Desh
Desh
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@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1581707#Comment_1581707
Thay strategy might work if you've slowly gotten killers and maxed them.
I bought everyone, unlocked their teachables, and then started getting all perks. I dont recommend my way, its costly. I've pretty hit the point where I have everything worth getting on my killers.
I've already went that route. All my Killers got all perks (Except for PH which I'm still working on)
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Idk what y'all are going on about. If it's THAT bad, then it sounds like you unlocked a bunch of unteachable perks that you're just refusing to use which means your chances of finding the perk you do want remains low. Learn the other damn perks, and you'll find it. If you have no perks to learn, then any perk left unlearned will pop up in the next bloodweb and following until the end of time until you learn it completely.
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@lostboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1581495#Comment_1581495
Did you read my post. Camped and tunnelled and I need to git good. Thanks for your input!
Did you read mine? Because I clearly explained the tunnel portion.
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Sounds like you need to stop playing Killer so much and focus on being a better Survivor if YOU are always the fourth person getting killed. You know how many inexperienced Survivors I run into unintentionally after they've been unhooked or just in general compared to normal Survivors? It's ridiculous and it's not my fault, nor my obligation to allow you to live because you can't survive properly.
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@Xbob42 said:
What do the positive reviews even do? Is there a place to see them?
They do absolutely nothing as far as I'm aware. No reward or tier system, no info on that person, nothing. Which is why BHVR SHOULD update the system to make it beneficial to give a positive review on a player. Just as there should be a negative review.
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@Elcopollo said:
https://forum.deadbydaylight.com/en/discussion/comment/1578890#Comment_1578890
How can you "review" player by seeing him only in one match, though? No one is perfect, everyone makes mistakes, and a player, who was useless this match might be the MVP of the next match and vice versa. Reviewing player by only one game is like reviewing 2-hour long movie by watching only 2 minutes from it. Extremely subjective and closed-minded, thus, unreliable and unimportant.
The system that is in-game now is completely fine by me. You can give props, which have the same effect as 'like" on the comment and won't do much, but you at least gave appreciation to the player. And you can report player for cheating and breaking the rules of the game, which will help devs to find and block such unfair players.
Besides, what would those good/bad reviews do? What should devs do with all this information, that comes literally only to them? How should they react to reviews that are basically saying "this guy didn't break the rules and didn't cheat, and technically he played fair, but I don't like that he didn't help me and that he wears that shirt, so here's my bad review" or "this guy saved me, he's the best, he's so very cool, believe me"? And, most importantly, why should they care about subjective feedback of one player about another player?
All and all, it's a game, not a review site.
Because that's how every other game works with a Review system. OverWatch is a prime example of it. If I give a player a positive review, or "endorsement", they get points allocated them for future loot box and shows other players that he is a reliable player. If I give a player a negative review, or thumbs down essentially, I don't have to play future games with them. If I get a Blendette who essentially sneaks around the outside of the map and uses Self-Care constantly instead of getting healed, I've no desire to play with that individual which would result in a thumbs down.
And as I've stated, if you give a Positive review of the Player, they get Kudos which COULD in the future be used to reward players for good gameplay. Just as giving a Negative review of the Player allows you to avoid future games with them. Idk what about this concept is hard to understand.
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Yeah, I take breaks. Toxicity of Red Rank Survivors on top of the Devs not really taking care of the game just infuriates me. I'm usually playing Ark now and the only reason why I keep playing at this point is because of tomes since I'm a completionist.
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@fckal0 said:
So you want a blacklist option to not play against people who don't play as optimal as you do? Sounds reasonable, Lowtiergod, but let me ask you this. How small of a population you want to have to play against after being left on hook many times after, having the killer being led to you, and many other things you find annoying hinder your attitude towards randoms? Complaining about the issue won't solve it.
Since Crossplay has been activated, wouldn't be that small. Also, didn't complain, I actually proposed an idea of fixing the Player Review System because that's what it's supposed to be.. a PLAYER REVIEW. There should be more options than either "They're a good Player" or "He cheats/didn't play the game".
@Elcopollo said:
You have the opportunity to not play with them in the future by adding them into your block list. Don't know about consoles, but it works on Steam alright. And you are wrong about the ability to report only for cheating. There are also such categories, as "Unsportsmanlike" (idling, disconnects, 1st hook suicides), "Intentional Game Abuse / Trolling" (taking game hostage, unprotective bodyblocking, sandbagging etc.) and "Communication Abuse" (insults and harassment in post-chat). So, cheating isn't the only thing that is bannable.
Yet all the things you mentioned (with the exception of Hook Suicide because being banned for that isn't a thing), is something that BANS a player. I'll modify my post to word it more clearly but the point is that I shouldn't be given 2 options of "He's a good player" or "He violated an in-game rule that's justifies being banned" so I'm going to report him. There should be at least 3 types of "Reviews".
- Good Review of the Player
- Bad Review of the Player
- Player is being reported for XYZ
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I've heard nothing but great things about Myers, especially in his versatility when it comes to playstyles.
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Hold up. You're mad that a Killer didn't want to immediately put you right back on the hook? He/she slugged you instead to give you a chance, but he/she was still in the area when you used Unbreakable and you're mad that you got slugged again instead of getting hooked for your mistake?
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It's why people usually threw constantly to get back into lower ranks. Which is why they wanted to push out the MMR.
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I'll pass. I along with others get annoyed when Survivors T-bag and point. What makes you think we want "emotes" to purposefully taunt players for?
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@shelobster said:
Change my mind.
Lol but seriously. It's always the red rank killers who can't catch survivors during the actual game that have NOED as a safety net. Wonder how they'll manage get their kills if NOED gets nerfed.
I do love cleansing their Hex totems though. It's a wonderful way to get a high rank killer to disconnect.
Would those Rank 1 Killers who use NOED still have no skill if they 4k the entire team before the perk even activated?
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I don't main him but I play him regularly with meme builds, no add-ons. I usually get 4ks with him. Not a bad Killer, just not the most picked when it comes to Red Ranks.
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Killers would come out on top. Mainly because half the good perks for Survivors are exhaustion perks. They get pretty useless once Sprint Burst gets activated.
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@Babyyy_Boyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1577251#Comment_1577251
It does though. From having 3K hours on the game, most killers bring it because they know they can’t do good in chases or they bring it for someone or a group of survivors they don’t like personally. I understand using NOED if you’re new because you don’t know what the perk does or maybe you just wanna see how you’ll do with it but a lot of rank 1 killers bring it and mori off first hook, this happens a lot in SWF and solo que more towards solo que.
Or... and bear with me on this... a Mori is being used because of a ritual/challenge. Shocker I know.
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@joshuashep22 said:
considering you are going after a recently unhooked survivor why do you get so mad after getting flexed on with the decisive head on combo?
There's plenty of situations though where you're not going after that Survivor right after an unhook and it ends up happening anyways.
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They have more than just those 4, and they aren't even considered 2nd-chance perks. It's just the community who whines when it's (mostly) used viably against them that make it seem like they're second chance when it's not.
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1568482#Comment_1568482
Thats the problem with modern gaming, people are too focused on making ######### competitive and winning to actually enjoy the game.
I agree. Keep in mind, I'm all for the enjoyment of the game. But I, as do many others, don't enjoy losing. If I'm sitting there having a bunch of consecutive matches where I lose, regardless of how intense they are, I'm not going to have fun. I'm just going to get more irritated as time goes on which results in me getting off to cool down because now I'm no longer having fun. Others who don't do that, resort to "scummy" play as some call it even though those strategies are viable to a degree.
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@BabyDweetMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1568452#Comment_1568452
If winning is that important to someone that they'll purposefully ruin someone's game just so they can have an easy advantage, that's really scummy. I used to bring party streamers and the anniversary cakes but now I feel like I'm supporting their crappy ways so I just bring bloodpoint offerings for myself or other survivors.
Considering that the game is based on the fact that someone wins and someone loses.... yeah I'd say it's pretty important. Especially when it's competitive and ranks/MMR are affected.
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@DontNerf said:
https://forum.deadbydaylight.com/en/discussion/comment/1335438#Comment_1335438
Youve never played demo at high levels have you?
Main him at Rank 1 on PC actually.
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Because a lot of people enjoy games visually. People just Last of Us for it's story and visually stunning detail. Imagine if Last of Us was made with roblox/minecraft graphics. Wouldn't be nearly anywhere as popular as it is now.
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I enjoy playing with my Wife now who owns a PS4. If you don't like it, disable it.
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@Demogordon_Ramsay said:
On its own, it only really destroys Hag and Trapper. With SWF, it’s actually the strongest Perk in the game, by an absolute landslide. I just think it’s badly designed, as the parallels in its strength between solo queue and SWF is astounding. I think the best solution is to just remake it. Here’s my proposal:
Object of Obsession
A link is created between you and the Killer. Whenever the Killer detects you with aura reading abilities, their aura is revealed to you. However, whenever you use aura reading abilities against the Killer, they also see your aura.
If you are the obsession, your aura cannot be read outside of a range of 72/66/60 meters.
Increases your chances of becoming the obsession.
Destroys Stealth Killers too.
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@SloppyKnockout said:
It appears to be working well for them, cause ranks mean something in their mind. Yet, the other 99% of the community, including BHVR's own fog whisperers saying it's broken must all be wrong. Cause it's "confirmed working" for this one person. "confirmed"
CoNfIrMeD
https://media.tenor.com/images/84b59db9dc9c1bad468a6e93d9387f8c/tenor.gif
You need to read lol
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1521526#Comment_1521526
Again - you have proven nothing except that you think "I'm getting purple and red ranks in some of my games, MMR is perfect!".
Ranks mean nothing. Not even in terms of experience. You can literally get to red ranks in a matter of a couple days playtime, and it's not hard. Especially as survivor.
Your screenshots illustrate that. Many of them don't have full, tier 3 perks, and the tier 3 perks they do have seem to include things like self-care and spine chill a lot. Typical meta perks for survivors with a lack of experience. All you're doing is saying "Look! Red ranks! MMR is perfect and I'm still 4king!". No - you're still facing potatoes.
You lost this debate the second you used ranks as a measuring stick. Best stop trying.
@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1520839#Comment_1520839
Lol what was typed that made a mod edit it for you?
I was censored because this guy got called out.
I never said anything about rank, at all. In fact if you look at the kill rates (which is what I was focusing on but clearly you want to twist my posts to make it about rank), it was mainly 2-3ks which is the average that BHVR is looking for. Also funny, you refused to add the fact there were meta builds such as T3 BT, DS, Unbreakable, etc. You are completely wrong. In fact I'll even post it again since you refused to read my prior posts.
If you noticed.... 3 of the 4 screenshots have meta builds.... ALL TIER 3. Imagine that.
I'll even include the screenshot this screenshot where 2 Survivors have Tier 1 perks. You're telling me that ALL of your Survivors have all perks at Tier 3? Shoot mine don't. Jake's my only Survivor that's P3 T3 on everything with other Survivors leveled up enough to get their learnable perks. Does that suddenly take my skill away when I play one of those characters for a challenge or ritual and make me a "newbie"?
Your argument is false and you're refusing to acknowledge that other people are actually benefiting from what MMR is supposed to contribute compared to others. You're simply parroting something you know nothing about.
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@stargazer9 said:
https://forum.deadbydaylight.com/en/discussion/comment/1520731#Comment_1520731
Roughly how many games have you played since the new MMR system went live?
Roughly 30. And 6 of those had at least 1 Rank 20 in it. Some had not as experienced players for my Killers I'm not as good at but it quickly adjusted when I played again.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1520839#Comment_1520839
Imagine using ranks as a measuring stick when even the devs have stated ranks are meaningless.
The only thing you've proven is that you quite simply don't get it.
Actually no, I'm countering the wrong and opinionated statement you made when you said and I quote "Or maybe you're just happy facing newbie survivors/killers because it boosts your ego." If you're honestly going to sit here and tell me that the people in those screenshots are newbies, then you simply don't get it. You also refused to accept that the screenshots I provided show that not everyone is affected negatively by this MMR.
The only thing you've proven is that you refuse to accept other peoples personal experience.
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@soggydoggy said:
We've all played games of DbD where our heart is pounding through our chest as we frantically look around and see Bubba pass within two feet, chortling a demented chant. The clammy hands at the end of a good match and having to take a step outside and get a breath of fresh air before we dive back into our computers to be hunted again. The thrill of the game is what makes Dead by Daylight interesting. It has elegant mechanics, which creates the space for an incredible game of psychology.
I have played DbD on and off for the past two years I have enjoyed seeing each killer express themselves differently, maybe have a favorite follower who they let live, while they ruthlessly chase down their friends. It is the psychology of trying to outsmart the killer with a group strangers or friends that keeps pulling me back to the game. It's all of the different play styles that make it so interesting, which is why it is sad to see this changing.
Dead by Daylight is not Overwatch, It doesn't feel like it should be a game where people are there to just push metas. It feels like a game where the killers should be having fun, and the survivors should be haunted by the thrill of the chase. The pyshcological horror and gripping nature of the game has begun to dissolve as MMR has been developed and it is beginning to feel much more mechanical in nature.
Lately, rather than being satisfied with a good loss, I am more likely to be frustrated with my team mates for not pulling their weight. The killers are patrol camping more regularly and simply trying to force a meta. The simple mechanics which once were a stage for people to preform are now just becoming that, simple mechanics.
I personally liked the rank match making system. I felt it made more sense for the play style of the game, where players who played a lot would play together, and vice a versa. At the end of the day the drive to ' JUST WIN! ' wasn't so strong before MMR and the thrill is what drove people back for more.
I am hoping that bEHAVIOUR has a chance to reconsider the nature of their game, and understand that this incredible concept they have developed and curated is going to dissolve. What once made it unique will soon be replaced with the same frustrated toxic community that wanders the halls of every other competitive game, where players will be pointing fingers and slandering each other post game rather than thanking each other for experience.
The air of being trapped in a horror movie has gone to be replaced by it's straight to DVD squeal. I hope to come back to Dead by daylight soon, but while it remains competitive, I will have to go elsewhere to enjoy my time.
Players pull their weight more in MMR now than they have in the old ranking system. Because now they're on an even skill level.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1519841#Comment_1519841
Are you implying that somehow, even though we all have the same pushed codebase, your game somehow functions differently than literally everyone else?
Or maybe you're just happy facing newbie survivors/killers because it boosts your ego.
And another...... should I keep going? Or did these screenshots prove that your post isn't a blanket for everyone.
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You're mad that an Oni slugged you and gave you a chance to Survive instead of immediately getting hooked 3 times over?
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1519841#Comment_1519841
Are you implying that somehow, even though we all have the same pushed codebase, your game somehow functions differently than literally everyone else?
Or maybe you're just happy facing newbie survivors/killers because it boosts your ego.
And another.
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Def working as intended. These were 3 games back-to-back out of the 10 I played this morning.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1519841#Comment_1519841
Are you implying that somehow, even though we all have the same pushed codebase, your game somehow functions differently than literally everyone else?
Or maybe you're just happy facing newbie survivors/killers because it boosts your ego.
Oh look, another game.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1519841#Comment_1519841
Are you implying that somehow, even though we all have the same pushed codebase, your game somehow functions differently than literally everyone else?
Or maybe you're just happy facing newbie survivors/killers because it boosts your ego.
By the way, these are 2 sample of my games that I played (back-to-back) out of the 7 matches I played this morning. (It didn't occur to me to start doing screenshots until after I read your post and how you want to be an ######### about things). So yes, MMR is working AS intended for some people, even if it's on the same "base-code" as you call it. I find most arguments about it to be false since no one is backing it up usually.
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I actually don't have a problem with BT. But he's still incorrect for one of his scenarios. BT isn't in anyone's favor except Survivor and to state otherwise is just blatant disregard for actual game play compared to on paper.
@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/1520622#Comment_1520622
I do and I have no issue with BT. Do you have an actual argument?
@Artick said:
https://forum.deadbydaylight.com/en/discussion/comment/1520622#Comment_1520622
That's not an argument, sorry. I listed 3 scenarios with clear details. If you don't agree with anything I said, clearly point out what it is and why you think I am wrong.
Also don't need to make an argument. It's called a difference of opinion. Jesus.
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@Artick said:
Yes, yes, I know, you are already yelling at me for daring to say something so offensive, but bear with me for 5 seconds. I will make this extremely clear and short.
The following scenarios can happen:
1.You were planning to camp: BT did it's job, nothing more to say.
2.You don't camp and leave the hook: the hooked survivor will get unhooked and BT won't come into play. Now you have 1 healthy survivor(the unhooker) and 1 injured survivor(the unhooker) off gens, with one that needs to heal. Since you left the hook, you need to search for a survivor to chase.
3.You don't plan to camp, but a survivor rushes the hook with BT before you can leave: you get a hit on the unhooker, the unhooked survivor tanks a hit with BT. Now you have 1 injured survivor(the unhooker), 1 survivor that needs to mend and heal(the unhooked survivor) and you also have your next target to chase(any of the 2 survivor), no need to waste time searching for a new target.
Therefore, the math clearly says that survivors rushing the hook with BT when you had no plans to camp is actually in your favor. If they rushed the hook but you still planned to camp, see #1. There can be slight differences in #3, like the unhooked survivor not being able to tank the hit and you downing the unhooker, which is even more in your favor.
Remind me again, why are you complaining about BT if you are not a camper?
You must not play Killer often, do you?
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1519841#Comment_1519841
Are you implying that somehow, even though we all have the same pushed codebase, your game somehow functions differently than literally everyone else?
Or maybe you're just happy facing newbie survivors/killers because it boosts your ego.
Actually, yes. Who are you to say that your experience is the same as mine? Apparently MMR has been working differently for everyone. I'm hardly went against Rank 20's after a few games during the initial launch. So chill.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1519841#Comment_1519841
So despite the fact that a mod says there’s a problem, and the devs are looking into the problem, we still have people who think there MAY be a problem but maybe not? Wow just wow.
Your OP stated "even a mod seems to be saying". So whether a mod stated so or not isn't specified nor concrete. And if there are enough complaints from the community, of course the Devs will look into it because the Devs listen to their community and want to fix any possible issue there seems to be. So what's your point?
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No, I don't. Not unless I'm farming
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Works fine for me, as it has for others. So.. there MAY be something wrong with the system. But it doesn't affect everyone.
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My matches have been fine, no complaints on my end.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/179865/non-meta-perk-builds-that-irritate-players
Iron Maiden. Head on users hate it
I can never get any use out of it, it's too situational and those situations are seldom.
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S: Bond / SC / IW / (Random depending on needs)
K: Demo - STBL / PGTW / IF / (Random depending on needs; typically switches between LightBorn and Bamboozle)
K: Pig - M&A, Whispers, Endurance, BS
K: Oni - DL, SB, BE, Thana
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You know. You can still get your point across and not pretend to be a brand new player. You're about as bad as parents who pretend their children said something wise and intelligent when 99% of the time, they didn't.
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@Xyvielia said:
A map from any of Leatherface’s movies would be delux!
That entire underground tunnel labyrinth from Texas Chainsaw 2 would be a unique addition.
How cool it would be for Ghostface to get his own areas to sneak around in, as well :)
Ghostface would either get a sleepy town or supermarket.
Bubba would probably get the house and forest.
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How does it work? I couldn't find my wife on her PSN account from my PC. Also, can you play with them? The notes didn't specify, only stating it's different from crossplay
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Still working pretty great with me, Survivor side is a little iffy. Idk if it's because I play Survivor so little or other Survivors are still getting their MMR configured. Who knows.
I'm also theorizing that maybe for some people on why the MMR sucks is because there's not that many players of their skillrating online or playing.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1516000#Comment_1516000
"... Yeah it does? Even if you deviate from skill level, a Killer like Freddy for example gets very consistent skills due to his power and playstyle that anyone can pick up."
No, what it means is that there are a lot of bad survivors on average that make killers look stronger than they are.
"And again, also untrue. If you don't believe they are strong, I want you to imagine Ruin, Lullaby, Third Seal, Devour, and TOH as ordinary perks with the same abilities. Idk about you, but a Killer running around with Lullaby as a regular non-hex perk is significantly OP because there is no way to counter that unless you continually tap the gen to completion."
You are misunderstanding what I'm saying. I am not saying those perks shouldn't be hex perks. What I am saying is that they aren't good enough to warrant being hex perks. In other words, they need buffs.
Also, Lullaby is a terrible example. That perk is extremely weak. Even if it hypothetically wasn't a hex perk..still weak. It literally just removes the sound before the skill check and extra penalty if you miss...that's it. That is doing nothing against survivors that are even half competent. That would be devastating on what...a rank 20? Rank 1's aren't missing those skill checks.
Just going to post these stats here that were reported last year. Regardless if it's brand new players or seasoned vets, Freddy still comes out on top as the Strongest Killer, which he is.
https://forum.deadbydaylight.com/en/discussion/106566/stats-november-2019
Also, Lullaby is a prime example. Because it is devastating at Red Ranks because before MMR, I went against Rank 1-4 as a Rank 1 and when the hex wasn't immediately removed, it was extremely effective. Because even if they could hit those skill checks, they are too focused looking out for the next one and not their surroundings. The hex perks themselves do not need buffs. They are extremely good on their own without synergy which it what makes them great.
People understand how potent Lullaby is because that's usually the top 3 perks to immediately get removed along with DH and NOED. If people HAPPEN to see Ruin or Third Seal, they'll remove it of course. But they won't go out of their way to find it when it's a fast paced game and they don't have a lot of time.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1515957#Comment_1515957
And I can get consistent 4k's at rank 1 with any killer using zero perks or addons, that doesn't mean that killer is strong.
"No Hex perk is weak. If they were, they wouldn't be Hex perks. These perks are powerful enough that they have to be put as Hexes so it's up to the Survivor on whether or not it's worth cleansing them."
No, they aren't hex perks because they are in fact strong, they are hex perks because the devs think they are strong and aren't the best at proper balancing.
... Yeah it does? Even if you deviate from skill level, a Killer like Freddy for example gets very consistent skills due to his power and playstyle that anyone can pick up.
And again, also untrue. If you don't believe they are strong, I want you to imagine Ruin, Lullaby, Third Seal, Devour, and TOH as ordinary perks with the same abilities. Idk about you, but a Killer running around with Lullaby as a regular non-hex perk is significantly OP because there is no way to counter that unless you continually tap the gen to completion.











