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DragonMasterDarren

DragonMasterDarren

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DragonMasterDarren
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  • @ThatOneDemoPlayer said:

    I'm waiting for the day the devs rework Twins and somehow break Demogorgon and give him an instadown Shred

    You joke but given how the spaghetti code works sometimes I fully anticipate this happening

  • @Raz_cr0w said:

    I wanna know your opinions on it. For me, dead hard is like noed.

    Using it as intended to bait out and dodge hits? Yes

    Using it for flashy/stupid jukes? Yes

    Using it to extend loops and make the killer waste more time then they should? Lol no

  • One really old one I heard a while back was some kid on the street telling me "my dad works for the CIA and he's going to get his friends to tilt every painting and bit of furniture in your house ever so slightly"

    the kid was 8 years old and I could very easily pick him up and throw him if i wanted to but he said it with such conviction that i was legit scared he was being serious

    It's haunted me for like 2 months

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2895223#Comment_2895223

    thank you very much

    if possible may you give him head pats from me in the meanwhile i just think hed enjoy them

    I will :)

  • @Clevite said:

    Welcome back if you want, but I think I'm leaning the other way, after 5 years, I'm just about out. I have played so little this month, this is the first time in years I will not get to red ranks. I am actually feeling quite liberated with this decision.

    And, damn, did you say you wrote a book? What an awesome accomplishment 👏!! What was it about?

    The book is still a WIP and meant to be more of a encyclopaedia of creatures that will inhabit the world I'm creating, but so far, it's going fantastically

  • @tippy2k2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2895061#Comment_2895061

    TBF, I am like...53% kidding!

    I have such a love/hate relationship with this game that I honestly do feel like I'd be better off if I just flat out quit the damn thing. Lots of frustration and unfun and sadness to be had in the game.

    BUT...

    When it does actually fire off on all cylinders, this can be one of the funnest gaming experiences one can have

    It's just unfortunate they seem to come so rarely now :,(

    as someone that took a break for 3/4 of a year, i can sympathise

  • @tippy2k2 said:

    "Gee, I can't wait til I go back into DBD!"

    https://www.youtube.com/watch?v=UvFjDKhyz5Y

    the fact that the first reply that I've gotten in 8 months is warning me not to go back to DBD is simultaneously entirely expected and disappointing lol

  • @zarr said:

    I'm actually baffled how backwards a lot of people are taking this whole MMR thing. This is like the third or fourth entirely-too-long post I make about this topic, but I somehow find it difficult to express in simple, short terms just how backwards people are looking at this system.

    I think it wasn't a good decision to call the matchmaking system "skill-based", but not because it doesn't factor in skills (it does), but because people are getting way too hung up on that word and losing out of sight completely what we are talking about here. We are talking about a matchmaking system. People seem to believe this is some kind of ultimate judgement system, that rates players and somehow they are then only worth as much (or as skilled) as the system says, as if a good rating would be a reward, or as if it granted some sort of reward, and as if it would be unfair if it didn't correctly rate someone based on all of their skills.

    First of all, realize that the system is only meant and indeed only used to create matches, and specifically matches that are more even in terms of chances of success for all players involved. There is no reward for being highly-rated, your rating is not even shown, and the state of your rating does not signify anything but the pool of players you will (ideally) more often be paired with and against, namely players close to that rating. Even if the system did not rate players based on skill whatsoever (which it again absolutely does), why does anybody care whether it actually assesses skills? Sure, if there were an actual, notable reward for achieving a high rating, like cosmetics or Shards or whatever, I could understand a little better complaints about how the system would not fairly or accurately rate players, that they think it does not account for the types of skills they may have that may also be important... but there are no such rewards, the only thing that changes if your rating increases is the rating of the players you are supposed to be matched with.

    I find it perplexing that people take issue with the idea that the system does not rate people fairly based on skills, not only because it ultimately doesn't have to (and despite the fact that it ultimately does), but also because often when I hear other suggestions for matchmaking systems, they are stuff like "just throw everyone in one giant pool", or "use emblems", which are both basically describing the same thing, the old matchmaking system, and only go to show that people often don't actually care about consistently having opponents roughly around their own skill level, they if anything seem to want a completely willy-nilly matchmaking again. And so even if we do assume that the current matchmaking system does not actually match people based on skills, why is that then an issue for so many?

    More than that, the most common complaint I see about the current matchmaking system is players saying they have a hard time killing survivors. Yet the system is literally meant to make players average out to around 2 kills. So either they are saying they want to have a system in which they can average more than 2 kills (which would be silly of course), or they are actually fine with what the current system is designed around, only they think it does not actually fulfil its purpose since they do not average around 2 kills (which they however could already very well be).

    Either way, let's tackle the arguments of Scott here.

    "Killing/surviving does not really determine skill."

    In no game in existence MMR is simply about "skill" itself. I will refrain from touching on the hockey analogy because it is not important, but the gist of what Patrick said is completely true. Namely, MMR systems are concerned with winning. Not with winning in the most difficult, fancy ways, just winning by any means possible as long as those means consistently lead to winning. In any proper MMR system, people only advance if they consistently win. Consistently winning requires skill. The skills required to win correlate with winning. The MMR therefore factors in those skills. That doesn't mean the MMR system is about skill, it's about winning, and skills only factor into this if and insofar they respectively correlate with winning. It's an important distinction to make between skills that correlate with winning (which is: to contribute and lead to winning), and skills that are merely fancy, difficult things one can do, but that do not necessarily increase one's likeliness to win, and in fact can even do the opposite. You could separate them terminologically by speaking about survival/killing skills as the one that matter for MMR, as they pertain skills that correlate with winning. As such, you would specify "skill-based" MM as "survival/killing skill-based" MM, or "skill-correlated" MM.

    Sure, there are a lot of things in these games people can be skilled at, but if they are not things that lead to wins, they cannot and indeed should not be factored into MMR. You can be the best moonwalker in the game, but if you can't use that skill to actually increase your survival rate, it has nothing to do with MMR, and it would be absurd to argue it should. Basing matchmaking on skills just on the basis of how difficult they are rather than on the basis of whether those skills translate to increased chances of winning is completely backwards and misguided understanding of what MMR and its purpose is. What would high-MMR gameplay look like in a system that looked at difficult stuff for difficulty's sake? You would have 360 youtube montage survivors spinning around in one corner of the map, and a skybilly going for trick montages in the other. Endlessly of course, because nobody would ever do gens which is unskillful and purely, primitively survival-oriented, and Billy would never kill anyone but rather try to win an infinity-approaching amount of chases with tricksaws in a single game.

    I hate to break it to people, but hooks are not actually the win condition in this game, and in its current state absolutely cannot be. The win conditions are killing and surviving, and you would have to redesign the game in major ways that shift its entire character to change that. Yes, someone might be very skilled at chasing survivors and therefore gets many hooks, but if they cannot convert those hooks into kills or get enough hooks that this naturally happens, they are not skilled at winning, which is what matters for MMR. For MMR only actually winning is important because its entire purpose is only to match players such that their chances of winning are more even, because that leads to healthier competition and more satisfactory playing experiences where players' win/loss ratios are more balanced, i. e. where they are more likely to succeed at least around half the time, which is to kill/survive, which in turn is also what most people actually mostly care about.

    Now mind you, a player that is very skilled at chasing survivors is absolutely likely to often kill survivors, and so if they for some reason consistently end up only getting hooks and not kills, they are not converting their chase skills into wins, thus they are lacking other skills, such as macrostrategic skills (or they are going out of their way to not kill survivors, meaning they are actively hampering their own performance for difficulty's sake, which is again something MMR cannot and should not account for, just like it should not rate people higher that play perkless for some reason, or with a steering wheel, or put other such artificial limitations on themselves).

    Getting many hooks is certainly indicative that a player is skilled at chases, but if they are not killing survivors that way, they are evidently not skilled enough at them for it to make up for other skills which allow other players to kill survivors with less hooks. Camping, tunnelling and slugging exist, they allow kills to happen with less hooks, and they absolutely require skill to make use of against good opponents that know how to play against them, which you in an MMR system would be expected to go against. As long as it is possible to kill without hooking survivors 3 times each, hooks cannot possibly be a win condition, and therefore also not possibly what MMR concentrates on. Base MMR on hooks and low MMR will be a realm of 99% kill rates where bad and new players get demolished by campers, tunneller, and sluggers constantly. Base MMR on hooks without making survivor MMR also be based on hooks and both sides can win simultaneously, rendering MMR useless as tons of players will be inevitably gaining MMR and ending up at around the same ratings. Base survivor MMR on hooks and they can kill themselves and leave each other on hooks and guarantee "wins" that way, meaning you would have to get rid of hook timers, of the ability to kill oneself on hook, and remedy situations where all survivors are hooked or slugged, allowing them to unhook themselves and recover. Basically, you have to remove camping, slugging and an entire sphere of strategy from the game. Rework the game like that to make hooks the win condition and you alienate the character of the game as well as a lot of players because killing and surviving absolutely is what the game revolves around and what most people care about.

    Besides, why stop at hooks? What about the tons of skills that merely looking at "hooks" does not directly account for? Whether you won your chase with a fancy long-range hatchet shot rather than a point-blank one, or with a mindgame on a safe pallet rather than an unsafe pallet? Whether you used good chase perks, or chase perks at all? Add-ons that helped you? The map you were on? The killer you played? How many red stain mindgames you went for and succeeded with? How well you zoned? Shouldn't these things as well as the thousand other things that require skill be measured and accounted for by the MMR system? Aren't these things to hooks what hooks are to kills? Wouldn't we have to acknowledge that the system would become impossibly convoluted and impossible to design altogether, if we wanted to define, detect, evaluate and weigh the countless different skills that can go into the gameplay? Wouldn't we come to the realization that we can and in fact must simply look at the results that these things lead to and that we effectively, over large enough sample sizes, account for all those things by doing so?

    The higher MMR levels are not supposed to be some holy realm where the most fun, fancy, difficult, noble, interactive, exciting, etc. gameplay happens. It is not something players are even meant to want to achieve. It is not some ladder to climb that people should fight their best to make it to the top of. It's a system entirely in the background, and only meant to match players with more like-minded and like-abled players when it comes to winning, without them even thinking about it, and at the top levels of that it is simply and precisely about pairing players that care the most about winning and are the best at doing so. That doesn't mean they need to be the best at getting 12 hooks, or the best at getting cross-map hatchet snipes or whatnot, it means they are the best at killing or surviving consistently, with everything that entails, the most effective and efficient, absolute "sweatiest", most "tryhard" loadouts and playstyles, filthy busted-setup-abusing, DHDS genrushers, mean 4-slowdown Nurse/Blight camper-tunneller-sluggers. And yes, consistently winning (killing/surviving) in that environment where you face off against other players that are increasingly also better at those same things, does require a lot of skill. Players in tournaments are also absolutely some of the most skilled in the game, and they too play for killing and surviving more than hooks, and it is actually not easy to kill by camping/tunnelling/slugging/just-doing-gens in that environment, a wide variety of high-level skills are at play, and chase skills specifically are definitely highly important for success there as well, the most successful tournament players are likewise some of the best 1V1 players that consistently get some of the highest chase times in 1V1 competitions. And believe it or not, plenty of people even have fun and find it exciting playing to win by any means possible in highly competitive contexts, that competition and playing-to-win and winning is desirable in itself to them, camping-et-al included.

    If you personally do not enjoy how the game is played when everyone tries their hardest to win (to kill or survive), and if you consider other types of goals in the game to be more desirable or noble or even skillful (such as getting many hooks, even if it costs you kills you could otherwise get), then you are absolutely, completely free to play in those ways, MMR will not "punish" you for that one bit, on the contrary, you will even benefit from the MMR system, since you will be separated from those sweaty tryhards further above in the ratings that only play to win, as you will of course not be winning as consistently as they are. Instead, you will more often be paired against like-minded players that also do not care as much about killing and surviving, and you will have more desirable game experiences as a result, and games where you can actually average around 2 kills by going for many hooks (something that is indeed not possible at higher levels of play, the game at that level is not balanced around hooks but kills).

    "Consistently" is another keyword to counter an argument of Scott with here: he points to instances where lower-skilled players in a team may survive without having contributed much to that win, or where higher-skilled players die despite having contributed a lot to the round, or yet where a higher-skilled killer gets 9 hooks but only 1 kill, whereas a lesser-skilled killer gets 2 kills with 2 hooks... And the answer to this is completely obvious and apparently lost on so many: over large enough sample sizes, the higher-skilled player that contributes a lot to the rounds will survive much more often than that lower-skilled player that contributes little; the higher-skilled killer that ends chases so fast that they can get 9 hooks in that round will over large enough sample sizes kill much more survivors than that 2-hook 2-kill player that must rely on cheap tactics (primitive facecamping) that get more and more impractical to be successful with the better your opponents are. MMR is about consistently winning, and it's completely obvious that better players will win more consistently, the correlation between skills and winning is blatant, and the scenarios he and other people point to are edge-case exceptions to a rule that would over large enough numbers of scenarios always prove true and lead to the player rating rather accurately accounting for those skill differences. Sure, if that 9-hook killer goes out of their way to always make sure they don't hook survivors they've already hooked, they might not surpass the hardcamper in kill rates, but if that killer wants to win they will of course do precisely the opposite. If they on the other hand aren't going out of their way not to kill but in fact simply cannot consistently kill despite getting many hooks, they are simply lacking crucial other skills that also play a role in this game, since this game is not at all only about chases.

    The lower-skilled players that only do gens, hide, facecamp, suck at chases, etc. will hit an MMR barrier much earlier than those higher-skilled players, since they will at best stagnate playing in those ways over many matches. But that they gain MMR in rare exception matches where they are hard-carried by better teammates or stupid decisions of opponents is not actually a problem either: you actually want those players to gain MMR such that they face better opponents that are better at killing/surviving and as such punish those playstyles and that lack of skill. You don't want the locker hero or the facecamper Bubba to get easier and easier opponents every time they succeed, opponents against which they will be even more successful playing that way; rather, if they are successful playing that way, you want them to face tougher opposition such that and until they aren't anymore.

    I'm not saying the game could not be extensively reworked to actually become about hooks vs. preventing hooks rather than about killing vs. surviving, and I even agree that it being changed to at least shift somewhat more from being about kills to being about hooks is a desirable direction, but the reality of the game as it is simply is not that, and without major redesigning it cannot be. Simply tying MMR to amount of hooks without doing anything else would be absurd. And anyway, I do think camping/tunnelling/slugging have a place in the game, they are integral aspects of the "macrogame", the strategical side, they involve decision-making and play-making and therefore different layers and degrees of mental and mechanical skills of their own, and they on top of that add a "danger" factor to the game by being capable of in a short duration turning matches around and ending matches altogether, which makes the game more exciting, thrilling, differentiates the trial-to-trial gameplay experiences much more, and is a big part of what makes the game a horror-type game on top of that (including that it is about killing and surviving specifically, which are clear and thematic horror-type conditions, as opposed to... "achieving X hooking actions" and "preventing X hooking actions from happening" - again, people at large will never feel as if they won a game of Dead by Daylight if they all died, or if they had all survivors escape, no matter how much you tell them the hooks actually matter more).

    I do obviously agree with the last section of Scott's argument here though, namely that the matchmaking system actually has to match players with similar ratings if it is to make any sense at all to calculate ratings to begin with. And it currently doesn't really do that all that reliably. It does so reliably enough to still be a much better system than the rank-based system in my experience and that of the people I know and follow, but it's definitely far from perfect in that regard. It could also very well be improved by looking at group survival rather than per-survivor survival, but as per my earlier explanations, it doesn't actually necessarily need that for ratings to accurately-enough represent player skill over large enough sample sizes - survival/killing skills of individual players very closely correlate with individual survival rates/per-survivor kill rates over many matches. But perhaps the rating adjustments would be a little more reasonable if based on the average rating of groups, rather than that of the individual survivors in them, so that could be an actual improvement.

    Finally I want to note that looking at hook stages (not hook events) would account for kills and hooks simultaneously, and it would not require any changes to the game either. So yeah, I guess that's my suggestion for a compromise between the MMR system we currently have and that fits the reality of the game, and the MMR system some people wish to have that however does not fit the game's reality: Use hook stages to support the kill-based rating adjustments.

    the really backwards thing was BHVR wasting 2 years of dev time on a half-assed and broken matchmaking system when they could have instead used that time to fix and improve the emblem system

  • @ThatOneDemoPlayer said:

    Stats say the Add-on is okay

    the day that BHVR stops relying on statistics is the day the world ends i swear to god

  • When I played it was generally always, Lithe, Plunderers, BT and either IW or Pebble

    i am, first and foremost, a loot goblin, I also enjoy screwing with my opponents and making them think

    Lithe is there because I like running fast and don’t want to use Sprint Burst and BT is there because free safe unhook blood points

  • i'm not saying the game being free on the EGS is the reason for this...but...

  • i can't look at this without being reminded that the manchild behind it should realistically be in either prison or a mental asylum

  • @Anniehere said:

    Cuteness 💙 thanks for sharing.

    You are welcome :)

  • @MrDardon said:

    Dbd was fun while it was casual.

    If you are good, you get high MMR, which means you go against top players.. which means games are gonna be unfun because the devs balance around casuals.

    So don't get good I guess.

    the fact that you can sum up why MMR was a stupid idea with 3 sentences would be funny if it wasn't sad

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2658197#Comment_2658197

    Not to be pedantic, but it is "git gud," my mythical Unicorn. Don't worry about it, this is a common mistake that people make.

    i got some serious "noob, newb" vibes from this

  • @EvilJoshy said:

    At least with the old pip system, blendettes that hid all game never ranked up.

    Also the Bubba that just camped someone with Insidious and NOED didn't win more then the Trapper that got 8 hooks but killed no one

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/295789/this-needs-to-stop-the-dcs

    Yeah, it can be pretty damn miserable at times.

    Yesterday I had 7 DCs in 7 games, back to back.

    https://forum.deadbydaylight.com/en/discussion/comment/2650491#Comment_2650491

    They could if they wanted to.

    LoL dealt with the issue perfectly with their LeaverBuster system.

    One DC every so often won't even do anything.

    A few DCs - you get warned.

    Several DCs in a short period of time - you'll get a penalty, but it'll be up once you've fixed your internet.

    Consistently DCing - you'll start getting bans, which will eventually escalate into a perma.

    I don't think I've seen a single incident recently where someone seemed to DC because of a bug/internet. It's always:

    • When I find them early and they notice I'm playing 'x' killer (it can be literally any killer).
    • Almost as soon as the match begins, when they notice they've got a specific map.
    • The second I down them.
    • The second I hook them.

    I seldom see killers DC, and then it's usually because of an offering, but survivors...woof.

    Never thought I’d say this, but LoL did something right and honestly LeaveBuster should be implemented into this game


    now excuse me while I go vomit for saying LoL did something right

  • It’s a tie between Binding of Kin and the MMR patch

    Binding of Kin made Fallout 76’s launch look competent and finished, and MMR pretty much took a blowtorch to the matchmaking and the burns still haven’t healed

  • You are never going to get this community to not DC whenever they feel like it, nor are you going to stop people from getting disconnected by bugs or bad wifi


    unless you have a metric ######### ton of money and a mind control device, DCs are a fact of life in this game

  • I’ve had a few, the 2 that I remember the most are the one time a Trickster role played as a cashier on Gas Haven and the entire team played along for like 5 minutes, and the other is when a old classmate of mine from high school messaged me in the post game lobby


    Needless to say, those moments were pretty funny

  • The SWF system is not the problem, 3rd party communication software like Discord is


    solution? Buff solo survivor to a level similar to SWF that have communication software and then buff killers from there

  • @Phasmamain said:

    Trickster and fun in the same sentence? Blasphemy

    I found him fun before he got simultaneously gutted and given a combination of Red Bull and Steroids

    now, he’s just sort of meh

  • May the people that have Demo continue to enjoy playing him

    and may BHVR please buy the rights to use the license again

  • @Pulsar said:

    That's because the current meta for both sides is so strong that any perk that challenges it is crazy strong.

    I am truly fascinated by how close DBD’s meta is to Yu-Gi-Oh’s meta, whenever the devs want to change up the meta they have to ban current meta cards or release something insanely busted, then either nerf it into the floor or outright ban it

    granted, we haven’t had anything resembling the DBD equivalent of full strength Trishula or Red-Eyes Dark Dragoon yet, but at this point it’s only a matter of time

  • Ok, cool, glad you like it

    but personally, I think it looks disgusting

  • My outfit is the the Chained head, Prestige body and Twisted claws

    The only outfit that Demo has that I don’t like is the geo mutation, once the memes got stale I just started looking at it and going “this is the last outfit my boy is ever getting” in disappointment

  • image.png image.png image.png image.png

    And just because i feel like it, a random kitten

    image.png


  • @Pulsar said:

    I like Mandy, but forgive me if I have zero faith in BHVR right now and their ability to make any morally-responsible decisions.

    I am in the same boat, minus the "moral" part

    BHVR aren't capable of making responsible decisions of any kind atm

  • @DarKStaR350z said:

    https://forum.deadbydaylight.com/en/discussion/comment/2637215#Comment_2637215

    Killers have very little control over the Gatekeeper emblem which requires slowing down gen progress; this is entirely in survivors control as the killer physically cannot be in 4 places at once, but it does require survivors actually do gens and not crouch in bushes the other side of the map outside the terror radius.

    This emblem is why people run gen slowdown perks as you get basically nothing if all the gens get done in a few minutes and they are the only viable way to pressure gens. Normal kicking gens is not going to help much here.

    not to sound rude or condescending, why are you bringing up emblems in a post about bloodpoints?

  • @Nathan13 said:

    I read the title wrong for a sec.

    oh thank god i'm not the only one

  • it's alright, I've never been a big fan of the whole "Desert" aesthetic (I'm more of a forest/volcano/urban city sort of person) but i think they did a pretty good job with it

    gameplay wise, from what i've seen and heard it's better then RCPD at any rate

  • one of the categories for survivor is linked basically entirely to the actions of the killer and the other one pretty much requires you to escape or do so many self-heals you are likely going to die anyway due to wasted time


    Killers are in control of ALL of their BP Categories, survivors are consistently only in control of 2 of them

  • @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/2636547#Comment_2636547

    Especially because there are dedicated servers and everything goes through the server at some point. It should be trivial to detect that someone is running around faster than should be possible, or is flying, or is throwing hatchets as a Killer that isn't Huntress. You shouldn't even need an anti-cheat like EAC for that, but somehow it's not detected by the server directly or EAC.

    Right? It's so bizarre that some of these things don't get detected by EAC or the servers

  • @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/2636515#Comment_2636515

    and the reporting system doing the square root of jack [BAD WORD] doesn't help either

    The report system works if used correctly. The problems are:

    • using it correctly is a massive pain
    • the information how to use it correctly can't be found in-game

    Here is what a lot of players are missing: You need to make a support ticket with (video) evidence when reporting someone using hacks.

    So you need to record a video, upload the video, find the other player's ID, find your own ID because for some reason you need to include that, and make a support ticket. It's an annoying process because it just seems so unnecessary - other games don't require you to record a video, you just make a report in-game and that's that.

    But then of course there are those people who give themselves slight speed boosts, or wallhacks, or other things that are not immediately obvious and that you can't really record and then there is nothing, as a player, you can really do about it.

    so it works *in theory* but in practice it does the square root of jack #########

    most games do not require you to jump through hoops to report, they require you simply report the player, what they might be doing and then either a team or AI will check for anything suspicious and ban them accordingly, why BHVR can't do this is beyond me

  • The only thing i regret about posting the reasons why i stopped playing is that i never mentioned the rampant cheating problem, and i honestly do not know why or how i forgot considering that it is probably one of the major reasons why people are leaving


    Cheating was already a problem before MMR, but because of BHVR's infinite wisdom, high MMR players have to deal with some of the, quite frankly, awe-inspiring cheats that people can use, speedhacking and no-clip are nothing compared to some of the crap cheaters are capable of, and the reporting system doing the square root of jack ######### doesn't help either

  • All I want is for Spirit to have consistent counter play, and her recent nerfs I think are good enough (if the dust actually works)

    no killer should be nerfed just because they’re good, they should be nerfed if they’re TOO good, and pre-nerf Spirit was simply TOO good

  • @SonicOffline said:

    https://forum.deadbydaylight.com/en/discussion/comment/2589604#Comment_2589604

    Because he is no different than Jeff as far as raw in-game anything goes, who was already in the game, and all 3 of his perks are just bad.

    Old MoM says hi

  • If you are in the middle of a open field with no walls, you die

    if you are in a tight corridor, you die

    if you are in a indoor map and he has trick blades, you die

    if you are on red forest or any map with semi decent loops and plenty of high walls, you basically win on the spot


    Trickster is a killer that feel victim to BHVR’s weird obsession of making killers that are disgusting in the 1v1 but then can do ######### all in the 1v4 (I.e, the part that actually matters)


    That’s why people don’t like him

  • @Clowning said:

    At least seventeen new bugs will be introduced.

    *Seventy

  • Personally I would be ok with either a unbalanced party game or a balanced competitive game if the devs were capable of making up their ######### minds on what they want the game to be

    because at the minute they are trying to do both simultaneously and failing

  • As several other people here have pointed out, kills and escapes are not, have never been nor should be the only thing that defines someone’s MMR, the Claudette that hides all match and escapes with a key should not be rewarded more then the David that kept the killer busy for 4 gens before dying, nor should the Leatherface that camps someone to death be more rewarded then the Trapper that went out of his way to go for 12 hooks but ultimately only got 8 and no kills


    this is one of the biggest reasons why the current MMR is a bad system, it is too simple and only counts the bare minimum rather then taking other aspects of the game into account

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605246#Comment_2605246

    I remember that, saw several streamers throw hatchets that went straight through survivors

    What’s hilarious is that hatchets STILL go through people and have the consistency of expired peanut butter

  • Huntresses hatchet hit boxes were changed to make them smaller a short while after her release

    The changes were reverted when huntress mains yelled at them very loudly

  • Not DBD that’s for sure

    Resources for survivors not only vary from map to map, but also have random set ups, so you could play a match on Shelter Woods with nothing but TL walls and 3 pallets one match, and then play on Fractured Cowshed with 50 pallets and a ton of good loops that chain into each other the next

    Survivors can very easily stack the odds in their favour through voice comms and quad chance builds, as well as map and hatch offerings + good toolboxes and keys, as well as powerful medkits

    and killers can stack the odds in their favour by just getting semi-good with Nurse and running quad slowdown

    Add to that the various bugs, crashes and surprisingly common cheaters, meaning that your entire match could be already decided by the scotch tape this game was programmed on or by someone who downloaded cheats made by someone much smarter then them for 5 bucks


    the fact that this game has MMR is a ######### joke

  • While it is nowhere near the 5-Blink and Omega Blink Nurses from hell that many old players had to deal with, modern 3-Blink is still incredibly strong and honestly pretty unfun to face against

    Nurse, by default, already ignores 90% of survivor’s defences, and that 3rd blink makes her best counters (jukes while out of LOS) less reliable, it’s not broken, since at the end of the day you still need to deal with Nurse’s ridiculous amounts of jank and about 50 million different bugs and glitches, but it is very unfun if the Nurse is even remotely competent

  • The DH fix changes exactly nothing if people don’t use it for it’s intended purpose and instead abuse the dash for extra distance, once again BHVR wastes their time on something pointless/detrimental to the game’s health instead of actually fixing the problem itself

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