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FireHazard

FireHazard

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FireHazard
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  • @Nemmy_Wemmy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1118763#Comment_1118763

    Oh no no if you read my comment above I mention about how that build really works for me on Legion and Ill be keeping nurses on my Legion, THEN i go on to talk about your myers build and asking about it. Sorry if it wasnt too clear. See "On a side note you use nurses on ur myers too right? Something like nurses, monitor, infectious, pop? Or am i wrong."

    Oh, for Myers it's different because of how his passive stealth ability works.

    I use Corrupt Intervention, Nurse's Calling, Monitor & Abuse, and BBQ & Chili on Myers. Slightly different from my Ghostface because Monitor & Abuse works with his already low Terror Radius in Tier ll and Tier lll, so in turn he has a Terror Radius of 8 in Tier ll (which is basically 0 for how Terror Radiuses work in-game), and a Terror Radius of 24 in Tier lll. Both out of chases of course and in chases it increases these by 8 instead. The thing is, because of how Myers works having an increased Terror Radius in a chase in Tier lll and especially Tier ll doesn't really ruin anything, the benefit is that out of chases he has a lower Terror Radius for a more effective stealth attack.

    As for the rest, Nurse's Calling is to sneak up on healing Survivors that're with 28 meters, BBQ is to give me a 40 meter Terror Radius from the hook to sneak up on another injured/healthy Survivor, and Corrupt Intervention allows me to go into Tier ll without being instantly gen-rushed from the start.

    Nurse's Calling is good on Legion for a different reason, since it allows The Legion to see healing within 28 meters with a normal Terror Radius, which more times than not, Survivors actually do this against Legion even if he's close. As for Myers, the opposite happens where you're supposed to sneak up on them for another down. Essentially speaking, players heal against Legion quite often to avoid being insta-downed, so they do this close by or a far, most of the time they do it a far which allows the Legion to have a passive 28 meter radius to see any healing he stumbles across.

    As for Myers, it's hard to tell where he is when his Terror Radius is basically 0 (since M&A makes it 8), so Survivors just heal anywhere when they think he's gone or they think they gained enough distance.

  • @Mo4ntus said:

    What’s the issue you can already change key binds

    The question itself was extremely vague, I believe it has something to do with more keys being allocated to more spots on a keyboard than it's on a controller.

    The default binds are enough, so I don't see what needs to be changed and/or understand what he means.

  • @Mo4ntus said:

    Currently it’s glitched to always show but honestly they may just leave it like this which would be amazing

    I doubt they'd leave it like that if they're aware of the bug.

    It would be another buff to Surveillance if they did though.

  • @Nemmy_Wemmy said:

    @FireHazard now that I think about it, I think your build was ruin, bbw, nurses, monitor since the last I asked, so I guess if you dont mind me asking, what have you changed it to now?

    It wasn't that, it was Pop Goes the Weasel, Nurse's Calling, Thanatophobia, and BBQ & Chili.

    If you read above you'll find all the add-ons, strategies, and the descriptions of why I use those perks. Also, I use that same build above and in this comment to this day and it still does work in Red Ranks.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1118563#Comment_1118563

    Oh okay, I get it. Yeah, I wasn't saying that, I was agreeing with you 😊

    Ah, alright. Nevermind than.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1118244#Comment_1118244

    Yes, I saw your answer. But it's entirely possible, as I explained, that he didn't see it until after he reposted the discussion, not realising that the original thread had been swallowed by the spam filter and thinking it had simply disappeared.

    Who knows, only the OP does and they seem satisfied with both answers anyways.

  • Well i'm saying that I doubt new Ruin by-passes this, that's why I said "I doubt it" at the start.

    The rest is just agreeing with what you said. The part where I say "I doubt it" goes off of how Ruin automatically damages a Generator, which is what I initially thought you meant but from what you're typing it isn't the case.

    Regardless if it was or not, that part still stands I suppose. All in all, we at least have our answer for the OP.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1118426#Comment_1118426

    During the day also isn't really peak time for other people being online, especially during the week - most people play in the evenings usually. So that could also be a contributing factor.

    @ViciouscirceBU

    Well it honestly depends where you live, hence why region plays a factor as well and ties into time-of-day for your time-zones.

    Whatever time of day doesn't have work hours or school is usually the peak hours for that region. Despite this, if your rank is low it'll take priority over the queue and as a result give lower queue times.

  • Well it was supposed to happen before but, I guess it didn't actually happen until now.

  • @SamButers

    That's right, it's going to be disabled as the 3.6.0 says.

    You were probably thinking of The Doctor or The Hags splinters which were disabled in 2.0.0. At any rate, they seem to finally be going with the removal of the splinter offerings.

  • Maybe we'll see more information on it idk, we'll have to see.

  • @theman0864 said:

    Ok so I see arguments for Mori's in the state of the game during 2016 but I still don't see any valid argument for Mori's now in Feb of 2020. They are single handedly the only thing in the game that cuts ones sides objective down by two thirds. Assuming equally skilled players on both sides there isn't any counter to them at all. With Devour hope you can break the totem. With keys survivors still need to finish a set amount of gens depending on how many survivors are alive. And if two are dead and two escape hatch with 3 gens done, its still a tie for the killer and survivors still had to do more than half their objective. Don't get me wrong I think keys are an issue as well but thats a different discussion.

    And as far as SWF on comms goes they still have to do the full objective. Yes they have a huge buff with no downside but thats really a different issue as well.

    The Devs have stated recently that they have not been creating perks for survivors that increase gen speed basically because they feel that would be unfair to the other side by decreasing the survivors objective and would upset the balance too much. (I cant remember the exact quote sorry) But with this in mind it doesn't feel like ebony mori's fit now in 2020 either. Especially after the devs have been pushing so hard for more fair balanced matches. With examples of the buffs, nrefs and reworks of killers like Nurse, Spirit, Freddy and Doctor. And the nerfs of insta heals, Brand new part, Mettle of Man and Ruin and so on. All of which were admittedly powerful but none of which upsets the balance of a Match the same way an Ebony Mori does.

    If the goal is to create a huge imbalance just to shake things up then in my opinion that is a terrible mindset for the style of the game. And is contradictory to the mindset of the reasoning behind the balance changes to everything else. Dbd might be a casual game but I cant think of any other multiplayer game off the top of my head where a player can start a match or round and give themselves such a huge advantage. The only reason why I think the imbalance of Mori's hasn't been fixed yet is because most killers realize how imbalanced they are and just refuse to use them. Or at least refuse to use them in way that destroys the balance. So it seems the Devs are relying on the good will of killers for balancing this offering.

    They exist because the devs want them to, that's about as much as anyone can say here.

    Mori's have been in the game since 2016 with multiple animations dedicated to them, the concept of Ebony mori's are considered highly controversial as well, so it's entirely unknown why they keep them around. I for one don't really like Ebony mori's, hence why I never use them since I believe them to be unfair, but Ivories are a different concept, I personally believe Ivory mori's to be a lot more reasonable than their 4 man counter-part.

    With that being said though, your guess is as good as mine to why this offering still exists in DBD, could it be because of it's history? Because of the time put into the animations? Because they want Killers to enjoy killing Survivors through other means? Who knows, it's entirely unknown unless a dev comes in and tells you themselves. We can't really explain or justify why they exist, they just do.

  • @Ursocapitalistaa

    This was an issue for some players a few weeks ago, and I believe it was announced above as well so players with this issue was notified.

    If you still suffer from this issue, than the best I can say is to contact the support team and see what they say. They'll either be able to help you or give you information on the issue, I can guarantee they'll 100% fix the issue since nobody is a miracle worker, but if anyone knows about the issue it would be them.

    here's the link to the support team

    https://support.deadbydaylight.com/hc/en-us

    That's the best I can do for you unfortunately, sorry.

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1118243#Comment_1118243

    Thank you! I was just curious if it works, I was running the one blink nurse build and wanted to make my blink as forgiving as possible. :)

    Lmao, that's one way to mix things up.

  • @ViciouscirceBU said:

    https://forum.deadbydaylight.com/en/discussion/comment/1117720#Comment_1117720

    Thanks and I figured the match making was like that. What's super wired tho is I stay in California and I have the most match making lag during the day time

    I mean it just depends on Region, time of day, and rank for the most part.

    If you're in ranks Yellow or Grey than you'll naturally have long queue times, especially this late into the rank reset. If you're in Green, Purple, or Red, than it could just be the time of day or region you play in. From the sound of it, you're farther away from Dedicated Servers than some others, so naturally you'll face a bit more lag as a result.

    As for queue times though? It varies on how many people play in California with your rank set and what time of day it is, but usually at Red Ranks you'll insta-load into matches as a Killer and take a bit of time as a Survivor. Sometimes it's vice versa for some players though.

  • @albert_pain

    This just sounds like the regular "Rainbow Rank" issue that most players are facing with the old match-making system.

    The new Ranking system is gradually being implemented, meaning it wouldn't be implemented in one update, especially when it wasn't mentioned in said update prior.

    Also for context, the "Rainbow Rank" issue is when lower tier or higher tier players get paired with the opposite of what their skill-bracket is. So some lower-tier players get paired with Red/Purple ranks and some higher tier players get paired with Green, Purple, Yellow, or Grey Ranks. Sometimes you get the right ranks that you're supposed to be facing, but sometimes you don't.

    Some have also said that often get paired with the wrong ranks for most of their matches, so it really just depends on who the player is and how often they face this issue.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1116272#Comment_1116272

    Judging from his post history, I'd say he posted this, it didn't go through because of the spam filter, then he posted that topic about his post disappearing, then he decided to repost, then the original topic came through the filter and now there are two.

    If you scroll down you can literally see the same post that I answered before, he posted about something else being taken by the spam filer I think.

    If it was that post, than it still exists. I don't see why the post was re-posted instead of just waiting for it to return.

  • @AhoyWolf

    It does yeah, it works for every Killer as the perk advertises.

    The thing is, if you use it during a chain-blink than you'll still fatigue, so it's not really useful when it takes over other tracking perk slots that could be used. If anything, you should use tracking perks like Whispers, BBQ, I'm All Ears, Infectious Fright, Nurse's Calling, etc on The Nurse.

    But that's just my opinion, if you want than 100% use Unrelenting!

  • @Fengmin200 said:

    The problem, I find it difficult to see the blue auras 🤣

    When they're in the dream mode? Usually in the mode it's supposed to be easier since out of it doesn't give them that aura.

    I suppose the opposite can happen sometimes too.

  • @undeadcookie

    As said above, the match-making is currently a bit wonky at the moment, and it's been like this for a few months now.

    BUT YOU'RE IN LUCK! A rework to the ranking system is underway and will eventually take over for the old ranking system, so it won't be like this forever. For more information on the Rank Rework update will be linked below for you.

    here's the link to the rank rework update

    https://forum.deadbydaylight.com/en/discussion/124795/status-update-matchmaking-changes#latest

  • @JnnsMu said:

    I'm not sure if you know this but you actually used to be able to Mori people without having hooked them first. I would assume that it was just a little treat to make killers feel very powerful every once in a while. Considering how incredibly survivor-sided the game was for the first few months, this kind of makes sense.

    BNPs also used to instantly repair an entire generator and insta-heals were a thing since just recently. My guess would be that these features were supposed to make games unpredictable and shake up the game a bit.

    However, I totally agree with you: The game should be able to be interesting without regularly being unbalanced. I think that Items, Add-ons and Offerings should be pretty weak while every killer's base kit should safice to make them strong. Perks should also be more similarly strong than they are right now. However, this is just my oppinion and there are also a few good reasons for the other side.

    It's unknown if it was to shake things up or to help balance things out honestly.

    2016 was a bit wacky, people could fast vault next to windows with 0 momentum, you could put bear traps under hooked Survivors feet, you couldn't kick Generators (apparently), BNPs insta-repaired gens, Mori's insta mori'ed people, "infinites" were actually infinite because of the blood lust mechanic not existing yet, double pallets, shack had 2 windows, etc.

    All in all, I do agree that the mori mechanic should've been something to entice Killers to try said animations out, or give them an alternative option when playing in-game. I can't 100% say this is why they were created, but I can't really think of any other reason why.

  • Again?

    I guess it's finally happening this time huh...

  • @AlpayTr58

    It's a play on words to describe the over powered items, perks, and Killers in-game.

    The term "meta" can define many things, like a specific character being stronger than the others, a specific loop in DBD being stronger than all the other loops, a specific Killers power being more rewarding and strong overall than the other Killers, etc.

    When someone says "Those are meta perks" they're saying that those are perks that're usually used the most out of any other perk because of how strong they're (when used right) and how often the Top-Tier players use them. The same can apply to Killer perks like old Ruin, old Ruin was the most used perk in DBD for Killers because of it's ability to slow down gen-rushing and being able to combo with other meta perks like Pop Goes the Weasel and Corrupt Intervention for a strong Anti-Genrush build.

    Another example, Killers like The Spirit and The Nurse are considered "Meta Killers" because of how their powers work. In the hands of a good Nurse, the Nurse can negate literally every loop with ease, she's just harder to learn now because of her nerf. The same applies to The Spirit, The Spirit now has counter-play, but in the hands of a "Pro-Spirit" she can negate ALMOST every loop to get to you if she's experienced enough, the only exceptions being loops that're "meta" in themselves or loops that're too large to phase walk to.

    the point i'm trying to make though...

    When someone says "This Killers meta" or "This perk is meta" than they're using a slang term to describe a Killer or Perk being over powered and over used as a result of how strong they're.

    So when you see perks like Dead Hard, Adrenaline, Iron Will, Decisive Strike, etc, being used a lot more than other perks and being called meta, than you'll know why that's the case, it's because they're inherently strong perks with some or no downsides (when used right). The same goes for Killers, if you see a Killer like Spirit or Billy being used more than the other Killers, and that Killer is called a "meta Killer", than they're just pointing out that the Killer they're using has an inherently strong power, which is stronger than other Killers.

  • @Ksoni said:

    @Peanits Could you answer our question? Im really confused now.

    After we debated it, we have concluded that when a Generator is damaged it's regression is blocked by The Entity.

    Once the block concludes, the Generator will begin to regress again. Even if the Generator was previously damaged before the block, it'll not regress until the block animation concludes.

    So, to answer your title, no.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1116293#Comment_1116293

    Right, so as far as we can tell blocking the generator pauses regression, but doesn't remove the regression. As you say, that would make no sense. We know this is the case with Ruin/Thrilling Tremors, and we can guess, though we can't be certain, that it's also the case with other perk combinations that work the same way.

    I doubt it, I think any regression applied would be blocked and than continue after the block concludes, I don't see why new Ruin would take priority over this, even if its an automatic regression perk now.

    With that being said, if it's blocked AND damaged than it'll regress once the block concludes, that's about it.

  • @PigNRun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1116216#Comment_1116216

    I didnt state it was a shadowbuff, I said it was similar to a shadowbuff to put it in perspective.

    Yes, but it being a shadowbuff and it being a bug are two totally different thing, there is no middle-ground here.

    Yes, it may be similar to a shadowbuff because it buffs the perk, but is it a shadowbuff from that logic? No. I understand it's similar to one, which is what you mean, but it's in no way a shadowbuff because it's similar to one, the perk is bugged and will be addressed when they get to it.

  • @FilledPizza

    I looked through several videos, the DBD Wiki, and I couldn't find what gains this for you.

    My guess is that the Insanity 1k bloodpoints reward is given to The Doctor when he re-tiers a Survivor that was previously in Madness Tier 3, that's the only logical thing I can think of that would cause you to gain 1k points and the "Insanity" tag with it.

    Otherwise, that's the best I could do with the literal 4-5 videos I watched to find this information, which not one of them really did that scenario above, so it's unknown if my theory is true or not. If not, than I have no idea what gives that BP reward.

  • @Fengmin200 said:

    En Français ;

    Le statu inconscient (main sur le visage, inconscient) comment cela se passe ?

    C'est quand ils entrent dans le monde onirique, quand on frappe, ou avec un piège ? Car l'autre fois j'ai eu ce status avec Freddy et je l'ai eu toute la game..

    Le statu inconscient c'est pour ne plus lire l'aura jaune et les hocks ?

    Merci

    In English ;

    The unconscious status (hand on the face, unconscious) how does it happen?

    Is it when they enter the dream world, when you strike, or with a trap? Because the other time I had this status with Freddy and I had it all the game ..

    The unconscious status is to no longer read the yellow aura and the hocks? Thank you

    Ps: I use both languages ​​to avoid translation errors (Google translator LOL)
    

    Freddy is in that state constantly because he's in the dream world constantly, for Survivors they also need to be in the dream world for this status effect to apply.

    When in this state, Freddys Terror Radius is masked by his lullaby, so it's harder to discern where he is exactly. This is where the status effect comes in, it's suppose to indicate that the Terror Radius was changed to the Lullaby in this state. So it's not like the undetectable status effect, where that status effect masks the Terror Radius entirely, since this one is unique and replaces it with the Lullaby when transitioning states.

  • @Crazewtboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1116166#Comment_1116166

    Understandable. But I hope there is some system in place for that.

    It's a gradual process that they'll be undergoing with the new system, so i'm sure plenty of suggestions, feedback, and time will be used to polish the new system before it's final release.

    It's unknown if an inactive player will "derank" in this new system, but if not, than it'll keep them out of the lower skill-caps so they don't bully low-tier Killers/Survivors.

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/1115384#Comment_1115384

    I'd replace Furtive Chase since its just an awful perk with Nemesis actually, since that inflicts Obliviousness.

    Plus if you get stunned and hit the obsession, you create a new one anyway, and it inflicts Obliviousness. Means easier times switching obsessions, which means more chances to activate Dark Devotion.

    And Dark Devotion will always have a survivor carry a 32 meter terror radius regardless of killer terror radius.

    Personally, i'd switch Hex: Retribution out for BBQ & Chili. The Deathslinger isn't like Huntress, so he can't lob hatchets miles away for an aura hit, but having an aura reading can help him detect his next target, which is why BBQ and Nurse's go toe and toe with tracking.

    Either that or Whispers is good for keeping track of Survivors, or if you want to get advanced you can try Deerstalker to make it easier to re-down Survivors and/or keep track of them while snowballing, it's a common perk some Huntresses use in practice. While both Huntress and Deathslinger are fundamentally different, their perk combos can still be useful for either one.

    Except the stealth part for Huntress, the humming kind of ruins the concept of stealth unless you want to try a build that uses the humming as cover.

  • @oTechnic

    The description for some challenges are quite vague, if it says "finish healing 1 health state" than it's implying either you heal yourself or heal another Survivor to do this.

    When I did this, I healed myself and a Survivor half-way and still finished the challenge, so because of the vague wording of the challenge, it could also mean you being healed yourself. If this is not the case, than that's just a misconception and/or a bug with the challenge.

  • @Dr_Loomis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1116284#Comment_1116284

    I hope so. If they could just at the very least sort out match-making, it would be an improvement.

    Definitely, at the moment it's one by one process, so it'll gradually be implemented as time goes on, rather than one big update.

    I believe this is to keep the whole process polished, just so nothing gets out of hand.

  • @kld3169 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1115653#Comment_1115653

    Thanks! I'll try to remember to use certain perks if I use a map offer. Makes sense.

    It honestly depends how well you use those loops as a Survivor and what you can combo to benefit you in said map. In the past, a lot of players would bring Balanced Landing to the Haddonfield map to benefit their chases, since BL (Pre-Nerf) would heavily reduce the stagger after falling from great heights. Now, Balanced Landing only reduces the stagger for the first fall and afterwards doesn't do this, even after the speed boost is used like before.

    If you're new to being a Survivor, or just want decently manageable loops, than I recommend maps with loops that have low walls for you to see the Killer all the time. This will let you know if they try to double-back or mind-game and gives you more room for errors as a result. Killers like Plague and Huntress can bypass these loops though, so it's entirely optional if you want to gamble this. Maps that have low wall loops are maps like Azarov's, some of the Cold-Wind Farm maps, some Macmillan maps, etc.

  • @Witas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1079197#Comment_1079197

    Are charms THE ONLY thing that'll stay exclusive ? If so, that's pretty unfair for dedicated players, especially since half the outfits are only recolors, would've been nice if we could atleast get those as exclusive ...

    As far as the Dev Streams say, MOST of the items will reappear at a later date, but a minimum of a year or so is what they're looking for when keeping it exclusive.

    I'm not one for interpreting what the Devs say to twist their meaning, but saying most sounded like some items will stay exclusive. Whether that's true or not is 100% speculation, so don't take that as a fact. As for if it's just charms, I don't know, your guess is a good as mine.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1114861#Comment_1114861

    Here's the comment I mentioned from Mandy, but it's specifically about Ruin. I'm not sure whether the same applies to a generator which is regressing due to being kicked.

    https://us.v-cdn.net/6030815/uploads/373/TP01G2QDMOB1.png

    I remember seeing this happen in the past when I used Pop with Thrilling, back when Ghostface was fairly new, and I distinctly remember seeing it still being damaged despite being blocked, so it wouldn't really make sense that a blocked Generator removes the regression status and needs to be reapplied afterwards.

    But it makes sense why a blocked Generator doesn't regress while blocked. Either way, it stays damaged before and after the blocked animation concludes and than regresses afterwards.

  • @Ebbal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1115344#Comment_1115344

    That's sad but if they rework every killer with a new chase music it's good for me

    I believe it has something to do with licensing the music or something, idk.

    It makes sense that they would rather make their own unique music for their own Killers, but the inspiration definitely sparked this interest from the looks of it. Either this will be added with every new Killers rework/buff, or it'll just be a gradual thing that happens. All in all, we don't entirely know when that'll be or if it'll happen anytime soon.

  • @Dr_Loomis said:

    I only play on PS4, and it's absolutely awful.

    I'm currently at rank 12 killer and have gone against ranks 1-2 several times over the past couple of days.

    That's usually the issue most players have, being paired with higher tiered Killers and/or Survivors that far exceed their skill-set at that time. The new Rank Rework will fix that though, so it's not going to be like that forever.

  • @EerieBloodyToxicity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1113653#Comment_1113653

    How does swf work on the switch? How do you use comms and mics?

    As said above, use Discord or archaic forms of communication like Teamspeak for that.

    Usually a team can do find without comms though, if everyone on that team knows what they're doing and knows how to effectively go about their objectives without crippling their teammates in the process. So if you don't have the luxury of using Discord or have a mic in-general, than you can always just pull up a regular SWFs and go at it with some friendly faces.

  • @Fibijean said:

    FireHazard explained how to do it on the web version of the forums. I've checked, and as far as I can tell there is unfortunately no way to view one's own discussions or comments on the mobile site at the moment.

    I don't think he was asking about the mobile version, but since he didn't reply that's entirely unknown.

    I know you're also trying to be a thorough as possible, so it's not like I don't understand why you mentioned it.

  • @MartinJohnson

    Isn't this the same post I already answered before?

    Why was it re-posted again? Was this an accident? Or was this intentional...?

  • @RobMeister88 said:

    Yep. After managing to finally get back into red ranks, I thought I would escape all the low rank potatoes. Nope.

    Matchmaking decided that placing me with a purple ranks who play swf with their green and yellow rank friends would be balanced. The killers are usually rank 4-6. You could probably guess how the games turn out 9/10 times. The Tragedy of a red rank solo player on Xbox. At least I sometimes get lucky enough to get paired with a full red rank solo team, and I can tell the great difference in the quality of the matches. Even if we get destroyed, we all get around 15k points and it was a gg. Good red rank killer who knows what they're doing and doesn't tunnel (unless it's obviously necessary) or camp unless it's endgame. As a balanced counter, I get teammates who know when to push gens out and when to save. They also know how to last at least 30 seconds in a chase without having to use every single pallet in their LOS. Unfortunately these are rare matches. Being paired with 3 man swf as the rando is the worst. The 3 men swf are always the ones that complain about how "the randos are potatoes they ruin the game this is why I do swf hurr durr". Sure thing bud, the rando is definitely the idiot when he's the only one who can loop and do gens.

    I'm late to this, but i'm sorry to hear that your match-making isn't the greatest at this time.

    As said before, the Rank Rework should fix all these issues once it's fully implemented, but for the time being I can understand how frustrating it is to face a Red Rank Killer with teammates that're not fully equipped to face a Killer of that skill-set. Usually when the match-making acts this way, it'll just pair you with whoever it can find or has been waiting in queue, which is why you commonly find Yellow and Greens paired with Reds and Purples, the same goes for Killers, they wait awhile in the queue and as a result the queue just picks anything that's available.

    Understandable, this is be disheartening for lower-ranked Survivors/Killers that're trying to grind BPs and/or rank up, so I can see why this issue is a looming one for some players. The opposite can happen for Top-Tier Killers/Survivors as well, they get paired with... less skilled teammates... and/or paired with a Killer that isn't as invested in the meta, so it's hard to really enjoy a match when the skill-set is out of wack Killer or Survivor.

  • @AbsolutelyAmel

    I can agree that the "M1 Simulator" memes can get stale after awhile, but the real enjoyment you get out of Survivor is the chases, the same goes for the Killer since... that's their main focus for catching Survivors.

    Rebuilding the game from the ground up, reseting everything, and erasing all this progress would be an utter waste of time and resources. If you mean by just focusing on the games health before making more DLC, than I wouldn't mind that either. But here's the thing, they're already doing this behind the scenes for the Rank Rework, which would benefit the health of the game once it's fully implemented, as for the new content, this is so the game can continue to be fresh and innovative while BHVR works on fixing the game behind the scenes.

    As for concepts for how to rework the objectives, this is an ongoing debate that a lot of Survivors and/or Killers have talked about in the past, from collecting gas as a 2nd objective to finding parts for the Generators as a 2nd objective. At the end of the day though, the game would need a big overhaul to keep some semblance of balance if this was changed, the meta would evolve yes, but the balance itself would need to be adjusted so one side isn't dominating over the other.

  • @shlema

    It's a common bug that the splinter offerings face daily, sometimes they work and sometimes they don't.

    Personally, the splinter offerings (in my opinion) are an outdated concept now since you can just look up any Killer for a preview before buying the DLC.

    @DelsKibara said:

    Oh dear, that looks like a massive bug with the Splinter offering. No wonder they are disabling them in the next update.

    Where does it say this? I remember this being a thing a few patches before, but it didn't take. I don't see anywhere that it's being attempted again?

  • @PigNRun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1114825#Comment_1114825

    It happens all the time. There hasnt been a single match that Surveillance worked textbook perk description. Its almost like a shadowbuff they never dared to announce.

    The effect isnt brokenly OP, like when Tinkerer would remove the Killer's TR permanently or Wake Up boosting all action speeds. But fixing it would indeed be a nerf for the perk. With Surveillance, I even kick generators at 1%, because I may need the information of someone being on that generator later on. And, it does help.

    If the perk itself doesn't state this, than it's a bug, it's not a "shadowbuff" because the perk was unintentionally buffed by a bug that the devs haven't addressed yet, that makes absolutely no sense.

    While yes, it's benefiting the Killer when it comes to this specific bug, just like the Wake Up! bug before, but that doesn't mean it's a shadowbuff because the perk itself hasn't been fixed yet... fixing the issue isn't a nerf, it's fixing a bug that wasn't intended to be on the perk in the first place. Unless they make it that way in a future patch, than it's deemed a bug.

  • @Ksoni said:

    Thanks for the answers, yall got up votes

    No problem, but it's still being debated if it regresses in the blocked animation itself, that I don't entirely know.

    In any case, the regression still happens after the animation, so that's a for sure thing that does happen.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1114855#Comment_1114855

    No worries. I'm pretty certain I've seen Mandy say that Thrilling Tremors actually stops generator regression, though. I'll see if I can find her comment.

    If that's the case than it would seem that the perk stops regression but keeps the visual damage that the Generator gives off once it's been kicked or damaged by new Ruin.

    I suppose that's so it can continue regressing after the blocked animation has concluded, which would make more sense to why the animation for the damaged Generator is still there while being blocked, but isn't actually regressing while it's blocked.

  • @Ksoni

    Sorry about the double @, but from what I saw AFTER I sent that comment. But after that comment was sent, I was reviewing this video a bit more before closing it, and to my surprise it actually does regress while being blocked!

    here's the video as proof (Skip to 20:19)

    https://www.youtube.com/watch?v=nfTgm3pDZ-I

    As you can see, sparks are flying from the Generator, indicating that it's damaged while also being blocked by Thrilling Tremors. I don't entirely know if Ruin is the cause of this, but from the looks of it it's indeed possible. But as you can see, the Generator is clearly damaged in 20:19 of the video and is shown with the "sparking aura" effect in the middle of the Generator, which means the Generator is damaged WHILE being blocked with Thrilling Tremors.

    Sorry Fibijean for the @ but I just found this information after sending it...

  • @Ksoni

    This is something I don't personally know, I feel like in the past I've seen it regress while blocked but my memory isn't the greatest for these sorts of things.

    I can try @Fibijean to see if she knows, otherwise I can't really answer this without going in-game with someone to test it, and it's late to do that anyways.

  • @PigNRun said:

    Its not Ruin or a new bug. It has been this way for several months now, its a bug which started happening some time after the perk got reworked. But it was left like this... for some reason. Maybe because only now the perk is getting more attention and people are finally noticing it (despite being a really good perk already).

    Honestly, I kinda like it. You can literally paint the entire map white if you want.

    I mean, the bug benefits the user so... but it only happens sometimes.

    So, it's just a minor issue if you look at it from a Survivors perspective, otherwise it's not really anything major.

  • I do too in a way, it gives some flare to being chased/chasing Survivors.

    We'll see how this goes though.

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