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Deathstroke

Deathstroke

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Deathstroke
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  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538771#Comment_3538771

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538773#Comment_3538773

    If the killer is close enough to you to be able to hit you off hook immediately, your teammates should be unhooking you when close to stage change, meaning you've bought them a lot of free time to crank out gens unbothered. And even then, OTR guarantees value in the fact that killer is forced to M1 you and can't simply wait out BT (which would put you back on the hook if you're hooked in a dead zone). And even outside of this, you're massively advantaged in chase in having unlimited Distortion and old Iron Will, both of which are S-tier perks. Not to mention, you can reset your mend with DS if you happen to have it equipped as well.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538774#Comment_3538774

    99% of killers that intend on tunneling will take the free tag on the unhooker, which at least buys you enough time to get away from the killer. Not to mention, OTR allows you to escape some extremely dire situations, like a killer hooking you in basement then bodyblocking your BT timer, or hooking you in a deadzone and waiting out BT.

    Basekit bt is enough to get out of basement. So otr really situational then and means you have messed up if you need it in those situations.

  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538682#Comment_3538682

    No, it's just strong overall. I see so many people claim that the Endurance is somehow weak because BT exists. To those people, I recommend learning to preserve your Endurance and not taking a hit immediately off hook.

    Can't do that when killer hits you right after hook when you're still in animation. And otr is useless alone with sb it's okay as long as the killer does not be ready hit immediatelly. Still basekit bt is usually enough to get on to safe loop.

    Current ds is still almost better perk which says a lot how superior old ds is to the current otr. If you run dh and mft then otr is useless most of the time too and current ds better choise just if the timer was 80s like otr it would be perfect.

  • Yeah that could be long enough but if the survivors are hiding just that 30 minutes I would make the killer have survivors aurad shown around 25 minutes mark and show them again every minute after that. But I would maybe be more conservative and make the time limit to 35 minutes or 40 minutes just in case. And survivors who are alive when match end's should survive just not escape either.

  • High ping definetely should not be advantage but it should be other way around. I think there should thing showing ping before match start because who want to play agains't someone with bad ping. The limit definetely should be 500ms or lower.

  • @dbdthegame said:

    Easily one of the strongest perks in the game for survivors currently. Some might even argue it's too strong. It's 3 S-tier perks in one for 80s, twice a game.

    It's good agains't killers who don't tunnel propelly and for bodyblocking.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537372#Comment_3537372

    DS was always 3 seconds for a very long time. But it was affected by enduring. Then it was buffed to 5 seconds, with the intent that, when enduring was reworked, it would get nerfed back down to 3. But it never got nerfed to 3.

    The problem isn't that it was "nerfed" the problem is that the original bargain was never completed until it was put back to 3 seconds.

    But then you could also use ds while working on gen and heal others. Generally loops were much stronger too. No-one had problem with the 5s ds stun it was completely fair only thing which was questionable was it working in endgame.

  • Calm spirit is like killer having 5th perk now. The disadvantage is that big.

  • @dbdthegame said:

    So I'm part of quite a few Discord servers where I play with a few different people of differing skill levels. Some of them being very new and inexperienced, others being casuals, and others being sweatlords like myself. I decided to do an experiment recently.

    First off, I would SWF up with randoms on the Discord servers, whose skill levels I wasn't aware of, and we would be on voice comms. My main takeaway from this part of the experiment is this: voice comms will never make up for a lack of game sense or skill. One thing still holds true: one weak link can cause the entire team to crumble.

    For the second part of the experiment, I played with my usual sweaty SWF, but we played with no voice comms whatsoever. Our performance was near flawless, with us 4-outing nearly every game (except one where we got sent to Midwich by a full aura Nurse, where we 3-outed). While there were definitely a few fumbles, and a lack of coordination on movement where someone may have ran killer into someone else's gen accidentally, for the most part, our gameplay was clean.

    But of course, we were accustomed to playing with each other. So voice comms may have not made as much of a difference because we were used to each other's styles. So I decided to take it one step further. I played a few more games with some of THEIR friends, who I had either never - or rarely - played with, and we, again, played without comms. All of them were relatively proficient at the game and we were mostly on the same page. Again, our performance was stellar.

    So I realized what the real "problem" with solo queue is. It's a problem that voice comms wouldn't solve. The biggest contributor to a team's success or failure is the lowest common denominator. It only takes one player who's not on the same page as the rest to land the team in an unwinnable situation (getting slugged near a hook at 5 gens, for example). Outside of the MMR soft cap, it's a jungle. You could be getting paired with near-fresh installs, or god-tier loopers. Matching these two groups into a game and giving them voice comms with each other would, in my opinion, do much more harm than good.

    Think back to your own experience as a solo queue survivor. Have you ever had one of those games where you matched with a 3-man, and the game felt like it ran so smoothly, despite the fact you were alone? Or even a time where you may have been playing as a 3-man, and queued up with a solo who could hold their own. Ironically, MMR's biggest failing is its lack of actual matchmaking outside the soft cap.

    I believe that even without comms, MOST competent players have the tools at their disposal to win most of their games. Between the HUD changes and good game sense, there is very little information that can't be ascertained organically through gameplay without comms. Don't get me wrong, comms will ALWAYS be superior. But I don't believe the gap is nearly as large as many people make it seem to be.

    I still think the HUD changes could benefit from an overhaul. Something that gives information to the team about which perks are active (Deliverance, Distortion, Reassurance, Kinship, We'll Make It, etc). Perks that would situationally display if they are relevant (for example, Distortion lighting up next to a survivor's portrait when they lose a stack). But honestly, solo queue isn't as bad as most people make it seem to be. If your experience with it has been consistently negative and you NEVER escape, consider that YOU may be the weak link, and perhaps take a step back and find ways to improve.

    I play 3 or 4 man swf occasionally with no voice comms. Most games we all escape because all of us can loop and do gens and killers usually figure that too late. We only lose when killers instantly tunnel well or are very good and sadako comdems strat seemed to be our weakness. Most of us were 3K+ hours. I figure my escape rate was 9 out of 10 games.

    But when I play with my brothers swb with voice comms we don't do as well, we are 3 man so ramdom fails us often but my other brother is too casual so he is weaklink too. I try to advice them to just do gens but we just never get the same effiency that with the other swf. My little brother though is good looper but 2 is not usually enough to overcome the lack of skill. My escape rate probably 1 out of 2 games.

    We still do massively better than soloQ on average ofcourse. Currenty haven't even escape in soloQ last 10 games. Well at least few games I was reason some of my teammates got away.

  • @Pulsar said:

    The fact of the matter is that there will almost always be a weak link.

    It doesn't matter if it's not you, it doesn't even matter if the Killer identifies it and tunnels them out. If someone is cleansing a bunch of totems and opening chests whilst you or someone else is doing an optimal play, the Killer will still win if they aren't terrible.

    If they do tunnel them out and force a 3v1 as many Killers like to do, good luck, since the game isn't balanced around that.

    Basically, you can play perfectly and still lose for multiple games in a row.

    Opening one chest or totem is not that bad thing as long you don't waste time finding them. I have my games doing 3 gens alone, totems and chest because I get bored doing gens when my teammates can't even complete one. They're not even chased they just probably hide in bush.

  • @Raccoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538304#Comment_3538304

    If they didn't count, you could just drop your MMR (my Wraith MMR is pretty negligible as I use him for tome stuff/let people go), get as many BP as you want off a weak group via hooks/chases/etc, then slug them all until death - repeat as desired.

    Not counting slug deaths as kills would be hugely problematic, imo.

    I think bleed outs does not increase your kill total. So just going for bleed outs make your stats look very bad.

  • @Livion said:

    I started playing hag a few days ago and I am having a blast using her, I tried different approaches but the my favourite has to be body blocker hag

    https://us.v-cdn.net/6030815/uploads/N6JLYEZLGUVE/18a7bbe591644-screenshoturl.jpg

    But I still struggle setting up the web (I also tried using devour on her but it always gets cleansed so if anyone has any tips to defend totems please let me know)

    So yeah, just wanted to learn her play style a bit more

    If you play chasing hag with the iri add on coub de grace and play with you food are good perk choises too. Survivors don't expect you to be so fast and have so big lunge.

  • @Milo said:

    ... Nerf Hope+MFT (make so hope cannot stack even or smth) instead of buffing something for Killer that then unbalances it for someone without that combo.

    Im fine with them as long as killers has perk to counter them. They still take 2 perk slots for survivors. I didn't catch one of injured survivors because my noed got cleansed and lost the speed boost so that's why I think it should be pernament. Most survivors still run at least mft.

  • @Raccoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537819#Comment_3537819

    The game counts 4 bleed outs as a win for killer and raises their MMR accordingly.

    The game counts any death as a loss for survivor and decreases their MMR.

    If the killer bleeds out 4 survivors, what do YOU think happens to the killer's MMR? What do YOU think happens to the survivor's MMR if they die via bleed out?

    Bleed out does not give any emblems score denying usually pips and does not give kills in sacrifise gategory to your overall stats.

  • @Hanuka5 said:

    When i play and I down the last 2 survivors, nearly allways they try to hide and slug themself for 4 minutes instead of just staying where they are and let me hook em.

    If the survivors voluntarily slug themselves to death, how bad can it be?

    I think it's annoying when you slugged them fair. You saw both and got them both down. But I don't blame then if you slugged one of them ground and just kept finding the last. Unbreakble really should be basekit on these situations and deerstalker for killer.

  • @Emeal said:

    Sure but look at the other side of tunneling.

    1. It helps a Killer punish an unhooking done right next to the Killer.
    2. it helps a Killer get a quick down in places they would not.

    I would not call it a flaw, rather a tool which Killers can use.

    Yeah probably problem is killers use the tool right at the start but so do survivors use gen rushing tool. Both needs some fixing then the game can become more balanced along pipping system updated. I would find ideal balance 5 hooks before first kill. The game would not need huge changes for that to happen.

    Now I figure it is quite common to take someone out with the first 3-4 hooks of the game that's only really problematic tunneling it's same as you play killer and 2-3 gens pop in first chase. I think corrupt invertion really should be basekit in some form. Swf should get nerfed bit and as now killers really rely winning soloQ teams.

  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537567#Comment_3537567

    Yeah that makes good sense.

    If you don't enter a new chase in a timely manner or if the unhook comes when you are still really close to the hook, which is very common, then It makes sense to return and pressure the two survivors at the hook.

    In a lot of circumstances the most logical person to pressure is the injured one not the other way round. Especially if they body block for the un-hooker and use up their endurance.

    I just always find it odd that the target that makes the most sense to chase (which often involves "tunneling") is perceived by many to be some kind of toxic aberration of normal play than just a completely normal choice as part of the game.

    You gotta make that call though because if you sink a ton of time chasing a good survivor simple due to their hook state then its a de-pip.

    If injured block's for healthy survivor that is pretty much asking to get tunneled. If survivors give me free tunnel I always use it. I agree on your points some form of tunneling is usually required to win/pip. I have my games going more hooks too and even I have won usually emblems score get hurt because you need to dominate to get them to iridescent.

    When everyone hooked once I think after that there is not really point going for hooks because pain res/plaything don't give value after that which I use quite lot on my builds. So then tunneling next hooked is smart play. To play this way you need to get downs still quickly and if there is one survivor you can't catch then it's better to leave them until it's 3vs1.

    Only the high tier killers can purely go for chases. Blight is good example he can win going for 8 hooks consistently and still keep gens not progressing that much. For any weaker killer max should be 4-5 hooks if playing to win.

  • @tjt85 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537216#Comment_3537216

    I hear you. I hope BHVR removes de-pipping for everything except DCing one day soon. The grade system needs a rethink because in its present state, all it does is rub salt in the wound after a bad loss. DBD can't decide if it wants to be a fun party game or an ultra competitive sweatfest and so ultimately satisfies neither.

    Once you reach the iri ranks, you can kinda cheese the system a little by playing killers that you don't play very often to hopefully get weaker survivors to face (assuming MMR is actually working as it should. This doesn't always work). Or maybe play at times when you know the sweatier survivors are less likely to be playing.

    Like I said, I hit Iri 1 only once and once is more than enough times for me. When the games get too sweaty these days, I log off for the night.

    Yeah I done switching killers but thing is I have done it now so long that it does not work often anymore. I used to reach iri 1 on killer almost always if I played enough between november 2021-april 2023. Around then gen regression was gutted which made gen rushing lot easier. Best is not to care about grades too much but it can be hard.

  • @pseudechis said:

    Not bad advice, it can work well on a lot of killers in the roster. If up against a team that's smashing the gens it can really swing it to get it down to 3v1 as soon as possible, so it stands to reason that making it your main aim every game can make it easier to avoid de-pipping.

    What I find weird is the people replying that you could, or should, just "play normally" as if what you are suggesting is outside the realm of normal play.

    If you want to kill someone early by all means kill someone early, managing 3 survivors is easier than managing 4.

    Many of those games I just played effiently. As the one survivor is hooked I pressured others and tried to get another hook if it didn't work I returned to hook and got some trades that way. This I found very good way to pip. What I did just didn't give them any time to recover.

    The first hooked I usually got then pretty quickly downed again and then took them out if good chance. Usually my first kill happened at 5 hooks sometimes it was second hooked too to get first out. Or whoever was easy. Earlier you can get someone out the better are chances.

    Only few games I went my way to just kill one survivor no matter what when it was neccessary to win/pip that game and that still is big risk as if it fails it's certain depip. 3vs1 is sometimes hard to manage too when there is 1-2 gens and if you take one out there is risk the other 2 don't save each other if they're not yet hooked which is really needed to pip. But I found ways to win/pip.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537252#Comment_3537252

    I play more than just Nurse. You don't play just Oni, right?

    Yup Oni is bad for pipping eve more about destoying and getting destroyed and instadown not good for chaser but I've seen you in some nurse discussion's too so I just made assumption and given you said it's not too hard to reach red grade. But I think it is given how inconsistent matches are with weaker killers.

  • @OnryosTapeRentals said:

    I figure I should probably derank my mmr

    Deranking your MMR is mostly a myth. Upon reaching 1,600+ MMR you're essentially going to stay in that bracket. Players in the Top Skill Bracket are protected against significant MMR losses, meaning you can lose numerous ranked trials in a row without much decrease to your MMR.

    Most are swf too

    People tend to overestimate the number of SWFS they face. Not saying you definitely don't face a lot of SWFs, it's just something to keep in mind.

    Most games I won I could not pip given how good the survivors were doing gens

    Gatekeeper can be a tricky emblem to get. The emblem earns points based upon how many generators are unrepaired for the first 9 minutes of the match, as well as if the trial ends with the exit gates closed. Corrupt Intervention and No Way Out are both very good and consistent perks that could help you out with this emblem.

    twice someone bleeded out while I slugged to 4K when gens were done

    Slugging is counterproductive if you're trying to get good emblems. Bleedouts provide no points towards the Devout emblem. Taking the hooks is almost always a better option if you're playing for emblems and not kills.

    advancing to red grades is imposible

    It's definitely hard but not impossible. The pip system is frustrating and oftentimes counterintuitive, so getting to Iridescent Grades can feel like an uphill battle. But if you keep at it you'll definitely get there!

    Should I just focus getting kills

    My advice would be to take a look at the Wiki (linked here) to understand exactly how each emblem works. Knowing what actions earn you emblem points will help you make more informed choices on where to put your focus and efforts in a match. Confirming kills and ending matches quickly is often at odds with getting good emblems. It can be boring and tedious but dealing out lots of damage, and making the match least 9 minutes are the keys to pipping consistently IMO. Because of this, killers like Legion and Skull Merchant tend to get good emblems with relative consistency.

    I have noticed when I lose few games I usually get easier opponents and I recently won like 20 games a row which probably increased my mmr even higher but allowed me to move from bronze grades to gold. I quess im quite high on the mmr. Maybe I could try playing trapper he has lowest mmr of my killers probably

    Well I know they're swf most of time how much better they are than my soloQ teammates. I never seem to face those soloQ teammates who do totems, chest or hide or do worst decisions or can't loop but I do get them as teammates. There is lot of smart plays bodyblocking etc and they seem planned. The gen effiency is something what most my soloQ teammates are incabable of doing. Some might be very good solos.

    The slugging part is sometimes required to pip when there is 2 left if you get both down and get 4K which usually give +2 pip. But the risk is last can crawl away and you don't find him. I only do it when I see both survivors or know I need it to pip.

    But this time I ended up twice slugging everyone in 3vs1 when gates where already powered and both times I didn't find one of the survivors. These games slugging was required otherwise all of them could escaped. The last had chance to escape and open gate but he came trying to save both of the games.

    I might be running out of time getting red grade now. Just 5 days and today my 10 games didn't bring any result. It was close though my depips where just 1 point away being safety pips and many safety pips where also 1 point away from being pips. I do know how emblems works and normally I try to drag matches to be longer but I might just need some basement bubba time now that I did give my all to pipping these past few days. It's much more relaxing.

    Mainly my question really is what is best way to get to the red grade and how others do it and avoid depips. I did play few games on legion and got one pip but also lost once. I got some mega gen rushers. Corrupt might be good choise for me.

  • @SB_SAS said:

    TL;DR, I'm awful and not sure it's possible for me to get better at this point.

    In case someone asks what platform I'm on, I play on Switch with joycons but this is no excuse because my friend is brand new to Survivor and is just as good at looping as me in most cases. (They're on Switch too.)

    I have about 250 hours as Survivor. Possibly more. Every time I try to do that thing where people run a circle around the Killer, I get hit. Every. Time. This morning, I got 3 AFK Killers in a row, one baby Nurse, and then the same AFK Blight from earlier. (My MMR is incredibly low.)

    I'm just lucky that Killers feel bad for me often enough that they give me Hatch more than I ever thought I would get.

    And before someone tells me to get more experience as Killer to know how they think, I have at least 400 hours as Killer so that's not my problem here.

    I have a problem with slow reaction time as well, I've realized. And I never seem to know which direction the Killer is coming from. (I wear headphones.)

    Is there any chance of me ever getting good? Or am I doomed to someday be a P100 Yoichi who can't loop for their life? (If you're feeling up to answering, how do I stop caring about my Prestige?)

    Thanks! And sorry for the long post.

    I have 3600 hours in the game and still fall for some easy mindgames. But you do definetely improve over time I think for me it took about 1000 hours to get decent so just keep playing and focus things you think could make better.

    Like do window/ pallets fakes and greed pallets where you can see the killer be unpredictable. I went easily for mindgames as beginner when I didn't use any fakes. Some pallets still are very easy to mindgame so you can drop them early pr practise mindgaming killer.

    On switch doing 360s is lot harder than on pc. It's not possible to do them as fast you could maybe try V tech if you want but usually they don't work agains't good killers. So these techs are not big deal.

    Switch and joystick does limit killer more. M+K on pc is superior. But just keep practising killer takes long time to master.

  • @Mr_K said:

    Grade 1 killer really isn't that hard. It just takes time to play all the required matches.

    Not easy if you think about it definetely hinders gameplay. Given your profile picture you play probably lot of nurse and I imagine depipping is rare with her. With weaker killers you either destroy or get destroyed.

  • @tjt85 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536400#Comment_3536400

    Or just play a normal match until you need to get someone out of the game?

    With respect, I tend to hate these kinds of games as survivor. When it's obviously a no win situation, yet the killer refuses to hook me, then clearly they're just farming / toying with me and I'd rather just collect my BP and go next.

    I might have been guilty of doing this myself at times. I've kept survivors in games for longer than I maybe should have. Mostly to give them extra chances to earn some BP (and with Legion it's fun to try for lots of 5th hit downs), but maybe that's more cruel than it is kind sometimes.

    There is always risk I get gen rushed just playing normally and depipping so you just can't do that if you want to reach red grade if depip was removed then I could do that. I made that mistake already twice in a row and lost all my pips. The survivors I mostly face you don't win playing normally not even safety pip.

  • @mca240 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536436#Comment_3536436

    Can you please keep it on topic? I don't care how you feel about Xenomorph, we are here to discuss how satisfied people are with the came. Plenty of other topics on this forum to discuss Xenomorph. We all know through your previous comments you are a killer main and belong to a couple here that desperately try to defend Xenomorph, because you all like playing him overtuned.

    Well your last chapter took my attention. Im more of an dbd main if anything overall I have played more survivor. Im satisfied with game mostly tunneling/camping are problems as gen rushing and both been increasing since 6.1 update. The gap between solo and swf is still a problem. I think recent changes made it worser. SoloQ was in much better spot before med kits nerf and now the vaulting nerf too. The game still solid 7/10 for me.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536398#Comment_3536398

    If you keep 4 alive there is much longer time 3 people can keep hitting gens. My strat is to down someone then go pressure gens down another then get another and the once one of them get second hook I tunnel them out. If survivors gen rush do 2-3 gens first chase then I just hard tunnel.

    Once it's 3vs1 survivors can barely do gens that's when you can easily snowball and keep them off gens. Never has worked for me just guarding gens at the start and waiting easy down survivors get way too much gen progress in that time. Snowball in that situation relies too much on luck.

    It definetely is outdated I already made suggestion to remove depips as it would allow players to play casually. I just want the job done to be in red grade so that's why I sweat now. Last time I was there on killer like 5 months ago so I just want to do it one more time now. Also I could use the bp even I get a lot now it's nice bonus.

  • @mca240 said:

    Out of curiosity how others feel? Right now I would rate the game 3/10. I used to play this game hours on end. Now I just switch it on to keep up to track with the latest content and then switch it off again.

    The game was in a great spot before Transmission End. Sure, we saw Wesker a bit too much because other killers are in need of some slight tuning. Wesker needed some slight adjustments but that was it.

    Then came Made For This. Playing killer outside of S-tier ones became very unpleasant. It killed killer diversity.

    People felt tunneling and camping was needed to "win". With no good counters it became a rampant problem.

    Especially SoloQ became hell, even more than before. Matchmaking is getting progressively worse adding to the problem.

    The final nail in the coffin for me is Xenomorph. The biggest unbalanced dumpster fire they have released. Previous released killers were too weak on release. Apparently they thought it was ok to go overboard this time. We have now had multiple unbalanced and unfun killers In a row; the previous ones haven't even been fixed.

    Your turn.

    I don't think xemo is too strong maybe remove the drag tech which pc players can abuse then he is fine. I looped xemo today like 5 gens he lost game while tunneling me and everyone escaped. You just need to predict what he is going to do and use turrets so you can counter his power.

  • @MeanieDeeny said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536262#Comment_3536262

    You fail to mention survivors who crawl away and hide to bleed out willingly because they feel if they bleed out, you didn't "win." This is on the same level and no one ever discusses that.

    I had a match where the last two unhooked out front of me, I downed one and went for the other and when I came back to pick him up...I couldn't find this person anywhere. I was upset because I didn't want to wait for a bleed out. When I messaged after being like "hey man why waste our time." He was insistent I didn't 4k, because he "bled out" which you know = dying..which = not surviving, which = killer won. But no one ever talks about that being a waste of killer's time. It's always "the killer wasted my time bleeding me out." That door swings both ways. I have an actual life, I don't wanna play a little bleed out game, because a surv can't take an L.

    I think the last slugged aura should be just showed to the killer. I lost pips because last one managed to crawl. I only slug 4K when I see both survivors or really need it to gain pips.

  • @MeanieDeeny said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536240#Comment_3536240

    Tunneling and camping occurs in MOST (not all) cases because of the gen rush problem. It's literally a reaction to a current action that is not being addressed. Bhvr can't help that their community is toxic (apparently) but they know they've set everyone who isn't a SWF group up for failure and refuse to correct it.

    Killers will continue to tunnel and camp as long as gens fly the way they do. Survivors bringing perks for whatever fun little build they wanna try vs. killers having to bring multiple gen regression perks and hope they help...sounds balanced.

    Lot of it happens because pipping. Tunneling is best way to get pips and avoid depips because your more likely to win. If depip were removed I figure that would reduce already lot of tunneling because then losing would not punish you really. It would allow gaining pips just by playing.

  • @OneNineTwoNine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536233#Comment_3536233

    By toxic camping and tunneling it's less that it's the camping and tunneling, but more that they do it to make sure you die, nodding at you, hitting you on the hook, trash-talking in end game chat, and even throwing the game in the process. So in other words, not doing it to win. Tunneling and camping as a strategy to win is a separate issue I also have problems with, but I don't consider it toxic.

    Yeah that is toxic tunneling. I simply tunnel to win and gain my pips unfortunately there is no better stragedy for that. I do try to get usually 4-5 hooks before I kill someone but more than that is usually throwing the game. Pipping system really punish you if you don't take someout before 3 gens is done.

  • @ratcoffee said:

    I have to disagree. Tunneling one person early on gives 3 people time to hit gens, reducing your gatekeeper score. Tunneling one person also makes it possible that your total number of chases gets reduced, leading to a lower brutality and chaser score. I find splitting pressure across the map, spending my first minute or so defending gens and sussung out who may be a quick down, then using the pressure of my first hook to snowball and keep people off gens to be far more effective than tunneling. It is worth noting you do need to be decent at finishing chases quickly in order for my strat to work though, so there's that

    If you keep 4 alive there is much longer time 3 people can keep hitting gens. My strat is to down someone then go pressure gens down another then get another and the once one of them get second hook I tunnel them out. If survivors gen rush do 2-3 gens first chase then I just hard tunnel.

    Once it's 3vs1 survivors can barely do gens that's when you can easily snowball and keep them off gens. Never has worked for me just guarding gens at the start and waiting easy down survivors get way too much gen progress in that time. Snowball in that situation relies too much on luck.

  • @tjt85 said:

    It's pretty easy to pip as killer in my experience. I'm pretty sure I've double pipped on lots of "lost" games with my Legion. To be fair, they're one of the best killers to use for maxing out every category except Sacrifice (and this does get a lot more difficult to achieve as you reach the iri ranks).

    The system kinda punishes if you end the match way too early. Once, I had the opportunity to end a game quickly by putting everyone in the basement (they were all doing the same gen on top of the basement at shack). So that's what I did and I actually de-pipped in that game.

    That's when I was sweating to get to Iri for the first time, though. I never sweat to get to Iri on killer anymore. Been there and done that.

    That's why take your time once you get someone out. If the match end up too much of blowout then you can keep injuring and downing people to secure pip.

  • @radiantHero23 said:

    You wanna know what's the best way of increasing your grade: having fun.

    I never care about my emblems and I mostly have 4 iridescent badges. If you try to much, it often happens that your performance suffers a lot.

    Some killers are really awful in scoring though (cough Hillbilly cough)

    I played for fun and was stuck in silver 4 well I even depipped purposelly some games I think to avoid the whole stressing of depips/pips. But then I started playing sweaty and moved in 2 days to gold 4. But im not sure if I can sweat to all the way to the red grade. I could do it if I play like this but's it's lot of stress. But what I describle is the best way to do it cetainly. Good if you can play for fun but pipping system takes the fun away for me.

  • @supersonic853 said:

    Damn ive been playing the game wrong then. Split hooks on doc for the past 15 games. Pipped up everytime. Rank 3 about to be 2. Using dms,ultimate weapon, shadowborn, merciless storm. I really need to master the art of the ranking.

    Doc might be exception to do that but I figure my way bring more certain result. Lot debends how good survivors you face.

  • Bots definetely should not be failing so much skill checks they used to be much better in customs.

  • For me it does put pressure on you to be good while playing P100 character so that put me off playing them. I didn't notice though killers being toxic or anything though they just ignore you more. I don't like the prestige hiding update though if I play them I want to show it and see my teammate prestiges.

  • Tunneling and camping are stragedies to win games as fast as possible. Same as gen rush. They're not toxic. But try hard or sweaty definetely. There are some cases when they can be (killer commiting someone 5 gens) but even then they are usually stragedies to secure at least kill or two.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535540#Comment_3535540

    I also wish for a console-only CrossPlay option for DBD, but the harm to queue times would be so bad for PC, and not really good for everyone overall.

    Although I'd like to see it tested, since the consoles are the vast majority of the playerbase it would leave Steam and Epic and Windows in such a small pool that matchmaking would be probably pointless.

    Isn't pc players the bigges playerbase? Dtill some console players would keep playing on pc servers so yeah queque times would be probably bit longer but matched would be more balanced. Only fair way I can see console players remaining in same platform as pc is to give console players some assist.

    Better aim assist on killer similar to fornite which actually helps. Adding mouse and keyboard support as well. Then also adding 120 fps on new gen consoles and removing unfair pc killer techs which are not possible on console.

  • I think consoles should be on their own platform in every game at base in dbd too. Pc just has too great advantage in all games. But it should be option to play with pc if console player wants but then he would get matched just with other pc players.

  • I don't feel quilty I think he is balanced around console killers like myself. It's lot easier to miss killer powers on console so the reduced cooldown is fine.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534967#Comment_3534967

    If I can't see it that doesn't make it any less likely that folks are going to dodge.

    It's just going to make folks treat every lobby as if it there is someone with a p100 character in there. So folks will just dodge at the same rate, but for a different reasoning.

    I dodge lobbies if the vibes are bad, if there is more than one toolbox, if suspect I've been backfilled. If someone doesn't feel up to playing with you the hidden prestige isn't gonna change that much at all.

    I wanna have fun and be mildly challenged which is not an experience I get with p100 survivors cause usually the ones I encounter all have the same hyper competitive loudmouth jerk mentality they can't wait to unload after a match. I simply do not want folks like that in my games in any way at this point in life and when I started dodging p100's fairly consistently wouldn't you know, I saw a decrease in folks with that hyper competitive ego trip and increase in fun whether I won or lost.

    I think I dodge even more than before because im not seeing prestiges so if lobby just looks sweaty I dodge.

    But hard disagree on your last point P100 is more likely to be decent player and that does not mean being jerk. Just they like dbd and enjoy playing it's not bad thing. I think it's all your imagination. I had just P100 meg who I though was baby survivor. P100 just means they have used all their bp on one character and play a lot.

    Best survivors I have seen have been under 5 prestige and most bully survivors too. They don't use high prestige characters because they want killer to focus on them. Inexperienced/casual killers are more likely dodge based on prestiges and those killers bully squad want to bully.

  • @CatnipLove said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534932#Comment_3534932

    If you have the option to hide prestige, anyone who does will be assumed to be a P100 player. Lobbies would still get dodged and the matchmaking would stay the same. It might actually get worse.

    Why would P100 player hide it? They are the ones who want to show it the most.

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534928#Comment_3534928

    It’s really not. I run with a p100 squad and we don’t really get dodged much. If it’s just going to be hidden, what was the point of even changing the prestige system in the first place?

    Not to mention, tons of people have p100’s now. It’s not some crazy thing anymore.

    Edit- the amount my squad gets dodged has not changed since this testing started. Nor has tunneling / targeting / bm’ing.

    This.

  • I have not seen much harm. Killers dodge for any reason watching players hours or items or skins. Then just all should be hidden. Killers should not see survivors at all until match start...

    I personally have not seen prestiges having that much effect on dodging anyway. So for me positives beat negative. I want to show my character prestige level to everyone. It kinda takes away from prestiging when you can't show it.

  • @Pulsar said:

    It's been a week. Killers aren't often nerfed this quickly.

    That being said, his Tail Attack needs adjusting.

    What kind of adjustment? I could only see maybe bit slowing down xemo speed after missing so he does not instantly catch up again but that would punish more console xemos so that's why I don't think he should be nerfed. He is fine the way he is on console, not every killer is supposed to be weak.

  • @Pulsar said:

    Hiding prestige is necessary.

    It's not.

  • I think it should be optional to show prestige if you want and hide if you want to. I would also like to show off my prestige and effort I have done. It does give me idea what kind of players I will play agains't or with.

  • This might be long to read so I post to say few points.

    - Pips and depip were designed for ranks when they decided for matchmaking so the are now outdated and especially depip needs changing.

    - Grades are only supposed to now so playtime so I don't think depips are needed. Biggest reward to experienced players to reach red rank 1 is just the feeling you achieved something.

    - Depip makes players feel bad and at just salt on the wound when you lose and cause lot of stress to players and you have to swat a lot to gain those pips. Which why I stopped trying to pip and play on kills on killer for example.

    - So if depip were removed I think many killer players could play for hooks as you can always try again if you fail to win but now you can easily depip if you do that.

    - On higher grades it becomes very hard to pip so depip keeps you away from progressing. In soloQ I think it almost imposible to reach red grade 1 even if you sweat.

    - Depips should be removed but for compesation the amount of pips to reach red grades could be doubled. Then grades would show playtime like they are supposed to.

  • @MvHoeller said:

    I think I lost today 20 games in a row mainly against Alien. And after the 10th loss I just gave up all my games after seeing the first surv being hooked after half a minute with no actual gen progress.

    I've played DBD for 5 years, mostly killer but started recently to participate as survivor too. I don t want to play SWF-easy-mode because I like the unpredictable and thrilling solo games. But since the alien release most of the games are just terrible and I mean terrible (before it was around 50/50). Maybe new gamers joined, maybe old gamers who took a break for years too. I don t know and it doesn t matter. Fact is a lot of the solo players don't know how to deal with certain killers (and thats okay, they will learn). Especially when they have to do other stuff than repairing gens like placing turrets, removing condemed or just solving a simple cube. And even repairing gens is a big task. I get constantly matched with those kind of teammates and it is depressing to see how bad every game runs. And as the cherry on the cake these inexperienced gamers are thrown into matches with experienced killers. So whats the point in playing these matches anyways. There is no way to escape and hiding until the last got killed to get to the hatch is boring.

    This is not a rant about killers being to strong (because they aren't) and no I don t want you to nerf killers.

    Another example of the opposite. In my last game we really destroyed the killer (wesker) and I don t think it was even his fault. Gens were done in under 5 minutes (and I hadn t even a toolbox or a gen progress perk), I wasn t hit once, he got one hook and even that guy escaped at last. So why wasn t this killer matched with a groop of inexperienced players, like those I mentioned before? What's wrong with the entire matchmaking system and will you fix this? Or do u want me to wait until the inexperienced alien fans leave this game again, before I get some "balanced" games? Because there seems actually no point in playing solo. Or did i miss something?

    Killers are actually strong just only agains't soloQ. There is no reason to play soloQ if you have chance to play swf and if you don't just play killer then your own skill matters much more. And only play soloQ few games between some killer games if you want to relax just don't care about result and it will be fine.

    SoloQ could be improved if med kits were buffed but only for solo players and matchmaking improved. I have also same problem getting insane skilled prestige 100 killers while playing soloQ with noobs... Kindred basekit should also be added. Then soloQ would be bearable. Weaker killers could get bit of buff if kill rates would go down because of these changes.

  • Some killers I hope

    1. Slenderman

    2. Davy jones from pirates...

    3. Vecna with new ST chapter.

    4. I hope conjuring chapter nun as killer.

    5. Pennywise would be nice too.

  • I don't think he is that strong that it would make someones mmr very high and even if it would. Even now mmr can screw you while playing weaker killers if you play let's say wesker a lot and win consistently.

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