JPA
JPA
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Even if you finish the grind and unlock every perk for every character that is out, they release characters quite quickly, so you'll have to grind out 3 perks for every other character on a routine basis.
Basically, the grind won't end. Unfortunately you have to pick a few characters you want to specialise in, and grind only on those.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2597790#Comment_2597790
Lets me honest, killer is a lot easier at lower MMR score, like it was a lot easier at rank 20.
I shouldn't be getting people with 10 hours in my team when I have almost 5 thousand hours.
The thing is, however good the matchmaking system is, it still has to work with the data it is given, i.e. the players who are actually available. You must realise that players with your amount of hours are more rare than the players who have hours in the 100s or even 10s range.
Therefore, in order to find 3 other players for you to play with, it is simply going to have to match you with inferior players, because you are superior to probably 90% of players.
Either that, or it is going to make you (and the other skilled players) wait longer. Maybe you'd prefer a 20 minute wait for a quality game, but I'm not sure if everyone feels that way, thus we have to make the sacrifice for getting ANY player, rather than getting good players fast.
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@Marigoria said:
Is there any plans to rework current SBMMR?
We had months and months of tests, different phases, and somehow I feel like it's even worse than it was during the last few tests?
Idk how it is going for everyone else, but as a solo survivor with almost 5k hours, I keep getting people with not even 50 hours in my team. This isn't normal at all. Just now I had a dwight with 9 hours who let everyone die on hook.
And of course, if SBMMR is based on time in a match, and solos keep getting left to die on hook, how are we supposed to even get a higher MMR score? Are we all doomed to just keep getting potatoes on our team for the end of time?
Or should we all just start playing SWF?
"And of course, if SBMMR is based on time in a match, and solos keep getting left to die on hook, how are we supposed to even get a higher MMR score? Are we all doomed to just keep getting potatoes on our team for the end of time?"
Don't forget the Killer also has an MMR, so if your MMR drops, you'll play low MMR Killers. You will hopefully beat them, and then your MMR rises a bit.
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@shitman said:
I have the same. It disappoints me how, during the camp, my teammates waste time and do not fix generators, but try to save and fall into a trap. In addition, as a rule, in such a game, I get a maximum of 5k bp, which is also bad, because I waste my time on the game.
You can always ALT+TAB out and stick on some youtube, read some educational articles or something.
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Nah. The grind is already at a ridiculous level
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@LeonxJiwoon said:
To counter killers hitting you on the hook to make them more mad, run calm spirit as a meme because you dont scream when you get hit, it only now makes them hitting on you an absolute clown show as your other 3 team mates leave and they not getting that pleasure of you screaming in agony loooooool. Trust me the calm spirit meme works, I even had a face camper dc because he notice I was not screaming when he was hitting me on hook and my friends escape, vs bubba on a serious note I already avoid basements as far as possible when I know its him or trappy. It is nice to see a confession that apparently killers who are having a bad time is gonna result to a basement bubba finally the cat is out the bag.
Not really. Imma slap you on that hook. It's still funny, scream or not.
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As someone who has been playing more basement Bubba recently, the advice I would give to anyone who wants to see less basement action is...
In the end game, DON'T message the killer. Don't say anything. Just leave. In fact maybe say GG and leave.
Standing in the basement is NOT fun, but mining the salt from your tears at the end is.
So don't give Bubba the attention. Take your minutes on the hook like a champ, and move on.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2596111#Comment_2596111
I don't have to win every game to have fun. I find it weird that so many people think like this.
I never said anything about winning. But it's nice to feel like you have a chance. In many games if you're not playing Nurse, you don't really.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2593119#Comment_2593119
Thing is, due to latency alone, its sometimes impossible for survivors to predict a hit. If the killer has a 150 ms spike right before the hit and you have a 60 ms spike right before they hit, it will take 210 ms for their hit to appear on your screen, at which point, they already hit you from their perspective, while they havent even touched you from your own perspective.
Considering killers can already bait a dead hard, hit validation is fine.
The thing is, Killers move at a constant speed. Regardless of lag spikes, if you gauge the distance you should be able to know roughly when to DH anyway, even if lag kicks in momentarily
My main point in this thread is that if you don't hold the DH to the last second, you'll be broadly OK. You are bringing up increments of 60-150ms which would fall under the last second.
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/2593119#Comment_2593119
Or you can simply hit the survivor next time instead of letting them dodge it.
no thanks, I'll just insta down people and camp on hook, because chasing isn't fun anymore
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I think Pyramid Head was up for it. There are certain subreddits that go into detail.
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my god, it's full of posts
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@Killing_Time said:
https://forum.deadbydaylight.com/en/discussion/comment/2596242#Comment_2596242
I was saying "stop playing" as in joking around etc. I would never tell him to stop playing the game. Not my place lol
Yeah I knew it was a joke, I was also continuing the joke by saying he could also play more Killer and I'm sure this list would get adjusted eventually :P
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@Killing_Time said:
https://forum.deadbydaylight.com/en/discussion/comment/2596228#Comment_2596228
I've probably been here longer than you. Been around since right before Myers released. Those killers are not good at the top.
Only Nurse, Blight & Spirit.
chill. I'm saying OP could play more, to get more familiar with the game, as an alternative to simply stop playing, as was your suggestion XD
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@Killing_Time said:
Pyramid Head, Nemesis, & Plague viable at the top? Dude, stop playing lol.
List invalid!
or maybe play more?
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2596201#Comment_2596201
There was a hole here
I don't know what you are doing here but at least this is a thread not about DH, tunnelling, or camping, so good job
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What do you mean by viable?
Getting a 50 win/4K streak on public games?
Winning against "pro" teams?
Getting 2-4Ks in most games?
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Was it about tunnelling?
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2593449#Comment_2593449
They will just Dead Hard you during their one and only chase. It is inevitable.
Bro, you're playing Bubba. Chainsaw down them. They can't use DH unless you injure them.
Remember Insidious can be used to camp round the corner from a gen as well, with good positioning you can guarantee a down this way.
Happy camping xxx
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@AJStyIez said:
https://forum.deadbydaylight.com/en/discussion/comment/2593872#Comment_2593872
That's not a strawman, that's a straight up response to a dumb statement you made.
"ONLY the people who are greedy with it will complain about the time they spend exhausted on the ground."
Actually, EVERYBODY who uses Dead Hard has complained or will complain about being exhausted on the ground at one point or another, it means the perk wasn't/isn't working properly.......Your sarcastic explanation about something obvious for anybody with thousands of hours in this game is pointless. I don't need to learn what greeding is, but nice strawman from the person who accuses me of a strawman even though it wasn't an implication from me... That's something YOU literally wrote yourself.... Read your own message
lmao I love how you have posted the quote I said, even when it doesn't even say what you are claiming I said, and then still claiming that it says that. You're hilarious bro.
My point was, if you don't greed DH to the absolute max, you will spend less time on the ground, as obviously latency won't become a factor as you DH before the Killer is in range.
You are now claiming that every person who ever used DH has complained about it at some point, which cannot be proved and is almost certainly false, and then used that to imply that I am calling everyone who used the perk greedy. So not only you straw man'd me but thats another logical fallacy right there. 2 in 1, amazing.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2593470#Comment_2593470
You do you. I'll still play killer and have fun. You can sit in the basement and keep feeling sorry for yourself, lol.
Are you a god Nurse, or do you have 7K hours on the game? I just find it difficult to believe playing this game properly is fun, once you get to a certain level of MMR.
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@Xayrlen said:
https://forum.deadbydaylight.com/en/discussion/comment/2593920#Comment_2593920
The "hit validation" mechanic is not survivor exclusive. If the survivor mistimed their DH - they are getting hit. If they mistimed it and had worse ping: doesn't matter because they are still getting hit.
What you are talking about is getting "robbed" of your hits, although you never landed a hit in reality. If that was a splitscreen or LAN party, the result would be the same, but for online multiplayer validation is required to make justice. Even before dedicated servers DH worked properly, so I don't know why you are talking about killers personal hit validation.
I never said I was "robbed" of my hits, perhaps you are quoting someone else. My main argument is DH is not fun to play around. Now it is even less so, as now, from my perspective, Survivors can DH after being hit.
Can you clarify what you mean with LAN. If playing with LAN, there is no server, so someone has to "host" right, does this mean everything has to be validated on one side, or what?
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In my opinion, Dead Hard is one of the most frustrating perks to play against in the game. Playing around it is tiring, you have to wait an extra 2-3 seconds on pretty much every chase, even if the survivor does not have it. On top of this we now have an extra inconsistency added now in the form of server validation. I can see why it might be perceived as fair to let the server decide, but a Killer must play around DH in every single chase, so I don't think the experiences around the perk are equivalent on both sides, so "fair" isn't necessarily fair.
For the record, I also use DH when I play survivor, and I didn't spend too much time exhausted on the ground, as I just didn't use the perk as late as possible constantly, I used it in a safe manner to extend chases.
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@Xayrlen said:
https://forum.deadbydaylight.com/en/discussion/comment/2593880#Comment_2593880
It's not even about how good survivor that is using DH, lol. It works properly now, and that's it. If you are that impatient or simply can not figure out the way to bait it, then you don't deserve that hit anyways.
I wonder if it no longer being validated on the killers side means it is actually easier to bait out now? This change should have made the game more interactive for survivors no?
It's not simply a problem of "baiting". It's just an extra layer of inconsistency over a perk that is already annoying to face.
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@Xayrlen said:
Just because you can't abuse your bad ping doesn't mean you can get a free hit. Now DH is working properly.
lol "free hit", implying that DH isn't literally used as a free health state. If you are totally reliant on DH to avoid a hit then you probably could also get better at looping.
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@AJStyIez said:
https://forum.deadbydaylight.com/en/discussion/comment/2593175#Comment_2593175
Hard disagree, that's a stupid thing to say.
1) Not every Survivor makes greedy plays consistently
2) Just because the most efficient way to use Dead Hard is to use it for distance in advance doesn't change the foundation of the perk. I never understood how the perk literally explains that its intended for you to dodge a hit, yet people make it seem like 'greed' or 'trash' to ever use it for anything other than distance on a window tile or safe pallet.
You don't always have the luxury of using it for distance exclusively, as somebody that regularly uses it for distance. Every person that has ever used DH can use video evidence/ancedotal evidence for how many bullshit hits people have gotten and being exhausted on the ground which leads to early hooks/endgame deaths where you feel robbed
- I never said "every survivor is greedy" but thanks for creating a strawman argument that is easier for you to attack. What I did say was that people who are greedy will more consistently end up exhausted on the ground (because they are more likely to not use DH at a safe range but go for a maximally efficient play)
- It's not black and white, it isn't either a dead hard for distance, or a "greedy" dead hard. It could lie somewhere in between. You could use it to straight up dodge a hit. You could wait 1-2 seconds as a Killer reaches hitting range and do it. You could "greed" it and wait 2/3/4 seconds and wait until you see the Killer actually swing. It could be a combination of both, you use it for distance to get to a pallet, but delay it enough to also make the Killer swing, wasting more time with their missed hit cooldown. Can you see the greed in this case? You are waiting a fraction of a second longer to get the Killer to waste a hit AND get to the pallet/window to extend the chase. Or if you are looping a small loop, you could DH nice and early, or you can hope that the Killer is going to wait our your DH and maximize the loop (they might do if its the second time they are chasing and already know you have DH). Can you see now why it is called "greeding"?
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@drpynz said:
https://forum.deadbydaylight.com/en/discussion/comment/2593778#Comment_2593778
Yep, especially in the basement.
Looks like another club member XD
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@Vizikk said:
https://forum.deadbydaylight.com/en/discussion/comment/2593750#Comment_2593750
I think we all understand for the survivor it's more "fair", but it's at what cost? That's what he is missing.
Well the cost could be the continued downfall of the game I guess. Eventually Killer will be too unfun to play and we'll see growing queues again.
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@Dwigtht said:
https://forum.deadbydaylight.com/en/discussion/comment/2593765#Comment_2593765
Yui is the authority with "5,013" posts, but we can gather together and override her "No!"
Spoken like a true Dwight!
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@GannTM said:
No
Plz?
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@drpynz said:
https://forum.deadbydaylight.com/en/discussion/comment/2593449#Comment_2593449
I just switched to basement bubba myself. I love the club so far.
You may find your games will not be as stressful anymore. Guard that chest well!
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@Vizikk said:
https://forum.deadbydaylight.com/en/discussion/comment/2593726#Comment_2593726
Ah, the luxury of text rather than speaking. My mistake.
Either way my point still remains that he has no foresight once so ever. This isn't just "yOu ShOulD nOt hAve hIT aNyWay". I figured someone that seems as smart as him, would know that.
I think his core argument that the server is fairer than picking either of the 2 clients makes sense.
Shame though he didn't respond to my post, where I pointed out that Killers spend way more time playing around Dead Hard, so it may not be as simple as sacrificing both experiences results in a fair experience for all, as it feels like just sacrificed consistency on one side, for no consistency on any side (now more is subject to latency).
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@Vizikk said:
https://forum.deadbydaylight.com/en/discussion/comment/2593701#Comment_2593701
"That brings this conversation to a close."
That's a statement, not a demand. He is saying he is backing out of the debate (I don't blame him, you basically implied he had no foresight). He's not demanding anything of you, simply stating he's done with the chat.
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@Vizikk said:
https://forum.deadbydaylight.com/en/discussion/comment/2593669#Comment_2593669
Ah, I used an idiom to say you aren't very observant and this triggered you to make demands. Interesting and educational viewpoint.
Demands? What demands did he make? Quit digging a hole, this guy is eating you alive haha
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@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/2593679#Comment_2593679
My interpretation is that when they play solo, they want their team to be sacrificed?
Yeah I got that as well, but ultimately that was a reason for the main point, which was the "advantage" of being a Killer, which was that you didn't have bad teammates (and hence want teammates to be sacrificed)
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I think the person is trying to say that one advantage to playing Killer, is that you don't have to rely on others in order to not lose?
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@Vizikk said:
https://forum.deadbydaylight.com/en/discussion/comment/2593480#Comment_2593480
You wanna know something hilarious that NOBODY will point out. I will try and break it down because it may be a bit confusing at first.
So, what do you notice about all the "hit validation" stuff. All of them are things done by the survivor or actions. They are instant and immediate. Whats one thing that immediate and instant that the killer does...action wise? Looking away from flashlight saves.
Hitting before DH or dropping a Pallet on your end as killer doesn't matter. But ALSO looking away from a flashlight save on your end doesn't matter.
My point is, as a killer we can get blinded for a flashlight save even on our end we looked away. But why isn't this validated? They DIRECTLY effects the killer. Just like DH and Pallet hits DIRECTLY effect the survivor. You can bet just about anything they will never do a "blind validation" because it directly effects the killer.
Just for those who are still not understanding...the actions effect eachother this way.
DH Hits: Killer -> Survivor (VALIDATED)
Pallet Hits: Killer -> Survivor (VALIDATED)
Grabs: Killer -> Survivor (VALIDATED)
Blinding: Killer <- Survivor (Not Validated)
Now my point should be obvious.
So is the flashlight blind validated on survivor client side?
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@Nicholas said:
It's so unfair for killers. I guess it's fair to deny survivor players movement because The Killer benefited from the lag advantage. However, now that DH is validated, the world is ending, and it's super unfair. Meanwhile, an unfairly downed survivor due to the competitive advantage given to killers is ok because The Killer saw the hit, and his client confirmed it; it doesn't matter what the survivor saw or the server. Sounds super entitled and biased.
Assuming an average of 2 DH users in a game, a Killer has to play around up to 6 DHs.
As a DH user, lets say you can get 3 DHs out on average in a chase before each hook.
We've made the experience more inconsistent for Killers, and DH is already a very unfun perk from a Killers perspective. Simply because you wanted to greed DH for an extra 10th of a second.
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First, know that negativity bias is a thing, you will remember negative events more easily, so you'll remember those Killer games where you got stomped, and the Survivor games were you and your team got stomped.
Second, I'm assuming you are a solo player, which means you get the worst survivor experience, which is to play with no communication. Therefore you are more likely to be on a team with no communication, than you are to face a team with no communication (given that against 4 players, often you will be playing against parties of 2/3/4, so you might see organized players often.
Also when you are playing Solo survivor, the Killer probably doesn't know you are not a SWF, or not until its too late. So they will show you zero mercy and try and fight you with the same tactics they will fight a 4 man SWF.
Basically as a solo player, you will see the worst of both sides. Obviously Killer is always solo, but if you get good at it, you'll face better teams more often, which can be extremely frustrating if you also play survivor. You feel like you are in the worst of both roles constantly. Well.. you are!
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2593428#Comment_2593428
I personally feel like every killer's power should have at least ONE aspect to it that breaks the core rules of the game that all the other killers have to abide by. Huntress can hit survivors across the map, while everyone else has to get close. Nurse can ignore walls and barriers. Legion and fast vault. Doctor gets to know exactly where people are hiding. The Chainsaw boys can auto-down people with one hit. Etc.
PH's big claim to fame was "hit people through walls." Except they put layer upon layer of nerfs on that to the point there it's only actually used at windows and pallets, where survivors get locked into animations (and thusly can't take 0.05 seconds to move SLIGHTLY to the right or left). Being able to skip the whole "pick up and carry to hook" phase would be a fine spot for PH to break the rules, in my opinion. And the cages are WAY more Silent Hill than the hooks. It fits his flavor and is a minor mobility increase (which he desperately needs).
Yeah but if we're comparing the power level of Legion's fast vault (which doesn't add much to his kit given his potential in chase is already bad), and having instant hooks from any point on the map, it's not much of a comparison.
Same with Doctor who you also mentioned, you can find where people are hiding, IF they're within range, and IF you're off cooldown which means you can do it maybe 4x a game.
Whilst I like the idea of removing hooks, and I like the idea of Killers being strong and changing the rules of the game in unique ways, but in the context of the other Killers as they currently exist, I think PH would be pretty dang strong with this change.
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@Vizikk said:
https://forum.deadbydaylight.com/en/discussion/comment/2593449#Comment_2593449
Unironically chasing survivors is slowly becoming a way to LOSE the game. Like I said, I can somewhat get behind Pallet Hit Validation, even though it made it easier to loop pallets safely.
Now they enabled the Healing Boon again, on top of this....I'm going to start letting people bleed out on the floor or basement camp.
I except a HUGE killer rework soon or this game will be a joke. If I'm being honest, give every killer 5% added to their movement speed. It will make the game more interesting instead of Survivors just greeding DH because of Hit Validation, and greeding Pallets because....once again, Hit Validation.
DH is one of the more annoying things in this game for me. It's not enough to learn the tiles, it's not enough to profile each survivor in game to predict their pathing and mind games, it's not enough to make the mental catch to bait/wait DH each and every time you are about to hit a survivor, now you have the extra 50/50 of server validation to make the whole DH experience just that little bit more inconsistent
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I'm a basement bubba main now, they can't DH me from the hook.
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@Nicholas said:
The video was sadly funny to watch.
https://forum.deadbydaylight.com/en/discussion/comment/2593150#Comment_2593150
You were robbed of hits they never earned in the first place. I hate to break it to you, but just because you see something on your screen doesn't mean the other person also saw it. You hit through DH on your screen, they successfully dodged the hit on theirs, but the server determining the outcome seems fair. Why exactly do you think your client should be the authority on that interaction?
because Killer's have to play around DH all the time. If it is at least consistent to one side, then Killer seems fair to me.
Now when chasing someone, you have to go through the rigmarole of baiting/waiting for DH, and now also make an adjustment based on your and their ping? At least when it was client-sided for Killers, it was consistent for both sides (see my comment above on just don't greed your DH to the last possible split second).
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2593356#Comment_2593356
Considering he has zero mobility boosts, his shockwave is only useable if survivors lock themselves into animations, and his torment trails:
- slow him to use and take too long to set up
- can't be placed anywhere you'd want to put them (hooks, gens, doors, stairs, exits
- can be completely avoided by crouch-walking for 1 second
- have hard caps on how many you can set
- fade away after a little over a minute
- make a ton of noise, alerting all nearby survivors
- do not harm, hinder, or otherwise inconvenience survivors, and only alert him for 3 seconds
- are completely under the control of the survivors
- are double removed from the survivor team with every cage
... he's basically just an M1 killer. You spend 99% of the game moving forward and swinging with your default attack. Using cages wouldn't make him OP. It would encourage survivors to take some SLIGHT variation in the [Borrowed Time, Decisive Strike, Dead Hard, Iron Will] meta.
When you put it this way, yeah his power sounds pretty bad.
But still, an M1 killer that never has to hook still practically has 2 minutes free time compared to a "normal" M1 Killer, if there is such a thing. Feels strong to me.
Don't get me wrong though, I already think survivors are too strong, and hooking (and most things as Killer) are too slow, but feels like hooking in general should be removed, rather than on one Killer.
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/290364/having-more-fun-not-giving-a-crap-about-hooks
I really wish Pyramid Head's cages weren't linked to Torment Trails. Especially after the "can't see the cages" nerf. He would be FAR more fun (and more flavorful) if he could just send survivors to cages every time. You lose out on BBQ, but they lose out on the Perma-crutches of BT and DS, so that's a fair trade in my mind.
lol bruh you don't "lose out on BBQ" as you'd just not run it. Besides, BBQ is not even the strongest perk anyway, a lot of people run it for blood points. Everyone else will be running hook based perks because every other Killer is built around hooks. I think PH would be too strong as this efficiency bonus he would get for caging every time would be HUGE.
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It's not about fun. It's about sending a message.
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Yeah it is fun to do this. Surprising how often you end up with a 4K at 5 gens doing this as well. It's good to do just to get an idea of when it is good to slug.
It is good for trolling as well, because people have to sit through your game and not get many points because of no hooks lol. Whereas if you play basement bubba people are onto that by now and just won't give salt in the chat.
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This game is not balanced anyway so just stop care about ranking and play for fun.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2593119#Comment_2593119
Not everyone who uses DH is greedy about it.
50/50 sounds good to me.
Only the people who are greedy with it will be complaining about all the time they spend exhausted on the ground.
Assuming a survivor gets to get DH off 3x per match, and a Killer on average deals with multiple DH users (so plays around DH 6x on average), I think it should be consistent for the Killer. Dead Hard was already annoying because every time you chase someone you have to do the obligatory 2-3 second wait for them to use it, now you also have to gauge their ping as well it seems?
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Yeah I just had a match where I hit someone, they screamed, then they dead harded away and didn't go down. So they've basically just moved the problem to be a 50-50 issue now?
Considering Killers have to deal with it more often (assume at least 2 people have DH per game, if you hook them 3x that is an average of 6 occurences of playing around DH per game), I don't think it was that bad an idea to have it validated on the Killer side. If you're tired of being exhausted on the ground, you can also dead hard earlier rather than being as greedy as possible with it.