Desh
Desh
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@bm33 said:
Some current bhvr people aren't happy either and have voiced it on Twitter. The "atleast your dev team was aware" bit has me thinking bhvr purposely kept it secret to avoid their own devs refusing to work on Pinhead DLC.
https://us.v-cdn.net/6030815/uploads/7URIZCWJOQO9/20211018-220318-jpg.jpg
I don't know what artists worked on Pinhead/Chatterer or how they feel. If they are against NFTs and now their own work is being sold as one I can't help but imagine how upset they are about this news. Like it's one thing for the player base to be pissed, but imagine being the people that worked on the art having it used in a way you're against. That's just horrible. 😔
Either that or they're lying to save face and cover their own asses. Someone is going to be put to the stake and it's better to pin it all on someone else than equally share the blame.
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@Majin151 said:
https://forum.deadbydaylight.com/en/discussion/comment/2569886#Comment_2569886
I think the person who started that thread that got multiple discussions merged onto it got jailed(cage over pfp)
Yep. And you know they messed up when the Legend themselves, Orion, admits they were wrong and quits.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/287797/remember-kids
That’s not true we didn’t get silenced there’s a whole new mega thread being formed about this
You're right, there IS a mega thread on it now. After DBD officially confirmed their partnership on Twitter that everyone can see. Before that, people had speculation and when brought up, no one believed them, or they had their messages removed.
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@ignaeon said:
https://forum.deadbydaylight.com/en/discussion/comment/2569607#Comment_2569607
The DS nerf was more about it being used as a shield to safely do gens, heal, etc, which wasn't its purpose. It still works fine as an anti tunneling tool, and is still a meta build.
the deathslinger nerf would be more like if they nerfed some low tier perk
Doesn't matter. It still proves the initial point that it's not Survivors who dictate when buffs/nerds come through. DS was overpowered before the nerf.
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@botrax said:
What you say is true but the nerf is because survivor dont like playing against him.
Never forget that its the survivor who dictate who get buff and nerf and you should be fine for the next killer you buy
DS.
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They did, by giving us a free code for 100k BP 3 hours ago lol
https://twitter.com/DeadByBHVR/status/1450174886245191688?s=20 -
@SlothGirly said:
I've already uninstalled the game.
I requested a refund just to send a message to Steam about it. If I get money back, that'd be a bonus. Either way, I'm unisntalling.
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@Marc_go_solo said:
https://forum.deadbydaylight.com/en/discussion/comment/2569346#Comment_2569346
Not sure it would work. However, if you state it's for the reason of NFTs, and Steam recently released their opinion of them, then it would be interesting to see the reaction. What if the Hellraiser dlc was asked to be refunded by everyone who owns it? As that has direct links to NFTs, that could be a lot easier to argue the case.
It's not about getting the actual refund. It's simply just sending a message. You either get a refund for all the content you bought or you keep the game and uninstall it while watching the storm brew as Steam is notified of the practices. If you get a refund, that's even more of a bonus.
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Don't just uninstall the game, request a refund. Let Steam know the horrid practices of what BHVR is doing and hit them where it hurts, their wallets.
Just submitted for refunds through steam on the game and all of the DLC I bought. Will it get approved? Probably not since I've owned it and played it for many years. But at least Steam will be tracking it since I annotated the reasons on why I wanted a refund and provided sources. I suggest y'all do the same.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2567873#Comment_2567873
Well if that's the case why play? It seems more like a burnout issue than a game issue
As I've said before, there's no other game like it. I'm already taken numerous breaks and played other games but eventually I'll come back here because there's no competitor this game and I'm already sunk a lot of money into this game by buying most of the chapters.
I'm probably going to take another break real shortly. But I just recently got back from a break not even a month ago. I shouldn't have been burned out THIS quickly but SBMM is a nightmare.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/287592/and-like-a-broken-record
I'm sorry I can agree gens are sometimes broken in certain situations but if you're losing 90% of your matches just like you say then that sounds like more of a "You" problem, and this is coming from someone who plays more killer than survivor, if the game hurts you that much then don't play it it's really that simple or just take a break and come back, I personally recommend re evaluating your playstyle and what killer you're using there's always something that could be done to improve and once you gain that mindset you'll notice yourself getting better
I never said I was losing in 90% of my matches. I said I wasn't having fun. My play style is above average I'd say. I'm no God Tier player like some people but I can give people a run for the money depending on the Killer and build I use.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2567850#Comment_2567850
I agree it isn't in best state and there are issues but more i read new topics more it feels that some people overreacting when they describe problems. Especially when it comes to survivors vs killer. One complain its too hard to kill another complain it's too hard to escape and both are quiet when they escape or get 4k as if wins doesn't matter and only loses are important.
The problem isn't that players aren't getting 4ks, or that they're winning or losing. I'm not going to lie, there's games where I do get a 4k and winning gives me that feel good.
The problem is the constant sweat and lack of variety when it comes to meta perks used in EVERY match I'm in. It's mentally exhausting and frustrating playing this game, especially when you decide to deviate even slightly from the meta which will cost you any sort of fun since the game will already be over or 10x harder for you.
"You didn't bring any gen slowdown perks? Hope you liked waiting in queue for X amount of time just for the game to end in 4 minutes or less."
"You or your team didn't bring X perk? Hope you like getting tunneled/slugged right out of the game after waiting in queue for X amount of time."
And again, that's not including all the other points I previously mentioned which compounds with that problem.
Edit: And that's just perks, we're not not going to talk about lower tier Killers who simply can't keep up in the higher MMR.
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@Squirrel_Thicc said:
I stopped reading when you said this game sucks cause the thread was already based.
If you don't agree that bugs, unbalanced perks and powers, bad map design, and bad optimization sucks, idk what to tell you. Maybe it's good that you didn't waste your time reading the rest of it.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2567837#Comment_2567837
I can quote your points one by one and explain u how incredibly smart they are and counter each other. But let's act than it's toxic community and not you :D
Probably, except the points aren't wrong because there has been dozens if not hundreds of posts with different variations addressing the same thing. The game in its current state is miserable right now for a lot of people. And if you refuse to acknowledge the posts within this forum. There are literal YouTube compilations of Streamers also hating their lives as they play the new SBMM.
My opinion of the game currently sucking is just that, my opinion. But the issues I listed are very much real on why I think it sucks.
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@R2k said:
Whole thread is about *Give me free kills! I don't want to play for them. Blah, blah bad game forces me to play good. Where are my Ai survivors and 2-4K every game!? Arrrr....*
Had you actually read the post, the last paragraph addresses what I figured the most biased side would say.
But it's just another example of a toxic player in the community simply because there's a differing point of view.
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Script Kiddies*
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Dead Hard. Used to be the DS before the nerf. Nothing irritates me more (aside from toxic Survivors) when they utilize Dead Hard to fix their mistake and extend their chase by X amount.
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Hacking is such a problematic thing though in this game and varied it honestly doesn't matter since BHVR would rather make cosmetics and churning out half-baked chapters than pour all their resources into the health into the game.
There are players in this game who will hack their BP, shards, add-ons and items, perks, speed hacks, wall hacks, esp, etc. I'm fairly certain a larger % of the community does hack than we realize, but it's subtle and doesn't affect game play like the more obvious ones like flying hatchet ghostface. Good on you for catching it with Tinkerer's. I never run the perk so I always assume it's just gen rushing unless it's caught at a very suspicious time.
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Nah, DS is in a good spot. It took BHVR what seemed like years to finally nerf DS to the point where it isn't OP like it used to be. It should stay in the current state that it is in.
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I can't remember the last time I've used an Aura reading perk. In fact my "hunting" perk is typically Infectious Fright. Isn't the current Meta also Tinkerer's which is another hunting perk? Then you got perks like BloodHound, Discordance, GearHead, Rancor, Hoarder, Lethal Pursuer, ShadowBorn, M&A, Surveillance, Stridor, Thrilling Tremors, and Whisperers. This isn't even including powers and add-ons that specific Killers have. Or perks on the Survivor side that let the Killer know where that particular Survivor is.
We'll be fine.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2564189#Comment_2564189
That's a balance problem, not an MMR problem, and it was the case before the MMR introduction too. You may see slightly fewer people goofing off in your games now, but the risk of bringing fun niche builds and getting stomped was always extremely real and this genuinely hasn't changed that beyond slightly adjusting the percent-chance of being ######### over.
This game doesn't need a casual mode because it's not the kind of game that works like a ranked mode either. This system doesn't need changing or reverting- the game just needs to be balanced so the meta isn't so overwhelmingly strong on both sides.
If it's a balancing problem, then it's an MMR problem since that's the whole design of MMR. To balance players skill levels against each other so that you're in the same bracket. Also, negative to your claim. Before they kicked out the ranked system, I was doing niche builds on Rank 1 and my matches against Survivors were a lot more casual than they are now. That's not to say it was balanced before. I will admit that there were times I went against SWF death squads that absolutely destroyed me when I had my best on and times that I gone against absolute potatoes. BUT, the majority of my games were relatively even in skill level. Any mistake I made on my part, I suffered for but the game didn't end immediately by it depending on when it was made.
Now? I rarely get any casual plays. It's always against meta running groups where a majority of them appear to run comms based on how they move and play. And by your logic, it does need a casual mode. You said so yourself that this is a COMPetitive game. A lot of people want to do PvP and enjoy it without having to go balls to the wall just to secure 1-2 Kills if you're lucky. If every other PvP game is able to do it, then DBD can as well. This would probably solve the big queue issue right now too that a lot of people are experiencing since this MMR release.
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@jesterkind said:
I can still have fun because I honestly haven't noticed that much of a difference. Sure, some of my games are a little harder, mostly on the killers I did best with before the MMR introduction, but it's a competitive game- I should be going against players who can deal with the skill I'm bringing to the table.
Not every match should be a stomp, and there's really no reason not to be okay with losing, either. You don't really lose anything since you can't lose grades, and MMR isn't a progression system so """losing""" MMR is a non-issue- any time you lose take it as a learning opportunity, or shrug and move on to the next one. There's no reason to assume you "should" have won, or "should" have gone against less skilled opponents.
Not every match should be a hard loss or sweat fest either. If a player comes in to casually play (I.E bringing niche builds, non-meta, no slowdown perks, etc.), and gets repeatedly stomped by teams who are all running the stereotypical meta load outs and capping gens in under 5 minutes, there's a problem. That's not fun for anyone. If you enjoy playing hard, cool that's you. But not everyone wants to come home and tear their hair out after being on a losing streak. Especially when you go against toxic players.
That's why most games that are competitive have a quickplay (Non-Ranked) game and a competitive (Ranked) game. To separate the casual players from the players who take it seriously.
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@Freddy96 said:
You get sweaty players only if you play sweaty in the first place.
I play without any gen slowdowns and i get sweaty teams once every 10 matches which i will lose against and i will get chill teams again
I play without gen slowdowns and 8 out of every 10 matches I get sweaty survivors. Not everyone is as lucky as you.
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@AGM said:
https://forum.deadbydaylight.com/en/discussion/comment/2563650#Comment_2563650
The first reason is because what counts as a stun isn't well defined. Is a Light Burn on a Wraith a stun? If so, is a Light Burn on Nurse a stun even though it just causes fatigue? Is a killer grasp escape via flashlight save a stun? If a killer grasp escape via flashlight save is a stun, why wouldn't a killer grasp escape via DS count or be an exception?
Games need to have consistency in their logic. It's best just to avoid getting lost in the weeds and only make it work on pallet stuns.
The second reason is that most of the perks that stun the killer are mediocre besides DS, and buffing Enduring to counter these perks is an indirect nerf; and while there are some examples of perks countering other perks (looking at you Stridor/Iron Will), it's still not in the best interests in regards to game health for weaker perks to have such a strong counter.
Then by your logic of "consistency", then DS will also be countered by Enduring to make it fair across the board. Even though it's not getting lost in the weeds by simply specifying all stuns but DS are countered by Enduring.
Yes, Light Burn is a stun. No, a Nurse fatigue is different from a stun. Players escaping the grasp of a Killer by wiggle or flash saves are a stun. Nor are the perks you listed to be countered mediocre as you called it when they are among the typical meta that is ran.
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Rancor/Nemesis/FC/(Your Choice)
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Devs don't listen to player feedback or take so long to respond/update/change things when they do take feedback.
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@AGM said:
Your enduring change is confusing and unnecessary. Head On does not need a nerf. Flashlight save stuns do not need a nerf. Why is DS so special that it deserves an exception?
Head-on and Flashlight Saves aren't gettng nerfed. Enduring is simply getting buffed. And back when Enduring was first released, it countered DS as well. Then the Devs took that ability away and modified DS to 5 seconds and never changed it.
Also to be fair, I wasn't thinking about Flashlight Saves, I was more thinking about the Gen stuns. However flashlight saves still have value since the Killer is blinded. In fact, my counter question would be why should Enduring ONLY counter pallets?
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Doc on game running specific perks. Though usually Demo.
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Ripley, yes. Xenomorph, no.
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@[Deleted User] said:
this bug has only happened to me since 5.2.2
This has been going on since at least the introduction of DeathSlinger. I recall that being most prevalent. I didn't see it for a bit between PH and Nemesis (Granted I took a long break), and now it seems to be more common than it used to be.
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@Impose said:
https://forum.deadbydaylight.com/en/discussion/comment/2556683#Comment_2556683
You must be new here in regards to pig. BHVR thinks kills are all that matter, pig has an insanely high kill rate because most people have no brains and cant handle her traps. This makes her traps massively stronger against the same stupid people who die to pig already.
It'll get nerfed. And it will be nerfed in the same way that Almo nerfed huntress lullaby because he cant hit a madness skill check. "It was never supposed to work with this." Is what they will say.
Man, if I was new to the game, I'd take your bait hard.
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This isn't the first time a Killer's power/add-on is in synergy with a perk. I doubt they'll do a nerf.
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Basing your play style on what other people want will leave you tearing out your hair. You can't make everyone happy. Play in a way that makes you happy and upholds the spirit the of the game (I.E not cheating). I can't tell you the amount of times I ran into someone DCing because I decided to play Freddy or DeathSlinger that match. Why should I stop playing characters I bought with my own money because someone doesn't like/isn't good playing against them?
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I personally run Ruin, Suirvellance, Brutal, and Undying. Before undying, that 4th perk was STBL. I don't run addons mostly on Freddy but when I do, it's just to play with pallets because I personally find them more powerful than snares. Just be weary, he's boring Killer. He's strong, but pretty boring.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/2536459#Comment_2536459
https://forum.deadbydaylight.com/en/discussion/comment/2536461#Comment_2536461
I think maybe the reason the Boons can overwrite Hexes is that otherwise you could turn the Boon perks into basically empty perk slots.
Consider this: Plaything + any other Hex or 3 Hex perks + Haunted Grounds. This way you can turn every single totem into a Hex. If Boons were not able to overwrite Hexes then in those situations the Survivors are unable to use half their perks at all (if they run both Boons, or potentially all their perks if 2 more are added in the future). Plaything gives them a chance to use them early, but Haunted Grounds + 3 Hexes? Nothing you can do. Game starts, your Boons are unusable. Nothing you can do about it, and that's very unfun.
The simplest solution would be to just increase the number of totems. There are more possible spawns than totems, so this should be easy.
Or, the much cooler idea: Add a 6th totem to the basement. For example right in the middle of the hooks. This totem would never be able to become a Hex. Now you always have a known spot for your Bless totem that you can find easily. But because it's in the basement it's risky.
Bonus! This totem could be used for a Monstrous Shrine rework. Make it so that if the killer has Monstrous Shrine while the basement totem is unblessed the Killer gets a powerup. This totem would be blessable even without a Boon (the totem would glow blue but do nothing else, unless you have a Boon perk of course). Now you have this cool back and forth where the Survivors need to go into the basement to disable Monstrous Shrine and the killer wants to go there to disable the Bless to reactivate Monstrous Shrine. And it gives a target that is always available for Boons.
Regarding your first point on possibly making Boon Perks worthless, that's the point. It's no different than Hex perks. You're taking a risk when you bring that perk into the game because at any point it can be removed, sometimes before you were even able to use it. If a Killer is running an all Hex build, his build is entirely in the hands of the Survivors. If they Survivors cleanse it or write over it, the Killer can't reimplement it unless he's running Undying (which requires ANOTHER perk slot just to give the original perk a second chance). This means he has NO perks to play with if all totems get cleansed. If he runs Plaything or NOED, those only activate when there's a Dull Totem available on the map. They don't overwrite Boon totems.
A survivor running Boon perks, can control where they want to set one up at any time, as often as they want. And if all 4 Survivors are running it, it stacks pretty quickly. If a Killer snuffs out their Boon Perk, they can reimplement it and they still get value from their perk. Killer's as I stated in the first paragraph, don't get that option. They can't break the totem.
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@burt0r said:
Btw when a survivor blesses a hex totem, does the hex perk effect persist or is it directly overwritten/cleansed?
It's cleansed. And if you have perks that rely on activation mechanics such as plaything and NOED, they won't activate if there's no dull totems on the map. They won't overwrite Boon totems.
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I can already hear some of the toxic ones saying that and the scenarios aren't even comparable lol.
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@R2k said:
Probably main idea is to force players clean totems. Because baby survivors all over complain about hex perks and how they don't want to clean them. U can't just ignore mechanic and then complain about killers.
But if you ignore the mechanic, you get punished. If you cleanse the totem, it's gone permanently. If the shoe was on the other foot, I'd keep my mouth shut. But it's not. The second I cleanse a totem and move on to go do a chase or patrol, a Survivor can be right back on it to reapply it.
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Never played her but honestly, it seems they nerfed her base kit way too hard based on the limited information we have.
If I recall, they're doing:
1) Spirit kicks up dust when she phases
2) Phasing is directional when in a certain distance of her Killer.
The first one doesn't require too much depth, apparently it's difficult to see the dust if she's in a grassy area or something. But what about indoor maps? Dead zones? Maps with little to no grass?
Then you got the directional phasing which they state is in a certain distance (forgot the range) of the killer. Is this the Killer's terror radius or the actual player when they're phasing?
Now pair these 2 nerfs together and it's like... what's the point of phasing anymore other than traversing the map as quickly as possible? I'm okay with one or the other, preferably the second nerf. But both at the same time without padding her or buffing her in some other aspect? They basically gutted her. The point of her phasing is to be invisible and travel quickly. If you're going to give me directional phasing sounds AND I get to see where her dust is at while she does it, I have all the information I need to easily loop her or get away from her because I know exactly where she's at.
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@[Deleted User] said:
Plague, Hag, and Twins according to the last released stats
Source on stats?
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Killer:
Doctor
Perks:
Agitation
Huntress Lullaby
Distressing
Surge
Add-ons:
All pink
I've recieced hate and death threats for running this. And I don't play doctor well.
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@DeliciousFood said:
https://forum.deadbydaylight.com/en/discussion/comment/2502512#Comment_2502512
I fully disagree that it's competitive. You can have a competitive attitude toward it, but there are no WIN CONDITIONS determined by the game itself. You can have a 0k and still Brutal killer. You can get 2 kills and still Pip. I mean at this point you can call Among Us competitive with such a loose definition. Doesn't actually make it a competitive game anyone would seriously agree with beyond semantics in a forum argument.
Now for survivor scumbag discussion:
-Flashlight saves are not scummy. They can be annoying but they offer two advantages to a killer: The first being they aren't doing gens, so no Gen-rush whining allowed. The second is that they are predictable and can give you free pressure, sometimes even two downs at the same time. For how 'scummy' it is, it's ludicrously killer-sided. This changes if the survivors are more skilful than you.
-Sabotage by itself isn't scummy, they're once again not doing gens and putting themselves at risk, especially if you drop. I will agree on one thing: Full-sabo squads are scummy and asinine. Luckily they're one in a hundred, unlike the hard tunnelling killer that's easily one in two games. But, in this VERY SPECIFIC fully dedicated team? Oh yeah. Hooking becomes sometimes impossible and you can barely play the game.
-It is only the killer's fault for being run this long. Either by lacking skill or by making bad calls. The survivor is by no means scummy for playing the chasing game and the others doing the objective. It happens you get gens popping fast but that's a flaw in game design and map RNG.
-BT bodyblocking can be punished by slugging the bodyblocker. You may be forced to just slug but that's, once again, someone not doing gens. And often times leads to two slugs if you've properly hooked someone in a deadzone. DS can't be abused nearly as much anymore, I never eat it unless I'm genuinely tunnelling.
-Meme perks not counting DS. So they traded some meta perks for flashbang or even better, removed an exhaustion for head-on. Why aren't you celebrating? This is the reverse of scummy, the survivors are running a more fun build. If you feel bullied by a head-on gang, remember that they can't press e to outplay, making chases easier for you. Absolutely no scum here, and you can easily counter these with literally paying attention.
One thing that is scummy is playing immersed to hold the game hostage, but that's actually a bannable offense, so hey, report that #########.
When killers decide to be scumbags, what can the SURVIVOR actually do? Nothing. Camped? Game's over. Tunnelled? Game's over, you're either going to run that idiot all game or die without getting to do other things. Slugged all game? Game's over unless you have soul guard. Note that all these strategies are specifically made to make sure one side CANNOT DO ANYTHING ABOUT IT and MAKES THEIR LIVES MISERABLE. That is scummy. And the only thing I'd equate it to are sabotage squads. The rest on your list? Easily handled. And I'm not saying these strats aren't valid. People just act like they're not asinine. They are.
I don't consider using perks scummy whatsoever. I do find combos like Ruin/Undying/Tinkerer as bad as DS/UB/BT/DH, but they're part of the game. I hate them but nobody is inherently scummy for running them. I will make fun of them if they fail despite those however, lmao. And it'd be fair game if they did that to me.
Not going to bother arguing over whether or not DBD is competitive based on what you think is competitive. What I will say though is that DBD has competitive SWF teams that play and tourneys have taken place.
"..Essentially going out of you way to not allow someone to get points/play the game so you can win .."
These are your words on what a scumbag Killer is. So let's go over the list of examples you defended and see the similarities.
1. Flashlight saves deny a Killer points in the sacrificial category. This also extends the chases to an X amount of time which allows at LEAST 2 other survivors to continue repairing gens instead of pressuring them off.
2. Sabo of Hooks still denies Killer points in the sacrificial category. And like Flashlight saves, it only takes 1 other person to do it. It doesn't take an entire team to do a Flashlight save or Sabo save so idk what you're on about. This also extends chases once again and allows Survivors to repair as normal.
3. Doing an extremely long chase is definitely the fault of the Killer. HOWEVER, by your definition, it fits as being scummy because you're denying the Killer points in all categories and disallowing them to do any other function of the game. Especially when the entire team is able to maintain such long chases. Guess how you counter these teams though? Tunnel the strongest/weakest individual out of the game.
4. Players who bodyblock with MoM, Medkit with purple add-on, BT, etc. Are denying you the hook and may force you to do another long chase to get one of them. Once again, denying points.
5. Not going to argue with you on what you consider to be meta or not. However, Head-on, Flashbang, and other perks that purposefully waste your time and deny you points depending on the situation, especially when used to troll the player, fits your definition of scummy play.
Now let's take your attempted defenses for the Survivor and apply it to the Killer.
1. Killer tunnels only 1 Survivor: That's the Survivors fault for not being well hidden or skilled enough to run tiles against the Killer. On top of that, that means the other 3 Survivors won't be pressured off Gens and can easily rush to completion. They can also step in and prolong their chase by taking hits or body blocking.
2. Killer Camps: In the wise words of you, "Why aren't you celebrating?" That's AT LEAST 2 minutes of repairing gens, escaping cleansing totems that have been hindering you, etc. There have also been amazing plays pulled off, even when Killers have camped. Not including perks that COUNTER camping, both meta and non meta
3. Killer Slugs: No-Mither, Soul Guard, Unbreakable, etc. This is also considered a second chance instead of getting hooked because that means your time in game to play is even longer since you haven't been hooked yet. It also takes the same amount of time to heal someone off the ground who's healed up all the way as much as it takes to unhook someone.
TLDR;
If your answer is that the Killer should rejoice or its their fault when the Survivor(s) play by your definition of being a scumbag but not apply that to the Survivor(s) when the Killer plays by your definition, you're kinda biased and a hypocrite.
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What even is this poll in relation to your question?
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@DeliciousFood said:
https://forum.deadbydaylight.com/en/discussion/comment/2502407#Comment_2502407
You can put MMR on anything, its existence doesn't make the game competitive. It's an asymmetrical, openly unbalanced game that completely breaks at the highest level. No competitive game becomes a clown fiesta when the top of the top are brought to play. It's casual, people want it to be competitive so they feel better about themselves stomping the weaker opponent, and then complain about imbalances when they don't.
What are survivors doing that's scummy? Please do not say being toxic. That's everywhere. Would you say Gens before frens? Maybe, but that's something you can pretty easily counter. Perk abuse? Such as DS, UB, BT, etc? Well, these are also made to counter killers when they decide to be 'scummy'. It becomes a vicious cycle, but ultimately the killer is the one to decide if there's scum. The only perk I'll say is problematic is DH, but that's not scummy, just a way too good perk.
The game is competitive because you're put against an opponet(s) with the objective to make the other side lose (Escape/Die) and you gain value based on it.
The only time it doesn't become competitive since no value is gained is Kill Your Friends which are custom games, and even then it can get competitive since the goal is to still Escape/Kill.
With all that said, how does a Survivor play to YOUR definition of "scumbag"?
Flashlight Saves
Sabotaging Hooks
Running the Killer for 3-5 gens
Body blocking in certain situations such as DS and BT
Head-on/DS/Flashbang in any order or remove
Based on your definition, this applies. And there are more examples.
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@DeliciousFood said:
https://forum.deadbydaylight.com/en/discussion/comment/2502350#Comment_2502350
Choosing to hard tunnel and camp no matter the circumstances. Essentially going out of you way to not allow someone to get points/play the game so you can win at some casual party game most killers seemed to be terrified of losing at. Nobody is saying it isn't legit.
MMR treats it as competitive, not casual.
If it was a casual party game, Survivors wouldn't be playing the equivalent of "scumbags" either as you call it.
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And how are Killers playing like scumbags exactly?
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@Jasix said:
https://forum.deadbydaylight.com/en/discussion/comment/2502264#Comment_2502264
Yes I am aware of that but that assumes that you are waiting for high mmr people instead of medium mmr people. It is the same as it was: Waiting for relative ranks - and we all know ranks were no indication of skill for the most part. I have a higher kill rate than "average" and my wait times in MST are not bad as killer. I am aware of how mmr and wait times affect one another, but assuming that because one is higher mmr they wait longer is silly as you have no idea how many people are on at any given time with high, low, or medium mmr.
I just think it is hilarious that a large majority of the forum base thinks they are high mmr.
You're absolutely right in that regard in terms of everything thinking they're high MMR. But if you read my comment to RHA and stop to think for a moment on how the MMR could possibly skew to certain players, it makes sense. Even more so if you ran into SWF's more often since MMR popped off.
My queue times have seemingly drastically been lengthened since this MMR started. I don't believe I'm extremely high on the MMR scale, but I know I'm better than average and most of my games are with Survivors who are obviously talking to each other.
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@rha said:
https://forum.deadbydaylight.com/en/discussion/comment/2502239#Comment_2502239
This can't quite be, it would mean that there are few high MMR survivors and many high MMR killers. Considering how much people are screaming that killers desperately need massive buffs and how braindead easy auto-win survivor is, I'd expect there to be only few killers and many survivors at high MMR.
You would imagine but it makes sense if you think about it through this aspect:
SWF's.
SWF's have a huge advantage in most factors of this game. They'll naturally climb higher through MMR than a competent Solo Survivor. So when most of your high to extremely high MMR Survivors are based on SWF's, there's only so many of those and they hardly ever play alone.
Your high MMR Killer's have to wait on the small pool of SWF's to play against. Solo Survivors are usually pretty easy to beat unless the entire team is extremely competent and run perks to alleviate what little communication they have. Which is why prob a lot of Killer's are running into more SWF's lately
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@Jasix said:
https://forum.deadbydaylight.com/en/discussion/comment/2502239#Comment_2502239
ROFL.... Ok. I am a MUCH better killer than I am survivor and I do not have high queue times for either. People guessing how to tell if they are high mmr is silly at best. Queue times are based off number of people online and time. If I play SUPER late at night my killer queue time goes way up. My survivor queues are almost instantaneous most of the time except from 8-11pm MST.
Pretty sure these "some people" are talking out their butt and spreading blatant misinformation - shocked that would happen on these forums LOL!
Queue times are based off of players online and time, yes. But it's also based off of, and you're gonna be shocked when you hear this, your skill rating.
Doesn't matter how many people are online. If they're not within your skill range, you're not going to pick up with them. In terms of when your queue times are shortened or expanded, idk. Idk where you're from so I can't speak for or against it. What i can say for myself who lives in the EST of the US, my queue times as a Killer take usually 5-7 minutes regardless of the time and day. I've had times where I had to wait 10 minutes before finally getting a match. And the Survivors I get matched with 9/10 matches aren't potatoes and seemingly run Comms.
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@Jasix said:
I just think it's funny that a lot of people think they are high mmr. Apparently not very many average players in this game.
According to some people, you can tell you have a high MMR rating based on your que time.
Survivor with little/no wait time = High MMR
Survivor with high wait time = Low MMR
Killer with little/no wait time = Low MMR
Killer with high wait time = High MMR
