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Dino7281

Dino7281

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Dino7281
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  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2747723#Comment_2747723

    Nah, that just means it's not worth a lot. It has a value. Just a very low one. xD

    Alright, fair enough...

  • @legrosporc69 said:

    https://forum.deadbydaylight.com/en/discussion/304886/was-overcome-greatly-exaggerated

    The perk was not exaggerated its just the introduce dead hard validation so the perk was kill before it got release.

    Overcome is better then sprint burst because the killer just womt chase you to save time but with overcome the killer will chase you so you waste the killer time and if he continue to chase you when you use overcome then the game is won if the other survivor can do gen

    I wouldn't say it's just a better sprint burst.

    If overcome works, then yes. Problem is that you need to use some form of healing with it and you have killers where it's just good to stay injured like Plague, or Legion and also exposed killers.

    Sprint burst is way harder to use, but it just works always.

  • @Sludge said:

    Overcome and Hex: Pentimento are gonna be so strong I know because streamers said so

    Hey, leave my Pentimento alone.

    It's really fun on Pig also with Plaything, Ruin. You have basically triple objectives for survivors and Boop the Snoot army.

  • That perk is really good. Problem is that you have DH. Both are low risk, both have situations where they will never work, but there is more killers where Overcome will be useless than number of killers where DH is useless.

    You also can just use DH alone, you can't do that with Overcome, you need CoH or good medkit, just something to heal when you get off chase.

  • @AnObserver said:

    I see. So they need to be changed.

    As you have not provided any indication as to how, or for what reason, I will assume you just want change.

    Change for the sake of Change will be the following:

    The data type used to store the action speed will instead be a Float instead of a Double.

    Pack it up boys, what a productive day.

    He rather complains about the approach of developers...

    You have so many posts where people talked a lot about how and why to nerf boons (CoH). There is also a thing as redundancy.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2747659#Comment_2747659

    ye but my post is about the killer playing with the top skill level against top survivors.

    Then you basically ask who is easiest from S and A tier killers, maybe high B.

    If you would say only top skill level, then your options are basically Nurse / Blight.

    If you would say high skill level, then there might be other options. Problem is that if any of them would be easy to play, they would get nerfed like Freddy, or Wraith. They were not that good, but they were easy, that's why they nerfed them.

    What I would say are decent options. Nurse, Blight, Spirit, Hag, Huntress, Plague, Oni, PH, Artist, Twins, Nemesis, Demogorgon.

    I am really not sure who is lowest skill, because that is not same as low skill when none of them are that easy, but probably Plague.

  • I have started to play him a lot after they nerfed Deathslinger into oblivion.

    He is quite decent after all those buffs and fun for me, so give it a try.

  • Well, that is worthless...

    If you think how many games you need to get there, then 250k is nothing compare to what you earned with those games, if you use BBQ / WGLF.

    250k is basically 10 perk tiers. It's +/- 6 games with BBQ.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/304873/so-is-this-what-red-rank-is-like

    The latter.

    BHVR are tweaking MMR soon which will hopefully help somewhat. I also see at least one game a day against what's obviously a 3-4man SWF afk/suiciding, obviously smurfing their MMRs down to prey on less skilled killers.

    This one of the things MMR got worse than ranks. It's just easier to lose MMR and basically go seal clubbing.

    Funny is that as a killer to lose MMR you would have to actually let multiple survivors repair gens and leave, but you can just bully a killer whole game, finish all gens and then just die to egc to lose MMR as a survivor.

    It was way harder to stay in low ranks with old system.

  • @KingRudolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2747079#Comment_2747079

    It's his and yours opinion, the doesn't have a "no" option so it's kind of useless

    Maybe it's because this is more of a joke? Just to find out how much players hate it... Noone really cares about players who still thinks it doesn't need a nerf.

  • @KingRudolf said:

    No, does forcing your opinion makes you think that it's more important?

    Well, he is right, so yes...

  • @VoidHyacinth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2746272#Comment_2746272

    Time of death has similar issues. Consistently dying early due to bad play severely hurts your teammates odds of escape (and would therefore affect MMR), but not all early deaths are necessarily bad for your team's odds of winning. If someone is really dying in the first minute of most of their games, both the terrible overall escape rate by itself (and potentially a modifier for "losing streaks" where you lose more if the vast majority of your recent games have had few or no escapes) should put them towards the bottom rather quickly. What's the benefit that comes from the extra complexity and side-effects that death time being factored in would introduce?\

    Edited to quote what I was replying to.

    Hmm, so maybe instead of real time, it would be better to track number of gens left. 5 minutes with 4 gens left is different than 5 minutes with 0 gens left...

  • @Sakurra said:

    A tunneler refuses to play 1vs4. He's playing only 1vs1. DBD is 1vs4, but they are not good enough to play vs 4, so they will choose to play 1vs1 because is too easy.

    Well, some killers just suck at 1v4.

    And got nerfed anyway... Looking at Deathslinger

  • @AnObserver said:

    Why do they want Grades to represent MMR?

    Is it because they want to show off their skill? Or use the grades to assuage themselves that they have been placed correctly?

    It would be interesting to see which of my killers have high MMR and maybe do challenges to get my weaker killers to some threshold.

    But mainly, you could see how well is SBMM working, which is probably main reason why they don't want to show it. RIght now it's just your feeling, you can't prove anything and they probably like that.

  • @Minecraft said:

    https://forum.deadbydaylight.com/en/discussion/comment/2746166#Comment_2746166

    it's your internet, not dead hard validation. you still get benefits on every other instance though, so it's not like you're not handed undeserved wins anyway

    That's BS. I have under 30 ms ping, so it's survivor's internet...

  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2746266#Comment_2746266

    A Killer whose Power requires a snowball from the pseudo-hook that is slugging isn't a good Killer. Either in design or in MMR bracket.

    Twins, Oni?

    Oni actually loses his power if he doesn't slug.

    Twins are punished with fatigue 5 seconds + slow 2 seconds whenever they want to pick up survivor after downing them with Victor, it's just better to slug and get extra hit with Victor.


    It's just really good way to build pressure for most killers. If I down someone and there is another survivor nearby, it's just usually better to slug.

  • Only issue to this is that if you died early, left and started new game, your MMR would change during new game, but I doubt MMR change from single game would affect matchmaking that much...

    I wouldn't do it just based on number of escapes. Time of death is really important to this.

  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2746205#Comment_2746205

    They can only Body-block, and only get DS for free if they are at second stage (Deathhook) before the Killer gets a certain # of Hooks. Mending still takes time to do so even if they do Body-block with the free BT they don't get free time, they have to spend it mending. And yeah, if they get that free DS and are still sticking around you, they should have to be fine with getting slugged.

    Regarding Killers intentionally slugging and making UB meta though:

    Yeah, that would make UB more meta, but TBH I think Survivors should be able to pick themselves up base kit anyway, not as fast as UB though, and certainly not without some kind of penalty. (And UB the Perk should probably have the increased recovery speed nerfed, instead mitigating the base-kit penalty for picking yourself up).

     I think Survivors should be able to pick themselves up base kit anyway

    Oh, hell no...

    You have killers that are just useless without slugging.

    Slugging is also only way how to counter DS.

    It's also good way to get comeback. (or tunnel)

    Hit&run is useless because of CoH, if you would nerf Slugging, then noone should cry about camping / tunneling, because that would be only thing left.

  • @burt0r said:

    Well earning 5-10 BILLION BP takes its time.

    You would need 666 050 000 BP to get every perk on every prestige 3 character.


    There is 90 killer perks, so that's 270 tiers. Till you reach rank 50 you can get 59 tiers, which costs around 1 600 000 BP, after it you have cost around 50k for 2 tiers, so right now, if you have all perks to get everything without prestige costs around 6 875 000 BP.

    and we have 26 killers, so you need 178 750 000 BP to max out all killers without prestige.

    If you want to max all killers everything with prestige too, then you will need 303 550 000 BP.

    Survivors have 101 perks, so that is 7 700 000 per survivor without prestige.

    If you want to max all survivors everything with prestige too, then you will need 362 500 000 BP.


    But we will have 1,5x BP for some time so easy...

  • @ShinobuSK said:

    https://forum.deadbydaylight.com/en/discussion/comment/2746212#Comment_2746212

    I agree with basically everything you said.

    But the OP is talking about encouraging going for different survivors all the time, and I simply dont see it possible in current game state.

    Maybe in different game mode. Without hooks and health states as we know them now. Half of the perks are all around hooks on both sides.

    What better reward would killer get than removing someone as fast as possible?

    Theres nothing better to get than that imo

    You don't really have to do it.

    I liked an idea of small pop like 5%, so you have reason to leave hooked survivor for gens.

    Kicking is useless anyway without a perk for it, so why not make it better.

  • @ShinobuSK said:

    https://forum.deadbydaylight.com/en/discussion/comment/2746195#Comment_2746195

    Well I dont see anything else that wouldnt change the game completely.

    Survivors have 3 lives, killers tunnel to make it 1v3 faster and have a better chance to win.

    With all things considered, hooking someone 3x in a row is the best, most optimal play that killers can do.

    And its not about scummy or unfun or whatever. Its simply the most logical thing to do for you to win in how game works.

    Funny is that it can be quite easily prevented by survivors, just don't unhook in first 5 seconds.... Protective hits are good too.

    This is just problem to fix for multiple reasons.

    It might be good to fix face-camping, but when all gens are done it's kinda only objective.

    You also don't really want to affect proxy camping, because that's not really always killer's fault, sometimes survivors are just waiting there visible to you, or you have 3-gen in that area, why would you leave?

    Players are already toxic, what do you think they would do if they knew you are not able to kill them by any means?

    Fact is you just have to kill a survivor at some point if you want to have chance for 4k. Getting everyone to deadhook is just not really possible in most games.


    Only issue is when killer decides to camp / tunnel from first hook and he has build for it, then you are kinda screwed.

  • @AnObserver said:

    If it's the start of the match, yeah, I'm for a disincentive to tunneling and camping.

    However, if it's the end of the match I don't condone Survivors hook bombing with impunity, nor do I condone Survivors feeling comfortable about unsafe unhooks without a reason.

    My suggestion is this: While the Killer hasn't Hooked 5 Survivors with the prior Survivor Hooked not being the same person, and while there are still Generators remaining, Survivors get DS/BT basekit if they reach the Second stage of Sacrifice.

    This way they only get a protection if the Killer has successfully proxy/camped/directly tunneled them down a stage. And not if the Survivors are just bad and/or Hook trade in front of the Killer while also keeping EGC camp intact.

    I would also reward Killers that focus on Hooks over Kills with a Mori at some point later in the Match.

    You have no idea how much annoying this would be.

    Also killer would just not pick you up when he knows for 100% you have DS, that's why DS after nerf works actually better, so every survivor would replace either DS or BT with unbreakable.

    And let's be honest, I had quite a lot of games where I wasn't able to get past 5 hooks. This would basically give everyone extra 2 perks, which would not be replaced with friendly perks...

    5 hooks is not really low number, that is often most of the game time.

    Just problem is that it doesn't matter you don't want to tunnel and would like to go after unhooking survivor instead, but you are going to get body-blocked and annoyed a lot, because unhooked survivor knows you can't do a ######### and it didn't cost them any perks.

  • @ShinobuSK said:

    Make survivors impossible to hook twice in a row.

    And make insane balance changes to the game mechanics like smaller maps and much longer gen times.

    So I will rather take scummy killers and not changing half of the game. Its not like its unplayable when killer tunnels

    Make survivors impossible to hook twice in a row.

    That can't happen. Problem is that you would somehow also have to make it impossible for that survivor to annoy a killer when he is basically immortal at that moment. It's just DS on steroids.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/304542/how-to-encourage-good-gameplay

    Rescently some streamer have shown that Killers can get a lot MMR and "win" a lot by just playing as scummy as you can without perks or add-ons at all.

    I however want to rise the question if you can approach this the other way around: How would you reward Killers for playing more "fair" and less "scummy"?

    If anything, Otz's experiment shows exactly why you -don't- want to take this approach, from a balancing perspective. If Slugging, Tunnelling and Camping are that powerful as strategies, then trying to bring other strategies into competition with it would just mean skewing the winrate too harshly in the killer's favour.

    Not to mention that if you do create some balancing paradigm where a 'clean' killer player can consistently get 2Ks with similar ease, you'd leave the game balance entirely in the killer's hands: You can either get a fair match, or the killer can just choose to employ one of the more powerful strategies and win with the same level of decisiveness that they currently can.

    You can't make nice plays more effective than tunnelling, slugging and camping, because those three strategies are already too strong, so raising the floor to that level would just make the game impossible for survivors.

    Camping, tunnelling and slugging -must- be addressed if this game wants to get out of this meta.

    Camping, tunnelling and slugging -must- be addressed if this game wants to get out of this meta.

    You know that is not really easy to do, because you can't do this alone in one patch, right? You would also have address healing speed, gen speed, map sizes, spawns etc.

    If you just nerfed killers, it would be ######### hell.

  • @NAERUUU said:

    https://forum.deadbydaylight.com/en/discussion/comment/2745912#Comment_2745912

    Oh yeah, The Twins is a really hard killer to play but …. When u play this killer well …

    ez 4K

    I don't think Twins are bad killer. Well, they really don't like boons and that fatigue is just pain to deal with it. You basically gets DS for each down. Twins get punished for not slugging for some reason.

    Just let me swap during fatigue and I will gladly start to play them again.

  • @NAERUUU said:

    https://forum.deadbydaylight.com/en/discussion/comment/2743598#Comment_2743598

    Victor is the «  power » of Charlotte, this killer name is The Twins

    I really wasn't sure if he is new or he is making fun of the fact that noone plays Twins.

  • There is not many pvp games without cheaters.

    Moba games are kinda fine. There are macros instead...

    I remember someone saying Apex has huge issues with hackers, but maybe they fixed it somehow.

  • Killer gets bullied even before PTB...

  • @AhoyWolf said:

    Please, don't make him a second Freddy, some people like the Legion's playstyle. They should do somethig similar to the Doctor's buff, where they just enhanced his abilities and made them less complicated and smoother to use.

    They should remove the few downsides Frenzy has, like the basic attack power gauge penalty. Legion should regain the ability to see blood in Frenzy, they only removed it due to moonwalking, so why not bring it back since that strat no longer exists? It's a no brainer to reduce the Fatigue to 3 seconds, also increasing default Frenzy movement speed would be nice. The power gauge should also start recovering while in Fatigue, like Nurse has.

    Reworking add-ons should also be a priority, some of them shouldn't exist, making them more fun to use would also be really cool.

    I can get behind this. Kinda all of it...

    I really don't want whole rework, just buffs to his current kit and addon pass.

  • But I got to like Zarr idea to make SWF be able to use perk only once per team.

    I always liked whole team-roles on tournaments, so that would be interesting to see.

    More buffs to perks needed tho and camping/tunneling would need to be addressed.

  • Overcome, Iron Will, Shadowstep, CoH Medkit

    Overcome, Iron Will, Shadowstep, CoH Map (to find totems for everyone fast)

    Overcome, Iron Will, Shadowstep, CoH Medkit

    Overcome, Iron Will, Shadowstep, CoH Medkit

    RPD / Lery's map offering

  • @gilgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2745707#Comment_2745707

    I think most people who have been in this community for a while wouldn't disagree with you there, hell even Otz is losing hope and that dude is absurdly positive.

    When even Otz is losing hope with them, then we know we are screwed...

    Not that I don't get him, he is trying a lot to help this game. Whole Whisperers thing is joke, they are just walking advertising for them. If they would be smart they would use them more for ideas about balancing and early testing. Then community for skin ideas. Work smarter, you know...

  • .....

    actually good bait

  • I will admit that I had to play pretty nasty to get the 4 kills 

    Things like that just don't really prove if game is killer / survivor sided. It just proves that killer can win most of normal games if he really wants to win any means necessary.

    You sometimes lose even with best everything and most tunneling, just bad map and good team.

    But most games is just contest who brings better resources (addons, perks, items, offerings) and playstyle matters a lot for both sides.

    And let's be honest, most teams still can't handle camping / tunneling. It's hard to deal with it as soloQ tho, but even most SWF groups have weak link. There is not many dead squads, those are usually either in KYF or trying to stream snipe.

  • @BrokenSouI said:

    Oh no. Not the "fun" argument

    Well, he would actually try to buff his basekit at least...

    BHVR usually just nerfs unfun thing into oblivion and leave it like that... Poor Freddy / Deathslinger

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2745198#Comment_2745198

    Blood Rush is always 1.5x.

    Blood Hunt is 2x.

    Blood Feast is 3x. (This has only ever happened once, I think, before my time.)

    Hmm, so I don't really have to care about this, good to know...

    I will just be afk till anniversary :D there are real boosts waiting.

  • You don't really have to ban or anything like that. Even Dota is using cool-downs on emotes etc and that is really toxic game, even heroes are toxic there...

    It's not like anyone would stop playing game for not being able to do it...

    You are not supposed to punish players, you just don't let them do it.

    ######### flashlight macros.

  • Was it always only 1,5x? I thought it is 2x

  • @Oiry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2744696#Comment_2744696

    Yes, that is why I used "and", not "or". You have to play them and play perfectly. And yes, even then you may lose, but I feel like with them you should be able to feel some power :D

    Or you get bullied most you have ever seen -> when you try to learn them.

  • They should keep it simple, so I would say:

    Cleansing, Chasing, Healing, Repairing

    and some neutral for running, or just no icon at all would work...

  • @PNgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2744699#Comment_2744699

    You are absolutely right and I agree with you 100%. But for me, it's not about a high MMR. For me it's just about: you try hard, make a lot of hookz and give it your all, but in the end you don't get a kill. Then you get MMR deducted as a reward for your effort and that's demotivating, even though you played well.

    How do you know for sure? Maybe they changed it somehow. You don't see anything that would say that... You know, invisible number...

  • You don't want to be high MMR... Like what does it give you? You don't see it anywhere. You just get better survivors, or at least survivors that try to win more. You sure you want that when you want to be fair?

  • @Oiry said:

    As long as you are not playing Nurse and playing perfectly you can still lose the game. This is how currently Dbd works. I don't know if it's a good thing or a bad, it's just how I feel.

    And Coh is #########. I'm out.

    It's not like Nurse or Blight are auto win even if you are good with them. Dead squads can still kick your ass.

  • @JimboMason said:

    I feel like oni at the beginning of the game can be pretty weak, you kinda just need to treat him like an m1 killer. Also, look for the weakest survivor on the other side, down them, and then hook them in a dead zone. Another thing I recommend is getting rid of one of your slowdown perks and replacing it with monitor, its a great perk on oni.

    I am using BBQ, M&A, Infectious Fright and Pop.

    But sometimes if they play super safe, it's just hard to get power.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2744353#Comment_2744353

    Well it is the speed of a fully charged huntresses hatchet and is unreactable within 15ish metres(not taking ads time into account) so yeah pretty fast

    Combine it with ADS speed, then even potato can react to it... RIP quick-scope

    Hatchet has same speed as gun, what a ######### gun :D or really buffed Huntress

  • @egg_ said:

    When survivors try too much for a flashlight save I challenge them by nodding and staring at them while I pick up

    It's funny to see so many of them fail the timing

    I remember once I was picking up survivor there was another hidden with flashlight but missed it and when I was leaving he was just still standing there. He looked so sad I just had to go back and drop that survivor to him and left .

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2744335#Comment_2744335

    Yes but with the context of his previously small TR, fast projectile speed and reeling mechanic the range makes sense

    That projectile is supposed to be fast? huh...

  • @JawsIsTheNextKiller said:

    A bit silly but if you need to go AFK - face camp a survivor. Get right up close so that you are looking up at them. Then go and answer the phone or whatever. After the rescue the survivors will look back and see you are still there, looking up at no survivor.

    I wonder how many times they would just abandon that survivor and gen rush...

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2744286#Comment_2744286

    The only reason this is not a standard is because of abhorrent working conditions that have been allowed and encouraged for decades by large game development firms

    I wouldn't say it overall.

    From what I know Fortnite devs had it really bad.

    But Valve is smaller, by a lot. Difference is not that big for dbd vs dota dev team, but still smaller.

    and I wouldn't say they have it bad, they have it quite good. They test those games themselves and actually play them.

    But that works because of Gabe is The Legend.


    What dbd team is doing is not good standard and it's not because they are lazy. They just have different priorities and don't really listen to community and just ignore good players with tons of hours, whole Fog Whisperers thing seem like joke to me.

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