FellowKillerMain
FellowKillerMain
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@ArthurVeloso said:
https://forum.deadbydaylight.com/en/discussion/comment/3222599#Comment_3222599
Ds was used as an anti-tunnel perk because, after the restriction of the conspicuous action, the survivor could not contribute to the game's progress without suffering the penalty of losing the perk's effectiveness. Additionally, I reiterate my statement, No One, absolutely, No One forces you or any killer player to pick up the unhooked survivor. If they are on your way, just hit them, leave them on the ground and proceed to chase the other survivor (the rescuer). The survivor on the ground will not do gens, totens, blessings, chests, healing, etc. He/She is just wasting their time being there, and you or any other play gets to benefit from it. For these reasons, there is no such thing named "Forcing DS" because YOU and the other players have a choice, the choice to slug and not tunnel. Therefore, if you have gotten more than 2 DS in a game, this is on your playstyle that is being counterable by a punishing perk.
This is why DS deactivates at the end of the trial now, and after interactions. Before the recent nerf something that would happen A LOT at high MMR is that during endgame, survivors that were unhooked as or just before the last gen was finished would abuse the perk, by either:
- running over and taunting the killer to down them as their friends opened the exit gates, they'd use DS then dead hard, or friends would body block guaranteeing escape
- or, more commonly, people would use DS as a means to guarantee two escapes
- e.g. you hook kate with one gen left; you chase and down nea; kate is unhooked and healed as you hook nea; kate immediately runs to nea; you hit kate; kate unhooks nea; you down kate, letting nea go because DS; last gen is finished; you pick kate up, she uses DS that's still active; you chase kate; doors are opened; nea escapes; kate is protected by healthy survivors, or uses dead hard, and escapes. Had you chased nea instead, the same thing would have happened, except you would have probably dealt with borrowed time, too.
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You're suggesting that deactivating anti-tunneling perks during endgame was enough, and DS shouldn't have changed. Even though survivors were given basekit borrowed time, which provides anti-tunneling support, every single time a survivor is unhooked. The killer can do nothing about this but wait it out, unless the survivor makes a mistake and is grabbed.
It's hard for me to think that deactivating anti-tunneling perks was a nerf/buff rather than a fix, because how can one tunnel when all the gens are complete? There's no other objective but to kill survivors. Deactivating those perks at end game prevents abuse, and guaranteed escapes. Even though, basekit borrowed time can still enable a guaranteed escape.
As an aside, I would hate to see the return of locker -> DS -> locker -> head-on.
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I get that eruption presents challenges, but I don't think it's game breaking like some people describe it.
When I'm playing solo queue and encounter it, I just tap the repair action so theres a chance the incapacitate misses me. Sometimes it hits, sometimes it doesn't.
Gen speeds weren't increased for cooperative repairs, so another strategy is to focus on only doing cooperative repairs, if you can.
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@DashMonsta008XV said:
Is this The thing or Candyman?
It was just a joke, lol. I don't know if you've ever watched ancient aliens, or seen memes about weed smoking aliens. I find them funny.
@Akumakaji said:
The jokes and fluff aside, from the mechanical side this thing is pretty solid and functional and probably one of the better ideas we have seen suggested.
Thanks :D
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@StickyB said:
https://forum.deadbydaylight.com/en/discussion/comment/3265760#Comment_3265760
The incapacitation is 25 seconds, and the cooldown is 30 seconds, you can not kick the first generator you go to regardless since it'll be regressing as no one can tap it cos of incapacitation.
Sure there may be 14 seconds where you can not kick gens, but that also includes running to the gens (higher the rank you go the more likely someone is to hold a 3 gen)
True I had not considered taking bond, however having to use a perk slot for the potential to go against another perk is similar to just using shattered hope to counter boons. IMO bad game design.
That's true if all the gens were kicked, but I often only have 2-3 gens kicked. If I don't stop to kick gens in chases, I often have 1-2 gens active by the time I down someone. Although, this is an estimate and I admit I'm not the most efficient.
That's true. I'm not sure how it happens to me. I know sometimes I enter chases before I kick gens sometimes, or chases end next to gens I haven't kicked yet, and when I do eruption is on cooldown. It's not an incredible loss, but it does happen.
Yes, I definitely agree with that!
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3265760#Comment_3265760
Regarding the cooldown: it's a 30 second cooldown on the proc, and survivors are Incapacitated for 25 of those seconds if they're hit by it. The cooldown is almost a complete non-factor given the playstyle that goes along with it. Gens will be kicked before chases are taken.
Empathy shows you an injured survivor. It tells you nothing about when they'll go down in a chase.
Not working on kicked gens leads to 3 gen situations, and working on kicked gens vs a gen kicking build is often futile. It's why many players say gen kick regression is overtuned. Killers don't just run Eruption. They run Eruption/CoB/and usually Overcharge, and they kick every gen on repeat. The choice often boils down to working on kicked gens or not working on gens altogether.
Oh, yeah, you're right. I don't know why I thought that about Empathy.
In the times that I've used eruption, I often kick a gen before the cooldown ends.
But you make a good point, because on it's own it's easy to see how it can be weak. But, like most things in DBD the power of certain perks and abilities really shows when used in combination with certain things. I don't have CoB, but I imagine I would use it with eruption if I could. With overcharge, that would be pretty tough to beat.
With one of my builds I run eruption + overcharge + thana + brutal strength on plague with prayer tablet, and people really struggle with that. I can't imagine they would have a chance at winning with call of brine on top of it.
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I support this! Also, please add more blood to her prestige outfit. There's barely anything on it! If possible, I would like to see victor completely covered in blood!
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/354728/the-most-overpowered-ability-in-casual-games
Or just anytime myers is in tier 3 jump in a locker and make him grab you so he can only hook you or slug you.
The only thing wrong with it is it should have a cosmetic indicator, like a necklace with a tombstone, something you can see so you know its in play and it'd be fine.
I like this idea, but instead of a necklace while in tier 3 his left hand could be gesturing... in a particular way.
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@Shroompy said:
I can feel the enthusiasm in this post
Right? Enter Sandman started playing in my head while reading the title... I don't know if I even like Metallica, but I was getting pumped.
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How dare you try to win in an adversarial competition!
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I was tempted to say when ghost face was released, but I don't think i remember what the game was like then... and whatever was wrong between then and 6.1.0 was fixed in 6.1.0 - for the most part. So, it's better now... so long as it's not crashing.
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Group think might unwittingly take over people's emotions in these adversarial interactions. As killer the encounter with everyone affects you like a 1v1 with each survivor, but the survivors treat it like "us vs them" - especially if they're on coms, because their buddies are dyin(!). I don't think it's inherent to survivors, but to humans, to think and behave this way in groups. I guess my point is, don't take it personally. Yer aight!
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You're not considering that regardless of the number of generators affected by eruption, the perk goes on cooldown. Then, while it's on cooldown it cannot be applied to any other generators, and it cannot be activated again until the cooldown is complete, a generator is kicked, and a survivor is downed again.
So, it takes 16 seconds to hook someone, then there's an additional 14 seconds where you cannot apply eruption which means that the first gen you visit after hooking someone usually does not receive eruption. On top of that, you will often times get into another chase soon after kicking that gen if you go to the generator with the most progression, which it makes sense to. So eruption might become active while you're in a chase, and have not kicked any generators. So, unless you're a killer with high mobility, if you don't exit or postpone a chase to kick gens, you're likely not going to have it fire on every down.
You can use empathy to counter the incapacitation, and cooperative repairs with prove thyself to complete gens in between downs. If you really want to avoid it, only work on gens that are at zero progress - they're less likely to have had eruption applied to them.
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@bunnyfengenthusiast said:
His reveal mechanic is so wonky and frustrating. You're mid chase with him as a survivor, you're staring dead at his soul, and the game refuses to expose. 5 seconds later, you're fully exposed. Worse yet, he's leaning around a corner with his entire body dangling off, you're hiding behind cover trying to reveal him, you get exposed, he doesn't get revealed. There is nothing engaging about going up against this killer. A Ghostface that knows how to abuse the reveal mechanic can mark you midchase and there is nothing you can do about it. I really wish BHVR would just rework him or remove him from the game entirely, nothing of value would be lost.
I know he can be revealed while leaning, but I think most of the time to get the prompt to lean, both of your feet have to be behind the corner, meaning the character model is completely behind the corner (I assume that his "capsule" stays behind the wall, and when he leans the capsule stays put and only his model moves). So unless he's angled when leaning, like 20-45 degrees to the wall he's leaning from you won't be able to reveal him.
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I always save survivors that are being facecamped by bubba, and oftentimes SWF players will abandon me to let me die, and sometimes solo players. But, I don't mind... because that's only happened with one bubba. I've had more freddies and wraiths facecamp than bubbas. If a bubba does facecamp me, I imagine it's an angry survivor playing killer, or a new player roleplaying.
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@Kalowk said:
https://forum.deadbydaylight.com/en/discussion/comment/3259875#Comment_3259875
Weak point? To pip in Iri you need 2 iri's and a gold emblem, for survivor this is done by repairing a total of 2 gens, unhook to teammates and heal them, and then finally be in chase for 30 secs. that being said for a killer they need the same but by tunneling can easily achieve it while de-piping the survivors with little to no down side.
Killer have gate keeper which is the gens and keeping them from being repaired which a tunneler is not to worried about, Devout they will get 2 points when they tunnel you out not to mention on their way to the 9 hooks and hook 1 of each survivor points which is another 2 points. Malicious 1 point for each hit a person being hit twice for the first hook, then when unhooked they get another 2 cause of survivors built in free hit and 2 points for each hook state. Now the "negative" Chaser, they will get 55 for each hit 5 for finding and starting chase and only lose 7.5 for each second up to 10 seconds when chasing from hook so a max of -75. Now chase time 90 if the chase ends in 15 sec and 60 if in 30. Chasing off the hook will likely not take more than 15 seconds but lets say it does. That's thats 175 adjusted to 100 for max penalty and 30 sec chase for 15 sec chase thats 130. So for doing this they net themselves whatever the initial chase score was for the first hook plus. 200-260+ initial chase but for the others they get 12 for malicious 2 for devout with progress to others.
Now that's alot of progress to their emblems when they need 10 points for devout, 36 for Malicious, 2550 for chaser, and 35 for gatekeeper so about a 3rd of the way on 3 emblems for Iri emblems. Plus not to mention the other survivors are going to try and stop this in most cases giving the killer even more points. The killer can even do this a second time and easily get their pip.
Now in the same situation but as survivor, if you are tunneled out its gg de-pip nothing you can do about it. If you are not the one being tunneled even if you repair all gens and escape you will not pip cause you did not get unhooks and heals or chase time with killer. So you will not pip in most cases either. as you can't be chased by a killer that's just tunneling someone else out and you cannot unhook safely and heal them either.
You say weak point but the pip system doesn't really have a punishment for killers tunneling except for the survivors as if they are the target they de-pip and if not they will get safe pip but no gains in most cases.
To be an exploit, a strategy should provide someone with a way to control their outcomes to be successful, to guarantee a goal they're trying to reach.
You're suggesting that by tunneling alone, one can guarantee a pip. But, even if a killer does decide to tunnel someone, they're not guaranteed to accumulate all of those points you've laid out unless things work out close to as you describe them. You've described plausible outcomes, but they're not guaranteed, even if tunneling itself is common.
Survivors can loop the killer long enough to destroy their gatekeeper emblem; healing speeds are fast, so it's easy to undo points from the malicious emblem; when someone is tunneled, survivors are more likely to DC, or to suicide on hook further detracting from malicious points. These aren't guaranteed outcomes, but they're plausible, and common.
I think at best you've recognized that tunneling can be an effective method to pip, but tunneling alone doesn't guarantee that you will pip as killer. Seeing people tunneling as a survivor doesn't give you evidence that people are pipping, only that people are tunneling. I assume you believe they're pipping because you think tunneling is an effective method to pip. You should try your method out with killer and see how quickly you can reach iri in just tunneling alone. To really drive your point home, you could use a weak killer.
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@LuthirFontaine said:
Question why not just go for someone else if the target proves to difficult to take down? Hell those others well probably not be as good as the runner and you can force the runner to commit to a save or something foolish to save a teammate
This can be an optimal approach if the chase has already gone on long enough to generate bloodlust. Sometimes I will abandon chases after getting an M1 or breaking a pallet, if there are strong loops nearby. Keeping survivors injured used to be a reliable tactic, and an M1 could buy you a reasonable amount of time, but healing happens way faster now and it doesn't work as well.
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Greeding single pallets or just greeding in general isn't bad. What bothers me is the quantity and distribution of pallets and loops, which I think a lot of people can agree on - sometimes they're everywhere and other times nowhere.
Because of the crashing I haven't been playing, but over the halloween event I started to feel like 6.1.0 wasn't enough - but that could just be me. I'm glad dead hard and spine chill were changed, and that killer got some buffs. But, the thing I find myself continually getting frustrated by is greeding pallets while playing m1 killers.
It would be cool to have a weekend where m1 killers without movement/teleportation powers had their bloodlust removed and were instead given 120% movement speed - just to see how it pans out.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3259875#Comment_3259875
MMR never reset at all.
though before MMR was introduced the ranks (now grades) were used for matchmaking and those were reset every month.
I think they will introduce a very new mechanic(or have they already?) were MMR goes down a bit if you aren’t playing at all for a longer time..
Ah, you're right, then - no exploiting the MMR system as killer. I was wondering why I was facing such sweaty players after having been gone so long.
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@Mooks said:
What even is this thread?
exploiting the pip system when it doesn’t even have anything to do with gameplay?
double depip as survivor?
survivors can „tunnel out a gen“?
exploiting the MMR system as if MMR resets every month like grades?
I only started playing again in mid october after a year long break. Before I left, MMR reset along with grades. Is that no longer the case? Also, my point was to illustrate that there are many ways to "exploit" the system to get more pips, suggesting OP has a weak point.
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I think I lost my competitive spirit after taking a year long break. I "freed my mind" and no longer get frustrated when I lose. It's probably more so that I know I suck at the game now, and so my expectations are lower. But it's fun to pretend I'm enlightened or something.
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@Steakdabait said:
It does mean something. It's not just that accurate for individual killers which i didn't bring up. The general stats are however give a good if basic idea on the balance of the game.
The only problem I had with those stats is that we can't see the whole picture, because we get a very limited view. With such limited information, we're all interpreting the statistics differently and arguing different things. The fact that we can't ever reach a conclusion on those arguments means that we will never recognize the elephant in the room, that the stats tell us nothing useful.
As an example, we can't tell how much of the kill rate increase is due to disabling certain survivor perks after gens are powered, and how much of the kill rate is due to basekit changes. I'm leaning toward the former for the greatest proportion, but won't say the basekit changes didn't help.
*as a side note, I'm more or less talking about the statistics specifically, and not trying to defend OPs perspective. Not sure I agree with it.
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This is how the disparities occur, I think. Like, change 1 will be a buff to bring a power or something up to par. Then in a bugfix patch, change 2 will be a nerf made to addons or cooldowns to balance for the buffs of change 1. Then later, they will decide that change 1 was too much, and weaken it, but they won't buff change 2 as well. Over time these things build up and turn into imbalances and end up requiring patches like 6.1.0.
Like in the case of thana, as @VideoGameMage said, bringing the heal speed reduction back would have been a good buff. Heal speeds were very different when they removed the debuff from Thana, but now they're more than fast enough for a debuff to be ok on a perk.
This is beside the point, but somewhat related, I wish nurse's calling detected people recovering from madness again, now that it only takes a few seconds, and can be done in spurts without losing progress.
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I fixate on improving and optimizing everything, so I enjoy the process of trying, failing, reflecting and improving on what I've learned. When playing killer everything is in my control and I can affect real change and get results. Even if it means losing, I'm learning what not to do. I guess it can be a matter of perspective. Playing killer well is often times not anywhere near what a new killer is thinking will be fun as a killer, and at times can be what makes killer so boring: managing time and resources. When I first played killer I assumed I was just going to be chasing people and whacking them, but not so much. It can still be fun for years, but there comes a time when there isn't anything new to figure out which is when you start to see real problems with the game, which can then lead to frustration. Reminding you that the main goal should be to have fun, and that there are all different kinds of limitations, some are fun to learn to overcome, but others are meant to be appreciated or respected because they make the game what it is. If that makes sense.
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That's not the only "exploit" to pip more quickly as killer. You can exploit the MMR system for killers to pip faster by cycling through killers after season reset. If you limit each killer to 2-3 matches, then almost all matches will be against low MMR survivors, guaranteeing more pips.
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Did you make a monitor out of your 3ds?
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@Cardgrey said:
https://forum.deadbydaylight.com/en/discussion/352119/please-never-design-challenges-like-this-again
Blast mine gave me mine was not a issue got it in one game honestly.
I always forget that this thing stuns, even though every time I'm hit with it as killer I'm left wondering, "why can't I move?"
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At this point I don't know... over the years I've given my ideas and some parts of them made it into the game, most of them didn't. Although, that's why I like questions like these, because BHVR does actually listen to the community and designs things based on their input. Personally, I don't know what's left to do that hasn't been done at this point.
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Depositing the energy seems like the bigger challenge. But, as for collecting the energy... everyone is complaining about tunneling and camping, so when you're downed the killer gets energy, which you can take back with decisive strike. If you didn't have to deposit it, it would be a lot easier I guess.
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@OnryosTapeRentals said:
Killers got basekit (to an extent):
- Brutal Strength
- STBFL
- An additional 50 seconds
- and mini PGTW.
Oh they also got a 60% kill rate!
Just because one side receives a change doesn't mean the other needs and equal and opposite one, if that were the case the game balance would never change.
That corrected imbalances. Rather than creating them, and as you're arguing, warranting a buff as significant as basekit unbreakable.
Also, doesn't it make sense that killers have a 60% kill rate when many survivor teams tend to collapse when one or two people die? That 60% means that on average, occasionally three survivors instead of two are killed. This is across the board though, and not looking at the top 1% of players, which in a graph showed a long time ago we saw that escape rates exploded at that level.
Also, I don't think those kill rate increases are due to the basekit buffs. I think they're due to certain perks being disabled after the gens are powered - no more guaranteed escapes.
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I'm sorry but even a little bit of thinking should be required to win. The killer doesn't force a three gen, survivors have to allow it.
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I think the hardest part is remaining unpredictable, because unpredictable behavior eventually becomes predictable and each person catches on at different speeds. It helps if you've played killer a decent amount because you have to do this with 4 people each match. Knowing what survivors tend to do, and then doing the opposite goes a long way against a good nurse. But, also not doing those things too many times to establish a predictable pattern. Nurse is hard to face, but totally doable.
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@Hawk81584 said:
https://forum.deadbydaylight.com/en/discussion/comment/3241347#Comment_3241347
game wouldnt survive without it. most swf arent all that great.....but in these forums it would lead you to believe they were. people being bad with certain killers is what really breaks this game. because they are the real problem. in the right hands any killer is viable. thats the concept people here cant understand.
That's one perspective.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/3241351#Comment_3241351
Slugging isn't greifing and neither is trolling they both kinda go hand in hand and there are a lot of conditions that have to be a certain way for someone to even be considered for the two , I can have a squad troll you the entire game but as long as someone even tapped a gen or did anything resembling normal gameplay its not reportable
and @HellDescent
Oh, you mean there is a reporting function in the game for "griefing"? I thought we were talking about what griefing means in general... my bad. I don't report people, so I don't know much about that.
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Tested LAN ports on router as well as playstation; tried WIFi too. No luck.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/3240582#Comment_3240582
It is not. They said a long time ago that leaving someone to bleed out is not considered griefing, because of the bleed out timer
Griefing is prioritizing upsetting someone over winning. Trolling is a form of griefing. Holding the game hostage is a form of griefing. Cheating is griefing. Slugging is not griefing, unless the person slugs you repeatedly and never hooks you, even though they could.
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Address the crashing.
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SWF is what makes and breaks this game.
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Camping is never going to stop. If someone is camping, do gens, and leave the match. Expecting to be able to rescue everyone is like killers expecting to 4k every match.
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I second doctor, because it's who I first played as well. But, there was a huge downside I found to him when I started to main Bubba: the doctor prevents you from learning good tracking early on and if you play him a lot you can get lazy. Maybe you won't, but I did! When I started maining Bubba I had to play with spies from the shadows and whispers for a long time until I learned how to track. Those two perks are probably still my favorites, though. Maybe I'm just bad at tracking? lol
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@JakeCannon said:
Hey killer mains, I'm just curious what is your opinion on the current state of the game? Don't compare it to what it was before July tho. Scale of 1-10
6-7... It's better and fun again, but there are some new and old problems still present: map balance is weird (i actually liked the old maps better), and base movement speed killers do not compare to killers with travel powers.
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I wish the data weren't so simplified. To really reflect on this, I want some more detail. But I think it has to do with Freddy being able to influence the environment with his traps. They seem mostly innocuous at a glance but when they're placed properly they're deadly.
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@usesPython said:
https://forum.deadbydaylight.com/en/discussion/comment/3236786#Comment_3236786
Hatch is MMR neutral, it doesn't gain or lose you MMR. The really annoying survivors are the ones that hide until everyone dies, then wait for hatch to get closed and open a door with Sole Survivor + Wake Up, which does give MMR
Oh dayum, good to know. Tricky lil fuggers. I assume these are the people that are using urban evasion at higher MMR. Well, I guess the crawling along the wall at the start of the match is a give away, too.
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I'm not new, just recently returning and true dat on the messaging for console! I mean, holy mother of god I forgot how much hate messaging I get from playing DBD on console (and I'm coming from elden ring!). My first few matches as killer went terribly - I'm being 360'd - and I either get a gg when they wipe the floor with me, or question my morality if I win. The goal though, usually seems to be coaxing you into saying something they can report you for.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3236607#Comment_3236607
Well you're describing the problem. You reach a certain point and suddenly a fairly wide swath of MMR is lumped together: Softcap+ and Softcap-350. That's the equivalent of something like Diamond to Top 500 in OW being in the same bracket.
Especially in solo queue, you have a 50% chance of getting a killer playing like there's $10k on the line and 2 teammates with a fraction of your hours. It's a terrible matchup. I don't doubt the kill rates at all. They make sense to me. One or two teammates at high MMR are always *significantly* worse than the other 2 teammates.
So true... I've been having matches with people who basically hide until everyone else dies, then they grab hatch, or die last. Netting them MMR boosts, while yours drops even though you were sweating balls to prevent a teammate's third hook or finish the last inner gen.
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Yeah, I sometimes wonder if people see not having been hooked as an indication of doing well, and maybe it is, for them alone. But, it often times it spells disaster for the team at large, because it's like playing with three people instead of four.
@GentlemanFridge said:
Okay but when I'm the person that has no hook states, I am often actively ignored. Like, I have been in front of the killer in those instances, and they will just abandon chase the moment I take them away from my teammates.
Yeah, some killers get fixated and obsess over certain people, especially when they're being antagonized. Not all instances of being the only one without hook states makes you bad.
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I wouldn't consider myself a veteran, but I started playing in 2017 and quit in 2021. The game was making me so frustrated it was affecting my mood elsewhere in life - it was pretty bad. I recently came back and found a bunch of new maps that I don't know how to navigate, and after losing my gumption to persevere like I did before I quit, I just turn the game off instead of getting frustrated. I'm slowly getting back to playing killer, but sometimes I have old feelings rekindled that make me want to quit, like when maps generate infinites; or I spend most of the match breaking pallets. I'm just not that good anymore, and I don't know if I care, lol. Everyone I knew that used to play this no longer does, though.
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I am when I can actually play. More than half of my matches end in a crash that requires me to do a hard reset on my console.
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I can't ever tell if it's the realm that bothers me, or the map redesigns. Because all the new maps seem to have too much or too little. The only old map left, I think, is red forest and you can tell - still lots of pallets, though. If I were to find something bad about ormond, it would be how hard it is to see auras.
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@TheSubstitute said:
Has anyone else noticed this during the event? During my Killer games, I've seen a large increase in tbaggy survivors at pallets. I don't camp or tunnel and always alternate hooks unless BM'ed so I normally saw tbaggy survivors once or twice a month for the last few months. Now it's 2 to 3 games per night I see them.
My theory is that they're older players from a very survivor sided time in DbD who have returned for the event because they know how to loop but they're tbagging me after dropping a pallet even though I'm mainly playing the Artist, they're injured and they didn't land the pallet stun.
Dropping them with crows while they're teabagging seems to cure them of that for the rest of the game but it's odd I'm seeing so many bad sports.
Anyone else seen a rise?
Im back after a year of being gone, and maybe my MMR isn't increasing or something because I haven't encountered much of this stuff. But it definitely happens, no more or less than I expect it to, though.