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Dwigtht

Dwigtht

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Dwigtht
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  • ⚰️ R.P.D.

    R.I.P.

  • So will Pinhead mine crypto on my GPU?

  • Thank you!

  • Here is my tier list: all killers arranged alphabetically, some killers included twice, since they are known under different aliases

    image.png


  • @quirky said:

    My games today have been awful. Haven't escaped yet due to camping, tunneling, or slugging.

    And I don't blame just killers. My teammates seem brain dead. I unhooked someone with BT due to all teammates being down and instead if takin a hit, they DH away forcing me to go down. WHY.

    It's making me want to play less and less which makes me sad.

    I have found a really good 2 hour guide on Nurse by Scorpion_rulezMK on Youtube, that made my day after several rough matches.

  • Corrupt on slow-walking killers ;) It feels just essential or you gonna find a survivor -- and 2 gens already done.

    Lethal is good on high mobility killers, like Billy. Also it is good for learning survivor spawns on the maps.

  • Honestly, I don't see any difference. The matchmaking is as inconsistent as it was before.

    One game I am playing against sweaty players, and very dirty, but I win. Next game I expect even more sweat... but I am getting cute casual survivors next 5 games. I even go for 12 hooks during those matches. After that -- one more sweaty game.

    I think the things that make difference are: either I am playing against SWFs or not; also map makes the difference. That's it.

    Most survivors now pre-drop pallets, hold W, and rushing gens. The same thing over and over again, so I run Thana, Bamboozle, Brutal and Corrupt on Plague. Works well on Plague.

    Unfortunately, the only thing MMR did to the game -- it just somehow removed the fun. I don't remember when I really enjoyed the match last time or rather when I really needed to think or mind game last time. Everything now is straightforward: majority runs meta, dead hards, tried to hold M1

  • @Labrac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2560070#Comment_2560070

    Whispers is also a good option, although I'm more of a fan of Lethal Pursuer, especially on killers like Nurse and Blight who get insane value out of an early down.

    I agree, Lethal Pursuer is very good on high mobility killers. I like it on Billy sometimes. Also on Iri hatchet huntress for memes :D

  • This is inflation: With every killer I purchase -- more grind I need to do. So, doubling BP reward for the actions in the game and again doubling everything with BBQ -- sounds good to me.

    As a killer, with BBQ and performing well -- you can get 30,000 BP per match. BBQ will double it to 60,000 BP.

    What is 60,000 BP? It is ONE LVL 50 Bloodweb, which might not even give me addons I've just lost in the match or give me just 2 tiers on perks.

    For survivors, BP reward is miserable now. Like 8,000 BP is my average per match.

  • I am getting good value with Corrupt + Whispers on low mobility killers. Maybe Corrupt + Whispers + Deadlock might be good, will try that.

    The reason I use Whispers -- Corrupt is not that consistent, sometimes it blocks 1 + 2 gens on opposite sides of the map and once I get there - - survivors already working on gen.

  • Those are only my thoughts, but I have noticed I am getting strong survivors on my weak killers and weak survivors on my strong killers.

    Why? Maybe because a strong chaser chased me for 5 gens and then get killed, while their 3 gen-rushing hold-m1 teammates escaped.

    So, with the system that counts deaths and escapes, a solid chaser will get negative MMR and the gen-rushers, who don't last in the chase for too long would be pushed up the leader. When I am playing Bubba, Demo, Pinhead, Blight, Doctor and mostly Billy (but on Billy ) -- once the survivors are off the gen and can't hold M1 -- they don't know what to do. They are optimized to do gens well.

    On the other hand, when I am playing Plague, Trapper, Oni, Mookel Myers (with regular addons), killers I play not as often, I am getting ou-chased almost every match.


    So, losing will lower MMR, but does not guarantee you get EZ survivors next match

  • @nh1ze said:

    Hex is useless to the squad and Pop is counted by Prove Thyself. What else should I use?

    SBTFL on killers who can preserve stacks works well since those SWFs usually taking hist in the chase and have BT.

    So I'd rather bet on chase performance. Corrupt helps a bit. Plaything is good

  • What I do now as a precaution -- I check the survivors' steam profiles and if I see one private -- I leave the lobby.

    During the night times in my region queues are almost instant, I can afford this.

  • @Wedeguy said:

    Hi guys,

    After playing killer in high MMR(I mean only seeings 4 gamers join my lobby at once, almost all the time, 1.5k hours -6k hours each, avg of 2.5k hours usually as I've tested) I've come to some realizations, as I'm a 50/50 player and sometimes was a survivor main.

    1. Playing killer became truly unfun, no matter if I ended chases quick(quick for strong survivors as i mentioned moves between 40-60 seconds), by the time I hooked them and went for some gen pressure, I would had lost 2 gens. If the chase was longer than that(which is possible, survivors are good), I would had lost 3 gens.
    2. Pressuring other players and dropping the first chase if it's too long isn't a good idea in high MMR, all of them can play the game(most of the time) pretty well, considered they all have quite some hours and they can all run you for a bit. THERE IS NO WEAK LINK in higher MMR.
    3. You must be a master of one Killer. In the previous ranking system, I enjoyed playing many killers and I became pretty good with them, which borught me nice results. Now, In high MMR, if you're not REALLY good with one killer's specific anti loop power, you're gonna struggle. be a master of one if you wanna try and compete in this level.
    4. Which brings me to the next point, most M1 killers are not viable in HIGH MMR. I consider myself a good M1 killer but when I played pig, even with dashes and all her stuff, I get stumped by good survivors, they know how to counter m1 killers easily in most maps.
    5. Master a killer who is viable, my blight is good, but since I don't know too well how to hug tech, Z flick and do more techs well, good survivors stomp me because they know how to handle normal good blights. become a master of a viable killer, if you master a deathslinger, you're gonna get stomped cause they will hold W and pre drop strong pallets until you lose, for example.
    6. Not only that there's no weak links in chase, because they're good survivors, they know how to be efficient on gens and really crush you. I never resorted to tunneling or camping because I find that gameplay boring, but it looks as a neccisity now tbh. ruin undying would get cleansed really fast in high mmr.

    I can continue with more points but this post is already long enough, about the second part of the title:

    If you've seen Otzdarva's last "Best Build for every Killer" video, you would see that almost all his builds are the same. Ruin+Pop+Corrupt and something for info with slight varities. this is a silent message for the devs I believe, that in high MMR you gotta have some stacked slowdown gens/crutcs one shot perks like Devour in order to stand a chance.

    This is not fun since it renders most perks of the game useless. the other tactic is to tunnel and camp and tbh after playing killer in high MMR, I would never blame killers for doing that again, I truly understand why you're doing that. I won't because it's boring but understandable.

    Sorry for the long post, hope you get some intake from it.

    I think MMR just masks some old issues in this game. Meaning, yes MMR adds a bit sweat, but the bigger issues,

    which make killer lose are:

    1. Huge Map size for non-mobile killers
    2. Indoor maps with a pile of pallets. Like seriously, why there are 25 pallets on The Game?
    3. If you chase a Hold-W-Pre-drop-the-pallet survivor -- they will win. Almost guaranteed.
    4. SWFs on comms
    5. Difficult Maps, like RPD, Haddonfield, Farm (where you can hide in the corn), Midwitch
  • The Box is a great power because 1 survivor had to go, look and open the box. If this is a smart survivor -- they need to find a good place to open the box, like a shack or some good vault. This all takes their time and lets the killer know where they are.

    On the other hand, there are multiple perks, and builds synergies with his power. Everyone heard about Frankilins/Hoarder, but I personally like to use Brutal Straight in the chase: survivor is about to drop a pallet, I shoot the chain, survivor drops the pallet -- and I quickly break it faster with brutal while the survivor is hindered with chains.

    Plaything works well most of the time, but it is good on many killers too. Good slowdown or "surprise b chess!"

  • Also when I hear an injured survivor's grunts of pain. So rare those days

  • "The box. You opened it. I came" :D


  • @Jejune said:

    Few months ago people were outraged/meme'd about how it worked like 1% of the time.

    Now somehow its the most broken perk in the game without any changes to it.

    Sprint burst is waaaaaaaaaaaay better, majority of the time.

    I think killers don't like dead hard in the same reason survivors don't like Death Slinger shots -- because he can shot survivors with almost no warning signal. Sprint Burst is more honest: Okay you have run away from the gen, but now you are exhausted and now your chase outcome depends on your skill or the help from your teammates. If you make a mistake -- you cannot fix it. Dead Hard let's you sometimes fix the mistake by gaining distance. 99ned Sprint Burst is also more honest, so yes, you can use it to surprise killer in mid-chase, but you cannot do gens when you have 99ned Sprint Burst. Dead Hard is a free jump to the pallet when you need it, just by pressing E

  • I want a Which killer, who can cast some nasty spells in chase + has passive spells.

    Or maybe curse some items, like gens. Or create new items, like the cursed chest.

    Or maybe summon some beasts for assistance.

  • It depends on the game situation, map, and the killer I play. 

    Like if I play Billy on an outdoors map -- I usually don't care, I can just sprint to the survivor on the opposite side of Mother's Dwelling. 

    If I am "winning" (or better dominating) the survivors -- I don't care much. But in some situations, when I see that kind of "punishment" will benefit me, then why not? 

  • @Alionis said:

    After over 5 years and 4000 hours of playing DbD as both killer and survivor, even through the darker times of DbD, I'm quitting killer and unless the balance issues are addressed, I won't come back to it.

    That decision was prompted by 4 hours of playing killer with exactly zero progression on the challenge to kill 15 survivors by any means. I'm not kidding, I played about 20-25 games and I couldn't kill a single survivor.

    It's such a horrible feeling, you play and play and play and you don't get anywhere. It doesn't seem to matter what I did, I couldn't overcome the obstacle. Either I had bad map rng, 4man SWF, key escapes, second chance perks, you name it. There was always something to deny me progressing my objective enough to actually kill someone. I got some hooks in here and there, but that is not enough. Switching killers didn't help, switching loadouts didn't help either and it's been progressively getting worse over the last few weeks. I'm out of ideas what I could change at this point, so I'll have to consider just leaving it.

    I'm not looking for pity or anything, I just wanted to get this off my chest. I've never felt so frustrated and powerless as the supposed "power role" as today, and I'm just done. And honestly, looking at the fuckery the devs are doing with boon totems doesn't give me any hope that something will ever change about balance. It hasn't happened after 5 years, I don't think it's going to happen anymore. I know some people are very much "the glass is half full", but there's just no reason to be optimistic about this.

    I've come close to quitting killer a bunch of times, but seeing that progress bar stuck at 0 after 4 hours straight has done it for me.

    I would say it is fine to play a game even with no kills, but since you are going for a challenge, why not NoED, Devour Hope, Bubba and Camping? :D

    Costco Wraith meme build is also good for kills. Can't find the gameplay on youtube, but the idea is you run:

    Noed, Blood Warden, Rancor and 4th perk is up to you. Could be light born or nemesis for Rancor.

    Addons: Allseeing

    The original one is endgame build, so you wait cloacked (near exit gate) for all gens to get done and then open the gate. Then you go to the opposite gate and punish everyone on your way. The main idea is to wait for 1/3 of endgame collapse by slugging survivor in the middle of the map and then let Blood Warden hold them until the Entity consumes all of them.

    But this is just a good build even for a regular game

  • @Lt_Lucifer said:

    I don't know why but I feel like its completely backwards, that or i'm just getting boned. I recently picked up Demo (Wanted to get him before he was impossible to buy) and doing a couple games. Back to back, i got Red ranks as a ash rank. I don't nearly play this game enough for me to be considered that good. And I doubt they are so bad that they get put up with a baby demo. Anyone else getting this? I'm not mad i'm just confused cause When i play a main (Like pig, Doc or Huntress) I get ash to gold ranks.

    I don't know, this MMR is random and silly.

    What I've heard is that you have your player MMR a separate killer MMR. So, when you play a new killer, your killer MMR will be like your player MMR for a few matches, until you lose enough times. So your baby-killer MMR is still high even when you play killer for the first time.

    How much is enough losing to level down MMR -- I honestly don't know. There are conditions in the game that makes you lose: difficult map, coordinated SWF team on comms. Demo should be fine for most cases (and proper build with SBTFL), but I still find it difficult to play Demo (and many other killers) on RPD, for instance.

  • Sometimes, when you suddenly rush somewhere (Dead Hard), you can accidentally tear the ligaments.

    image.png


    I would add Deep Wound and Mangled status effects after using Dead Hard, so that the survivor will have to spend more time healing after avoiding killer attacks.

  • @Dwigtht said:

    https://forum.deadbydaylight.com/en/discussion/284724/killers-should-stop-playing-this-game

    What is the point of this topic? What is the point of my comment here? What is the point of this forum?

    I must stop doing this (everything)

    I have decided to stop doing.

  • @Demiurg said:

    No horror in game on high ranks, killer is a clown working to make survivors fun. Less killer players - less money for bhvr.

    What is the point of this topic? What is the point of my comment here? What is the point of this forum?

    I must stop doing this (everything)

  • I will play a survival, run inner strength like I've been doing before and destroy the boon while you are self-healing. All his heals belong to me! All the totems are MINE!

    And the public comments on my steam wall are now disabled! I will reject all your "friend" requests after the game. Ha-ha-ha!

  • @MTK said:

    I'm pretty much always matching against 1500+ hour players who are likely playing as a group and the game is just impossible to win, lol.

    They don't have to be crazy good at loops, they just need information/coordination and enough awareness to press m1 on a gen when someone else is in a chase. I've just had a game where I regressed the first two gens to nearly 0 with ruin and had them instantly drop the pallet on 3 jungle gyms and killer shack. Sadly it still doesn't matter since I have 3 gens left by my second hook and 1 gen at 90% by my fourth hook.

    And that's assuming an extremely lucky start where the ruin totem isn't just cleansed in the first 20 seconds of the game since totems have had the same spawn locations for 4 years now.

    Then there exist maps like haddonfield where going into the bunker is legit declaring to throw the game or the meat factory where there are 150 pallets 145 of which are not mindgameable. But it's "balanced" I guess because baby survivors take 17 minutes to find gens in indoor maps right

    It's like I start the game to q and get amazed at the 0.5 second queue time as killer and then it takes one game to realize why and that the joke is on me for still playing killer instead of just going over to survivor and chilling in 15 minute queues

    I would suggest "Hey, maybe you could try some fun end-game build with blood warden and noed"... or Costco Wraith, or scratch mirror Myers, or Myers with thumb stone piece... Have some fun! You don't need all that kills!

    But, than you might argue: No, no, I need those kills, I need 4K or 3K or 2K or at least 1K! Life is hard.

    And then we will cry together. I also cry sometimes, you know.

    😭😹😿😢😰😞😩💦💦💦💦💦💦💦💦💦

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


  • @anarchy753 said:

    I'm as happy as the next person to see the changes to keys and the hatch, but it would be a lie to say this is an all-round positive change.

    As a killer, I'm very glad survivors cannot use a key to get multiple people out. It makes them much fairer and much less game-ending. I can safely say I wouldn't feel the need to dodge lobbies with keys because I WILL get to play a full match.

    However, the hatch only spawns when one survivor is left. That means that the killer also cannot find the hatch earlier than one survivor remaining. Fairer? Maybe. But get ready to see a LOT more slugging for the 4k, because at least before I could reasonably know where the hatch is most games and judge that I could reach it in time. Now, if I don't want to lose my last kill to cheese, the only option remaining is to leave you on the ground for an extended period of time, and nobody likes that.

    If someone wants to slug for 4K -- they do this now and will do it after the change.

    I appreciate the upcoming change. Everyone has a different playstyle. As a killer, when I see the key in the lobby, I play as sweaty as possible, assuming that if there is a key -- that's definitely SWF on comms. Everyone can pick up the key after their teammate died and told everyone where it is, so I slug and tunnel, using the best add-ons and trying to make their game experience miserable. They wanted to leave sooner -- they will leave sooner. Not always successful gameplay, sometimes they win, but my intention is always to give the key users a bad experience.

    So, now I don't have to do so 😇If one escapes through a previously closed hatch with a key -- that's fine.

    Key addon Aura reading ability could be annoying, but those add-ons are quite rare.

  • I really don't see any difference. Today I've been playing most of the day as a survivor and that was like a coin toss -- some teammates were good, others were crappy. Same solo queue experience I had before MMR. Last Match I've played today:

    Ormond. Bubba. I am on the hook. Meg and Neah healing themself on the second floor of the main building, 40 meters away from me.

    Bubba on the other side of the map downed and hooked survivor. Meg finished healing Nea, so now Nea is healing Meg... just to get insta downed by Bubba who just returned from his business trip.

  • Speed Limiter + Iridescent Flesh works really well on Bubba.

    But yeah, they did not fix the emblems. Getting Adept on Plague is a pain too.


  • @noctis129 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2522221#Comment_2522221

    How do u disable PC players from playing w console players?

    image.png

    Here, in the Settings, you could turn the option "CROSS-PLAY" off, so that you will be matched only with the players on your platform.

    The option below "DISABLE CROSSPLAY FOR EVERYONE ON THIS PLANET" will turn off cross-play globally for every player.

    It is available now on PTB.

  • This one?

    55 votes and 24 comments so far on Reddit


    image.png


  • My favorite one, and I think I have invented it, is Annoying Billy:

    Distressing, Overcharge, Unnerving Presence

    And the last perk is up to you, could be: 

    * Corrupt Intervention

    * Dragon's grip

    * Surveillance 

    Addons: Speed and Recovery. Double steering also fun.

    Any Outdoor map.

    The key gameplay is that your focus is gen control. Kicking the gen is the priority.

    Do not engage in long chases. only the chases you can quickly win.

    Prioritize slugging over hooking (but don't slug all 4, let them recover)

    With a proper 3 gen setup (what is 3 gen for Billy?), the match could last for a very long time. My longes match was around 30 minutes with 4 survivors alive.

  • This might be connected to the "hit validation" on the dedicated server, so I've got grab_validated!

    When a survivor screams after the hit and remains uninjured, or grab got canceled -- I feel that pain.

  • If they add 1 trap to the base kit, that would probably mean the yellow bag will be the same as currently purple is.

    And the purple one is just gonna be changing the playstyle like it was said above.

  • My bet on "... add-ons for the following Killers: "

    The Hillbilly: now every addon description ends with "... when flashlight shines on you" or "... after being stunned with a pallet" or "... after being t-bagged by a survivor" or "... when a survivor cleanses a totem in the left corner of the map and another survivor is hidding with head-on in the locker in the basement when the basement is in the killer shack in the indoor map"

  • @shitman said:

    Today I purchased Deathslinger for the first time and tried to play for the first time. I pumped the killer to level 11 and decided to take only three of his main perks. The game ended for a very long time and the players mocked me all the time, because I could not stop repairing the generators in any way and I could not catch anyone. And two of the players were SWF.

    I miraculously managed to catch one of the survivors and installed facecamp, because the generators were already started. And after all this, I still get messages that I am a camper, but how else could I kill at least one?

    I thought with the new system I would play against players of my level, but I get thrown against very strong survivors.

    https://us.v-cdn.net/6030815/uploads/Z6AYAXALQ1JK/image.png

    It works! No matter how good were you played the matches, the more survivor escapes -- the lower MMR you'd get.

    So, you can control this number by letting survivors escape at the end of the game.

    My advice would be to train your shots on DeathSlinger, do actions that give you more BP: successful shots, hits, slugs.

    Level up DeathSlinger ;)

    When I've played Billy, it took around 6 matches with 4 or 3 man escape to lower my MMR to a comfortable level.

  • You pop the gen -- I CAME!

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2452907#Comment_2452907

    I always mori the survivor off the hook to counter BT and DS

    m-m-m-m! You have good taste!

  • Don't worry, it will recover soon!

    But, I am not sure about DBD

  • The game has reached the bottom

    28,000 online on Steam now. Everyone is leaving.

    image.png

    Just kidding. Steam Outage. Can't play.

  • @SudoK7 said:

    I'm pretty new to DBD I started playing in june when the RE chapter came out. Recently since SBMM was introduced I've been having more and more games where i get left on hook until second hook or until death. Prior to SBMM getting left on hook was pretty rare for me. Has this been happening to anyone else?

    I !! guess !! the idea of MMR is to match you with survivors with the skill level matching yours. The survivor's MMR is determined by escapes,

    so if you "lose" too often (when your team lets you die on hook), you gonna be matched with lower-quality survivors, IMO.

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