DemonDaddy
DemonDaddy
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- DemonDaddy
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Comments
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2684661#Comment_2684661
I mean, that's even less fair on newer players. "I want to see less meta, so it's good that you won't be able to employ competitive loadouts for another 100 hours of gameplay."
Don't see how it's not/less fair. Like everyone else we put the time and effort into the characters for the perks, then did it again for the other characters we wanted them on.
New players have it no different, target the perks you want first then casually dump BP into grinding out the other stuff.
The only players this is actually tough on are completionists that chose to put everything on everyone.
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I see enough of the meta without it being an immediate option.
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We need better reporting options and in game flagging to start a cheat search.
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# of hooks should stack for each perk equipped
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65-70% would be better, 3rd should be teetering between death and escape
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Knowing where survivors are doesn't negate their ability to pre-chase run. You can still tell which direction she is coming from based on crows and can also lead her away when tagged.
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@Brokenbones said:
You just got one, it's called Grim Embrace (There's also No Way Out too)
Unless you mean something else
Neither of those have anything to do with totems.
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Killers literally give you a free pass for gens and totems, but somehow it's their fault survivors let noed activate.
Might need to check your logic 🤔
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Safe saves should not be guaranteed.
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Faced her a couple of times today;
I found it really easy to waste her time and force m1 gameplay. Kept getting crows on me until I learned the tells but she was never able to injure or down me with them. With the nerf to idle crows I have seen alot of players counter the power by running into it before she can make use of a setup.
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Looks great but I'd like to see more restraint on map sizes
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Bad save is on your teammate, killers just take the opportunities they're given.
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Cause we can't have nice things. When killers perform well against survivors that dont run into walls, that's over performing. If players use her well; come mid-patch we should expect the changes that were held back.
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I'm finding it really easy to waste her time and force m1 gameplay.
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@Tr1nity said:
No
Can you elaborate so it makes sense then?
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Tunneling is not an issue that needs correction. It's the survivor's responsibility to avoid the killer and escape chases, if your caught the killer is not obligated to let you make the match more difficult by facilitating a safe getaway.
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It's on survivors to make camping effective.
Do gens, bt save and/or body block. So easy even solo squads can pull it off.
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I've seen a severe drop in quality of totem placement since boons arrived. For a time they were starting to get better but now we are back to having them out in the open because all the good places are to small for killers
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@GrayEyes said:
https://forum.deadbydaylight.com/en/discussion/comment/2663346#Comment_2663346
Did you watch the video? They could've easily got a 3 escape I don't think they needed more help if you actually watched it they just threw the game
That's my point, the survivors had full control but botched it. Devs use the outcome data without context; so by data alone the killer over performed despite it being the survivors fault.
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The video description states its intended for people that don't watch the entire context of the video. It's fake for all those that would repost the info without knowing
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Sadly the data here suggests the survivors need more help to leverage a 2k balance. Devs need to be looking at the context of a match not just the outcomes.
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If your teammates go down quickly, are reluctant to stay on gens, consistently fail skill checks, run into the killer, rush to save before the killer leaves, waste a second chance status, or hides in a bush while wearing neon; your not at the mmr level killer's are talking about.
Killers surpass that rating far quicker than survivors do because of that inefficiency and it's the competent teams that their complaints are referrincing.
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They need to stop balancing around an unsustainable experience. Gimmicks based off New player mistakes don't carry on with time or the knowledge and experience players gain.
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If your getting incompetent teammates your mmr is low. Killer complaints are about competent teams not random solos that cause their own demise.
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I really don't want to see less variation in survivors than we already get with killers.
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The Game is not balanced for escalating skill. There's an array of evidence which shows almost everything implemented for the lower tiers of the community poorly impacts balance for more experienced players.
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@ShadowNurseZFX said:
https://forum.deadbydaylight.com/en/discussion/comment/2167041#Comment_2167041
killer is the power role, they should be making the decisions and calling the shots. not the survivors, Boons should be deleted, as for BT, And any of that #########
I agree with you; I definitely think the monster should have an intimidating presence and control across the map.
Unfortunately continuous balance changes toward forgiving play for new/inexperienced survivors is what we are receiving.
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Killer applied status changes should at least have an effect on the perk.
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To much concern for new and casual survivors that issues for killers are becoming more apparent.
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If or when they add it I hope it comes with the option to shut it off.
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Nope, I can easily find 3 totems just traveling between gens.
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Killers can't do bones the effort is temporary, with boons in play its a never ending objective unlike a hex. Reason cleansing works with survivors is there are 4 players for 5 totems with the luxury of determining the length of the match.
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Expect the chances of encounters to drop after next update. The few ph I've seen always run the engineer Fang add-on to makeup for his poor anti-loop, but that's gonna be more of a hindrance now.
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Seen him once since the nerf. Thanks to the larger tr he never even secured a down cause we never let him get in range.
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Instant switch and let Victor counter kicks with a ds like skill check.
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Consistent teammates and advantages are the reasons. Playing only solo I have seen plenty of skilled solo survivors pulling of the same teamwork as swf when the info is available to them.
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@Zachcjjj said:
https://forum.deadbydaylight.com/en/discussion/comment/2645773#Comment_2645773
the only way ive been able to tell im max mmr is as surv when im versing the best people in my region/ globally all the time as killer tho its a little harder because ill go from versing full legacy comp teams that give me a super fun hard game to some random potatoes that dont look behind them
Pretty sure that they average team mmr for survivors and killers are subject to anyone just to keep wait time to a minimum.
Can't say I find skilled swf fun. In most matches gens are overly quick and 1v1 is boring as he'll when your just forced to bust pallets until they make a mistake. Though could be the fact I don't like any of the killer that can function on their level or they can straight ignore my favorite perk.
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I can visually see a matchmaking difference in lobby between my fun killers and the ones I try with. Not saying I'm at the top, but there is a clear difference. In game it is also clear when survivors know what they are doing or are just casually competent.
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It's not how long you play but whether or not you can self reflect to correct noticeable mistakes and habits.
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A definite add to my solo build. With many others decked out for safe saves and extended chases, providing the ability to heal for everyone increases the odds massively.
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@deckyr said:
https://forum.deadbydaylight.com/en/discussion/comment/2644554#Comment_2644554
a lot of people play the game purely to escape and have decided on a playstyle that creates a bad game environment for others
those players aren't aware mmr even exists, so diving valiantly in front of this perk to stop me shooting it is a fool's move when the perk can simply be tweaked to encourage doing gens at the very least
If your actually playing while these players try waiting everyone else out, you aren't going to be dealing with them long. They are going for a playstyle that will leave them stagnant in the system.
The perk itself grants no rewards and I can't say I have ever seen it used by anyone outside of very new players.
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There is no incentive to focus on hatch escapes other than mmr doesn't drop. These players will lock themselves at their current rating while those of us that actually play will pass them by.
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That's a survivor mistakes If it happens before gens pop. Bad individual plays and poor application of altruism. A match can end in 4min, killers have no reason to allow a snowball to happen in your favor.
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To play "survivor fair", chill, or even nice requires the survivors themselves to be so bad that you have to give them chances.
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Hatch is a useless mmr null freebie, as it should be.
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I just use visual awareness. I work the gens awake or asleep and find there is no incentive to wake up by any means. Traveling to the clock is a waste and I'd rather just finish the gen undetected.
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Boon or cleanse, noed is never an issue unless your slacking on totem duty.
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@my_name_jeff_69 said:
https://forum.deadbydaylight.com/en/discussion/comment/2641985#Comment_2641985
How long do I have to keep getting 4ks to get to that point?
I've been consistently getting 3-4ks with Billy for the past 2 weeks, and I get a team that pre drops and holds w, which is probably the strongest thing you can do in this game, but I still manage to kill everyone or almost everyone.
My MMR has to be relatively high at this point, and if it is and I'm getting survivors who only know how to pre drop and not loop efficiently, I think survivors have had an overall decrease in skill.
If they are playing poorly as you imply, it could take quite a while before there is a noticeable difference. Beating players below your rating doesn't progress your score as much as better players will.
Devs broke it down for us awhile back, could have sworn I saw a chart mapping it out here on the forum.
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I've noticed swf are more frequent with the killers I have manually adjusted the mmr on.
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Can be, but not long chases. 50/50 chance for mindgames or down at a pallet feels fine. Pre-drop into Pre-drop is just tedious and is boring on both sides.