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Halloulle

Halloulle

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Halloulle
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  • Not every criticism is a complaint...

    This is feedback and I simply think the amount of envelopes you get is way out of proportion, especially considering that you don't get them additionally/optionally or can do anything with them after the event.

    --- making them universal offerings (and drastically reducing the frequency in the process) would be something I would really like but I don't think that's gonna happen (in part because I think it's way easier said than done. If you believe what some people say about the spaghetti code it might actually be impossible).

  • I think it's fair that one perk isn't able to negate a whole build for the entire match. Plus, Distortion doesn't mean you are entitled to not having your aura revealed. --- In the vast majority of matches the tokens will either last you the entire match or will refill quickly enough so that you don't run out of them. - There are some exceptions to that (e.g. Mirror Myers, Ghostie, Wraith and Piggy that have a hard counter to the continued aura blocking as basekit if they play for it) but even if you run out of token you will have done so after having learned a good chunk about the killer's build and being in an advantageous position for as long as you did have tokens (most noticeable is probably Lethal - you just won't be the first chase if you don't directly run into the killer).

  • ....OP explicitly said without a perk, meaning they are fully aware of Any Means.


    And there aren't nearly as many pallets on most maps as a number of people make it out to be. - If you get a pallet thrown in your face every ten seconds tops that leads exactly to what OP said: by the time about two gens are done - at normal speed - almost the entire map is a dead zone. The whole "throw everything" only works if the others are extremely gen efficient. Otherwise it's a pretty much guaranteed snowball at one or two gens (except maybe if you over commit to someone who's also extremely good without any pallets).


    That being said: I'm somewhat confused about what OP wants to achieve? Like, what's the actual benefit? It's the same category as pre-cleansing totems.

  • Also agree that it wasn't someone who made a video about it but NTH. Most content creators who have an eye on usefulness or efficiency have always pointed out how valuable Distortion is. But with gen-kicking being one of the go to strats atm survs can't afford to get chased off gens quickly. If you pre run all the way to avoid NTH that's massive amounts of time lost. On the other hand, with Distortion you more often than not don't even have to hide. Just do a second of your best Blendette-imitation and you're good 9/10 times.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325057#Comment_3325057

    It's absolutely different.

    Imagine being able to block one killer. You say - I can't go against Blight. That would be closer in line than blocking SWF.

    Being able to block one specific player at a time would just make it so eventually you can only play against the noob killers you didn't block.

    Looks to me like you're repeating what I said <3

  • It is tho. It is about picking what you will to go up against based on your own assuption about what you expect to go up against. - And of course playing a certain killer doesn't automatically mean they gonna play in a certain way.... the same holds true for swf tho. And since there are way more constellations of swf (2, 3, 4 persons) vs SoloQ (1 person) it is very much about whitelisting and not blacklisting. Are there more killers? Certainly - the principle is still the same however.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324732#Comment_3324732

    Start point of that red line needs to start like a 3rd of the way up the chart lol. My first ever killer game was a solid 4k. Took a while for my mmr to throw a team at me who served me a 0k.

    it's not necessarily whichever line is higher succeeds - more like what the curves look like in comparison. Surv learning curve is super steep until you reach a certain point from where it pretty much goes flat again. For killer the curve is not nearly as steep for the longest time -- only toward the end it becomes somewhat steeper (and at the very end is probably a very sharp uptick, depending on the killer, that determines whether or not you can take on those survs who climbed the mountain without relying on the most busted addons and perks the killer in question has)

  • image.png

    this illustrates what my impression of what the "skill progression needed to succeed curves" look like. Blue is surv, red is killer. Everyone starts out as a newb but once you leave the absolute newb area where no one knows what they are doing survivors very quickly have to smh make it past a wall-like increase in skill before they can deal with killers who have some idea of what they are doing. Once they have managed to climb that wall (few people do; very few people want to invest dozens, or more like hundreds, of hours into a game to be able to actually play it and enjoy themselves) however, only very few killers can take them on.

    With your 300 hours total you're out of the "kiddie pool" and are at the very foot of that wall of a mountain. Your killer experience is alright for the foreseeable future; you won't run into survs who climbed that wall for a while - and even if you do: until you manage to beat them consistently you likely lose enough MMR quickly enough to fall out of that bracket again (after a handful of matches). - As survivor on the other hand.... you either climed that wall ...or you didn't. If you put enough effort in you can get the "game knowledge side" of it rather quickly: learn every killer perk and how they synergise, learn every killer's power and add-ons and how they change the game (aka how you approach the match as a whole but also how you approach certain situations). Then there's also the mechanical side; learning how to loop from scratch and by trial and error will be a long and frustrating thing (because for a good long while you'll get maybe ten or twenty seconds of chase per health state; which doesn't add up to a lot of practise). If you go watch videos and do an hour or two of 1v1 against each killer to focus on working out how they work you'll automatically get enough chase practise to significantly improve. ..... But seriously: how many out of 1000 new players go to those lengths?


    That is I think also why you find a lot of survivor mains with a lot of playtime going up against relatively new killers; they probably never bothered to learn perks or add ons or do 1v1s. They're just there for the fun of it and never have and probably never will climb that mountain.

  • No. - While a ban timer can never solve issues when it comes to connections, petty DCing or whatever, it is there to manage it, so that at a given moment the chances of people getting matched with "DCers" are as low as possible without being too opressive. --- That being said: There should be a maximum ping range; if you average over the past x minutes (since log in up to, idk, 20 minutes maybe) is below, let's say 200, you can Q-up again, if it's above you get ping-blocked from Q-ing up. People who have very occasional ping spikes will still stay below the cap with their averaged ping, while people who always have very bad ping will be prevented from Qing up - so are people who frequently lag-switch (idk how prevalent it is but the accusation gets thrown around a lot) because their average is very likely above the cap.

  • Distortion is your best friend. Especially againsst NTH --- I swear, killers who use it rely so heavily on it that even a barrel or some corn literally right next to the gen are enough to go unnoticed....

    That being said; I do agree that the whole "make it 3v1 asap" and other playstyles falling into the "maximum efficiency minimum fun for the other side" are getting somewhat out of hand. A game - assymetrical or not - should not be a zero-sum-game when it comes to the fun factor; where one side having fun automatically means the other is having a bad time. But that's kinda how it is in the majority of matches atm. ------- Just don't think that the decline of stealth gameplay has much to do with it.

  • The issue with Killers blocking swf is the same issue as survivors whitelisting killers in order to go against them.

    I mean, sure. Have killers be able to only match with what they whitelisted (be that only SoloQ, or Duos being ok or whatever) and have survivors be able to only match with killers they whitelisted... and... you don't get any matches on either side.

  • @AmpersandUnderscore said:

    I think insidious rework world be something where, on hooking a survivor, your terror radius is reduced based on how far you are from the hook for 30 seconds or something. So if you stay at the hook, full terror radius, but once you get about 32m from the hooked survivor your terror radius is 0.

    Make it a good perk for getting into the next chase and not just a 'camping enabler' perk.

    I really like that idea. - Atm it's the number one camping enabling perk (which I think is rather paradoxical if the overall goal was to reduce and disincentivise camping - which I think it actually is).

  • @HugTechLover said:

    Brutal strength, enduring, sprit fury, hubris.

    I think we should start calling that combination "Brutal EnFuRis" :D

  • I do love Spies and Whispers for some "how tf did the killer know I was here?" situations.

    Dark Devotion can also be super fun (tho, as killer you sadly don't really notice how much confusion it can cause among survivors) - together with Nemesis you can trigger it quite a lot tho. Take Enduring (or EnFury) to get as many hits on the obsession as possible (if you get a ttv it can be quite funny to see the effect on their vod later on --- or pop in their chat to see what their reaction was).

  • onlz reason I dodge is if the team has names that literally announce they're gonna be toxic and/or literally saying they're cheaters.

  • Am I blind or are we on page 2 and no one mentioned the one being healed should bring Leader so it's even quicker?

    That being said. I'm 99% sure any match a swf goes into with that set-up will result into either a 4k or 3k+hatch. So, while it's kinda insane that stuff can be stacked to this degree it's absolutely not useful, effective or viable.

    How could a viable version look like in a swf? - Have someone with Botany + Desperate + Streetwise + Distortion + Ranger medkit with charges and/or speed (+16 & +8 +5% or +15%, I'd say). They will be hiding and gen-jockying all game, essentially --- and will heal whoever comes to them to get a heal. Ideally 1-2 people have coh, so the designated healer can always remain very close to a boon to heal people up. Have everyone except the healer run Leader. Have 1-2 others run Desperate. Have 1-2 people run Mettle. Have someone run WGLF. Between people tanking, healing up and Desperate+Leader getting even past maxed STBFL this should get you max healing action. - Of course this swf would still have to have excellent coordination and call outs and the gen jockey would have to be pretty good at stealthing while the others would have to be pretty good at chase, hit tanking and preserving resources.

    (edit: the mettle of man-ers could also take reactive Healing)

    Chances of actually running into that? - Maybe... one in a thousand?

  • I'm hesistant - because I do see all these killers, some more often than others (been a long while since Twins and Billy) --- and they tend to do pretty well. Then I remembered that, safe for Legion, I only ever run into them with some of their strongest builds possible.

    So, yes, I do think they need changes so that they don't need their strongest builds to be able to compete ---- but at the same time these strongest add-ons need to be reworked as well, as they would be way overtuned.

    Legion doesn't need a buff, Legion needs a rework (again). - If a good chunk of the killer concept is to be as annoying as possible it should not be a concept.

    --- And lastly; changing an entire survivor perk to help one killer out is a terrible idea since that weaker killer that is helped benefits just as much from it as those stronger killers/builds that make it necessary for survs to bring certain perks in the first place.

    Add-ons, sure. Basepower. Sure. - Perk changes... not without looking at each and every other killer and perk.

  • I wonder about that too. - Like, I do like to play as Trickster occasionally and it's usually pretty fun. I rarely play against him and as long as it's not the ricochet blades or a funny trickster who does what some argue Trickster can do best - camping certain hooks - it's pretty fun as well.

    Yes, how well he does is pretty map / tile dependent - but I also think it's not as bad as people make it out to be. As Trickster it's funny to see what you can hit --- and as survivor how you use a map just kinda changes. - Though, I can see why he's got a reputation for not being too much fun to play as as killer. Simply because there isn't that much you can improve; the knives are always inaccurate, so there isn't really anything to master with him.

  • Yeee, lots of it. - It's not everywhere tho. With "my usual swf" and in SoloQ it is like that a lot --- but other times, usually when playing with different friends than normally, it's different.

    Though, it does seem to be less today than the past days. - I've always noticed that the week before grade reset killers get extra sweaty and survs extra selfish. Probably to grind out those last iri grades. --- Maybe it's similar the first week after grade reset now when a bunch of people set out to get from Ash to Iri asap.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321145#Comment_3321145

    I find if you just mess around with builds (I change mine up often) and not care about whether you escape/die or 4k/1k, the game is the overall enjoyable. Purposely pushing for high MMR seems to me like a form of self flagellation. I've rarely seen anyone get to (presumed) high MMR and actually enjoy themselves.

    I wholeheartedly agree. - But I never played sweaty to begin with. - Heck, if new people join the swf server to find ppl to play with I intriduce myself with "hi, I'm Halloulle, I don't run meta and I refuse to play sweaty. No clock call outs and no comp corner. - If I see a chest and am lacking an item, I will open that chest." My biggest "mistake" is probably that a number of people I play with do play comp and do the whole sweat routine on the surv side. So while I certainly never tried to get to high MMR... they did. In the process I seem to have unintentionally gained more than I would've liked.

    So I guess... it's not about purposely pushing for high MMR... but purposely avoiding it. I certainly don't care about escapes - I just want a fun match (and contrary to what I believed pre-yesterday it is actually possible). So if I make it to end game nowadays I tend to try and take chase so everyone else can escape - or do that late egc trade. Or take the extra body block hit - or do the additional heal tech. If it's always gonna be a 1K I want to be that 1K. Maybe, one of these days, that lands me in a place where killers who pretend they play every match against a seal team six are the exception rather than the rule.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321350#Comment_3321350

    • Eh...I'd hesitate to call that a camp, it's more trying to snipe and there is counterplay. This isn't like a Bubba or a Clown doing his thing.
    • Counterplay? Use what you have. Ex perks. A wide serpentine. Have more than one person run in. Or slip along behind the hill and grab her before Huntress can down you (use her as a shield while unhooking).
    • I thought you were talking about camping. Tunneling...is a lot harder to define. But okay, that was tunneling. It can be annoying, but an easy way to counter it is to force an exchange - if you take a hit, it buys a lot of time for that person to get to safety. Or take a hit, then jump into a locker - 9 times in 10, that Blight will pick you up.
    • If you play a lot, your MMR stabilizes and it'll take a lot of losses to drop down into another bracket.
    • Unless I'm right about you being in a weird bracket (one I've literally never seen before)...you're probably exaggerating or misremembering. Those bad games stick with you for sure, and it's easy to forget the fine ones.

    How does it make any difference if you M2 into M1 from up close, or M2 from far - and go M2 into M1 when someone gets too close? The result is the same: it is impossible to arrive at the hook in a healthy state.

    I think you have something mapped out in your head that works with perfect communication in a sweaty team. - Like I said: I don't do that. I want to have casual fun with hardly any meta builds (in that scenario Idk how windows, wake up, wglf or we'll make it [w-themed build ^^] could've helped me) and I want that to result in a placement where the other side doesn't play as if everyone they face was Hens and frens doing an escape streak.

    Man, I wish it was 9/10 times they go for an exchange - or just hit the bodyblocker. Body blocking they tend to 100% ignore if the bodyblocker doesn't happen to block a tile with a narrow passage the killer can literally not get past without hitting them and just walking around isn't an option either (like that teamie who completely blocked main against Artist). - Didn't try the locker one to incentivise an exchange so I guess I'll try that when I get a chance --- but judging by the lengths killers go to to ignore others who try to bodyblock and take a hit... I doubt they'll care.

    "A lot" in this case seems to be way more than several dozens of matches pretty much in a row. --- I haven't tracked games in a while... but maybe I should and see what my escape rate is like. If I had to guess I'd say... 10% tops.

    I would be inclined to agree pre me having my rule of three matches. It's not so much about me remembering the exact matches but remembering how often I call it quits after three matches when they were the first three after staring the game / switching to survivor and that it is for the always same reasons.

  • I don't actually know old Billy, so I can't say too much about it. - But while I agree the overheat is ridiculous when you just want to use the chainsaw in chase and want to be smart about it - I dread the image of Billy's who rather perfect the art of camping hooks with a ready chainsaw. If overheat should stay simply because of that - or if it should be removed but you can't use Billy's power in close proximity to the hook, similar to artist - or overheat only happens in some situations that are likely to occur when camping a hook but unlikely when in chase, idk.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321325#Comment_3321325

    Okay. Let's look at those examples.

    • Did the Huntress see you coming for an unhook? Was it basement?
    • Ditto. And either way, that has a decent amount of counterplay. A Huntress doing that at 5 gens is taking chances. A Huntress doing that at one gen is...understandable.
    • That Blight isn't camping. That's defending a hook.
    • That Nurse isn't camping.

    All you're describing to me is...standard gameplay that you'll see to some extent at all MMRs, because a lot of survivors are very careless when they run up to unhook.

    It might be that a narrow band of MMR exists where sweaty wannabe type killers hang out, much as - if your MMR goes low enough - you hit the 'farm bot' strata. But...that's sort of inevitable in any game. And DbD is a game where, if a killer could possibly be facing a comp squad next game, will take all the steps they can to be ready.

    ... I'm still not limiting it to camping.

    As for the huntresses: no, it wasn't basement, and no. It was just very well visible. - I don't know how many gens were remaining exactly - but less than five and more than two - cause if it's two or less I kinda get it. The first one I was solo and the one on the hook - but even if I hadn't been I wouldn't have known how to sneak past her while she was frantically patrolling - and I wouldn't have had a way to coordinate with the others. So not mad at the two solos who tried, saw what she did, and turned back around 😂(Needless to say the time it took them to get close enough to realise and back on their gen was the time they were lacking to finish all gens before I was dead). Second we were swf with a random. Could see the ready hill snipe from half the map away (Cowshed) and while she wasn't insane at sniping she wasn't bad either. We tried, since just leaving the rando on hook seemed like a bit of d*ck move - we kinda pride ourselves in not being that kind of swf - but couldn't get close enough without being seen aka sniped. It turned out to be a down for the unhook and she promptly went for the unhooked, waited bt out and then it was a hook and a slug. gg at that point.

    Enlighten me to the counterplay to a huntress having a hatchet charged on a hill with a hook in the corn --- who definitely wasn't corn blind. I would really like to know, because I'm genuinely unaware of that counterplay.

    "Defending a hook" - "tunneling" - where's the difference in that example?

    Never said the Nurse was camping. Just that she was running a pretty notorious build that I'm sick and tired of seeing. - The one upside with that one is that Ut's at least over quickly.


    Look, I think I've said it several times: Yes, those are playstyles and people can play however they want - but that kind of match is about as far away from what I consider fun as 4x BNP + prove + streetwise/resilience/overzealous + hyperfocus/stakeout. I also don't say there is no counterplay in existence at all -- tho when the "counterplay" is some version of "git gud" then I kinda rather just want to fall out of that bracket --- which disproportionally often losing should achieve ---- but doesn't.

    For killer simply not running meta perks and going for 12 hooks does the trick. - For survivor not running meta perks and not being hyper-efficient doesn't. I much rather have that I just never gotten to that place as yes, those matches happen at all levels, the frequency at which they happen is way different though.


    (edit in reply to your edit: Those were the last four matches of the day that were the icing on the cake, so to speak. I don't make a habit of memorizing or recording all matches I play. I usually have a rule of three: If I have three matches in a row that suck like the ones above I take a break. I played the fourth because the artist one wasn't actually bad, it was fun and I gladly sacrificed myself to get my teamie off the hook and out since he got me off the hook.. twice and probably wanted to make up for the first one after which she got right back on me. Took a hit and a down for me, completely blocking main so she had no way of following me. It was cute. I wanted him to get out. anyway. Should have called it quits on that positive note to spare myself the subsequent nurse match) - Sometimes people ask to play, sometimes I think of something fun and sometimes I'm just bored so I come back later the same day, sometimes I take a break for a day or two. While I can't recount every match of the past weeks, I can say that I very rarely played more than three matches in a row.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321157#Comment_3321157

    Are you sure you're not seeing what you're looking to see though?

    Yeah, you aren't going to stop folks at the top from bringing the best stuff - that's...sort of what 'the top' means, but again - I've been watching a few ultra top tier survivor streamers recently and I see the odd camp or tunnel - generally tactical/opportunistic, not from the start. I'll actually be doing a data...thing soonish where I'll put the numbers I've gathered up, and this sort of from-the-start deliberate cheese is less than 10% of my survivor games.

    Like...yeah. If I hook someone, and I see someone running in full vision to unhook, or following me like a puppy - I'm swinging on them. And if I see someone I've already hooked and another person, I'm going for the vulnerable person. Against a decent team, they can do a lot to prevent an off-hook tunnel, unless I'm abusing the tricks Clown/PH can do to negate endurance (which I don't do...mostly because I almost never play Clown unless I have a daily).

    I'm fairly certain I wasn't imagining the huntress aiming at the hook at just the right distance to go hatchet into m1 to make an unhook impossible, or the one who camped with the pulled hatchet on the hill while having a hook in an open space. Or the Blight with 21 and Adren .... who for some reason still beelined back to hook the second someone got unhooked.... at four gens (gotta make sure you get back fast & can def find that recently unhooked surv...I guess) . -- those were three consecutive matches. An artist match that was alright - safe for her leaving whatever chase she was in to not lose the trail of the just unhooked. She got Haddonfielded though and first chase was a three gen chase, so I guess I don't blame her too much. - Followed by a double recharge Nurse who did the usual thing with Lethal, Starstruck and Awakened Awareness - do it while you can, I guess. After that I had enough of surv for the day - until said old friends popped up to play some matches.

    I'm not even saying these killers do anything wrong ---- just that I advise anyone to avoid getting to that level. Whichever that level might be. I just know that escaping significantly more for a while got me there, so it was a rise in MMR and not a loss.

    Who knows, maybe "MMR hell" in dbd for survivor is being in the unfortunate bracket where you get all the killers who can get there with those playstyles - but can't compete against most survs in 'actual high MMR'. The killers who aren't playing that way but would technically be on your level as far as skill is concerned don't make it that far - or don't stay there very long; probably to do with maps and just how much of a difference gen slowdown makes. --- and the killers who are 'actually high MMR' are in a different bracket above. Which leaves people like me in the "too 'good' to be matched with the casuals" and "too 'bad' to move past the ones who make up for a lack of skill with scummy/super sweaty playstyles" bracket of hell.

    @SmolBlob said:

    People calling themselves high MMR will always be hilarious.

    You didn't read the first sentence, did you? "High enough MMR" to get to a point where that behaviour is prevalent. Wherever that is.

    I don't know what MMR I'm at. No one does. Judging by the consistently high hours, high prestiges and cosmetics I can make a guess though.

    (just noticed you might've not meant me. - If so: sorry. tired brain, realised too late 😅🙈)

  • @Sonzaishinai said:

    Am i the only one that plays without mmr in mind and gets decent matches?

    @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321145#Comment_3321145

    Was thinking the same thing

    Idk why people are getting so obsessed over something they cant even see, nor confirm

    Well, whatever it is that determines I end up with super sweaty killers as survivor playing solo or with my usual friends. Maybe it's flat out hours after all and MMR doesn't exist. - But something determines that when I play alone I shall get sweaty killers with sweaty builds with sweaty playstyles --- and when I play with the other group I mentioned I get casual killers that just play the game. And there are exactly two differences between the friends I played with today and me: hours spent in game and (probably) MMR.

    I don't even want to think about MMR. I don't care if I escape or die. - I literally just want to have those "decent matches" you mention.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/361462/piece-of-advice-avoid-getting-to-high-mmr-at-all-cost

    Eh...

    I think my MMR is fairly high, but nowhere near capped. I see a good few 'known' players, the odd streamer etc. on my Artist and other stronger killers, but while it can be pretty sweaty, it's not unsurmountable most of the time. I'll play hard at the start, sure - in that I'll get a chase and a hook as soon as possible as that allows me to take control of the tempo of the game, and I will get rid of someone as fast as I can - not off hook, but if I find them I'm going in - but I'll also ease up if I'm stomping and let folks get a gen or two done, some heals and unhooks so they don't depip and I'll generally let the last one go if they aren't BM. And I...mostly do okay.

    Strongest builds? Sure...but that's high MMR in most games (and generally intermediate MMR, because the meta trickles down from the top). People play what will most likely secure a victory. I don't even consider Eruption all that good, because the second you're against an SWF you'd be better off running something that helps you recover rather than something that snowballs.

    On survivor...hmm.

    Camping, 3gen, tunneling? Nah. Nowhere near 9/10. Even Otz recently remarked how much rarer it is these days. And in closing in on 300 survivor games now, plus likely another 300+ I've watched via streamers, I've seen someone staking out a 3gen from the start literally once.

    One thing to remember though - at the apex of this game, so MMR cap and tourney play, killers camp, slug, tunnel and do everything they can and often end up with 1-2k max.

    Man, I want your lobbies/killers like you. I don't even remember the last time a killer let the last surv have hatch (granted, if I get tunneled out first as solo and it doesn't look like the match is over in the next two or so minutes I don't stick around to find out) and maybe every once in a blue moon does a killer actually slow down when they realise they can win anyway. As for your experience on survivor; I did include the usual super strong builds - be that by virtue of perks or by virtue of add-ons. Though, if it was just camping, tunneling and 3genning as a strategy it'd still be around half the matches, at least recently (and yes, I do think it's gotten even worse, at least for me. - I've never run OTR+DS... because I find it overtuned and cringe. - But man, I sure feel like it's a necessity now. I hate it tho, so so far I'm refusing to bring it.)

    I'm not necessarily saying there should be no sweaty gameplay - let the comp sweaters do whatever tf they want. For all I care they can sweat through five towels in one match. - But I don't want to be anywhere near them with my casual build and playstyle <: ---- You would think that losing enough matches would get you out of there. But apparently not.

  • @YOURFRIEND said:

    This isn't about MMR. This post is you complaining about not being able to run non-baby killers. Honestly disappointed, I was looking forward to talking about how annoying it is to have to play the metagame of managing your MMR.

    Feel free to be disappointed <3 I think you're misreading what I wrote tho.

    I thought my pointing out that despite me being able to run a killer longer on average my sentiment didn't change when I *didn't* manage to run them any longer would make that clear. But apparently not. - There were two chases in six games that were way longer than usual and the rest were marginally longer - if at all. The one thing that was absent were the three things I pointed out in the very beginning. (And guess what? We still only had one 4E in six matches - the others were all 3 or 4K.)

    @Wewantjason said:

    Once you get to high mmr as killer it is significantly worse. Keep that same mentality if you hate the sweat and only win 20% on killer too. I ONLY get matches where survivors are high prestige with best items/addons/perks. Every. single. game.

    well not EVERY but a good 80-90 percent and thats why you get sweaty killers. We don't know how hard you plan to play but we do know most our games are with try hards and yeah, we want to win to. No one is just going to LET you escape because you had a lot of sweaty killers in a row.

    Yeeee... I noticed on the killer I main I got a missive MMR rise when I grinded for Iri I last month. I started out with super casual builds and go for 12 hooks; that usually has me average out at 2K and keeps me where I like to be; challenging but hardly any babies/newbs in sight, and only the ocasional super sweaty swf. But by the time I reached Iri grades I had taken two slowdowns - just in case. Also started to spot more of those "dreaded seal tam six squads" that pop two gens in less than a minute at the beginning and FL safe from the last sliver of an angle - and are really hard to catch on top.

    Well, I got Iri I but I really don't like what matches are like at whatever MMR it was in the end. Went back to my casual build and usually get 1-2K atm. Will see where that gets me over time. --- That being said, this happened occasionally before and I do get the impression that killer "self regulates" much better than surv. It's much easier to get back to a comfortable, casual and fun place. (After escaping maybe 1/20 matches for the last 200-or-so surv matches I played I assumed I would finally be out of that sweaty bracket.... but apparently not.)

    I think if I play survivor I'll keep playing with those old friends. I still die 8/10 matches - but at least it's a fun match ¯\_(ツ)_/¯ maybe, one day, I can play Solo or with others again and get similar killers 😂

  • A number of streamers/youtubers pointed it out. - But it also just took a while for buffed Eruption to become meta. - If something is extremely annyoing but pretty rare it's alright.

    I think Eruption became extremely annoying and prevalent with Knight's release and I think since then it took maybe a couple of days until everyone was kinda on the same page that synergies are way overtuned.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320544#Comment_3320544

    Incentives for playing out a match normally.

    Some ideas.

    Remove de-pipping except on DC's or suicides.

    Increase Survivor BP gain across the board.

    Uncap categories for Survivor.

    Give extra points for being camped.

    Give extra points for being tunneled.

    Re-balance the game so that a 4v1 isn't a horribly Survivor-sided experience and so that a 3v1 isn't a horribly Killer-sided experience.

    Very much this. Punitive measures aren't gonna do the trick. Positive reinforcement is the way to go. - And a survivor has zero incentive to stay if the forst two minutes of the game go badly. They'll depip anyway. They'll not get a sufficient amount of BP. They don't get a sufficient amount of exp (aka progress toward shards).

    Only thing I'm not sure about is the uncapping categories. - i think it might be better to add score events to categories so that actions in one category can at times carry over into another (similar to how being in chase gives you some points in lightbringer if gens get progressed while you're in chase).

    Most important point is the 4v1 3v1 situation though. The one thing that makes me immediately not want to play a game is if it's a funny killer who wants to make it 3v1 asap.

  • I haven't seen actual reasoning either. - But the narrative on the forums is "information" = "easy win". - Which is in theory correct but it conveniently ommits the "potentially" from the right side of the equation. People still need to know how to interpret the information they got and act accordingly. This is why the gap between SoloQ and SWF is not bigger than it is and why most swfs aren't nearly as scary as they're made out to be: yes, if on comms they can have all the info there is --- but that does absolutely not mean they know how to read it or what they should be doing at a given moment based on that information.

    The HUD will come in handy for solos in situations that were super frustrating in the past like "I'm on the other side of the map, I'm sure someone else is closer and goes for unhook" - teamie goes second, guess you were wrong. Depending on the map now you can't even make it in time. - Or if you don't know if it's safe to unhook, well, if someone else is in chase and you don't have terror radius on hook it is.

  • the more you play the more stable your MMR is; if you were sitting at the pretty much same MMR pre-purposefully-losing for a high number of matches those five matches just didn't make a dent.

    I see the same happen on surv for me a lot; I play mostly swf with the odd day of SoloQ in between and even when I lose 20+ matches in a row nothing changes; still get matches with survs and killers who got quite the hours and prestige count.

  • As a concept Clown and Plague. Just URGH.

    Depending on what build they put on I really dislike "funny Legion", "funny Pinhead" and "funny Wesker".

    Nurse, Blight and Spirit with you-know-which-addons are miserable as well but I guess I'm jaded enough at this point to not care anymore.

  • hard to say if it has become more bm. - As killer I've always gotten relatively little of that (maybe one in... 10 survivors, so one every third or so match). The tbagging got more, the clicking got less - for obvious reasons, I guess. I also don't have a habit of humouring bm. So if someone clicks at me I tend to ignore them. If someone wants to tbag in gate they can do that all they want - I'm not there to see it.

    As survivor ... not more but different. Like, in the past it seems to have been that some people just had the whole hitting on hook, nodding as their thing. Just what they did, regardless of anything else happening. Recently I got a lot more of... the power-tripping kind of bm. Like standing on hatch and waiting, letting the last surv bleed out, closing hatch, downing last surv, bringing them to gate just to grab them when the gate is 99 - or let them open gate and mori them 1m before the exit line (not saying killers have to let the last surv go ---- but then just hook them).

  • heartbeat is directional, isn't it? You may not pay attention to it but it does help you discern which direction the killer is coming from. And on low visibility tiles you can also get info from the proximity volume change.

  • 3500 hrs seems a bit much - I got roughly half those hours and if I hadn't spent excessive amounts of shards on cosmetics all characters you can buy for shards would be unlocked and brought to P3. I think the time estimate forgets about events (log-in & double exp), codes and sales.

    That being said, 1.7k hours is still a lot.

    The real issue is several essential perks being locked behind franchise DLCs. - These need to be unlockable via shards way easier, otherwise bringing viable builds is very much a pay-to-play kinda thing.


    Imo, the easiest way to fix it, especially the catch up, is to split the shrine in original chapters and franchise chapters. That way the franchise perks would show up within a reasonable timespan. - And as for the shards: give new players 1-2k each day they log in for the first thirty days they play. That's gonna bring them back and set them up with 3-7 new characters just from logging in.

  • You see, there are different kinds of Bubsis out there.

    The meme Bubster who tries to get an early down close to basement and then goes insidious camping. It's a meme so it doesn't get me too mad but it's honestly a waste of a game. Chest protector Bubba is very similar but you get what some people would consider a fun mini game in the game.

    I know and love Bubsis for their dedication. They see you, they chase you - and they embrace the overcommitting. When they eventually do down you you got a friend for the rest of the match. Honestly, I don't mind. --- And Bubsis who leave the hook after a long-ish chase are pretty cool potats.

    Only Bubba I can't stand too much is if, for one reason or the other, he got an early down and just embraces the camper stereotype. It's not even the basement Bubba meme.

    Long story short: if you like playing Bubba play Bubba --- And despite his rep a lot of survs seem to have a soft spot for him.

  • The thing with "forcing people to stay in a game" is not gonna work. You can't force people to play a match if they're not enjoying playing that match. --- If a player determines that the game is already lost and there's no net benefit for them to stay other than an imaginary pat on the back, why should they continue to participate? Atm there is zero positive reinforcement that incentivises people to stick it out.

    And while there are plenty people who DC/suicide for utterly ridiculous reasons the game has no way of telling the difference.

  • Idk, Op. To me those look like standard hits from Nurse * insert kek face *

    No, but seriously. - It's not always as extreme as the first one or Piggy. - But the others... that's what it looks like on my end more often than not (with a 30-35 ping --- and even when the killer is in the same country/neighbouring country [it's Europe, countries are small] as I and should thus have a similar ping). Ping factors into it and results in absolutely ridiculous hits - and especially lunges - sometimes.

    ... And the funny stuff that happens around pallets...... don't even get me started.

  • to mark irony. The post saying to remove one third of the pallets, change one third to vaults and keep one third was not meant seriously --- precisely because of what you say: the map would be even more survivor sided if that happened.

  • You no say ^^

    I should remember to put an */i at the end of some posts 😅

  • It's so ridiculous.

    If they want to go the cheap easy route and just do a retexture - then at least retexture an asset of the target character (Felix does have a Twitch T-shirt which may not be the prettiest either - but it does fit his body shape). It'd still be ridiculous since it's not some Twitch Prime Goodie or Code Giveaway or sth but a thing that people are supposed to pay for with actual, real money.

  • The base mesh is the exact same base mesh. - For Felix they just squished it a tiny bit in the front - but the underlying bodyshape and the proportions still are Jeff's model.

    Blue is the Felix mesh, Pink is the Jeff mesh.

    FJ_front.gif FJ_side.gif FJ_back.gif

    ... Idk, if they wanted to save time and just do a retexture.... why not retexture something that actually belongs to the character? Felix has a Twitch T-shirt that isn't super pretty either --- but at least it fits his body shape.

  • I agree. One third of the pallets should be removed. One third should be turned into vaults. And one third should remain. - Sound fair?

  • @Seraphor said:

    "You should have deliberately stayed away."

    Er... no. They left the hook, went across the entire map, checking for survivors. Every effort was made not to camp. But when you fail to find survivors, you have to go to survivors objectives to find them. A hooked survivor is one of them.

    30 seconds is a long time for no progress to occur, and a big risk for generators to be completed. 30 seconds before returning to the hook is one of the most reasonable 'non camping' scenarios I've ever seen.

    The idea that 'proxy camping' now includes scouring the entire map before returning to the hook is bizarre.

    Maybe survivors should deliberately avoid generators?

    you missed the "not" there. - Granted, "assuming" is probably the wrong verb "not [...] assuming [...] you should have deliberately stayed away" doesn't sound too good. So for clarity's sake: I am neither blaming them, nor am I assuming proxy-ing was their intention all along, nor do I think they should deliberately have stayed away at the point where they decided to return the second time.

    And I'm pretty sure it's clear from what I wrote that I agree; if you don't know where to find a survivor after leaving hook the only place you will find them is at hook. I'm just saying that the situation where they couldn't find any survivor could have been avoided.

  • @shalo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318746#Comment_3318746

    It's running at double speed, I was away from the hook 30 seconds and then 36 seconds. More than long enough for a swf on comms to rescue but they'd rather try to kobe and scream camper while her swf finished a gen 25 meters away in main.

    "More than long enough for a swf on comms to rescue" is an odd way to phrase it.

    I mean, let's look at it.

    ---- Kate and Yui were on main-gen, Claud was kinda far away on a gen. By the time you interrupted main-gen it was around 80%. You push Kate off - she gets ready to run main judging by the direction she went after the vault. Kate was assuming she'd get chased. So no unhook for her. Claud is still rather far away and should not consider running all that way. So no unhook for her either. Yui has a highly progressed gen but she couldn't complete it while there's a chase at main. Unhook for Yui it is. --- But instead of chase you opt to walk to hook and check the area, blocking Yui from approaching the hook. You check the area, so even if Kate had made it back from the other side of main by then - and thus as close as Yui - she is also blocked from going for the unhook until you leave that area. - Which you do when you teleport away. One gen pops, you check a locker but at least I couldn't spot any auras. Another gen pops. You walk, then teleport back. Between you leaving the area of the hook (0:25) and teleporting back (0:35) are twenty seconds. You find Yui who just arrives for the unhook.

    Now, Claud is out of the picture the entire time - too far away (and if she had left she would have run straight into you after your teleport, I think). So good call to stay on gen. The only thing Yui could have done to avoid running into you at the hook was to hover next to the pocket while you were checking the area and dash to the hook the second you teleported away. In the case of you staying in the area to proxy camp - which is an entirely reasonable thing to consider - it would have been wasted time to just stand there and watch the killer not leave. - That's what loses you matches against proxy-ing killers. So I assume she went back to the gen with Kate. So no, there was not "more than enough time".

    ------

    That being said; since there were no auras when you checked the locker (I couldn't see any at least) and you knew you couldn't interrupt anyone on a gen since both gens with progress just popped, the location you are sure to find a survivor is hook. So at the point of you teleporting back to hook that is the most reasonable thing to do.

    Though, that situation, where the only place you knew survivors would show up is at hook, was entirely preventable, imo. You could have committed Kate on main, preventing the gen there from being finished while the chase lasts (Kate would potentially have downed, Yui would have gone to unhook Mikaela, Claud would have finished her gen). You could have teleported to the gen you knew Claud was on with BBQ (You would have interrupted Claud, potentially would have chased and downed her, Kate would have finished main, Yui would have unhooked). I don't know how cracked or not cracked a survivor Mikaela was and what happened after the unhook. - But realistically, to not lose from a makro perspective you would have had to go for Mikaela straight off hook since Yui was still full health when the unhook was completed. It was always a question of how many out of three; two gens and a hookstage. You ended up with zero out of three; both gens popped "on time" and you didn't get another hookstage. Had you gone for Kate it would have been another hook stage and one delayed gen. If you had gone for Claud it would have been a hookstage and one delayed gen. If you had purposefully camped / secured a stage it would have been a hookstage (Mikaela's).

    ----- Sorry for the text wall. But smh I ended up really wanting to think it through. Not that I think more than a handful of players do that during the match (I certainly don't) - there's way too much else going on to think about these things and make the right call on the spot. But I think it's always interesting to see why certain things turn out the way they do.

    And just for the record, I'm not blaming you or assuming proxy-ing Mikaela was your intention all along - or you should have deliberately stayed away instead of teleporting back for the sake of not proxy-ing / being a back-to-hook-Andy. But I can see why the survivors in the match would see it differently.

  • It's one of those cases where the POV matters.

    You hooked and shortly after engaged in a very brief chase but dropped it almost immediately --- and the place you checked was hook. The second time I guess you intended to check the gen + hex --- but it also happened to be where the hook was and since that gen had no progress and the hex was still lit I doubt the survs knew either was there.

    From the survivor POV it looked like "can't leave the hook for more than ~20 seconds, or else I gonna miss someone going for unhook." - The thing about camping is not just the being close to hook, it's the purpose of staying close to hook; ideally interrupting the unhook so it doesn't happen or making it at least a trade. Sadako, Dredge, Demo, Nurse and some others can camp from a distance. And ngl, while it's hard to tell at which intervals you went back to hook with the speed up, from a surv POV it does look like that was very much your intention all along.

    I mean, what you consider camping/proxying is up to you. - Personally, I can see why survivors would accuse you of proxy-ing or playing not for chase but exchange. If you take that as an insult or just an accurate description of what you were doing is up to you.

  • Probably. I just had my first match of the day without Eruption.

  • @SmolBlob said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318292#Comment_3318292

    Okay so then the survivor they quit chasing after 5s gets back on the gen and immediately undoes the generator regression and progresses it again. Congratulations, the killer achieved worse than nothing because the other survivors progressed the other generators and they didn’t get any meaningful regression on this one.

    No. That is still not how it works. Hens' video on that with Knight is an extreme, granted. But there is a set of killers and a set of maps that make it pretty foolproof. - Sure, it's not a universal strategy but if you want to do it you bring not just the build but also the right killer and if you really want to make the match time out because it's too long you also bring the map. --- Then again, I don't think this thread was about Evan trying to hold a three gen.

    Next time you go against Knight, Doctor, Wesker, Demo or Legion (or another suitable killer) who really wants to stick to the hard three gen strat start to finish please make sure to shadowplay it, post it here and tag me. - I would really love to see how it goes.

  • @Veinslay said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318295#Comment_3318295

    There's already 9,000,000 Eruption topics. Any Circle of Healing topic that gets made is drowned out by "It'S AlReAdY BeEn NeRfEd!" even though one of the nerfs amount to it taking a whopping 1.5 seconds longer to heal

    Hijacking a thread isn't the way to go. And I won't discuss something off-topic here. So I say it one more time: Stay on topic.

  • @Veinslay said:

    If you want BHVR to killswitch perks for balance reasons, let's start with Circle of Healing that also can't reliably be countered or gotten rid of at all and has been destroying the game since its inception. It's way worse than Eruption in every way

    How about we stop whataboutism? Stay on topic.

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