Deathstroke
Deathstroke
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@bjorksnas said:
Slaughter with company
Little edit: slaughter with friends=swf
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Trailer looked good to me
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I would be fine with revive mechanic or perk to get one survivor back to life. Getting everyone back would be way too powerful. Requirement should be you have not been hooked and once you revive someone you are on death hook. Killer could counter this hooking everyone once. But I would be very careful adding something like this on the game.
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I think they could bit increase the distance in some maps so that 3 hooks won't spawn in right in front of each other. It would even help killers get scourge hooks more as now you can get really spawns sometimes.
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@Yharwick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758935#Comment_3758935
So two things with this. The first is if the survivors actually look behind them I test to see how good they actually are with that because many players will just run into walls and objects and I'll just go for the m1 in that case.
If they're actually very experienced and can look behind them without running into anything I tend to loop very unconventionally and hide myself behind objects while chasing and even just that throws off many survivors and they'll often just leave the loop if they don't know where I am or at the very least be confused enough to stand still to let me get a shot off.
A lot of Unknown's counterplay has it's own counterplay so it really does just become a knowledge game atp assuming you can hit shots. As long as you're mechanically good with unknown almost every situation with unknown becomes a 50/50.
That's why he is not solid A or S tier to be that level there needs to be very little counterplay. I think he is good spot fair for both sides. I have used the add on which cause weakened after doing gen or go for long shots to get survivors weakened so when I chase someone else or carry someone to hook. Survivors come looking at me to get it away. In chase it's mostly 50/50 if you get them injured with it I also get lot of m1 as some survivors literally run to me.
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@Yharwick said:
Not S tier but much better then a lot of people on here give them credit for. People underestimate how disorienting Unknown can be to go against with how instant the teleport is as well as the projectiles going through walls.
As long as you're hitting your shots Unknown can get downs in scenarios 90% of the roster can't. People like to brush off the goo like oh they'll just loop wide and you'll never hit them but as long as you're aware of it all that means is you get survivors looping unoptimally for free.
@ReverseVelocity said:
I really like The Unknown, but I wouldn't say it's S tier. Very solid killer though. Not a common pick so the counterplays are less known in general.
I'd say high B tier.
The one thing I'd love to see for it is Blurry Photo basekit. That addon seems pretty much mandatory for using your TP mid chase.
Yeah agreed I rate him high B tier too and he can be oppressive agains't casual players. But as you need two hits with his power good players will make you have harder time. It's pretty easy to get the weakened status away. Many survivors just come look at you when not in chase.
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Perfect win is 2K or 10 hooks and 30 000+ bp I say it's enough to be considered win if 2 of those requirements are met.
4K with 20K bp is loss for me especially if there are cakes in match. But with some killers it's harder to earn bp so I can accept 25K+ bp.
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@Spirit_IsTheBest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757857#Comment_3757857
When you mention that buffing Huntress hatchet count by two probably doesn't take much time, I think about how much less time it could take in buffing killers that actually needed some love, some simple number changes could really make a difference for those who need them.
In certain scenarios I do agree that lockers can be quite annoying for killers to deal with like Head On, but to be fair for at least in my case I don't encounter many survivors using it anyways.
I will say this, I do understand why you think it was punishing before the buffs, but I think instead of giving her more hatchets, I think that this add-on should be made basekit, let me know what you think, I saw someone else mention the same idea and I honestly thought it was an interesting idea.
https://us.v-cdn.net/6030815/uploads/YSZJZF02OXM0/image.png
Like I said with the locker changes, more lockers is in fact a buff, because reloading obviously takes time, but the extra hatchet change is a band-aid fix itself because reloading takes a little while. If they make the add-on I listed above basekit, along with the extra lockers, it can make Huntress a lot better, and smooth.
I would find that change fine but only reduce the hatchet to 6 no futher changes needed.
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I think the previous version was mostly fine just myers house bit too strong when facing good survivor they should just nerfed that and then leave it to be. But now it's super killer sided and you have to purposelly throw the game to lose there.
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@Laluzi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758219#Comment_3758219
Showing mercy for double bloodpoints was easier before they scrambled the in-match offering order :/ I used to do the same thing, but these last few weeks I've noticed it's randomly started lying to me. If I get a 4 or 5 cake game, nobody's dying, though.
But yeah, soloq cakes are a big gamble. Personally I've found the high prestige teammates are some of the quickest to hook suicide ASAP if they see something they don't like. You're really only safe with a SWF, and even then it's a tossup on whether your killer is normal, AFK, or challenging the world record for fastest 4k.
It works now again offering are same order as the names in the pause screen. So I been letting ones with cakes mostly live just sometimes I forget to look at it. Sometimes I play safe to get myself good amount of bp. Quite often those who bring 4 cakes are swf and they rush gens so you can't really hold back.
That worst case but clearly more often the high prestiges are competent they can either rush gens or loop okay. For swf you need good players I play sometimes with group which has given even trouble for very good killers like lilith omen even beating him. Even on killer you sometimes don't get much bp if you have off game and face that kind of swf.
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I only burn them with high prestige teammates who I can trust to be ok/decent. But in soloQ you never know. Well one reason to bring one is that your teammates get more bp as well and maybe some killers show mercy. I do that often and I try to let those who bring cake to escape. But most reliable way is to play on good swf and bring cakes then everyone gets bp decent amount.
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2vs1 mechanic you suggest is too powerful for survivors 300% recover speed is too much. But I would solve it with simple bleedout button.
Your 1vs1 is quaranteed 4K for killer unless he is bad. So hatch should stay and I would find it fine to spawn already in 2vs1 closed. Maybe just add new objective to get it open.
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@Halloulle said:
Well, it alone is one thing. Annyoing and a two for one deal for a killer; aura reading + slow down (yes, bringing items to the edge of the map does cost time plus you don't have the item; i.e. a gen is repaired slower, you can't reset yourself or save someone from being hooked, all of which translate to valuable time for surv being lost. - The edge of the map is also usually a dead zone, so a killer who catches you drop it there can easily intercept you and get a free hit).
Together with Franklin's, which on its own is already obnoxious, turns both the annoyance and the obnoxiousness up to eleven.
Actually, Weave Attunement too is rather obnoxious, now that I think about it. - Survivors are supposed to bring items, similar to how killers are supposed to bring add-ons, it's an essential part of the survivor kit. Now there's a perk that single handedly turns that essential part on its head and makes what is supposed to work for you work against you.
Imagine survivors had a perk that disables your add-ons as long as that surv is within 8m of a gen/you/a pallet/a totem/whatever, doesn't really matter.
It's the principle of "your're bringing something you're supposed to bring and then you doing what you're supposed to do is used against you."
I agree as survivor you use lot of bp to get items and then them to be turned weapons agains't you is just unhealthy effect.
I used this combo on killer some games and the information you get is ridicious it single handely won me games. Only real counterplay is to not bring items...
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@BurnedTerrormisu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756234#Comment_3756234
Reddit dose not have this discussions because they are prohibited by the subreddit rules. every discussion will be closed in no time by the dbd subreddit mods even if people discuss things in a civilized manner.
on the topic itself. the error lies with BHVR and the decision that the kill rate for killers should be 60%. This leads to several problems.
- Since the 60% kill rate is a mixture of low and high MMR, the killers have to be strong enough to offer sufficient performance even at high MMR. As a result, many killers are overbuffed in their 1vs1 performance. this makes the killer very oppressive for the survivor. New killers in particular seem to get a package of antiloop, map pressure and information instead of focusing on one part. that hurts especially soloQ because the meta play is very limited for them.
- An often overlooked point is the 60% kill rate, which means that more than half of the survivor team dies on average in a match. On the one hand, this means that the killer's MMR increases on average and killers quickly reach MMR areas where they often lose due to a lack of experience. On the other hand, it is more likely for a survivor to lose MMR in an average match, which in turn means that in future matches he gets worse team members who do not match his skill level. For soloQ, this means a constant downward spiral for the MMR. both lead to frustration on both sides.
Personally, I would like to address the following points where I believe the developers failed:
- In the game there is no steering effect by positive incentives to play as "fairly" as possible.
- There is no possibility for survivors to make a comeback after the first survivor has been sacrificed. Any comeback is merely a mistake on the part of the killer. why can't survivors revive other survivors? that would give survivors a second goal outside of generators.
- There is no reputation in the game outside of the Steam profiles, which were not created to serve as an indicator for Dead by Daylight players.
- the response to problems is incredibly slow. Even game-breaking problems take weeks to be resolved.
Finally, a picture that shows my current soloQ experience very well. taken in the last match before I visited the forum. Broken hooks are 99% not what leads to bleedout.
https://us.v-cdn.net/6030815/uploads/1TGFFCVEV6C5/20240708055442-1.jpg
That's mmr issue it should be balanced that at 60% kill rate you gain no mmr and 40% escape you gain no mmr on survivor. So for example 2K should be loss for killer in mmr. Now I do think kill rates could be lower because it's not just killers getting better in 1vs1 but maps nerfed significantly.
So I would like to see 55-60% kill rate and weaker maps buffed bit. SoloQ should get more information to bring them closer to swf. Basekit kindred and anticamp progress should be shown to other survivors.
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@Spirit_IsTheBest said:
I get mostly escape cakes, but rarely party streamers, I'm currently p100ing Ada and she is at p16 right now, and I haven't used any party streamers yet on her, currently I have 26 of them. I think they should increase the chances of getting them.
I think they should make party streamer yellow or bronze so you would get more of them I also think other bp offering bonus should be increased green bp offerings gifts only 100% bonus for one category should be increased to 200% for that one category and yellow increased to 150% and grey 100%.
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I quess we can't nerf just pc so keep them.
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The changes are fine on console at least.
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@Backmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756984#Comment_3756984
Survivors getting brainlessly get free escape is not good either and hook saving should be more punishable (return situation when survivors has 0 chance to unhook teammate if killer do everything right). And thats a reason i think hook grab should return to be more risky (and not free escape for hooked survivor).
Survivors don't get brainless free escapes they have to coordinate save to do that and also make sure they die at right place so save is possible at endgame.
Hook grabbing was more luck than skill and was rightfully removed it was not healthy mechanic for the game.
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I enjoy most of the time I would not play the game if I didn't. Killer is pretty good state now but one improvement I would like to see is removing map offerings. SoloQ should have more information see the anticamp progress and kindred basekit without killer aura.
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@Rickprado said:
People really want killers to run 4 slowdown perks
Like, really, even in SoloQ it is counterable, as long everyone bring their items to map corners.
Kllers don't need to only bring 4 slow downs if one compo is nerfed. 2 slow downs has been always more than enough for me. There are other decent perks as well.
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754940#Comment_3754940
Have to agree. Don’t understand why people are pretending this is a bad perk. It’s some of the best information in the whole game for killer.
People don't want it to get nerfed I quess it has won me many games the information you get is ridicious especially indoor maps. On top of that it add ovlivious and slow down I think it's busted.
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Skull merchant, deathslinger and twins I hate the most.
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@Beaburd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756602#Comment_3756602
Appreciate the response, but doesn't this just assume the best case scenario for the survivor where they're alert and near a defensive tile?
What about survivors out in the open on an isolated generator with no nearby pallets/windows, like on farm map?
What about survivors behind walls doing a generator (wraith can hide the uncloak), like on pretty much every other map?
What about survivors who are forced to waste a nearby pallet while doing a gen, and then are defenseless for the remaining 90 seconds at their current location?
What about a Wraith player that hits-and-runs, and never chases, therefore never having a need to anti-loop?When I think about it, the majority of the scenarios aren't as favorable.
Wraith moves 6m/s cloaked, is completely invisible outside of a 20m range, and emits growling noises only within around ~10m range, I think? So even if you're completely alert to his presence at the earliest time that you can be, you've got about ~3 seconds to react. Meaning if you don't have a pallet or window within 12m of your location at all times, aren't you just screwed into giving a free hit thanks to the new uncloak speed?
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I've got a personal hunch that this killer is underrated due to the fact that he's, in a regular chase, a basic M1 killer. But in reality, I don't think he actually ever needs to chase anyone. Just catches you off guard, gets a free hit, leaves, rinse and repeat until your teams resources are sapped and those free hits turn into free downs.
That does not work if survivors are decent and have map filled with pallets. So it's not because killer but map problem. Farm maps got butchered and any killer wins there not just wraith. Too bad I didn't get to face that swf in any of those I can confirm I could won they used 20+ pallets on me and had still many left on ormond.
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@UndeddJester said:
The concern for Mikey is that despite being one of the weakest killers on the roster, he is very much still a fan favourite, both for playing as and against... it's only the constant looming threat of Tombstone Piece that makes him a problematic and otherwise he falls significantly sub-par.
His power is very interesting... while basic, it is a power that naturally synergies with a number of perks that makes it suprisingly deadly in certain scenarios, and always makes Mikey fun to build around... including but not limited to: -
- Coup De Grace
- Unforseen
- Enduring/Spirit Fury
- Bamboozle/Superior Anatomy
- Monitor & Abuse
His thematic success and build flexibility are 2 exceptional strengths we really don't want to lose...
As such, I'd be reluctant to significantly change a lot about him and his identity with a huge and complicated power overall. Instead try to keep him mostly the same but with a slew of buffs to make his power up more potent when he does get it, and also try and do something about his extremely slow early game.
Agreed he just need buffs. Tier 1 should be 110% movement and normal lunge. Injuring could also charge his power. Tier 2 could be more steathly as well. Tier 3 could have 120% movement speed and vaultint and pallet breaking could be made more faster.
Tombstone piece has to go im afraid his other add ons are mostly fine. Vanity mirror could use slight buff to aura reading range. Judith tombstone does not need -9% debuff to movement speed and should stay.
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My least favourite killers to play are Hag, freddy, clown, plague, deathslinger, twins, trickster, artist and singularity. Sometimes I can play them for daily but often after I have tried to get new one or for challenges but that's it. Hag is probably the only one I totally refuse to play.
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Wraith does not need any nerf. He is just soloQ/beginner stomper but is weak killer agains't decent survivors. I faced swf today and they sure did make sure I had terrible time map offering to ormond and they just rushed gens and played safely around pallets.
Two had backgroud players so they could run from nearby gens to do saves the first save totally caught me off the quard. They took hit at right times to other and had perfect communication everyone was already running to pallet when I get there and that map has like 100 of them still.
So wraith does not need any nerf and that was fun first game of the day for me (last part sarcasm).
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755583#Comment_3755583
That's not how mmr works.
MMR sees the game not as a 1v4 but as 4 1v1s. An escape through a gate is a win as survivor, and a killer is a win as a killer, and escaping through the hatch or bleeding out is a draw.
So in a game of 4 survivors:
- Survivor 1 escapes
- Survivor 2 dies
- Survivor 3 dies
- Survivor 4 escapes through the hatch
- Survivor 1 gains mmr, and the killer loses an equal amount of mmr
- Survivor 2 loses mmr and the killer gains an equal amount of mmr
- Survivor 3 loses mmr and the killer gains an equal amount of mmr
- Survivor 4 does not gain or lose mmr, nor does the killer
Thus this game would be seen as the killer winning twice, losing once, and drawing once.
If that is the case average killers would reach higher mmr than they should based on their kill rate of 60% and survivors would drop to lower mmr with escape rate 40%. Logical would be to balance the mmr as well to this so 2K should be loss for killer. Because in time this would cause issues to matchmaking.
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@AggressiveFTW said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756107#Comment_3756107
There has been times where I've accidentally tunneled just because of it not being visible. I do agree with you that if a Killer wants to tunnel, they will regardless of it being visible or not. I can't help but only see this QOL improvement as something positive. I think many can relate to accidentally tunneling due to the non visibility.
I think this change would be good if we want the direction for this game to go in the hook incentivise and a healthier state.
Yeah and sometimes I have accidentally just killed survivors who have reached second stage when I was intending to go for hooks.
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Got nancy to P100 but I would liked still get more cakes to some characters as I spreaded them bit too much.
I got overall 3000 cakes shared 50/50 for both sides. I began to like playing wraith for bp last days so should gotten more cakes for him.
Normally I play all killers but wraith is only one who can make my standard to use cakes lower as for others I careful select matches where I use them.
Apart from nancy I got less prestiges for survivors I liked so yeah I didn't achieve all my goals. I do have to lower my goals for next year as I did play more than on other anniversaries this was my third.
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One thing which I find cruel is pretending to give hatch but then closing it right in front of the survivor or doing same with gate.
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@FilthyLegionRevival said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755807#Comment_3755807
I'm more inclined to think that the main reason for why people give up, aside from them assuming the game isn't winnable, is just the fact that people aren't willing to put up with the seemingly unfair situation. Sure, while it may be because they aren't good enough to keep the killer busy while being tunneled, not everyone will want to play at 100 percent. Some people even can't. Hell, I came back to the game and saw a clear decline in my overall skill and despite playing my best, a couple of teammates of mine focused their hate on me in the endgame chat. If I (and by association since I'm sure others experience this) have to put up with people like these, what's the point in even playing a game that you can't find room to improve in, enjoy, or be considered of any worth? It's why I've been trying to stay away from the game as long as I have. I don't want to be mentally exhausted just from playing a few games. It's not healthy.
Just try to play for fun and don't look the chat that might make it more mentally bearable.
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I think it will be popular 2vs8 is mode the community has always wanted. So eventually it will be pernament.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755585#Comment_3755585
Personally, I dont really care if I get 3man outed or 4man outed. I play Pig with one perk most of the time. I know my chances are low. DBD is sadly more balanced around the players loadout than their experience and skill level.
Thats what I tend to focus on. If my match has been fun : good chases, some nice ambushes and moondashes, good mindgames and goood pathing / strategyzing, then its a win in my book. I had a fun match. Of course the games mmr system does not see it that way, but why should I care?
Do I throw every game? Not by a long shot. I win most of my games due to Piggy being a little bit of a devil if the team is not prepared.
If you can go for 5-7 hooks with 3 gens still up, then you could definitely go for 8 before someone is out. Maybe use a perk like noo way out or bloodwarden to make endgame more interesting?
Of course all this is up to you. Just remember to not stress yourself out too much. Its a game. If it gets more to you than your daily life, you should maybe change it up a little.
At the moment I probably could im red rank 1 so I don't need to perform for pips. But my survivors are though good enough that I would lose more. Just one mistake can turn the game to their favour and that's why eliminating someone when you have chance is best choise. Usually it's just naturally occurs I find one death hooked but if I really take pity on them then I might slug and find another one.
I run pain res and grim embrace so they allow me to slow gens lot in beginning when I have fast chases and pressure on survivors. But later on game those 3 gens can very fast turn to 1 gen. At some point they often can recover from my pressure and reset. In event I was winning at 5 gens given how killer sided it was so then I actually could safely go for 8 hooks.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755559#Comment_3755559
Im mostly playing with meme builds or with one or twop perk only while not trying to tunnel or camp. With Pig or Sadako.
When I win, its mostly in end game or with one gen remaining. Im fine with that. I have enough experience in dbd, but that does not mean, that Im gonna be consistent. Games are supposed to be fun (I know that this is something that many people in this game tend to forget). Me stomping my opponent isnt fun for me. A close game where both sides have a good chance to win is a lot more enjoyable for all people involved I feel like. This is certainly something you can get behind. Survivors that have no chance of winning tend to give up fast. Thats presumably why I rarely see quitters in my games. Of course this is just my opinion and everyone can play however they want.
My last comment on the matter: A lot in dbd in terms of winning does not come down to player skill or even hourcount to soome extend but the loadout that they bring to the table. I could send myself to Midwich all the time while using jigsaw sketch and crate of gears combined with lethal, corrupt, stbfl and surge to win almost all my matches. Is this fun? Not for me for sure.
Totally understandable. I have gone for 8 hooks some games but I just need the first kill to call me down so I don't do that often and it feels like throwing. That's why usually my 5-7th hook eliminates someone at 3 gens left. Then I can chill and hook everyone else to death hook and I don't mind even if they escape.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621999#Comment_3621999
what. a 4k is a win regardless if it at 0 or 2 gens. the only time gens would ever matter is if its like tournament and two killer in tournament standing tie for same amount of kills, so then the killer with more gens would win as to break tie breakers.
2-4 escape through exit gate is win for survivor team
3-4k is win for killer.
I know dbd mmr counts as 2 survivors that died as losses but really it should be counting them as draws. when 3rd survivor is killed, the entire team loses. that is how it should work but it is whatever.
Dbd kill rate is 60% so 2K is loss for mmr. You are peforming under average so your mmr should drop.
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@Pulsar said:
As a Killer, a 4K at 2+ gens is a win, anything else is a loss.
As Survivor, two people getting out is a win in this day and age.
That's blowout. Win is always wins even if it happens in endgame collapse with bloodwarden.
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I think he wanted to play.
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@Karth said:
I remember a qoute like this from one of the devs (or sorta), sorry for causing you trouble sir/madam, but it did got me thinking.
Im all down for something silly, wacky or out of place. Something to unwind and chill together as a community. Maybe 2v8 will bring this? Who knows?
Or maybe something like the Bloodmoon event where we can get massive and massive amount of bloodpoints again, god i miss that event so much haha.Anything that gives a massive bloodpoint boost can also help newer players, cant imagine the overwhelming choice on killers/survivors/perks etc. and have to grind for them meticously
Farming in 2vs8 is not probably acceptable unless both killers want to do it. It's equal as teaming with killer on survivor agains't other survivors in normal mode. I would like to know what's the rules on that.
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@Triplehoo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755241#Comment_3755241
I remember when it was the other way around
When?
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@Xxjwaynexx said:
Yeah it's not really that serious though, swf aren't escaping at a rate FAR above solo que and that's a literal fact. Playing against comms isn't some disadvantage my friend, of course they are more coordinated which is what the game truly requires when playing survivor, no one wants to play solo que where their teammates quit constantly, don't do gens, give up on first hook, etc.
The point is not every comm team is team eternal playing for a tournament. Most people just want to vibe out with their friends and not deal with the pains of solo que. Every once in a while you'll get a really good swf team that will mop the floor with you if you're not on top of your game and managing chases, overall pressure and gen defense properly. Those loses are skill issues and great learning sessions.
For the record I'm a killer main with 2.5k hours and only less than 100 or so on survivor. If you want easy games or bad survivors just say so, not being condescending but very genuine.
Lastly people want prestige hidden due to lobby shopping. Showing comms would not only be kind of impossible considering people don't even have to use their computer or game system to communicate so there's no way of showing or knowing but it'd cause lobby shopping to be way worse than it already is and no one wants that.
It's not even comms what makes swf it's the fact you can get 4 good survivors to play together.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753539#Comment_3753539
This attitude is why people say they get tunneled every game.
Tunneling is someone chasing one survivor into they are dead. That's it. Full stop.
That's again hardcore tunneling.
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If we don't allow swf also should not allow A-tier or higher killers as well.
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@SunaIIanu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755234#Comment_3755234
Why is it easier to hit them with the mouse? You use the spacebar.
I also know people who play survivor really well with a controller, so atleast for survivor I can't believe that there is that much advantage for mouse and keyboard.
Yes there is advantage but it's not as big in normal play. But skill checks are way way more difficult on console and you can see that. I would love to know stats about it but I think pc survivors hit 99.9% skill checks and console maybe 90%. You can switch the input on mouse on pc and it's lot faster to press mouse than controller button.
Also if you see player dropping pallets instead healing player under it that's console player. We have less good buttons so we can't really change inputs. I would change healing but fixing gens would be uncomfortable from button X. Spinning is also easier too on pc.
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@SunaIIanu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754873#Comment_3754873
There are also PC players that struggle with low FPS, so that would be unfair to the PC players with lower end PCs.
With mouse it's still easier to hit them. Other option would be to make skill checks easier on console
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@Xyphus said:
Matter of taste I believe.. While I wouldn't mind I still prefer my hundreds of Flashies and Toolboxes over those cakes I most likely won't use outside of BP events
Extra slot for cakes would be also option personally I don't even use the anniversary items so don't mind if they exist or not. Amount of cakes you get on survivor is not good. I was thinking making that you get 2 cakes and 1 item compared to now ratio 1 cake and 2 items.
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@Laluzi said:
I think this could be fixed by increasing the number of slots dedicated to anniversary items in survivor bloodwebs compared to killer bloodwebs. Add maybe a flat +2 dedicated slots and see how that works out. Or guarantee one of each item in every web - they did that once, back when P3-50 was the max and most players had level 50 webs.
Because yeah, the lack of cake on survivor is a problem. They earn fewer points by design and their webs have 4x as many possible anniversary items, where killers only get the coveted bloodpoint boosters.
Yeah survivor cakes been problem for years and I hope it would be finally fixed. I had to play killer a lot to get cakes on survivor. Because I play both sides it hurts my killer updating too as I want to have cakes same amount for both sides. 2 extra slots would be really great.
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754821#Comment_3754821
Calling it now when his updates comes all his addons are getting changed and modernized infinite tier 3 and Mirror especially for being to problematic.
Now its nothing but Stalk speed/Stalk movement speed and Haste addons/status effects
Then I hope he is not touched. His add ons makes him unique and he has the most versatile ones.
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@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754306#Comment_3754306
hooks and kills are pretty much the same thing like survivors cracking out gens killers need to hook survivor to kill them,ok then tunneling/camping is just the killer doing they objective with is hook and kill survivors.
also if survivors doing nothing but gems(no totems no opening chests or helping others) that's genrushing.
here found match as survivor I had as survivor I was hooked then someone else got hooked they saved them but left me to get to 2nd hook stage then it was me and the one who was saved before me so they had 2nd hook anyways they got hooked and I saved them but I was going to stick around the killer was coming back so I ran to the other side of map.
now I was trying to find something to do but saw the killer and the survivor come at me survivor pointed at me for some reason and killer chased me and hook me let the other survivor go.
so no I'm not playing cake so other can get the points.
and if 3 gens pop by time I down someone and 4th by time I hook them I also not going to play cake I'll play mori a map or the carpest offering I have.
sorry not sorry.
I don't think they do that only get half event bp if you don't bring anniversary cakes because if 4 or 3 bring cakes you'll still get a lot of points and anniversary cakes can be used all year long.
I'm just saving my when there a double BP event in the normal mode I have 198 on one killer.
Totem or chest don't help completing objective and winning match if killer wants survivors do totem they should bring hex build plaything/pentimeto. It's just being efficient on gens.
Most matches should not be that bad for you. Anniversary points are halved not the normal wants and you can get those up to 200K if lucky. I have been earning with cakes 250-400K+ bp without cake 100-200K during aniiversary. Few games I forgot to put cake.
The fact is anniversary is the only time 100% worth to bring cake you get so much bp and that means you can buy even more cakes.
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@UndeddJester said:
The main thing with Doctor is you need to ensure you're abusing his tile capabilities. Popping therapy faster and further is great for his add-ons.
You keep hitting survivors with your static therapy as they are about to get to a pallet or window, which forces them to run through instead of make safety. It lasts 2.5s, so the effect is suprisingly long.
This means unlike a lot of killers you don't often mind game as Doctor, as brute forcing a hit is the status quo (since shock therapy slows you a lot, its tough to mind game with it). So using mind games for m1s sparingly can really catch survivors off guard when you condition them with brute forces before you actually use them.
I imagine this is the reason you are missing often, because you're getting a little over excited to go for a hit early rather than taking the safer play with shocking through an extra loop to make certain and/or trying to mind game too much.
If you're still learning and in low MMR, Huntress Lullaby is pretty devastating on Doctor. A hex build such as Haunted Ground, Thrill of the Hunt, Huntress Lullaby and Devour Hope, and defending totems with static blast can really put a lot of hurt on a team.
That build you suggest works agains't console players so don't suggest it... On pc they will hit all the skill checks no problem. I think the game should have harder skill checks for pc to even this out.
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@SAWII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754816#Comment_3754816
No, I'm a both sides main, so half my games were on surv. But the BP are more consistent with killer, and killer gets so many more cobbs (cakes) than survivor, that it made sense to me to dump almost all of it into my main.
Okay I play killer/survivor 35/65 ratio probably and put bp about that amount for both sides in that ratio as well. I updated some cakes to every character at least. More to those who I play regularly.
