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HectorBrando

HectorBrando

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HectorBrando
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  • The antiloop is decent but it has certain counterplays to minimize or even negate it, for example how you enter a loop or being able to tell how much you can commit to it, didnt play against Dredge that much as I dont play much Survivor lately but what Ive seen and experienced I dont dislike it and I dont find it unfair (unlike Artist antiloop).

    That being said, lets see how it behaves in a month when people learn to play it much better.

  • No no, its the "Dredge power not canceling Bloodlust tech" and it adds a lot of depth.

  • @Araphex said:

    You lost ONE game. It's a good perk because then the killer isn't notified where you are. Also, killers need all the gen regression they can get to have a semi-advantage in this game. But I wouldn't dwell on one game, plus I'd just move to another gen if they kept doing that. Then the killer can deal with them and not you. Maybe it needs a buff, and maybe we will see that. But don't worry about ONE game with ONE bad player. That's just how RNG solo queue works. Trust me, I get a lot of bad players on solo queue and that's why I have a build to keep ME safe, not everyone else. Sure, I still lose but I have a better chance of winning solo queue games because of it. Find what works best for you and go from there. I really hope this ONE experience doesn't ruin all of DBD for you. I wouldn't.

    Technician is atrocious, it makes gens take ages and sure, they wont hear the explosion and check the gen but they will eventually patrol the gen and find you anyway.

  • It does hide scratchmarks, the problem with this boon is if you use it in an open area or low wall loops is essentially useless, it hides the marks but not yourself. Its much better than Exponential.

  • Wouldnt be surprised the CoH implementation showed people well placed self heals are actually strong and the nerf to CoH making it essentially Self-Care for all made a lot of people ditch the Boon and switch to the more reliable individual version.

    When Self-Care was super strong it was the meta perk and was the equivalent to current Dead Hard of "NERF [PERK] SURVIVOR OP!!" threads, then it got a well deserved nerf and the meta switched to genrush+Adrenaline but then genrushing got nerfed with changes to Ruin, nerfs to toolboxes, gen efficiency, better maps etc but Self-Care never got traction again, especially since a lot of bad players use it poorly then CoH showed up and people noticed "hey, self healing is actually a viable strategy".

    I never tought Self-Care was a bad perk but it was used poorly by a lot of players so it got the stigma of "Self-Care user = baby Survivor".

  • The FNAFF crowd went bonkers over not being FNAFF but thats always the case, nothing new so maybe it flew under the radar for a lot of people.

  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2987834#Comment_2987834

    I guess people just want them to skin over the map, but I'm not sure if that would get them in trouble with Netflix or not. I don't see why it would, but I'm no lawyer. It was probably part of their agreement or something.

    The risk of being sued is not worth the benefit of bringing one of the most hated maps of the game, even if some people actually like it there isnt much to gain.

    Option A: They bring it back with a reskin, they breach contract, get sued and lose, they have to take it down and pay Netflix damages.

    Option B: They bring it back with a reskin, they dont breach contract or Netflix doesnt care enough to sue, a huge chunk of the playerbase gets angry because they hate the map, a small chunk of the playerbase gets happy because they like it.

    Both options are a negative gain.

  • @soulfire22 said:

    bro i got reported 4x yesterday on bubba because i found survivors from scratch marks who were bolting all over the map, the dude insisted i was a cheater and his entire swf reported me for it. even though 2 of them escaped. have you seen this community, we will ALL be banned for no reason

    Pretty much this, it will not be a matter of why, it will be a matter of when.

  • They could always spawn like that but it was RARE, you could have one Bloodweb like that out of 200.

  • I never give much tought to Residual Manifest because the perk itself is awful but now I after reading this thread I realize the perk is still awful AND its going to bring a ton of QoL problems, Im baffled.

  • @hailxsatanxeveryxday said:

    This bait is relevant to my interests, so I'm taking it.

    Your loadout determines Michael's tier. Basekit with no addons (or with any of his worthless addons, which are plentiful) can make him D or C-tier. Tombstone Piece + stalk addons is an S-tier build if you focus on hooking 2-3 survivors and mori the other 1-2, but you are not going to get many bloodpoints with that build no matter how well you play it. Scratched Mirror build is at least a B-tier, maybe A or S with a Lery's offering. Stalk addons + Hair Bow can be B-tier.

    Michael also has more perks that synergize with his power and addons in massive ways than any other killer:

    M&A + Dead Rabbit + Vanity Mirror is an S-tier build, and I don't know why nobody else has picked up on this one in particular. M&A + Dead Rabbit is A to S-tier on its own, as it means no terror radius with no speed penalty or reduced lunge, and with the right perks and addons (especially VM and Nurse's), it can be almost impossible to win against.

    Infinite T3 with 25% stalk addon is A-tier on its own, but add Bambooze (which not only blocks windows, but increases Michael's already speedy T3 lunge) and Coup de Grace (which can deny Dead Hard in T3 due to Michael's already massive lunge, which I recently made a post about, and also throws off survivors' timing to such a degree that it ends multiple chases early per game), and it's an S-tier build.

    Yeah, there's a reason why they rarely buff Michael despite people constantly saying that he's weak, and the reason is because he's one of highest-performing killers statistically.

    https://forum.deadbydaylight.com/en/discussion/comment/2983570#Comment_2983570

    That is an F-tier build, though. Infinite T3 mori is objectively worse than basekit. If you're actually trying to win games consistently, Tombstone Piece is much better, but the tradeoff is that you can depip with 5K bloodpoints despite getting a 4K (or at least it seems that way).

    https://forum.deadbydaylight.com/en/discussion/comment/2983708#Comment_2983708

    Yeah, but aren't you at super-high MMR, to the point where you only have instawin bots as opponents whenever a new wave of them gets unleashed into the game?

    The fact that you still see Michael enough to have an opinion says everything. Back during the old matchmaking system, he was one of the only M1 killers who could perform well at red ranks with sweat enough play.

    https://forum.deadbydaylight.com/en/discussion/comment/2983969#Comment_2983969

    Pig's dash attack sucks. I agree that her basekit is stronger than Myers, but when all builds of both killers are considered, Mikey is stronger.

    Trickster just sucks in general, and Myers will outperform him consistently.

    The other killers you listed are stronger than Michael on average, but he still has builds that are stronger than anything they can do.

    I almost never run out of "stalker juice" on Michael unless I'm running something ridiculous like a Tombstone Piece build, and then half the team is already dead by the time I do. It's almost impossible to completely stalk everyone while playing another build; game's over before you even get close.

    https://forum.deadbydaylight.com/en/discussion/comment/2983978#Comment_2983978

    If you use DR+M&A, your TR is even lower.

    I don't know if I've ever run completely out of stalk while there was more than one survivor left in the game while running a normal build. If you have Hair Bow, it's not even an issue.

    https://forum.deadbydaylight.com/en/discussion/comment/2984025#Comment_2984025

    Good thing this never happens in real-world scenarios.

    https://forum.deadbydaylight.com/en/discussion/comment/2984137#Comment_2984137

    This.

    However, Trickster was at least D-tier when he was first released, and Trapper is D-tier. When taking other factors (like build and platform into account), other killers can also reach this low. Old Legion was D-tier with the wrong build (B-tier or above with the right one). D-tier is a thing, but Mikey isn't on it unless you're running him with no perks and no addons (and then ut's debatable).

    https://forum.deadbydaylight.com/en/discussion/comment/2984195#Comment_2984195

    Yeah, but if you have more than 100 hours yourself, you're going to realize that when they start trying to deny you stalk, you either use the opportunity to get a free hit and/or hook, find someone else, or... just keep stalking since the math still works out in your favor if you're close enough.

    Also, in my experience, survivors who think that they're denying you stalk typically think they're being more effective than they are. You can sometimes stalk them at weird angles or (in rare cases) obstacles that they're trying to hide behind, and, no, trying to run me in circles around a pallet doesn't affect me - the closer you are, the more stalk I get, so this is still as effective as stalking you from a distance without interruption even if I'm only getting stalk 50-75% of the time we're running around in circles.

    When it comes to stalk, there really isn't much the survivors can do once you've found them. Your enemy is RNG. If they all spawn next to the farthest two gens with toolboxes and they're the last ones you check, it could be a rough match.

    https://forum.deadbydaylight.com/en/discussion/comment/2984401#Comment_2984401

    Michael has several incredibly broken builds (see my first couple of paragraphs). Most people just don't think about those because Otz doesn't ever make videos about them. (Every tier list, he talks about TP and nothing else and then dismisses Mike as the worst killer in the game.)

    As a Michael main, I'm not very likely to run a TP build because of the low BP you get out of it even if you win. Also, the other S-tier Michael builds are probably better, anyway, because you have to get a lot of stalk to get just one kill out of TP.

    https://forum.deadbydaylight.com/en/discussion/comment/2984510#Comment_2984510

    This. Don't pop your T3 unless and until you're about to get a hit. They'll occasionally manage to get away from you somehow for a few seconds, anyway, but if you didn't 100% your T3 until you were on top of them, you still won't have wasted it.

    https://forum.deadbydaylight.com/en/discussion/comment/2984526#Comment_2984526

    Yes, you will be eating a lot of pallets with Michael, but if you know the difference between safe and unsafe pallets, and you destroy the safe ones immediately instead of trying to play around them (also remember to stalk survivors who stand at dropped pallets), the entire map becomes unsafe pretty quickly. You only have to deal with that crap for one or two extended chases, and then it's a survivor slaughter factory.

    Slowdown is very important on Michael, though, yeah. You're going to want to be running Ruin/Undying and/or Deadlock/Merciless and/or Brine/Pop with most builds, especially ones that rely on addons that increase his stalk time.

    Streamers and a lot of people throw Myers into the trash because they dont really understand his basekit and believe he is dependant in Tombstone addons, most bad Myers I see play him like a regular 32 TR M1 Killer, that is using the patrolling routes on the center of the map, which usually have very few LoS obstacles while as Myers you should walk the middle and outer rings of most maps because those almost universally have the most walls and obstacles, guys we can see you walking in the middle of the map, you are not tricking or surprising anyone with those lazy moves even if you went full TR reduction...

    Having a 8 meter TR is a power on itself and well used on decent maps is deceptively strong, as a 32 TR Killer you dont care much about LoS since everyone and their mother will know you are getting close and start running away with a nice headstart, the TR will always warn them but as a 6/8 TR Killer if you walk the outer rings from wall to wall Survivors will have a much harder time detecting you because they dont have the TR warning and walking behind walls blocks their view, once you reach them its too late to get a headstart and a lot of times they dont even know what route take to escape because they literally dont know where you coming from and they have 2 seconds to react once they start hearing the hearbeat (8 meter TR means you are 1,75 seconds away from stabbing them in the butt when they start hearing the heartbeat).

    I agree you need some sort of stall on him because his early game is extremely slow unless you manage to yoink someone from a gen at the start, I usually run PGTW and it serves its purpose well enough, Ruin is a gamble and since Myers doesnt have that much pressure it may not give enough value before it goes away unlike it does with high mobility Killers like Spirit or Blight.

  • @DyingWish92 said:

    https://forum.deadbydaylight.com/en/discussion/326525/micheal-myers-slander-will-be-tolerated-no-more

    Imo he's low B, high C tier. Not near as bad as everyone says. People seriously underrate how much damage his tier 3 can do especially with bamboozle. BUT his power is outdated and he needs a damn base kit buff already!!!

    I agree, Myers has one very strong thing that almost nobody has, a 99% EW3+8 meter radius can put down the best looper in the game if you manage to surprise him, a chase that could last minutes can be sorted in literally seconds.

    The whole "you can run out of power" thing is true, without taking Addons on account you have 40,4 stalk points, 5 are needed per tier so you have 7 EW3 activations per trial, but as a Myers main I rarely need all EW3 uses to skew a match into my favour, I usually down around 1,5 people per EW3, 5 activations would be around 7-8 downs, by that time you have already won the game, I honestly never felt gimped by the number of EW3 uses like "If I just had 2 more uses I would have won that match...".

    Myers problems come from his lack of mobility on big maps and people playing him like he had a 32 TR radius not from EW3 having a limited number of uses.

  • Downed Survivors not making any noise, its still there albeit now is VERY rare, unlike before where you could have it at least once every match.

  • They said 40 perks would be looked upon, both nerfs, tweaks and buffs, not that they would nerf 40 perks, what they are doing is looking at the perks, adjust them, look at why are they meta, tweak the base game accordingly and improve other perks.

  • Evening/night in Europe the Survivor pool is so big you just get paired with wathever, you can face the pride of the Special Forces, veterans of a million trials and next game against 4 people who have 2 hours tops.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/2982677#Comment_2982677

    Im inclined to believe the Bloodwebs are not exactly RNG as in every new one gets a totally random perk showing up because when I get to level 30-40 with any character I always have very few perks but a lot of them at rank2. I believe some perks get weighted at least for the first 40 lvls after you prestige a character and those are the ones who will show the most, you should really get Insidious rank2 because it wont stop appearing for a time, just get over it and open that slot for other stuff.

    I have around 40 P3 characters and this has been the norm for almost everyone and I know it has happen to other people because Ive seen people complaining about the same in other media.

    As proof, I just prestiged the Artist and started leveling her to get her to P3, level 12 and look at my perks... 11 perk choices total and 5 at rank2 already, you can almost taste which ones got weighted for me on this one... OP you should really pick Insidious because it wont stop showing and you are wasting BPs by not making the Entity appear sooner to consume nodes

    Art2.jpg


    @MadEyePopo said:

    I want to beleive that the upcoming bloodweb re-work will be a well thought out generous quality of life improvement.

    The Entity is a swindler at heart but trying to project that through expensive bloodpoint waste is enough to make me want to give up. Give me a t-bagging survivor swf to play against any day versus dealing with the bloodweb rip-offs.

    I feel for you, @CreeRoyalty . My advice, until it is addressed by BHVR, is to play into the hands of the corrupt non-RNG Entity to move past the inevitable. Not buying it on principle will fall flat and end up destroying your mind just like the Entity wants.

    It is, once you P3 a character you wont need to hound Bloodwebs for their perks ever again for you will have them unlocked at rank3 for every character afterwards, you buy a new character it has everything you already unlocked without needing to burn Bloodweb after Bloodweb, also prestiging wont remove your items, perks nor addons so there wont be any reason at all to not prestige anyone at lvl 50.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2982706#Comment_2982706

    You’re not the only one. I thought they were being serious too and almost replied until I read it a second time. Hey, it’s not a bad post. More original than most around here.

    Its called the Poe's Law.

  • Im inclined to believe the Bloodwebs are not exactly RNG as in every new one gets a totally random perk showing up because when I get to level 30-40 with any character I always have very few perks but a lot of them at rank2. I believe some perks get weighted at least for the first 40 lvls after you prestige a character and those are the ones who will show the most, you should really get Insidious rank2 because it wont stop appearing for a time, just get over it and open that slot for other stuff.

    I have around 40 P3 characters and this has been the norm for almost everyone and I know it has happen to other people because Ive seen people complaining about the same in other media.

  • If my memory serves well I recall them saying in the stream it would probably be around end of the summer so I guess around late August or maybe early September.

  • At least is in the middle of Haddonfield, you can check on it from almost everywhere and defend it accordingly, problem is when they are this exposed but in a corner, where you dont have enough view distance to actually check them.

  • The one with the gamestyle you enjoy the most.

    I play Myers, supposedly he is super weak (I disagree) but its the one I find the most engaging of all.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2981341#Comment_2981341

    They both are m1 killers and Myers has slow start. Ghostface is maybe.

    Myers can literally pop out of a corner with M&A and 99% EW3 and finish a chase in 2 seconds.

    If you want consistency across the board assuming maximum skill? Huntress.

  • Deathslinger, because if they are in the real world they are bound by real world rules, Deathslinger has a gun and there is a reason why gunpowder guns made swords and warmaces obsolete.

    He can run wielding his sword as fast as he wants, against soemone with a rifle odds are the rifle wins almost always, banzai charges are super cool and romantized but rarely ended well for the guys charging into M2 machine guns and M1 Garands.

  • @RisingTron said:

    Whenever someone does this, sometimes I just stand there and let them get to 2nd phase because I'm feeling petty.

    I turn around always, they are actively trying to deny me of points and if for some reason I have to backtrack, for example I see the Killer beelining to proxy camp, the hooked person has lost 20 seconds of 1º stage.

    Everytime someone has dissed me on postchat about that I always respond "oh well, I tought you wanted to suicide so I just let you go, I tought you didnt want to keep playing the match, why would anyone do that if they didnt want to kill themselves?".

  • @Breadn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2980797#Comment_2980797

    Don't you think that you would've gotten those same kills if you ran another slowdown in place of it, or NOED? (as much as I hate it, I must admit it's strong)

    NOED only awards you more kills against over altruistic people, there is a point where people see NOED and they just open the gates and get away, granting you one kill tops, I run SBFL on some Killers and it shortens chases a lot once you have 8 stacks, obviusly its not a perk for every Killer but Deathslinger, Jigsaw and some others can damage the Obssession without M1 them letting you keep your stacks at 8 or 6.

    Also SBFL works while carrying someone, you can injure bodyblocking conga lines and still get your hook, I think it even outperfomrs Mad Grit.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2980153#Comment_2980153

    Pick rates show how powerful Dead Hard is. 75% compared to only 50% for Borrowed Time and Decisive Strike.

    https://forum.deadbydaylight.com/en/discussion/324307/perk-usage-by-mmr-data

    Yes, its a very powerful perk because as someone said, it has 2 very good actions in a single slot, Im not denying that, Im just arguing the "IT REWARDS FAILURE!!" outcries and making fun of the systemic bandwagon mentality, people getting their pitchforks against something has been the norm since always, sometimes even for the most pointless reasons ever, when I first started playing Self-Care was the target, it got nerfed and it was a nerf that actually hurt Killers because suddenly everyone rushed gens with Adrenaline, then Adrenaline got targeted and people went after it, they didnt touch it but it was thread after thread about "NERF ADRELALINE IT REWARDS NOT HEALING", then DS "IT REWARDS FAILURE YOU GOT DOWNED!!" then it was BT "IT REWARDS FAILURE YOU GOT HOOKED YOU SHOULD BE DOWNED AGAIN!!" etc etc etc, then once DH gets smashed something else is going to targetd for the choppin bloc. Also DH is one of the strongest Exhaustion perks because Nurse, Blight and Spirit are the top tier Killers, DH is the only one who gives you something against those 3, even the second strongest Exhaustion perk (Sprint Burst) doesnt work because you start running and get a massive headstart... which is cut short by 1 blink, a Blight rush or Yamaoka's haunting, thats why people gravitated so so much towards DH.

    @KurnDisciple said:

    https://forum.deadbydaylight.com/en/discussion/comment/2980153#Comment_2980153

    All you have to do is go play some dumpy M1 killers for a day and you will see what the balance problems in this game are

    I main Myers and Jigsaw, Im perfectly aware of what DH does, sometimes it prolongs a loop, sometimes its used in the middle of nowhere and extends the chase 2 seconds, sometimes the guy runs into a tree, sometimes someone greeds the loop to much and gets stabed.

    I also know the perk is getting tweaked in some months and Im perfectly aware we have these kind of threads on a daily basis, do we need 10 threads of the same stuff with the same complains every single day?, especially with the usual "IT REWARDS FAILURE!!" which is a silly argument, I still stand by my opinion the only failures are dying and someone exiting the gates, even if it did reward failure so what? whats the problem with perks helping overcome a mistake?.

  • Dead Hard doesnt reward failure, it has an activation condition which is crystal clear, being injured, once you get injured you can use it, simple as. Failing as Survivor isnt getting hit, the game is designed for Survivors to get hit eventually, failure as Survivor is dying, right now there isnt a single perk that rewards Survivors for dying (at least the dying person).

    Now I have a question for all Killer mains, once DH gerts nerfed in the upcoming mass balance how do you decide whats the next outcry inducing perk/mechanic? The strongest Killer decides for all? Are you going to host a poll where everyone can vote? There is some short of Killer Junta formed by the streamers who decides for the rest? or some sort of "Killer bureau " decides and then assigns quotas regarding posts on the forum to every Killer main? every Killer region decides on their next contentious mechanic, goes to an assembly, exposes its plight and then representatives elected from every Killer region worldwide vote according to the directives issued by their region?

  • Then there is something weird going on, I play on Europe around those hours too and the players are regular players.

  • I havent seen an AFK Killer in almost half a year, either you are very unlucky or you are playing at some weird hours against bots coded to farm shards, that being said I dont play Survivor much lately so my data may not be huge.

  • Twins, and any other response given in this thread is factually wrong.

  • What survey are you people talking about? I didnt see anything.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2979684#Comment_2979684

    "as long as you saved two people from hooks, you werent caught first and used that time for repairs you would pip"

    If you did all that then you in fact did not play bad, which is why you pipped. You just described playing well. Make saves, time efficient on gens.

    To win lots of your games you don't even need to be a good looper, you just need to be efficient on gens. You can just pre drop pallets.

    You can save 2 people from hooks and last 20 seconds in a chase, thats not being a good player, you may not be garbage but you are in fact, bad. I know I was bad, I know I dragged teams because if I was caught first the Killer had a hook in 20 seconds but there I was, iridiscent because I just had a ton of time to put in this game.

    P.D. Yes, I know the guy who can loop for 3 minutes but refuses to do gens or save people is also a bad player too.

  • @Biscuits said:

    Whatever they did, I haven't escaped in 10 games.

    Checking from the Steam profiles after my games I believe they made the pool to select players bigger so now the % of getting paired with bad players is higher. Also Ive been noticing 1 Survivor has a huge amount of hours (like 1500-2000 or even more) 2 have around 1000 and there is 1 with less than 500, Solo teams are extremely unbalanced.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2978802#Comment_2978802

    "same as even if you "lost" you still ranked up slowly so did the bad players"

    Wrong. "Generally speaking" if they were still ranking up there were at least doing a descent amount.

    "bad people who played a lot ended up in Iridiscent anyway by virtue of playing a lot"

    That was not a result of bad players still pipping, that was a result of the terrible reduction in rank reset they made which piled everyone up at Iridescent. You used to reset a bunch so the bad player occasionally pipping generally speaking didn't get them to Iri whereas after the change the rank reset barely moved you so even those occasional pips when they were bad still got them to Iri. You're essentially conflating two separate issues.

    "I suppose they had to sacrifice someone to shorten the queues and since Solos have been getting the short end of the stick since the game released it was only natural for us to get thrown under the bus again."

    While obviously solo queue is always going to be worse than SWF people are vastly over exaggerating it. You're not always getting the short end of the stick. Even in solo queue I am still the power role in this game, by far.

    Nah, even when the reset sent you back 10 ranks you could reach iridiscent even if you werent good, I know because I did reach rank1 with the harsh reset and I wasnt good enough to be there but I just played a lot, as long as you saved two people from hooks, you werent caught first and used that time for repairs you would pip. Pip conditions were more lenient for Survivors before the ranking rework, the old system the reset was harsher but the pip and black pip conditions were softer.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2977513#Comment_2977513

    Let's see a small map, Coal Tower... Shelter Woods, Saloon... you name it.

    The map can be small, if the playstyle of the survivor team is to pre-drop every pallet, closing up the mindgame and running straight for a tile chaining, minimizing the interaction... most of the killers are not able to catch up since most are m1's with the classic mindgames. Be a small map or a large map (preferably small), W and pre-drop is something that hurts how the game was created back in the day and a huge issue to the power killers. The game itself was not originally designed to work against such, thankfully BHVR did make some strong anti-loop countering the recent playstyle but that means the playerbase is stuck with a few killers on the top

    If they'd change the looping mechanics and also re-design the map (no clue how honestly, game was not changed in years)... they could probably change the playstyle because nothing else can make survivors go for interaction. The veterans, full competitive players will not change, why would they?

    Realistically, I believe they are going to make the game longer but game core is too hard to change... so my bets are for longer games trying to break the meta in some way

    Shelter Woods is the second biggest map in the game, paired with Azarovs Resting Place, both strong Killer maps.

    The problem with maps is not only size, its also generator clusters, number of pallets and god loops, The Game is a very small map but the sheer number of pallets make it one of the most Survivor sided maps of all, Grim Pantry is a very big map with a very strong main building but the way gens can spawn in a huge cluster on one side of the map make it effectively half the size to patrol, Shelter Woods is inmense, almost as big as Mother's Dwelling but barely any pallets, almost no linked gyms and basement close to the center make it easy to win, once you get rid of shack pallet the map has nothing else to work with.

    Size its part of the problem and making all maps smaller would create a huge problem with certain Killers, Blight, Spirit and Nurse are strong, you get one of those on a regular map and you have a problem, you get them on Coal Tower and you are toast, they can traverse it in literally seconds.

  • @Blueberry said:

    That's one of the big problems with the MMR.

    With the old system even if you "lost" as long as you played well you were still moving up in rank thus increasing the quality of your teammates on average.

    Now with MMR it's completely irrelevant if you played well if you still die because of teammates like that. Not only are you not getting better teammates but since you died it's now going to drop your MMR and give you even worse teammates than that. It's essentially going to lock you into a downward spiral.

    Nah, the old system had a massive flaw, same as even if you "lost" you still ranked up slowly so did the bad players, bad people who played a lot ended up in Iridiscent anyway by virtue of playing a lot, granted a bad player with 2000 hours is better than a bad player with 10 because at least the experience gives them insight about some stuff but you could be rank 1 and paired with 3 rank1 potatoes.

    I dont know what they did to the MMR but after the "tweaks" to sort the queues my teammates have been worse than average and my matches as Killer much easier because there is at least one potato always which gets hooked in less than 25 seconds and allows me to pressure the rest for free.

    I suppose they had to sacrifice someone to shorten the queues and since Solos have been getting the short end of the stick since the game released it was only natural for us to get thrown under the bus again.

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2978736#Comment_2978736

    Now is that the addons are busted, the person playing the killer or how evil within is set up, you might have to stalk the first 2 and then a small bit of the 3rd to get to tier 3 you can't 99% and go back to the first 2 they are empty so your choices are hit tier 3 and try and find the first 2 and if your using a piece could run out by the time you find them or kill the person in front of you.

    If you could stalk survivors again i.e once empty after a while you can stalk them again that will allow players to go after the first 2 and kill them first for letting him stalk for that long but you can't, you can stalk a bit of each survivor to not have that problem and once 99% you can pick anyone but then you lose a lot off time doing that.

    The addons are fine as both of them have a downside if Myers is getting his tiers to quick then look at your teammates and not blame the killer, the amount of times a survivor has dropped a pallet and stood there staring at me while i stalked them it's not funny then someone else dies to a addon and complains its not fair. Well sorry your teammates wanted to stare at me after every pallet they are the ones punishing the person that didn't screw up not the addons.

    They are, you are essentially getting rid of at least 1 person bypassing any hooks stages and doing something thats not really that difficult, Piece+Memorial is almost a guaranteed kill in less than 2 minutes and without means of a save with flashlights or pallet stuns, 3vs1 so soon is almost always a win.

  • @Souplet said:

    Yeah lets remove the luttle fun this killer have left

    Just make him a m1 machine then survivors will be happy

    I main Myers, he is fun if you like stealthy Killers and mindgames because his TR is insignificant, unless your idea of fun is stomping without much trouble he is enjoyable to play as.

    Tombstone addons are totally busted and have to go, especially the piece, they break the game and punish the person who didnt screw up because the 2 first to get drained are the ones who dont get killed first.

  • @mistar_z said:

    ooh this thread blew up. XD

    more context, i was on a 20 match spirit bender with mother daughter ring and the purple pouch thing and was thinking if i was being rude to the survivors.

    The comunity is filled with nothing but toxicity and a lot of mean people, at least this thread lets people opine about what they think can be perceived as bad manners.

    About the Spirit thing, I played a few games of Legion because of the challenge and dear lord I felt DIRTY, what an awful experience those poor bastards had to endure... I even apologized for it and one thanked me because "that game was a lot of things and not good ones..."

  • Strongest as in raw brute force strength? probably Trapper or Oni, strongest as in tough as nails, enduring and unsubordinated? Trapper.

  • They didnt say anything about removing prestige outfits, just about getting a reward for having characters at P3 so my guess is they are not removing them.

  • Not up to BHVR, you should go to Netflix forums and make a thread there for they are the ones who decide if Stranger Things comes back or not.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/2976439#Comment_2976439

    good sportsmen dont mean it salty, you see handshakes regularly in pro sports, no matter where. but the dbd community is not pro in any way, 80% are salty lil b****s. I mean, are you not allowed to say anything? U really mean that? U have to wait for the losing team first? Like you may not say "have a nice day" or "good luck next match" you would always read it like "hope you find your skill next match, tehe"?

    what is the winning side meant to say in your opinion? "sorry we stomped you, we are ass for doing so, we should have played with you, letting you hope for as long as possible before we strike the winning goal"? or just say nothing, lowering heads like they are guilty of anything?

    GG literally means "good game", do you really believe someone getting looped for 5 gens straight and then seeing the guy he has been chasing for 5 minutes go away is having a good game? He isnt having fun, he is being humilliated, I dont blame him or the other players, I blame the MMR for making such a match but that person is not having fun at all and there is no need to say "good game" to someone being beaten that bad, it sounds condescending, you know what most people respond to those kind of ggs? "yeah for you" then they get barraged by "ez" "baby" "noob" and stuff like that, people saying "gg" after a stomp usually say it to add insult to injury.

    Whats the winning side meant to say on my opinion after a stomp? you already answered for me: "have a nice day", "good luck next match" or "sorry this matchmaking wasnt right", those things are not bad manners, you are not rubbing anything nor suggesting getting massacred is entertaining in any way, either you give them best wishes or emphatize they got screwed by an error on a system, Ive even seen a "bg, this wasnt a fair match" and nobody got tilted at anyone.

    Take on account, Im talking ONLY about matches where one side dominates the other entirely like OP talked about, as I already said, close matches or similar a "gg" is not condescending in any way, both teams played and one has to win but if its close "gg" can be interpreted as "you were a challenge to beat".

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2976071#Comment_2976071

    To be fair, a lot of the times when you 4k, it's highly unlikely you 4ked all the survivors at once. Most survivors don't have a reason to stick around in the game after they've died since they could just ready up and get into the next one instead of waiting

    Whereas when you have a 4 man escape, they're all in the end screen at once

    Survivors saying gg after a 4 escape could be them telling it to the other Survivors, I still think its a bit disrespectful and I believe saying "good saves", "good looping", "nice team" or something related to Survivor actions could be seeing as less cocky than simply saying "gg" as the Killer knows the person is congratulating the team.

  • If its a stomp? its bad manners, its like winning 10-0 in football and telling the other team "good game", it wasnt a good game, it wasnt even a game, it was an humilliation. If the losing team says it first or its a win but a close game or at least somewhat balanced? its not bad manners then.

    Most times I see a winning side writing "gg" after a clear stomp is almost always an attempt to fish salt.

  • Some people do get upset about DS because they eat it a lot, the people who eat a lot of DS are the kind of people who tunnel off hook and camp or proxy camp, those kind of people tend to be very angry so I wouldnt take their complains too seriusly.

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2975342#Comment_2975342

    About the "Make survivors scream", I'm fairly certain just hitting them counts for the challenge (as long as they do not have Clam Spirit). So you do not even need to use Doc's shocks and blast (but sure that helps getting the required count earlier).

    Yes hitting them counts, same as them exiting a locker with Iron Maiden or a Pain Resonance explosion among other things but Doctor blasts can give you the challenge in one trial, just find someone and zap them to oblvion the entire match, I got the 50 screams one in one trial.

  • @Chadku said:

    Do you know any other perks that are helping the Challenges extremely well?

    Autodidact regression makes 1 heal count as 1,3, its not much but it can reduce the amount of times you need to heal someone for the "heal the equivalent of X health states".

    Prove Thyself makes the "fix X amount of gens while cooperating" go faster.

    Head On and Decissive Strike work towards the "Stun Killer X amount of times".

    Stake Out forced great skill checks count towards the "hit X amount of great skillchecks".

    Not a perk but Myers EW3 and Ghostface exposed count towards any "down X exposed Survivors while using Z perk", also Ghostface and Myers EW1 undetectable status count towards "Do something X times while undetectable".

    Nemesis perk (not the Killer) helps having plenty Obssessions and they help with the "hook/kill obssession X amount of times".

    Doctor M2 and Static Blast count towards the "Make Survivors scream X amount of times".

  • That looks like a problem with your ISP like someone already said when a hacker finishes the game everyone appears as escaped but they still appeared as ingame.

    Plus thats not high MMR at all, the way they played, the sheer amount of mistakes, lack of looping skills, thats low-medium MMR at best, just look at their perks, 1 Dead Hard, 2 rank2 IW (which isnt even good unless at rank3) and 1 Spine Chill (paired with Premonition) instead they had Dark Sense, Better Together, RED HERRING!!, 2 Sabotages etc, high MMR is almost always 4 Dead Hards and a combination of several DSs, BTs, IWs and Spine Chills, all at rank3.

    Ill call it baseless paranoia, the part with about the Wake Up bug not being fixed and only know on some pesky SWFs discord bully squad is a bit absurd, 3 probe the Killer and 1 prepares the crash? come on...

    P.D. Actually watching the perks and comparing them to the graph the developers gave about perk usage at different MMRs 1 DH user sits at 950 MMR

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