Dino7281
Dino7281
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@AnObserver said:
Huh. Yeah, that'd be useful if mentioned in the Killer Power.
Wonder if you could change some addons to make it have more/less range as well.
Bigger range would be kinda useless when you would not be able to get down from it anyway, but for mending hits...
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2744276#Comment_2744276
Oh! I forgot that was a perk. My bad.
That's how much useless that perk is :D
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@Gwinty said:
I do not think they are lazy. However I think we are overestimating their capacities.
How many employees does BHVR even have? Wikipedia says more than 850. However BHVR does not only publish DbD but also other games and has many project with other studios that are not under their banner. Also I guess around 100-200 of those employees are administrative staff, some are facility management and some are intern IT.
Lets be generous and say that half of the remaining staff works for DbD. That would be around 350 people. Not all of them are developers in the first place. Some are working on license agreements, customer support and other "behind the screens" stuff, like public relations and internationalization.
If we are lucky there are 200 people working on the game. However they are also divided. You have programmers, designers (for sound and visiual), gameplay testers (hopefully) and other stuff.
They are not that big at all when you think about it. Now working on a game that is crossplatform with multiple platforms makes an even bigger workload for every change that you try to implement.
And yes, they still have to make money. The employees still want to eat and live after all...
So overall no, I do not think they are lazy. I think their game grew faster than expected and now they no longer have the capacity to keep up with demands. Also they can not make hast with many new implementations as that will only produce bad results.
Someone said that there is like 75 people working on dbd, but that was 2018. Dota has around 50 btw.
BHVR has 850, Steam 360.
So I really wouldn't say number of people is the issue...
Main difference is that Dota team is making it easier for them by community. Ideas for skins, balancing etc.
Well, Dota doesn't have to care about new heroes, it's like 1-2 per year, but balancing is really good.
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@Nameless said:
I'll be honest it took me some time to realise, but BHVR are absolute professionals when it comes to promising fixes and then straight up leaving their community in the dark for literally a whole year, only to tell them afterwards that it's not gonna happen.
Yup looking at you, you bloody beautiful Early Game Collapse. The anticipation for something like this to come live sure had us all excited.
I wouldn't really mind them not sharing at all, if they were good at balancing tho. I am used to it from Dota, but there are patch notes at least worth that waiting with ######### tons of changes to try and major balance changes each new year.
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@GoodBoyKaru said:
You say lazy, but I think this is just the normal level of work that should be normalised, but extreme crunch and terrible conditions under awful pay, effectively forcing overtime to be anywhere near liveable, has skewed our perception of what this speed looks like.
I wouldn't mind less frequent updates, but at least make it worth it...
This should never be a standard. This is kinda LoL standard, focusing on new stuff instead of balancing, which I just hate.
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As a player I wouldn't really mind less new killers / perks and have balance patches instead, but they need money...
I think that could be fixed with skins tho. It worked for most F2P games, so why not dbd?
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@Minecraft said:
none, do gens
so much fun... Hold M1 simulator
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@MikaelaWantsYourBoon said:
Making noices first. When killer is comes, i am pointing locker. After killer checks locker, t-bagging to him face. And ofcourse dying for this but who cares.
You are evil and you deserve to die....
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@Gwinty said:
TBag contest as Ghostface. I always do this when survivors tbag at pallets or the exit gate, same even do it just like that and I will stop the chase just to do this. I also like it when people photobomb me.
As I sometimes play while streaming over discord I let my friends be the roman senators for the last survivors fate, thumbs up for live and thumbs down for death. However Ghostface always lets one person escape: Somebody has to tell the tale after all.
As Cannibal I like to run Insidious, Monsterous Shrine, BBQ and Agitation with a Speed Limiter. Then I just scare the survivor by hooking them in the basement and triggering Insidious once just to then leave them. I also camp generators like this or with Trail of Torment, because nobody expects the gencamping Bubba!
And finally as Pinhead I like to fire the chain at myself. He uses his hands for nothing so why for a facepalm?
It's sad that they so annoying to play, but you reminded me funny play with Twins.
You use Insidious and fake swap to Victor, then just hit survivors when they get close. It's even better if you have Dragon's Grip.
I have tried to do that senator thing with my ex, but she always wanted me to kill them...
I am going to copy your fake camping bubba for sure :D
Trail of Torment sounds really fun too, great tips!
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Doctor with validation would be so much fun...
You vault and then just sent back, because you were not able to do it :D
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@ThatOneDemoPlayer said:
How on earth is Ghostface better than Demogorgon
Ghostface can teabag survivors.
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@Gwinty said:
https://forum.deadbydaylight.com/en/discussion/comment/2744015#Comment_2744015
I would opt more for a mechanic that allows the survivors to fight facecamping actively while at the same time rewarding a hunting Killer. I saw many suggestions that said "increase the time on the hook" and I must say they got it wrong: This would not solve the problem for the people on the hook. We need a solution that will put people off the hook and able to play again.
The interesting thing is that the cages show that a system to teleport survivors across the map is in the game. Using this could maybe lead to a solution to camping Killers.
I think we agree on the fact that DMS is not itself the problem but the time they implement it is very sub-optimal without taking care of the camping issue first. I still have a grain of salt in which I would like to wait for the live server.
We had quit some instances where people called something OP and then it was fine or they only face it a few times: Think about Cenobite with Hoarder, Hex: Ruin, Franklin's Demise. This combo is pretty much cancer yet we rarely see it because few play Cenobite and even fewer go for this combo (most take Ruin/Undying/Pop anyway.). As such Hoarder and Cenobite never became that problematic or nerf-worthy.
Eruption + DMS was not supposed to be OP but more like a fun way to play this. I like perks where you have to work for them or that lay a trap. This is why I like Dragon's Grip even if it is weak, I like the "Trap" aspect. Eruption + DMS could be very interesting on Trapper and plays into his fantasy which is very important to me.
https://forum.deadbydaylight.com/en/discussion/comment/2743999#Comment_2743999
Yes, which is sad.
I want to nerf regression stacking because it is boring to face the same perks over and over again. I would also buff some perks to up their level a bit and make them better but no matter what happens, regress-stacking will always be king on the hill.
Hit and Run was fun on Wraith before CoH or on Ghostface. Won me quit some games when people stayed injured or hat to wast time to heal through Sloppy Butcher with Thana. Miss that combo. Now Wraith and Ghostface became even more lackluster because of CoH with Ghosty getting the shorter end as Wraith still has his mobility...
I wonder if they will address the speed issue at the same time as the camping issue...
They should 100% do things like that at the same time. I am not sure they are able to do it tho. It will be like Mori / Key changes....
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/304390/what-are-fun-meme-things-you-like-to-do-or-see
- Letting the last survivor go, sometimes two if they've been especially fun or stuck out a DC/rough game without giving up.
- Jumpscaring people. This is my #1 objective in DbD, and almost all of my favorite killers are built around it. It's also quite funny to do to the killer as a survivor (drop down on top of him!).
- Landing long distance 'bird snipes' on Artist.
When I play SWF with randoms, I sometimes try to jumpscare them as Jeff, I even tell them we are against ghostface. I am killer main even as survivor!
I usually let at least two survivors leave unless they were toxic shits, but it's mainly that I have meme killers where I don't want high MMR. 500 playtime to see is my goal :D
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@GentlemanFridge said:
Cleansing my own totem as pig. Bonus points if it’s haunted grounds.
Chasing someone as GF whilst perpertually butt-dancing.
Having staring contests with survivors who are on an elevated area out of my immediate reach. They always lose.
The whole ‘turn around slowly towards someone who thinks you didn’t see them’ is also great. Hardly ever works these days, though.
I’d love to have someone make a proper magpie stash for me at some point. It’s only been 2-3 items at most. Would be particularly funny as Nemesis and they yoinked all the vaccines.
I completely forgot about staring contest and slow turning.
I like to do slow turning also when I missed an attack on them.
When I get validated, or autoaimed into a window etc. I just stop for a while and look up...
I have helped survivors work on gens as a pig. Teamwork!
It's sad that you don't see if killer is PC / console. I usually don't even try to meme with console survivors, for some reason they just don't get it most of the times. I think it's because they don't have end-game feedback, so they just don't know...
I don't want to waste my time gathering all items just to find out it's a console :D I want my feedback :D
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2744164#Comment_2744164
Jokes on you, I’m a killer main.
One day you are going to play a survivor and you are going to get camped so hard...
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@ThiccBudhha said:
The way you feel about Leatherface is just wrong. I suggest you get a better opinion and adjust your list accordingly. I suggest triple S.
You should just camp him until he will change it...
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Ghostface can teabag survivors, automatic SSS tier...
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2744047#Comment_2744047
100 victims I tunneled and face camped solely based on the character they picked... Such memories will remain even if the spoils fade. Some poor chap was new to the game and didn't understand why I beat him on hook for 2 minutes straight while ignoring his more experienced friends who did everything they could to try and get my attention. He didn't realize that it was never about the friends we made along the way and it was all about wanting to wear his flesh. And also he made fun of the fact that I play Genshin Impact, kind of random, but true.
Damn, I regret I didn't mention you in that favorite user post now... Well, next time :D
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2744088#Comment_2744088
I just played him like an m1 killer and only really used the chainsaw on injured players to make sure I got it. It wasn't that bad for me because I tunneled someone super early and left the deadweight alive until the end.
Yeah, that was best way to get it. I have always tried to get adept playing my normal way, then just gave up, got best map offering and tunnel someone asap.
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@Gamerherz said:
https://forum.deadbydaylight.com/en/discussion/comment/2744072#Comment_2744072
i definetly agree with most of what youre saying, but i dont really do with the first part. You need to consider how fast the progression of 1 Survivor is compaired to regression. If the killer walks to the gen which he wants to use pop on, he will waster lets say 25 seconds. Then he finally kicks the gen, which also takes time for the animation. Then you get 25% instant regression which is around 15-20seconds for a SOLO survivor to negate. And while the killer went to that gen, the survivors can just start a new gen which will be almost done when you consider the 25seconds of the killer walking to that other gen + he doesnt know on which gen theyre gonna be next. Which wastes time having to walk to other gens to find where the survivors are working on. And when the killer arrives on the right gen it will be done anyway since he had to waste so much time only to stop a gen for different gen to get done. So i think a nerf to pop would render the perk not being used.
That's why I said nerfed pop. What I meant was like 5%, just something to make kicking worth it, because it's just useless now.
I didn't mean change pop actually this way. I would make it based kit = 5% and nerf pop to 20%, so effectiveness of pop wouldn't change. This change would also not work with Ruin (you can't kick), so only perks that would make it better are opression, eruption and overcharge, which I don't think is an issue.
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I hated doing adepts with Oni and Bubba... It was so much pain in red ranks, all those golden chasers...
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Yeah, he is one of killers that has like 2-3 decent addons and rest is useless.
I am kinda suprised they didn't nerf his ranged addons when they nerfed Nemesis, Twins for overusing them. I have never seen PH with different than ranged addons.
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@Gamerherz said:
https://forum.deadbydaylight.com/en/discussion/comment/2744062#Comment_2744062
why would a nerfed pop help avoid a camp. If its nerfed the killer wont bother leaving for a gen which is far away with pop that lasts maybe 15 seconds when the gen is 20 seconds away. In my other discussions i said adding 200% regression speed when kicking a gen with overcharge would make the killer leave to get that 200% on a gen which he knows is almost done
I wouldn't nerf duration, I would nerf %. Right now kicking is kinda useless without a perk for it.
It would avoid camping, because killers would be more likely to leave that survivor, if it was more effective strategy, which is not right now.
That would be nice overcharge buff, but I doubt it would be played anyway. I like an idea of buffing base regression and nerfing Ruin to same amount. Maybe like 150% to both (ruin is 200% now). You could make overcharge to 200% too.
Best outcome I can think of is to nerf face-camping, no idea how, most ideas I can think off would affect proxy camping too, which I think should stay, it's not always your fault...
Then if we buff base regression, or some mechanic that would reward players for leaving hooked survivors, killers will be stronger and games will be more fun.
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Well, we are not going to get any changes for him any time soon. I don't think he is that bad after all those buffs, he is quite decent and fun. I enjoy playing him and against him. I think there are killers that need changes way more than him atm.
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@Gamerherz said:
https://forum.deadbydaylight.com/en/discussion/comment/2744056#Comment_2744056
It would be very easy to address that, they just need to incentivize people not to camp by giving them rewards for doing certain things. Like BBQ and Chili incentivizes to hook multiple people. I mentioned it in my other Discussions
I kinda think same thing. Right now camping / tunneling is just better way to win. It would be enough to nerf it slightly and maybe create some new mechanic where leaving that survivor for gens would be better for you. Nerfed version of pop might help...
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@Gamerherz said:
https://forum.deadbydaylight.com/en/discussion/comment/2744042#Comment_2744042
yeah thats right but that wouldnt be as strong as maybe bubba, since bubba can down the healthy unhooker and the person getting saved, even through borrowed. And with trickster having 3 main event blades, it will be the unhooker down. And at best the hooked person if theres no borrowed. And as far as removing blades, its not 1 by 1, its a total. If you got hit with 2 blades it will be 1 bar that will be 3 seconds. If its 3 blades it will be 4.5 etc. And since it can only be 5 Blades at max, because with the 6th youll get injured or downed, it wont ever be too long
Ok, then that would help for sure, if it would work like that.
I would use two to down unhooking survivor then just wait 12 seconds with last blade, I am ranged with same speed so should be fine. Well, Trickster is already really good at face-camping anyway...
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@ThePolice said:
https://forum.deadbydaylight.com/en/discussion/comment/2744034#Comment_2744034
Yeah, I main bubba and not once did I use them, they were ugly asf but the idea was so cool
I like idea but the way how you unlocked those were bad from start.
It was basically telling you to tunnel specific survivors whenever you see them to unlock it.
But it would be interesting to see even paid cosmetics with some variations that you unlock with some challenges, it's used sometimes in Dota, some of them hard af to get.
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@Gamerherz said:
https://forum.deadbydaylight.com/en/discussion/comment/2744033#Comment_2744033
yeah thats what im trying to achieve with all my suggetions. But i think all of the playerbase can agree that Hooks will be way more healthy
I would just track both...
Problem is that they just have quite small updates per three months, that is just too low for any real balance, when they also create new killers / perks to break it again.
They wait for super long and then create some overkill nerfs -> Deathslinger, Freddy, Billy...
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@Gamerherz said:
https://forum.deadbydaylight.com/en/discussion/comment/2744024#Comment_2744024
With that new main event you still won’t be dead. You’ll still be able do wiggle and the killer will miss the blades, and take it from me as a trickster main, it gets really hard to hit when the Survivors start to wiggle. And you can still use tiles where killer won’t be able throw over and since he’s stuck in main event he will be 100% movement speed so he won’t catch up to you. So he will waste a lot of time if you’re doing it right. And he might just cancel his power and loose it instead of chasing you around a tile where he can’t throw over with 100% movement.
and with the laceration, you won’t be able to remove it in chase since a blade hit will reset the meter. But If you do good and don’t get hit it will reward you more
You can hold it as long as you want. If you use it, someone is just dead. You would most likely to use it when someone is unhooking to down both of them.
How would it work, you remove them 1 by 1 or you have total duration which you have to keep removing and if you stop nothing changed? Because you could 100% remove them 1 by 1 during chase.
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@C3Tooth said:
Balanced = 2 Kills.
2 Kills: either 2 hooks or 10 hooks.
Then people think the game can be balanced in both 2 and 10 hooks...
Yeah, just for that I would prefer hooks. I wouldn't consider 6 balanced tho. I think 8 would be good... Either 0 kills with everyone on dead hook or two kills and 2 hooks.
Problem is that for this to happen they would have to adress camping / tunneling and for that they would have to either nerf survivors or buff something else to help killers.
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I am really against that main event rework, that would be so annoying to deal with, you are just dead. Well, that's true for current version tho and that can be used to down more than 1 survivor, so this would be actually a nerf, huh... but it would kinda balance that you can hold it for as long as you want, that would be super broken with current version.
I don't think Laceration decay is an issue anymore. He can get really fast downs in open and this is just drawback for it.
I am not sure if removing action would be really that better. It would help when you get random hits without a down, but this would allow you to remove them mid chase, which could be quite annoying on some maps. You would just start to remove them on any corner when you wait to see how killer will try to mind game. So hard to say if this would actually help or make it worse...
I don't really think Trickster needs many changes, maybe some numbers. I have started to play him way more after they nerfed Deathslinger to oblivion. He is quite fun and way better than his first version, which was trash. Also better than Deathslinger now imo.
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Hmm, we could just limit how many times player can play it. Zarr had a post where SWF could have perks only once per team. It wouldn't be so much pain if there would be only on 1 player. We would get diversity and I always love how there are team roles on tournaments. Camping / tunneling would have to get adressed for this to happen tho...
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@Firellius said:
It should be an opt-out feature. I don't mind profanity filters most of the time, but DBD's is the definite worst I've ever seen.
EDIT: And that's after playing DS3 with a friend, whose character name 'Midnight' was filtered to 'Mid***ht'. Bit overzealous there, bud.
I bet you haven't seen early Rainbox six siege attempts, that was so much fun...
It didn't censure, you just got banned :D Player mistyped a frag to fag and got banned during a game.
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Damn this ######### is old...
Well, it was really good change for both sides. You have less SWF that DC so their friend gets hatch and you have less killers standing on top of hatch to close it asap.
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@Minecraft said:
how the ######### can a matchmaking system be sided in any way hahahaha
It can be, when each side has different way and difficulty of gaining MMR.
I think it is easier to get to high MMR as a killer and most of them really don't want to be there. It's quite easy to stay low MMR as a survivor and be basically seal clubber. You just let killer, or egc to kill you time to time. It was way harder with ranks.
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@Myla said:
Haven't played in a long time and immediately blames the survivor for being too strong. I don't know maybe you're rusty? Of course that can't happen it's obviously the SBMM is broken and everyone gets navy seals as opponents.
I mean, it's kinda issue that SBMM didn't adress inactive players. Well, they said they are going to implement mechanic for that. Which I hope so, I didn't play for some time, or just way less and my old mains are kinda unplayable for me atm.
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@Gwinty said:
https://forum.deadbydaylight.com/en/discussion/comment/2743953#Comment_2743953
I agree, kicking a generator is hardly a good idea unless you want to farm some points. 100 BP for a small kick is an investment after all. However gameplaywise this has almost no effect, it takes the Killer 2 seconds of time to kick it while offering no reward unless you run Pop, Oppression, Eruption or something like that.
Honestly, I could live with a small "pop" effect, even if it would be only 3% or something like that. I would even be satisfied if it was just 2 seconds worth or survivor time I could get out of this.
Regression stacking is a whole problem on its own. The need for more times and the efficiency of getting more time made Pop/Ruin/Undying so good that Killers have little incentive to take anything else. This also hinders build diversity and the solution is not to nerf regression (aside maybe from Hex: Ruin), which is just a band-aid, but to fix the timeframe that exists for hunting.
https://forum.deadbydaylight.com/en/discussion/comment/2743969#Comment_2743969
So...face-camping is the issue, right?
Because this whole scenario is based on face-camping. If face-camping, a thing we all hate, disappears this is fixed.
Also when I read your last line...Erruption + Deadman must be fun as hell to play...
Problem is that regression stacking is kinda best way to play with most killers. If you nerf that, you will see even more tunneling / camping, because that would be only thing left.
Hit&run is useless because of CoH now, so there is not much you can do unless you are ready to lose most of your games.
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@legrosporc69 said:
https://forum.deadbydaylight.com/en/discussion/304370/it-s-not-possible-to-play-with-current-mmr
I dont want to be an @ss but i dont think your mmr is that high because of the perk no one bring boon some of the survivor are not full meta, the item are lackluster compare to normally and no one use a map offering.
This is probably mid mmr and i was i was facing that type of lobby i would have more fun. I could play the build i want instead of 4 slowdown perk
Well, let's be honest. Even decent SWF is hard to get adept against :D You don't need dead squad for it.
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@LoneSlinger said:
https://forum.deadbydaylight.com/en/discussion/comment/2743960#Comment_2743960
Damn people really can't read these days that's sad
"One of the best"
That's the qoute word for word
The important part there is the one of
In case you missed it a second time
Considering there's only 3 slinger players that still post here and Im the only active one yea I would say I'm one of the best when theirs only 3 of us it's not a lot
Who are other DS mains? I remember only you from posts about him.
I knew one good DS streamer, but she stopped playing dbd after his nerf...
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/2743852#Comment_2743852
The devs have probably said this a thousand times since mmr released. What your matchmaking is based off of is hidden, your "rank" which is actually called your grade, means nothing. It's there for you to raise so you can get bonus bloodpoints at the end of the month. It has absolutely nothing to do with matchmaking anymore. Someone can be Iridescent I and still lose to an Ash IV killer because it literally means nothing. Also, I'm driving the "Grade means nothing" because it's been 4 months and people need to start understanding this.
Grades mean absolutely nothing for matchmaking.
For matchmaking yes, but until they show us MMR, best we can get is either grade (how much that player played that month) or overall playtime from profile. None of this is best (well, maybe better than MMR).
If you don't play killer for a long time you just won't be that good, so when you are ash and you will face 4 survivors who are playing all the time, you will lose most likely.
But it's true that SBMM doesn't care about that yet. They said they are going to implement mechanic where you will lose MMR when you don't play tho.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/2743912#Comment_2743912
Corrupt+Dead Lock dont block gens in the same way Artist+new DMS+Pain Resonance.
Corrupt lasts 120 seconds, Dead Lock blocks the most progressed gen for 30 seconds after finishing one, fixing a gen takes 80 seconds, if the Survivors are split you will finish 1 gen at ~90 second mark blocking one with Dead Lock and having only 30 seconds left on Corrupt, so you get 30 second stall on 4 gens tops (one of those about to get finished), if 2 people work on 1 you finish at ~55 mark and block the gen of the other guy which will be at 55% or so, you get 60 seconds of stalling on 3 gens and 30 on 1 (worst case scenario) 3 people work on the same gen Dead Lock barely does anything because it will block a barely progressed gen (or maybe no gen at all if there isnt a higher progressed gen), they can go fix one of the other 2 or 3. And thats it, no more stalling from that combo now if you want to facecamp you risk getting rushed, you got around 30 seconds of stalling.
Now the problem at hand blocks gens for 45 seconds while facecamping and every time you hook someone, you trade hooks? DMS gets renewed and gens get blocked 45 seconds again, the facecamped dies? 3vs1. There is no winning situation, either you trade hooks and reactivate DMS or you dont and face a 3vs1 after a whooping 45 second stall on every gen you touched. Even the whole "taking turns cleansing birds" thing is pointless, you need 2 people to fix a generator while taking it almost as much as only 1, effectively getting rid of 1 Survivor worth of work.
Also we are not even taking on account Pain Resonance instablocking a gen with its explosion even if 2 people are working on it.
You don't really need to trade hooks against Artist, she is just m1. You will need two survivors for it tho...but yeah, you really don't want to trade against DMS with Pain resonance.
I am not saying it's easy to win against that, but I don't think it's impossible.
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@C3Tooth said:
What do you think if someone post "Killers hate the new Boil over and I love it"?
That he is toxic ######### and is going to abuse it with map offering, but I don't really mind, because I will just let him bleed out for it :)
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@legrosporc69 said:
Why is every time i hear a boon i just want to DC and uninstall the game. Is it because i restart playing killer at the start of december that im like that.
You shouldn't have started again in first place...
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2743924#Comment_2743924
Corrupt, Deadlock, DMS and Pain Resonance. I am going to try this build on Fred and Artist. With this build i will not need to kick any gen. Passive slow-down. So i can focus only to chases. I hope DMS will come to live without nerf.
https://forum.deadbydaylight.com/en/discussion/comment/2743940#Comment_2743940
No, they should not nerf perk because of Artist. This perk is good on all killers except Artist. They should focus on Artist for fix this issue. Buffed DMS is seem solid and fun perk. I hope they won't destroy perk.
That's also quite evil build :D
I want to have BBQ / Tremors to find out what gens they are working on tho...
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@Gwinty said:
https://forum.deadbydaylight.com/en/discussion/comment/2743930#Comment_2743930
It probably takes some time to come up with something like this. I can see that proxy camping should not be nerfed too hard because there are situations where you can not avoid it: Say a survivors loops around his teammate or you hang a survivor next to the exit gate that is open or in the middle of your 3gen.
I think they will drop this mechanic as a surprise just like the new wiggle mechanic.
And I agree again: If they nerf face-camping they should buff the rewards for hunting and harassing multiple survivors.
I always thought that basekit small pop (like 5%) would help a lot. Killers would be more likely to leave hooked survivor.
Pop would be nerfed to 20%, to make it same.
Killers would leave hooked survivors more and they wouldn't have to stack slowdown perks so much and I don't think it would buff slowdown stacking anyway. You can't use it with ruin active, Pop would stay same. So Oppression and Eruption would get better, which I don't think is bad thing...
Kicking gen without a perk for it is just waste of time atm, because passive regression is so slow and can be stopped in 0,1 sec by survivors.
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@Gwinty said:
https://forum.deadbydaylight.com/en/discussion/comment/2742063#Comment_2742063
I think you are quit right. The issue is face-camping and not the Artist or this perk. Instead of nerfing a perk that is not even off the PTB now it would be better to just wait for a solution to face-camping which is much more needed.
https://forum.deadbydaylight.com/en/discussion/comment/2742072#Comment_2742072
The only time I saw Pentimento receive good value was when I played with a teammate who had the "Cleanse Totems" quest. That Yui broke 4 totems and the adept Artist was having a field day with us after that because once the Yui was on hook nobody knew where those totems where anymore...
The only time I got some Pentimento value was with Hex: Plaything. However the problem was that survivors would just remember where their plaything totem was and just cleanse it again.
They said on last Q&A they are working on a way to fix face-camping, but in a way that is not going to destroy proxycamping, which I have no idea how they want to do it.
I wonder if they will buff something else for killers in return, or just nerf them and see what's going to happen (more likely to happen).
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2743889#Comment_2743889
I agree.
Can´t imagine how someone who just bought the game must feel, when he gets like 10k bloodpoints per match and sees how much he has to unlock.
It's good that David is free survivor... I think new experience is way worse for killers. You are alone, you need to also buy DLCs, you need ######### tons of BP and waste them on killers you don't even want to play.
Most survivors start to play as a group, which helps a lot. My friends have stopped playing because of grind sadly...
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2743916#Comment_2743916
Maybe worth to try but i still think it will work best on Freddy & Artist. And maybe Demo?
Yeah for sure. Those two are best with it 100% even with just DMS.
Any other killer needs pain resonance with it to get more value. Demo is going to pressure from only 1 gen, so even Legion might better with it. Hard to tell.
Blight will be good, just rush to all gens you saw survivors working on.
Oni might be really fun too.
Basically any fast killer / teleport. But it will be really bad on trap based / stealth killers.
Best thing about it is that you don't want Pop / ruin with it, so maybe we will get some new builds on killers, which I like.
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@MikaelaWantsYourBoon said:
Actually DMS is not big deal, it is strong on Freddy and it is broken on Artist. For other killers, it is meh perk. Map mobility killers can get value but there is not reason to use it on Myers, Trapper, Legion etc.
It's actually not that bad on Legion. You need to use pain resonance too, but you just use your power after hooking and you will manage to block most gens while you are in your frenzy.
I will try build Thrilling remors, Surge, DMS, Pain resonance.