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Hunkulese

Hunkulese

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Hunkulese
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  • There's no ideal solution. They've tried multiple different ways of matchmaking, and they way it is right now is the way the community prefers. If they tighten up matchmaking, it leads to longer queue times for everyone.

    It also works pretty well more often than not. You're just focusing on when it doesn't.

  • I wish I was tunneled more often, but usually when a killer figures out that you know what you're doing, they're far less likely to tunnel you.

  • Not at all. It's a time issue. Skill will help you get there faster, but if you're playing DBD 5+ days a week and not purposely losing games, it's pretty easy to reach rank 1.

  • DBD is an impossible game to balance. It's a problem most esport type games struggle with. There are basically four different groups of players, low MMR, medium MMR, people who think they're high MMR, and actual high MMR players. Which side is overpowered varies drastically from group to group. There are no changes that are going to make the game fun for all groups and the more you cater to one end of the spectrum, the worse you're going to make it for the other end.

    The healing change would actually be really good for the highest levels (not including comp) where the survivors have a pretty significant advantage, but the change would make the game miserable for the other three groups.

  • None of the boons are a waste of a slot and the new COH is still very good and still going to be a great perk when used properly. The rest of the boons are a lot more situational and the game would be better if it could get to a place where all perks are situational. The new COH is still a perk that you can run every game, and you'll almost always get value out of it.

  • @Mr_K said:

    How does anyone get to grade 1 anyways?

    If DBD is the main game you play, it's pretty easy.

  • Just ignore it and play to have fun. It's trivial to level up if you're consistently playing well.

    If you're doing gens, healing and unhooking people, and can loop even semi-decently every game, you're not going to de-pip very often. Do you really need a number to tell you if you played well? It's pretty easy to figure out on your own if you had a good game or not.

  • @Phantom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377931#Comment_3377931

    Of course they're going to say that. If they come out and literally admit that there is evidence of millions' players' IPs being leaked, for months, they could get sued for it. This is called PR and them doing damage control in the meantime whilst they sort their ######### out behind the scenes.

    Again, it doesn't work that way.

    There's an obligation for them to reveal if they've exposed your IP address. It's much, much worse if they try and cover that up, and they're not stupid enough to try and cover something like that up.

  • It doesn't work that way. If they're making a public statement that there's no evidence that IP addresses are being exposed, it's a pretty safe bet that no IP addresses are being exposed on their end. If IP addresses have been leaked and they make a statement like that, there's an incredible shitstorm they'd have to deal with. It's definitely not worth trying to cover something like that up, especially since they're aware most people are going to react as you did.

    This stuff is regulated. They can't just say whatever they want without consequences.

  • Yes and no. Standing at the hook every time you hook someone isn't a great strategy and should lead to a loss. But at high-level play, camping is pretty much required to win and is the optimal way to play. There are very few scenarios where protecting the first hook until struggle isn't your best course of action. After that, it depends on the game state.

  • If that's your list, DBD is in a great place. None of the issues you have are actual problems that need to be addressed.

    They could eliminate your issue with people changing load outs by not letting the killer be able to see any info about the survivors before a match. It's pretty silly that the killer gets that much info before a game.

  • @Mandy said:

    Hi, are you still having this issue, it's showing that from 3pm ET that you should be able to play the game?

    I was having this issue and am able to play now.

  • They should be making the penalty more severe. The penalty isn't harsh enough to prevent people from quitting the moment a game isn't going their way. If you can't legitimately stay connected, you're still ruining the game for other people. Stop trying until you figure out your issue.

  • The bloodweb doesn't refresh until you finish a level. Not a bug.

  • @Strategyboyz21 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365299#Comment_3365299

    Are you also having this issue? Did it start with the new update? I last played when they had the log-in rewards, and bought the DLC and tried to launch it but keep getting this error

    It's a today thing. I was able to play yesterday.

  • @calem said:

    Honestly ######### is her skin. I already had my doubts with her base design that this chapter is gonna be a "sex sells" chapter, and then I open the game and see her first rare skin....

    Surely I cannot be the only one so abysmally disappointed with how this game is turning out? There's so little horror anymore.

    Have you ever seen the horror movies that DBD is emulating? They've got a long way to go to catch up with the sex.

  • @MrPenguin said:

    I mean every killer is playable unless they're bugged.

    If you mean viable, like 90% of the killer roster, not unless you have survivors way under your skill level.

    100% of the killers are currently viable unless you're against survivors above your skill level or they're really abusing certain perks and items.

  • You know the answer already. Run Left Behind and you'll easily complete it in a few matches. It's mildly annoying after the hatch changes, but far, far, far, far from being anywhere close to a challenge to get worked up over.

  • @Shroompy said:

    Tunneling some one at 5 gens is probably the least efficient thing you could do. You are letting the other 3 Survivors do gens, and you are handing the resources that is meant for 4 people to 1 person.

    Its only really a viable tactic if the Survivor in question doesn't know how to loop properly, or its a Nurse who doesn't really care what stage of the game is in as she still remains the same level of strength (in the chase) through out the whole thing.

    You couldn't be more wrong. The better the survivors are, the more likely you'll lose unless you can make it a 3v1 ASAP.

    If you watch any comp DBD, there's tunneling is pretty much every game. Why are the best killers in the world tunneling if it's not the most efficient way to play?

  • Kind of weird to make a post like this after seeing enduring and bamboozle together. They don't contradict each other and both provide some value in a chase. Enduring isn't great, but it's not unthinkable that someone would want to run it.

  • @Tsulan said:

    Rougly 50%. Some days below, some days above. It usually stands and falls with how the rest of the team behaves. If i get teammates that suicide on their first hook, then its usually a loss. If i get teammates that know what they do, then its usually a win.

    Also Bond does help a lot. I can avoid running the killer into my teammates or keep doing gens peacefully inside the killers terror radius, because i see my teammates running in circles.

    I’ve been helping some friends learn the game and running bond at low MMR might be the most infuriating way to play DBD.

  • I'm guessing a lot of the low numbers are people stuck in low MMR. Once you get into higher MMR ranges, you'll usually get teammates who at least know how to play and you should be winning at least 40% of your games, more depending on what you count as winning. It's pretty hard to win at lower levels when everyone immediately sprints for the unhook every time and then whines about camping.

    If your count winning as games where you had a good time and fun things happened, that number skyrockets to like 80%.

  • It's not even close to practical? It takes less time to check if there are any new codes than it does to log into the game. Type DBD codes reminder into Google when you're logging in or follow the Twitter account it goes with if that's your bag. They're also almost always good for more than a few days.

  • Bringing up Steam Charts in these arguments is pretty silly since Steam is such a small chunk of how many people are actually playing the game. Way less than 10% of the player base is on Steam.

    There are actually substantially more players now than a year ago. The peak number of players in the past 30 days not including mobile was over 950000. A year ago that number was around 700000.

    So no, DBD still isn't dying for the 647000 time.

  • If you ever watch competitive DBD, you'll see 100% of the killers camp to some extent. They are all very good killers. Some of the best in the world. It's the most efficient way to play killer. You absolutely can camp and be a "good" killer.

  • @Carmina_is_cute said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282864#Comment_3282864

    Legion does not perform fine what so ever. An M1 killer with a power that can only ignore one health state and not help end chases quick? At least Trapper has basement and Sadako has condemned. Legion have nothing to fall back on.

    Legion does fine if you're good at chases. He's nowhere near top tier, but he definitely doesn't struggle unless you're against top tier survivors.

    Also, most of the killers struggle when the survivors split up.

  • It's really not a useful perk at all unless you're on a coordinated team. You'll hardly ever get value out of it, and it's not an fun perk to actually use.

  • @almofan1001 said:

    He's just not fun, has no skill expression, and has a minuscule reward. If his antiloop was actually good, at least he would be unfun for one side and "sweaty fun" for another side. But they made him weak, boring, and non-interactive. Every time I press my power ability, I feel dead inside as I see how easily survivors can counter his ability.

    By far, one of the worst chapters BHVR has released. At a high MMR, he's 100 % dead content already. But hey, we may get a rework of him in 2025 after Twins gets reworked.

    What are you talking about? His antiloop is incredible. You can't really even attempt to loop him. Unfortunately, that's all he has and he's useless if you don't stay at the loop. He's pretty good at Midwitch though when the guards actually do what they're supposed to.

  • Not saying that it hasn't happened to you a couple of times, but it definitely isn't a major happens almost every match issue. It's never happened to me, and I've played him a lot, and I haven't seen it happen to any streamers.

  • Yep, sure sounds like your half-assed idea would work better than something a group of actually smart people who understand the game worked on for months. Give it a few weeks for people to actually figure out how to pay Knight optimally before making a silly statement like that.

    The one issue that seems weird is how much info the survivors get about the patrols, but they've probably tested it with and without it and there's probably a good reason why the survivors need the info.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265064#Comment_3265064

    " It's fine and fun to see when you see it."

    Yep, was totally fun to see the Tombstone Piece when Myers did not see me the whole game and I ended with 2k BPs. I did not even feed a single bit of Stalk to him and he downed the first Survivor normally, still I was out of the game immediatly.

    Myers needs some Love, he is terrible outdated, they need to buff him and remove the Tombstone Piece and Unlimited Evil in the process.

    Well, it's on you if you didn't have fun in that game. 2k BP? Were you hiding in the corner the entire game? Oh no, you died. Who cares? Move on to the next one.

  • You died to it once and got salty. You won't see it again for months if you play every day. It's fine and fun to see when you see it.

  • It's real easy. Do what you think is fun. If you stop worrying so much about how many kills you get per game, you can play a variety of ways with a variety of killers and have a blast every game. If getting 4 kills every game is what gives you the dopamine, by all means, tunnel that first survivor and go from there. You know the survivors are all just doing what they think is fun.

  • They've made it abundantly clear that they don't intend for it to be a super competitive game. Look at how many changes organizers have to make to the game when they try and run a tournament. Their main goal is fun, not perfect balance.

  • @BearMerchant said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241863#Comment_3241863

    While most challenges can be done organically, this is not one of them. Stunning a killer can already be a difficult thing to do depending on their skill level and ping. You're required to not only stun them but successfully get away without getting downed, which is another level of unnecessary difficulty. Is it impossible? No, but there's 100+ reasons someone wouldn't be able to pull this off, or get interrupted depositing energy, etc etc. It's got too many caveats and layers that aren't defined clearly to the player.

    It absolutely can be done organically. I also have absolutely no problem with challenges that are actually a bit of a challenge and wish there were more of them. Funnily enough, the one that took me the longest was to kick 2 treat pumpkins. I was stuck on that for like 10 games and had multiple times where I kicked three trick pumpkins in a game.

  • @Okonar_ said:

    This is the only game I've played that the mmr is hidden, never made sense to me.

    Almost every other game hides MMR unless you choose to play ranked. You see have an MMR in unranked modes in other games, but they keep it hidden.

    Behaviour has made it pretty clear they want the game to be more casual with the mindset of having fun instead of sweating to make a number go up. That's why it's hidden.

  • @woodenEnthusiasm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3224736#Comment_3224736

    Ace, ada, and sheva have built in iron will, adam has blend outfits, several characters have quieter than average footsteps, seems weird to me that you don't understand a mechanical advantage locked behind a premium currency is the definition of pay to win

    The vaaaaaaast majority of players aren't 100% committed to winning. Most people playing are playing to have fun and a lot of people want to look cool doing it. Crouching around hoping the killer can't find you isn't a fun way to play for most people. Behaviour has also tried to make people realize over and over and over that the game is supposed to be balanced around fun and winning shouldn't really matter. They don't want a perfectly balanced game. They want a fun game. There is no way to track how often you win, there's no way to see your mmr, and there's not even a well-defined win condition.

    The advantage you're talking about is so minimal, there might be 5 people who actually care about it as much as you. Get Ace for shards, sneak around, have fun. No one else cares. Even competitive teams who actually have an incentive to win aren't strictly sticking to the quietest, blendiest survivors and outfits.

  • There's no way to fix solo queue since the problem with solo queue is the players. You run the killer for five minutes and no gens are done when you're finally brought down. Nothing Behaviour can do will fix that. Your team all converges on the hook and then proceeds to try and loop the killer around the hook. How do they fix that? You turn bond on to see that half your team is just crouching around the map. What do they do about that? Basekit Kindred isn't going to do much since people still want the unhook points.

    The only way you will ever be able to have fun in solo queue is by changing your mindset and not caring about the outcome. Just play to have fun and solo queue can be a great time.

  • @AmpersandUnderscore said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212484#Comment_3212484

    That's part of my point. If BHVR are attempting to 'address' camping and tunneling, as they've stated, the finisher Mori makes that strategy far more time efficient. I suppose that 'addressing it' could mean that they officially want that to be the dominant play style, in which case job well done I suppose.

    This isn't an attempt to address camping and tunnelling. They've already done that in a pretty effective way. Survivors have all the tools to combat camping and tunnelling now, they just need to learn how to use them and actually play effectively.

  • @AmpersandUnderscore said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212125#Comment_3212125

    Tunnel out the first survivor. Camp or proxy camp the second and interrupt the unhook. Game over in 4 hooks or less, and the killer/perks are just flavor. Bonus points if you don't even use basement to deny unhooking.

    There's no reason not to play like this if it goes live, so welcome to the finisher Mori meta.

    There's no reason not to play like that now. If you're playing sweaty to win, you're already doing that. Most people are playing to have fun though since winning is meaningless in DBD.

    You also lose the game if you try and camp two hooks and the survivors are awake.

  • @MrPeanutbutter said:

    There is always the option to turn off the end-game chat, but honestly BHVR needs to kill the chat altogether.

    It boggles my mind that they are so sensitive to things like “accessibility” yet they’re totally OK with keeping this end-game chat which serves no purpose other than to be a forum for toxicity and bullying

    That's nonsense. That's like saying we should turn off the Internet because it serves no purpose other than to be a forum for toxicity and bullying. The majority of my post-game chat is positive because I usually start it out with something positive. Most people in the game are friendly. There's a small minority that are going to be a-holes, and I get how that can sour the experience for people. Unfortunately, no one has figured it out yet and you just have to put up with it if you want to communicate with people on the Internet.

    The only thing you can really do though is ignore it and move on. It'd be nice if they'd just put in something that would just automatically permaban anyone using words they deem unacceptable. It'd be fairly easy to do, but no one's had the balls to do something like that yet.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3209743#Comment_3209743

    I'm just saying. If the killer can't beat survivors in tournaments, who btw are restricted in what they can bring meaning they're weaker than in public matches, why would that killer be considered viable? Does viable now mean that you can beat some, but not all people with them? That's what I'm trying to figure out from this community, because the way they say it, all killers are viable.

    Who cares about tournaments? Tournament play isn't the way 99.9% of DBD players play the game. In regular old high MMR DBD, pretty much all the killers ARE viable, except on a few of the worst maps. The Cenobite is right in the middle of the pack and is always viable no matter the circumstance, even in tournament play.

  • Not sure what that has to do with anything, but he does. Eternal uses him all the time.

  • @GiveMeTheBox said:

    Cenobite is an incredibly weak killer. Just let them get some reward out of using their power, dude.

    He's far from incredibly weak unless you're of the opinion that everyone who isn't Nurse or Blight is incredibly weak. He's right in the middle and definitely usable.

  • Except the killer literally has to aim it.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3203928#Comment_3203928

    Definitely not O/P but it'll be usable in a lot more situations if the killer does not insta pick up (ie moves to stop flashlight/pallet saves).

    Probably best used in Sabo squads as a single Sabo/body block will hold more weight in game.

    Imo, of course.

    If you're in a SWF, there are far better perks to run than wasting two slots. Unbreakable will still be good, flip-flop will still be mostly useless.

    It's one of those combos that sounds like it'll work and be fun in theory, but in practice rarely comes into play.

  • The combo's going to be the same as it is now. Great in certain situations, useless and a waste of two perk slots 90% of the time.

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