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Halloulle

Halloulle

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Halloulle
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  • I needed a lot of tries as well. - Had Saboteur as well to see the hooks.... and omg, idk if it was my luck but whenever someone went down I could sabo a hook with a toolbox, one with saboteur and the killer would still have a third hook close enough to reroute a third time and get the hook. Also 10m is close af.

    When I did get a successful one I did have a 100% chance of getting camped, tunneled and slapped on hook though <3 * insert kek face *

  • It swings - but judging by the speed at which challenges get done I'm most definitely a survivor main atm.

    And when it comes to killer about 80% is Nemo.

    I don't know, the rinse repeat is just easier on survivor for me and given that it's essentially just playing roulette (as SoloQ between you teammates and the killer you get there's very little you as an individual can actually do to influence the outcome of a match) it's also easier to shrug off most of the time.

    On killer, after having played 3-5 matches I just feel bored. Be that because the current state is that either you get matched with people that are somewhat easy to at the very least 2k or that they just grind through gens asap (can't blame them - and I don't even mean genrush with actual builds meant to genrush - just focusing on gens and doing them efficiently without any items or perks to help them with that) so that whenevr you go for any kind of non-sweat/non-"chess" and don't happen to somehow snowball it's usually a 3-4E. Very little middle ground between the two extremes. The first is boring after two or three matches and so is the latter after two or three matches. I enjoy chasing as killer - but only for so long. And apparently I don't like more than 5-15 mins of chase time in one sitting back to back.

  • I guess tastes vary indeed. I for one have a bunch of elodie cosmetics, most of which I really enjoy. Though there aren't too many bottoms I like better than the original ones.

  • I'm just here to convey my condolences and welcome you into the ranks of miserable people, you may never escape the nightmare that's dbd.


    On a different note: people will really hate you if you do a version of the impossible skillcheck doctor with Merciless Storm (Onryo perk). How you use that info is up to you.

  • @Phantom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518310#Comment_3518310

    Did you even read the post? I said it WASN'T ping related.

    Yes, I did. Hence me saying ping OR SERVER.

    That being said though, you can't really exclude ping as an option, even if you have good ping. While you don't know exactly what ping the killer has (except if it's past .... 140? Is that when the icon shows up?) it can still be high enough to cause such issues for ping sensitive killers - and Wekser is a very ping sensitive killer when it comes to his M2.

    Course, pallets are historically buggy as well; there have been serveral instances where survivors/killers would get stuck in dropped pallets / were unable to drop an undropped pallet etc. - but most often even that seems to have been triggered by something ping/server related more often than not.

  • more than anything ping and how events get processed server side. Wesker gets quite some of those funny ones - but there's a lot of funny instances around pallets. One of my alltime favourites was getting the prompt to drop the pallet but getting downed before it happened... or so I thought. Half a second later the drop & stun went through, so my character got back up for the animation .... pallets in this game are weird. Don't overthink. Blame it on ping / servers and 9/10 times you're right.

  • The thing is that the game is so big with so many different things .... and four out of five people have not the slightest clue what they will go up against. Chances are that, if you don't love every single killer, every single strategy and every single type of character you come accross ... there will be matches that you absolutely hate because of things outside of your control (aka who and what you get matched against)

  • I kinda stopped at the point where it mentioned "fun killer" and "actually good survivor" (which, judging by the perks used also means meta builds).

    This game is "whoever brings the stronger stuff"-sided. Whichever side that may be.

    However, there are exceptions to the rule; e.g. Knightlight who, on the one hand, has a 1v1-loadout-Trapper winstreak (aka Trapper without traps, add-ons or actually useful perks) -- but on the other hand smokes pretty much any not-cheating-Huntress with the other Eternal guys during their survivor winstreak (where they each run only one exhaustion perk - and different ones at that).

  • It's perfectly fine. - It is inconventient for a killer and can be a late/end game game changer --- but it only becomes a real punch in the gut for a killer if it's 4x stacked. That's not a problem with the perk though but with how little options there are. Before anything is done to Adrenaline it would be much healthier to first have a look at viable end game options for surv. Atm that's essentially Adrenaline and Hope. Wake Up and No One Left Behind are decent niche perks but usually don't make a difference; considering that you give up a perkslot for the majority of the match you don't get much in return. --- Since there will be new survivors there will be plenty future perks. Why not diversify the options first, see if that has an impact to diversify builds. And if it doesn't then adjust the perks.

  • The distance on live is insane. - Esp. on male survivors. Agreed. That needs to be changed.

    But fiddling with the distance to mitigate insane killer ping (you know, the one where you're vauting into a TL and are pretty much on the other side already and then get smacked) seems to have worked; there were a lot less hits-from-the-moon and a lot of hits by killers on red ping (ping icon) that shouldn't have hit actually didn't hit. Felt nice.

    So I am all for fiddling with the vault speed/distance until we reached a point where high ping doesn't reward the killer while also not robbing killers of legitimate window hits.

  • it's all about cosmetics.

    Best: Nea, Felix, Elodie, Zarina

    Worst: DLC ones... cause none there. (Exception to the rule: Yoichi, he got a nice jacket :3)

    honorable mentions, good: Quentin & Leon

  • Since bots aren't too bad at this point as survivor I'm kinda alright to play with bots - I may still have no shot at escaping but I do have a good chance to get BP and pips. The whole "one person DCed early into the game so it's a lost cause anyway. I can stay miserable for 5+ minutes or just eat the 1min penalty" and every one of the remaining three coming to that conclusion isn't much of a thing anymore.

    Which leads me to think it's more likely a match where this happens is so unenjoyable for four out of five players that they rather DC, than that it is just sheer pettiness.

    Besides; A killer can play out their match just fine, get the BP, get the pips. There's really no reason to be upset about playing against bots.

  • Mostly agree with op. - But I suppose there is no way back. DBD is fun for as long as both sides make a bunch of mistakes. Making mistakes is what makes the game fun. Playing suboptimally is what creates enough room for fun. The trajectory, however, is to optimise. And it seems that's not gonna stop anytime soon. ---- That being said, I do think there are still opportunities for both sides to bring fun into an otherwise unfun match. It's a mix of mindset and loadout. And it's imperative that you don't care the slightest bit about the objective.

  • (sorry, Ayodam smh phone quoted the wrong post. this was technically in response to someone saying to try it in soloQ)

    took me four matches to succesfully get it as solo (for the buckle up challenge) was a ghostie and it was endgame. They still didn't get out the gate for some reason (was dead dawg, gate behind main on end of road side, they were slugged next to the strong pallet right in front of main at the crossing, I got hit into endurance).

    My takeaway from the experience is that while it is very powerful when it does work it is still also very situational. You give up two perk slots for something that then still requires you to be in close proxmity and also undetected. This happens about as often as a pallet save by chance and if its deliberate it takes a surv off a gen for a good while because they have to hover nearby.

    On killer side I haven't noticed much of an impact even though I've seen the combo equipped a few times.


    --- Though, all that being said, when I realised that combo existed I felt it made a situation I would find frustrating to begin with (where the only viable thing to do is to down someone and then not pick them up immediately to e.g. check for fl, pallet or because going after another injured surv right next to them creates more pressure) even more frustrating (especially that last one; swarming the killer is rewarded. Two injured survs do some shenanigans, you down one, go after the other and in that time a healthy survivor picks the downed up - both then promptly take a hit. Yes it requires coordination and I seriously doubt it's an efficient strat outside of endgame/when only one gen is left -- but that doesn't make it any less of a frustrating experience.) Long story short; I'm still on the fence. Not because it's op but because the frustration levels it can create seem to invite toxicity (as provocation from survs but also retributive from killers).

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503395#Comment_3503395

    Name a time the burn mechanic was a good idea and didn't end being thrown on a hook. 🤣

    to keep her from chain blink? that was super useful - especially if you had someone trail. Sure, it was a skill you had to practise but we had a fl enthusiast for a while who was pretty sure to extend your chase by quite a bit by denying her a chain blink. Similar to how fl-ing away Artists birds can be super useful.

    @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503395#Comment_3503395

    Are we playing the same game? One of the big complaints on this forum is that maps have been adding clutter for years. Th majority of maps let you break LOS

    Having cluttered maps doesn't mean you can break LOS - it mostly means janky and incomprehensible collision boxes. And I do get the impression that the complaint about clutter is more often getting stuck, have M2 collide with air and making pathing efficiently difficult. All of that is irrelevant for Nurse. Just look around a bunch of maps and see how far you can see and how many filler structures there are that can't be seen over. There aren't that many. And since most non-filler tiles (TL, four lane, pallet gym etc) have very few options for a survivor to go after breaking LOS. A predicting Nurse with some game sense has pretty much a 50:50 chance to hit with every blink - heck, in those tiles one of the most reliable ways to make her miss is to hol into a locker and pray to the ping gods. If a Nurse misses more than three blinks on you or walks you down it's just not a good Nurse.

  • I see we've moved from giving this perk some needed boundaries to pretty much nuking it into oblivion.


    Tbh, I'd be perfectly fine with some tweaks to reign in the indefinite quality it currently has. E.g.: Additionally to only being available in the injured state and while not exhausted, it remains active for x time (e.g. 20 seconds) of running (time held shift-w), it then causes exhaustion for x seconds (5-ish, maybe a little more). So there is considerable skill involved in keeping it active throughout a chase. While everyone with some skill will be able to walk off 5 seconds it's more difficult to not get your exhaustion in a bad position/make it without mft to a place where you can walk it off. Even leaning into that more and trying 5 secs exhausted and additionally 2-3 seconds of hindered could be worth a test run.

  • tbh since her add-on changes I find her somewhat alright. --- Though the removal of the burn mechanic kinda offsets that. She should have some additional counterplay aside from "Break LOS" - not least because theres a number of maps where its near impossible to break LOS.

  • Eight minutes isn't a short time if survivors get to focus on gens (and one of the things keeping the most survivors away from gens is hooks; one is times out and one has to go get and reset them).

    If they didn't use much resources I can think of only two things: they were prerunning (potentially with SB) or you had atrocious pathing so that they didn't need to use resources. Maybe even both.


    But both of those are some big questionsmarks - did they focua gens? Die they prerun? How efficient did they path and how efficient did you path?


    The info you provide doesn't really answer those questions. Maybe you have e.g. Shadowplay and happen to have recorded that match / can record a future match that is similar and share.

  • @UnavailableName said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502483#Comment_3502483

    Start of the trial

    Take a tape

    Go to a gen

    Do the gen to 50%

    Use the tape to disable the TV

    Finish the gen

    If all 4 survivors do this, pretty much all TVs are disabled on the map but well... you have tested everything right ? :)

    it works as long as TV spawns aren't busted. It happened quite a lot tbhat there were two TVs for every gen in a three gen area. And yes, that means there was a good chunk of the map where there was no TV whatsoever.

    There are strategies to deal with new Well Lady -- but only so long as TV spawns aren't busted. TV spawns need another round of revision (along with hook spawns, while we're at it) and then I'm more inclined to say she's alright if people know the appropriate strategy.

  • Nemo by far

    Sometimes have phases where I like Huntress, Trickster and Doctor - but few and far between.

  • What's done is done. - But that is a rule that should be revised.

    Outside of unknown bugs there is no argument that comes close to justifying banning a newly released survivor - and even that is very shaky: this rule would have to apply to every updare for every character since it's a well established fact that even completely unrelated updates can make e.g. screams of some survivors that have been in the game for years disappear. Aka after every update every character has a chance to be bugged in that way. Not having a tournament up until two weeks after every update (even if it's just a bugfix patch) seems rather impractical.

    Though, apparently BHVR isn't the correct addressee for that. Time to figure out how to let Battlefly know, I guess.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501961#Comment_3501961

    The same janky environment hitboxes that has Wesker slamming people into air has been irritating Huntress players for years. Seeing a hatchet disappear because it got too close to a twig sucks.

    On the upside hatchet and surv hitboxes allow her to throw around quite a lot of corners as well; visually the hatchet may be a good meter behind your injured surv but as far as hitboxes are concerned there's just barely still an invisible overlap of your surv hitbox and the hatchet hitbox. Which imo offsets the drawback from funky environmental collisions.

  • I'm in a love-hate relationship with facing Wesker. On the one hand, I really like it cause he is a really engaging killer to face with so many ways things can go and skill on both sides being rewarded. - But I hate starfishing in thin air and get really mad about apparently having collision with empty space. I know it's necessary mechanically but oh man, how I hate that the visuals don't reflect how the mechanic works. ---- Plus, after the fifth or so Wesker in a row I've had about enough of him 😶[[Fun fact: the vast majority of Weskers may be rather sweaty - but they're also goofballs at heart and there have been so many funny interactions :3]]

    Other than Wesker... there aren't really many other killers that hit that kind of sweet spot. Bubba is funny because it's Bubba. I also always like the looming threat of Tombstone Myers whenever it's a Myers. Blight without the busted add-ons is also fun, same goes for Pinhead. Oni and Demo are also usually pretty interesting matches. I've seen about a hundred too many sloppy silent bell Wraiths and proxy camping huntresses to look forward to matches against those two.

  • Even though it's more of a bug-report and less feedback I suppose this is still the best place:

    It appears my notifications are bugged. No matter what I do, the unread notifications badge next to the bell icon always reappears. When I click "Mark All Read" it disappears in the dropdown but as soon as I reload / go to a different page on the forums it reappears.

    The cause seems to be my own thread "Made for This [yes, yet another thread on that one]". - My best guess is that one reply got deleted by a mod before I read it: if I didn't miscount I got notified of a total of 18 replies, the thread has 19 replies, two of which are my own, so they wouldn't show up in the notifications, which means I got 18 notifications but can only read 17 comments of other people .

  • I used to laugh at that suggestion because WoO is perfectly fine - as others have pointed out: knowing where resources are is only an advantage if you know how to use them. Safe for SoloQ where knowing where the dead zones are is essential for any form of survivability*.


    But I've sorta changed my mind.


    Because if WoO is nerfed then maybe people will start running an actual fourth perk (it's not that hard to remember pallets and windows once you know the tiles - and people will remember that rather quickly if the have to. Which they do without WoO). So yes, please do go ahead and nerf WoO.


    *e.g. Bond is even better toward that end tho

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500818#Comment_3500818

    Something more interactive than skill checks. Maybe the keypad puzzle we have on the traps of skull merchant. That rewards you with a nice amount of points if you complete it. Or something like that. So the match doesn´t feel like a loss.

    After all, escaping is just 5000 bloodpoints and maybe an item.

    something like that as far as BP are concerned.

    I also always liked the idea of getting benevolent points for objectives completed by others while you are on hook- similar to how being in chase contributes passively to the lightbringer emblem. That way the pip situation would also be covered.

  • @Sharby said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500587#Comment_3500587

    1. Fixed an issue that caused the fast Vaults to have the same vaulting distance as the Slow and Medium Vaults.

    wait. So that was why pokos was strong for a long while? Always thought servers were just f*ed when I got hit after a fast vault when I was like "nah bro, that ain't a hit if you're not from the dark side of the moon". Though, if it had been a medium and not fast vault I could see a great many of those hits land o:


    @GoofyGooberRock said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500588#Comment_3500588

    Is it the speed? cause I've been noticing I've been going through them so much quicker now

    It's actual distance; with a fast vault you touch the ground further away from the window than when slow or medium vaulting. Most famous example is probably Trapper placing a trap too close to a window; if you medium vault you step into the trap, if you vast vault you vault over the trap and don't get caught.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500142#Comment_3500142

    What i meant was the hypothetical IF it would happen every match. Since there are a lot of people in this threat defending 4%. Because quite honestly, i would stop playing the game. I´ve noticed an increase of my teammates suiciding on the first hook and its getting really annoying, when you only have so much time to play and then you get several matches where survivors just don´t feel like playing a whole match.

    Maybe replace the self unhook/struggle phase with something more interactive. Something that would reward survivors for sticking around and not instantly kill them if they tab out. After all, people have been asking for bloodpoint rewards, while getting face camped. So the logic step would be to introduce something like that.

    I do 100% subscribe to there being something more to being on hook than just being timed out from doing (side) objectives. - There needs to be an incentive to stick around, even if the match is a lost cause. (and yes, you can incentivise all you want, there will always be petty people or people who get a kick out of ruining a match for someone else --- and for those there should be a stick. But after all the carrots than can be given have been given, so only these kinda people actually get the stick.)

  • Well, that interaction isn't a lot to go on - but I don't really think that remark was meant to say tunneling is a weak strategy. If done right it's - for now - the most efficient one there is. (Wil have to see if the self unhooking mechanic will change something about securing second stage / kill)


    People who've been around for a long time/accumulated a lot of hours and experience tend to agree though that the most efficient DBD is also the most boring DBD. There's also that phrase "the dbd community has a knack for optimising the fun out of the game" --- which holds true for at least a good chunk of the playerbase.

    Giving the benefit of the doubt I suppose that was what they were getting at. Especially if there was no salt being openly thrown around.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498579#Comment_3498579

    Honest question.

    Would you continue to play, if you´d encounter someone who suicides on the first hook, every single match you play? Turning every match into a 3vs1 at 4-5 gens?

    Depends, quite honestly. Also depends on what you mean by "continue to play". As in continue to try and power gates? Not usually, no. Continue as in take chase and pretend this is a 1v1? Continue to try and get a challenge/ritual done? Sure. Will do. Is the most fun option under those circumstances.

    And even if people 4% .... at least half the time I can very well see where they're coming from and am not particularly interested in playing that match either so I'm more or less glad to move on to the next match sooner rather than later.

    As in continue to play DBD altogether? I mean, I play a lot less than a year ago already - and that is in no way connected to 4%-ing or DCing but more due to me having less time to play (the woes of real life T-T) and the overall sweat-level (though, I encounter more sweaty killers than I encounter sweaty survivors - then again, I'm an extremely chill killer player as well which kinda naturally prevents me from going to those places, I guess). It's already a game of roulette where only every once in a while you get a match that is actually fun in the conventional way. Most of the matches you have to bring the fun yourself and have to just do sth in the match that brings you joy and that is not connected to objectives. Whatever that may be. At least that's what works for me (on both sides).

    That being said - I don't encounter 4%ing every single match I play. It happens somewhat more often in SoloQ than it used to (comparing to about a year ago), that's true, but it's nowhere near as bad as some people describe. But even if it was every single match... the same thing holds true. At least for me. Even as is I don't exactly play for the escape, so I'd just play even more for what's fun for me. And tbh, gens are somewhat low on that list if I don't happen to have Blastmine, Fogwise, Flashbang or another gen-related perk on me. Someone 4%-ing is, in that context, an opportunity - not a drawback.


    ---- On a side note: I'm not categorically opposed to just removing a whole lot of the hook shenanigans. For all I care people are just timed out on hook; no 4%, no skill checks, no whatever. - It just naturally follows that people who are timed out for more than a few seconds will also tab out. And then I wonder what is gained there? I can't see a net positive.

  • Question: what exactly is the goal? Do you think any of the players you keep in a match that way will have any kind of positive impact on the other players' match experience? Seriously, what's the point?

    Where's the difference between someone trying to 4% and someone not being able to do that and tabbing out? (Or, if they then add auto-penalties for afk-ing, from just tabbing a gen and failing every single skill check? Or just running into the killer all the time?)

  • Last-second-switching is more often than not to avoid killers dodging left and right.

    Try to get a match with two or more people having a P100 character; I'd say for me about five killers dodge on average.

    So, let's extend that: Since survivors have no clue what they go up against, neither should killers. They see which characters are in the main lobby but they see nothing further; no names (aka no steam profiles), no items, no prestige. Just which character was picked.

  • I usually hook them. - If they haven't come back alive by the time they're unhooked their teamies are fighting a lost battle anyway. If they're back the team had a rough start and I keep that in mind when appraoching endgame; they ain't gonna get hatch and if I can only get one down/hook more before the rest escapes it's gonna be them.

    I hook them mostly so that their teamies can get points for heals and safe unhooks while the afk player is afk. They're screwed that match anyway and I suppose making sure they don't depip and get at least some point is only fair.

  • @Trollinmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488029#Comment_3488029

    It sucks but if swapping gives you a better experience then why not just bite the bullet. I just ended up being a Steve main and vaulted my Dwight until they decide to fix the problem.

    It's still sad tho. I vaulted Leon, Nea, Felix and Zarina for the same reason. - It's just no fun if you can tell that the only reason you consistently get treated ######### in matches is because of Prestige. I mean, I like Quentin and Elodie.... but I miss my pretty little Noir Leon T-T ---- sometimes I load into friends' 1v1s just to moonwalk across the map as Leon and reset pallets😂

  • @Seraphor said:

    This is why you stop at 69.

    You should already have thousands of every add on or offering by then anyway.

    POV: You did just that and but then the anniversary event rolled around and you wanted terrormisus on all of them.

  • Tbh, I think Lethal should be basekit with 1 sec killer instinct. - And only for survs that spawn further than 40m away. - Cause that is really the only issue with Lethal: given that a surv can spawn pretty much in the killer's terror radius with their aura reveiled gives a killer way too much of a headstart.

  • Survivor: Distortion - Leader - Desperate Measures - Balanced --- Leader gotta be one of my fav perks. And without Distortion I feel naked.

    Killer (Nemo): Spies - No Way Out - Plaything - Pentimento ---- mostly because of how scary it is to just hear the "stomp stomp stomp" when a Nemo without TR comes up to you 😂That aside; Spies is pretty useful and between Penti and NWO you usually have enough opportunity to tier up and get hooks.

  • @LobbyDodgerLeonidas said:

    I guess I don't get the logic on how you earned MFT + Hope because you made it to endgame. The devs are balancing the game so the gens get done basically every game

    I don't know what kind of matches you got - but at least for me all gens get done in about half the matches. Slightly more than half in swf and significantly less often in SoloQ.

    To know how many gens get done using the median would certainly be interesting to know - however, only the devs have those stats. Everything on the user side is either anecdotal or accidental.

    The earning part relates more to Hope rather than MFT; you played the match up until then with three instead of four perks. That those endgame perks can be game changers during end game is by design and imo alright. So while MFT isn't "earned" the MFT+Hope combo is. But like I said; that doesn't mean it should be a thing. And as for MFT; as I said rather than being "earned" I think it needs to be kept in check / there need to be boundaries within which you can use it.

  • Strictly in the context of the MFT+Hope combination, I think it's the stacking that's the problem not either perk specifically. There should be a cap to haste stacking - either because haste doesn't stack at all, some perks can't stack with others (either by exclusion in the description, because there is a haste cap or some other way).

  • @TheRealConsent said:

    Honestly even as a 115% killer I can tell when the survivor has MFT 90% of the time. But that's fine, slightly faster looping against a regular killer is something a perk can do.

    But 110% killers? It's ridiculous. Especially combined with hope.

    And you said you earned the combo if you make it to the endgame. But it means you're punishing killers for not tunneling. Most of my games, I get my first kill at around 6-7 hooks. If I instead killed 2 people, I wouldn't have to worry too much about MFT + Hope.

    I said there is an argument to be made: you can argue you earned it at that point in the match; since one of the things that comes up very often is how there is nothing that has to be earned with the perk and it comes up especially often with the hope combo, I figured I address the briefly. Personally I think there is an argument there but I don't think it's strong enough to justify current MFT and other haste stacking the way they do atm. There is a reason it doesn't synergies well with exhaustion perks.

    That being said, I don't think tunneling - or justifying tunneling with a perk - belongs in that discussion. Mostly because you could copy paste the logic: if [perk] increases a survs survival chance in late game, it punishes not tunneling. You could probably argue that way - it would be a separate discussion though.

  • nth is also v popular.

    I don't get the slowdown overkill either. - honestly surprised there's not more aura reading or endgame style builds.

  • @Sharby said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481907#Comment_3481907

    2100 hrs.

    I'm not claiming I win most of my games in solo-queue, but 25% is a very extreme number.

    not really, I'm in the same neighbourhood hours wise, 70-ish % surv and in solo Q I escape maybe one or two in ten matches at this point. Granted, about two of those are lost causes due to one surv giving up for one reason or the other term seconds in - but they're still losses. And most people I know have similar experiences.

  • Every time I decide to reduce the shift-w-ing and focus on staying on a tile for a little I get killers where you can't fall my do that. They've added a number of those now. And I find it really sad. As killer too: one thing I really enjoy as killer is to play around a tile with M2 --- and it always saddens me to see the w away.

    now on topic: I don't think it's quite as bad/ it's not quite as extreme as you put it but it is the overall impression I get as well.

  • @Sharby said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481881#Comment_3481881

    How are you averaging only a 25% escape rate as Survivor though? I haven't even reached that low in solo queue.

    how much have you played?

  • As is, bloodlust is the game mechanic M1 killers without basekit mechanics that help them build pressure and/or mobility need to close the gap between them and other killers to at least some degree; Killers with such mechanics shouldn't even get to the point where bloodlust makes a difference.

    Made For This is a perk and as such not comparable to a base game mechanic. I do find it problematic but mostly because of synergies with other perks. There is too much stacking (I've run into mft + resilience + speed boon quite a few times recently... and it's a massive pain. Not because of each individual perk but because of how they work together. It's the chase equivalent to old Eruption + Overcharge + CoB)

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478793#Comment_3478793

    Before it was opposite for me too but after I focused my game plan to do things that help pipping things changed. I did have my struggles before to reach red grade 1 but playing swf makes it lot easier. I regularly play on pretty decent team.

    But my killer matches just have proggressively gotten harder. Maybe I have won too many games I don't know or mmr just not working. I do get good killers when I get bad teammates on soloQ too but I focus these games mostly on saves to get the pip.

    How many hours you have? How much you play each side maybe can explain bit the difference? I have 3000+ hours on the game and I got 6300+ kills on killer and 2100+ escapes on survivor. I could guess I have something like 1000 hours on killer and 2000 hours on survivor.

    I'm at around 2.3k hours on steam (played on epic for a good while, idk how many hours though) - the first 1.4 or so were a pretty much equal split between surv (50:50 solo and swf) and killer, then it was mainly surv for quite a while. Only recently I got back to playing more killer. So I guess about 1.6k on surv and about 750 on killer. 90% of those killer hours are on Nemo though; so I do see a huge difference between Nemo matches and other killer matches. While steam tells me I got about 2.3k dbd hours, the stats site shows 1.7k hours so I guess whatever shows up there is outdated by a few hundred hours ... or I spent *a lot* of time in matchmaking/being dodged 😂. Not really a kyf or 1v1 player so that ain't it, if it only considers hours-in-match. Anyway, on that stats site I got ~2.4k surv escapes and 1.8k-ish kills.

    Though, I guess that does mean the MMR works just fine and it's just really hard to pip from a certain point on. A point you have most certainly reached as killer - and I'm probs in that neighbourhood as survivor. (Like, I'm honestly surprised by that escapes number o.O whenever I do pay some attention to it and keep track for a while I average out at like 2-3 escapes per 10 matches.)

    Does beg the question though; should pipping, aka getting points in different categories, get harder as you climb the MMR ladder? Personally, I don't think so. As it's supposed to reflect time played during a month. So it should be equally easy/hard for everyone.

  • I respectfully disagree on the easy pipping as surv. - It may be that you haven't reached that point as surv - cause "hold m1" and "rescue" are almost alien concepts at this point when I look at the majority of my matches in the recent past. As surv I'm in the same boat as you as killer, it appears. It's hard for me to imagine getting to a place as killer where I face the problems you face; for me pipping as killer is infinitely easier than as surv. For you it is the other way around. Which I find curious - cause it means time played as a role may actually affect matchmaking more than I would've thought -- aka as you play your mmr will almost inevitably climb, even if you think it should stay roughly the same. .... but that's just me musing here.

    Last words: if you have more fun playing surv atm go for it! don't worry about killer grade. just do what you find fun in the game.


    (also it wasn't 1-ish hours but 10-ish hours above - which I suppose is easy enough to deduce but just I'm case ^^ )

  • Odd. I have the opposite experience. --- Though, after a somewhat long surv break I found it a little easier on surv as well. Still. 1-ish killer hours of chill play in and I got from Ash to Iri ...2? --- Meanwhile many more surv hours and I'm still sitting at Iri 3.

    Well, not really odd. - Looking at the times I took prolonged breaks from one role or switched from a killer I play a lot to a killer I'm more or less a potato with I do notice that the more you play the harder it is to pip (aka: the higher your MMR presumably is the more difficult it gets to pip). Long breaks from a role (or the game altogether) results in MMR decay, switching from one kiler to another also affects who you get matched with and how hard or easy it is to pip (I main one killer and hardly play the others. Only for rituals and challenges and the odd match; my MMR is perpetually low on those --- needless to say: if I play the killer I main a lot I eventually only have stacked swfs with meta builds and good comms. Pipping is hard. Then I switch to, idk, Wraith who I hardly ever play and get easy survs and almost always double pip while chilling).

    Point being: if you want to reach Iri I on killer; pick a new killer, chill on them, go for 12 hooks and take something like Jolt which interrupts gens without you having to make the detour. You should average out at 3 kills or 2+hatch, which should also mean consistent pips.

  • Idk, I thought I had a nice agreement with a Slinger earlier today; I bet on hatch spawning at shack, so I crawled there while he was chasing the last person. He caught on, waited by shack until the sacrifice animation was over, Hatch didn't spawn at shack, he shook his head at me, did a little happy dance and moved away. I figured he just wanted to close hatch for the extra points so I crawled in circles around the closest hook. He closed hatch one minute or so into the blledout timer.... and never returned. I died to bleedout. Right under a hook. In plain sight.

    Though; if a killer goes out of their way to slug for a 4k and/or to definitely make sure they close hatch. Then. Uhm. If you waste my time I waste yours, I guess. You take your sweet time walking around the map - I take my sweet time getting into a spot where you don't find me. Tit for tat at that point. Petty? Yes. Absolutely. But it makes me feel better about the situation.

    --- Now all that being said: the whole crawling to an unhookable spot just for the sake of being unhookable as last surv... is pretty cringe.

  • @CaulDrohn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477923#Comment_3477923

    Everything the game allows you to bring is fair game, as unfun as it seems. So if the killer brings perks for a slug party, it's their right to do so. Yes it's totally unfun for the survivors, but it's still within the game rules. And when you queue for a game, these are things you have to prepared to face. Anything too problematic will be eventually be changed (e.g. gen kick meta), but until it is changed, I expect you to play out the game as good as possible, and not give up at the slightest inconvenience.

    The thing is, were do you draw the line? Which unfun play style is ok to give up to, and which isn't? Is it ok to dc the instant you are downed by an unfavorable killer? Surely not. Is it ok to give up trying to break a 3-gen? For some players it may be, but for me, I will try to break it until the very end, and i HATE it when the other randoms just give up. Its highly subjective what you consider unfun or not. Heck, it's even mood dependant, sometimes I don't mind being face camped, sometimes it get's totally triggers me.

    So, there's no clear ruleset possible to say which unfun situations justify you giving up. Just bc you do not like something does not mean all the others dislike it. So we are stuck with either just allowing to give up in all or none of that unfun situations. Thats where I'm coming from. Restricting self unhook to situations where it's necessary / justified, but denying it in situations where a survivor doing it would just throw the game without need.

    I think we disagree on the premise. - Hard to come to an agreement then. So let's agree to disagree.

    I see where you're coming from though, don't get me wrong. However, the conclusions I arrive at are very different from yours, it seems. Which is alright as far as I'm concerned.

    You have a good one 🤗

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