in regard of time efficiency, but the big buffs, when using a purple medkit with +16 charges, I don't know if this is kinda overkill and if you really get to heal that much in one match. With "normal" medkits like getting 2 heals, you get 4 additional heals at the cost of 36 extra seconds, meaning it is just slightly better than selfcare, even botany knowledge might be better in my opinion.
It can be "good" but not really meta on flashlights, when you go against wraith or hag or when you want to grind points on pallet blinds, but the "vs specific killer" part combines very rarely.
The only thing where I can imagine it being really strong is when you have the mega toolboxes and bring Inner Strength as well, and just refill your items when using the locker heal
@Devil_hit11 said:
Prove thyself+streetwise+Build to last x4 with Engineer toolbox+wire spool+scraps in SWF will be most miserable genrushing experience. get ready for them 20 second gens.
yeah, if you build a complete loadout around items they better be good. don't forget the lack of exhaustion- and information perks beneath missing BT, DS and whatever you normally bring
@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2525536#Comment_2525536
A purple med-kit with the green addon for extra charges is 3 heals at base. With built to last you get an extra 6 full heals (as long as you hit a some great skill checks). Basically triples the number of times you can heal from a med-kit.
Hit and Run tactics were already pretty bad, because med-kits could invalidate the time loss from healing. But I don't see who any killer could get a single survivor to waste 9 full heals without just losing the game.
some more situational info. how much time does this medkit combo save you when you heal others? I think it is like 4 seconds, meaning the 6 extra heals save you 24 seconds and you need 36 to refill. and in how many games do you need to heal yourself 9 times? normally I use medkits to heal myself twice, if I have "too many" good addons / items on a character I wanna prestige, I do triple heal medkits. That is in most cases totally enough to play a full game. So I think thinking about overkill scenarios does not really show any issues
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2524670#Comment_2524670
https://www.youtube.com/watch?v=DzqbdPNL0o4
Here, this video should show you
To be honest, this pretty much looks like a bug, because a lullaby wouldn't be removed within 16m by Trail of Torment. I have seen an oblivious (not the status effect) huntress camping me at a hook with Insidious, and I could hear her humming from close range. This "ring lullaby" somehow doesn't seem intended
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"The other ranged killers" ...
How exactly is everyone thinking that Trickster has a lullaby?
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@Seraphor said:
Nah not me. With the hatch spawn being equally obscured for both killer and the last remaining survivor, the 'race for the hatch' will feel more engaging. I honestly don't mind the last survivor finding the hatch if they earned it.
I think the change is a little heavy handed though. I'd be absolutely fine with the hatch spawning after all gens are repaired regardless of how many survivors are left, still allowing "Where did they go?" to be acheived.
It's just multiple hatch escapes when there's still gens to repair that's bullshit.
That's why I think, regarding the achievement, spawning the hatch at 5 gens finished would be fine. I somehow like my achievement, that is in the game for how long? and has only been achieved by 7.4% With this change it will jump up to 50% within 1 month or something
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@Dwigtht said:
https://forum.deadbydaylight.com/en/discussion/282925/hatch-change-is-a-double-edged-sword
If someone wants to slug for 4K -- they do this now and will do it after the change.
I appreciate the upcoming change. Everyone has a different playstyle. As a killer, when I see the key in the lobby, I play as sweaty as possible, assuming that if there is a key -- that's definitely SWF on comms. Everyone can pick up the key after their teammate died and told everyone where it is, so I slug and tunnel, using the best add-ons and trying to make their game experience miserable. They wanted to leave sooner -- they will leave sooner. Not always successful gameplay, sometimes they win, but my intention is always to give the key users a bad experience.
So, now I don't have to do so 😇If one escapes through a previously closed hatch with a key -- that's fine.
Key addon Aura reading ability could be annoying, but those add-ons are quite rare.
just as feedback: I normally play keys alone with left behind and as solo when I see a random with a key I remember the character and loot his dead body, because first the slug aura and then that bubble shows me where to look for it. I don't need SWF for that.
Just to counter the SWF witch hunt that I also get confronted with in all my solo q's
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Why exactly is it a problem, regarding the (not) "hidden" (anymore) achievement, to spawn the hatch on 5 done gens as well? I mean, regarding the point that a killer is getting his full match to play, I think when all gens are done, you surely could get some more hooks or kills, but would it be so bad if keys shortcut the gate opening? I, from both sides, think that spawning the hatch at 5 done gens would be fine, and keep the achievement as is.
@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/2523880#Comment_2523880
Not at all, when the killer knows where the hatch is, they know if they can reach it before the survivor is considered dead. Getting to the hatch nearly guarantees you can shut it regardless of whether the survivor hangs around it or not. Now I don't have that choice of finding the hatch while you still get to play the game. If I want to guarantee you don't get it, I can no longer just look for it, I have to slug you. Especially with the fact that the hatch still spawns invisible in matches and you can find it by walking over it, which is a hell of a lot easier as survivor.
"Not at all" is not 100% correct. Just closing the hatch doesn't grant you the kill, it also depends on gate placement. And the "walk over hatch" glitch will be fixed at some point, pretty sure it's a bug, not a feature.
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@Bangarang said:
https://forum.deadbydaylight.com/en/discussion/comment/2523310#Comment_2523310
Him being able to quickscope was one of the only good things he had going for him. Unless you’re going against survivors who never look behind them, how are you supposed to land a shot now when you have to aim down the barrel before you’re able to fire? 🤦🏻♂️
I'd say the same way like huntress does
@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2523375#Comment_2523375
Only he can't kill with the spear like she can and the hitbox is a bloody pin prick compared to a hatchet. Want to make a slinger miss? wiggle wiggle wiggle wiggle.
Want to make a huntress miss? wiggle wiggle wiggle? Most huntresses counter that by charging her hatchets to maximum flight speed, which is the default speed for the gun. And pls think about how many times it happens in your matches that a survivor is able to break free from the chains
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This post is already full of so many superficial comments that show a total lack of understanding of the game that it is not even worse reading all 3 pages or answering to any of them...
Let those rant who want to rant, discussions will not lead anywhere, no matter how good the arguments are
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@Squirrel_Thicc said:
https://forum.deadbydaylight.com/en/discussion/comment/2507866#Comment_2507866
If you're saying we should wait for fair balanced matchmaking before reworking pig then I guess it's never gonna happen.
And what does bad matchmaking have anything to do with reworking the pig? I don't really think those 2 things cancel each other out.
It is not possible to rate the strength of a killer if you match them up with survivors of different skill. Match them vs too low and you get 4k, match them vs too high and survivors escape. But the result has nothing to do with the strength of the killer. If you think pig is too weak, you probably just go against survivors above your level. But no one knows if this is the case as MMR so far, at least for me and all my mates, is not even close to well working.
Like every 5th match feels like it matches, all other matches run mostly ez for one side. I main Demo and have matches like getting totally stomped with 3 hooks max or 5 gens left because survivors keep running into me or have super bad pathing. And this is not helping me in telling if I played well or bad, it just tells me that they were not my level. I can't learn from those being faaaar above me and I can't learn from lemmings. You need close matches to figure out where you made your mistakes and to find out if the killer just doesn't have the tools at some point anymore or if you need to improve
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I'd say no killer is ovredue to a buff until match making is finally working for every rank, and not matching me with 4600 hours against 90 hours nurse or with 32 hours mates. When we at some point in hopefully near future we have games with people of same skill level, we could actually rate properly if killers perform good or bad...
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Dude, the emblem and rank has nothing to do with MMR.
The matchmaking is not visible nor your MMR value and they don't give ionfo about how it works, but ranks are detached from it now.
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I'm curious about how the rank up will work with the splitted MMR behind. Is it correct that you can still depip inside your rank? Like lose all the pips you got in your current rank? Because, rank reset then would mean that you keep your MMR which is adjusted to your skill, but you need a load of good games to get from rank 20 to rank 1 for the reward, which also means that you need to improve with your MMR as well, like exceptionally. Every season.
You could argue that you cant lose ranks which helps you with 'milestones' and you don't need to get 100 pips in a row, but still it means that you kinda need a 5 pip streak to gain that one rank and then lose 5 games in a row to get back to your personal level, so you can attempt the next hurdle without going against players above your level. which also means the expected game results (on average) of winning every second game within your skill level (like 2 wins, 2 losses, 1 win, 2 losses, 1 win) would just capture you at your current rank.
Am I right that this concept is not very well thought out?
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@DevilliciousPeach said:
https://forum.deadbydaylight.com/en/discussion/comment/2485944#Comment_2485944
Thank you so much ^^
I'm dumb, the key offering XD
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@DevilliciousPeach said:
https://forum.deadbydaylight.com/en/discussion/comment/2485926#Comment_2485926
Sweet thank you! :) I haven't come across the Blood Lodge. Is there an offering for it?
Blood Lodge is one of 5 Autohaven maps. Which is the Bone offering