Avatar

JPA

JPA

About

Username
JPA
Joined
Visits
0
Last Active
—

Comments

  • The same people who say Survivor takes no skill will probably acknowledge that Killer is easy at low MMR, but a nightmare at high MMR. Obviously this is the case because survivors at low MMR have less skill.

    Therefore anyone who is saying Survivor takes no skill is probably just salty, or a troll.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2683007#Comment_2683007

    You're drawing smaller and smaller boxes, and at that rate no killer can be categorized into anything. This is ultimately why most people have varying definitions, and mine isn't meant to serve you. It's meant to serve me, and the OP to the extent of his needs on this thread.

    At the end of the day, how does the killer use his power? If they're dealing damage at range, completely circumventing the traditional loop playstyle (Of which against a respectable team, Hag does not), or dealing damage with their power, they are MOST likely an M2 killer.

    You're going to pull your hair out of your head trying to hold me to whatever your definition of M1 killers are, you're welcome to make a topic about it, or look at previous threads where people have argued at length.

    You are the one who chose to use M1 Killer in the description, knowing full well how poorly understood that definition is.

    You seem to think I'm angry or something, saying I'm "overthinking", and "pulling the hair out of my head", when really I'm just trying to establish some common understanding.

    I'm not drawing smaller boxes, I'm using the very definitions you've given.

    Earlier, Blight was an M1 Killer, because he's 115. Now Hag is an M1 Killer, even though she isn't 115. Blight was an M1 Killer, because he presses M1. Nurse presses M1, but he isn't an M1 Killer.

    Hag is an M1 Killer, because she presses M1 after her power, Nurse presses M1 after her power, but she isn't an M1 Killer.

    These are all your own statements lmao

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2682996#Comment_2682996

    Hag is an M1 killer, by my definition, and at the end of the day good survivors turn her into one.

    Nurse is not, she is in a category all of her own. Her power completely disrespects the entire nature of the game. She doesn't play against loops, pallets, vaults, or even survivors if she's good enough. The only thing she plays against is LOS and maybe an argument could be made for immersion as well. You could call her M1 by my definition, but at that point it would be disingenuous due to her unique situation.

    But.. earlier you said Blight is also M1 Killer because he is 115 and plays loops normally, Hag is not 115.

    So which one is it, the 115 speed, or the fact they have to press M1?

    Not only that, but under your definition, Hag is M1 against a certain subset of Survivors, but not all.

    It seems like its not entirely a consistent definition to me, but whatever.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2682974#Comment_2682974

    He's still running around the pallets/loops smacking you with M1, he's just doing it extraordinarily fast, if the killer is good. The person who made this topic is not experienced with Blight. He's going to have plenty of downtime where he's going to be better off doing typical 115 mindgames, maybe even for a few months as he will have to get extremely familiar with the tilesets to get to the point that Blight becomes a non-linear killer.

    Nitpicking aside, I stand by how I originally described it for the OP. I don't get to choose how other people categorize killers, I just get to be consistent in my efforts.

    Sure, and I even just said you could fall back to him as an M1 Killer, but that's still not playing him "to his full potential"

    But I guess this still falls back to what your definition of an "M1 Killer" is

    But under your definition, Hag and Nurse are also M1 killers, because you have to press M1 after using their power.

    And they're obviously not M1 Killers

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2682955#Comment_2682955

    He presses M1 every time he wishes to do damage. Don't overthink it, everyone has a different definition. At the end of the day, the Blighter is a 115 speed killer who has to play the looping game. That's all I'm going by.

    I assumed M1 Killer generally means you rely on the M1 (i.e. standard M1 attack) to score all or most of your hits. E.g. Trapper is M1 because he always has to get M1 hits, apart from very rare grabs directly from his traps.

    I.e. more about the M1 as in the standard attack, rather than M1 being the button you physically press.

    Good blights tend to use the blighted rush attack, which is not really a standard attack (it behaves differently in terms of the turning/hitbox etc.)

    I'm not "overthinking" it, why bother having and using names for things if the definition is not agreed upon and our intent is not clear?

    I guess the thing I was more picking up on is the fact you said he's an M1 killer "played to his full potential". I think the best hypothetical Blight would be landing M2/M1 hits all the time, so you wouldn't even be playing him as a typical M1 chaser all of the game.

    Sure you could fall back to him as an M1 Killer, but then that's not playing him to his full potential. Which is I guess why I disagree with your statement of him being M1 at full potential.

  • @foxsansbox said:

    He's easy to learn, hard to master, and necessary in the current meta. He's one of the few solely M1 killers that can function well when played to his potential.

    You're going to hear a lot of whining about his add-ons and advanced techs, just remember, that's people whining that a players spent their hard earned BP and took an inordinate amount of time to develop niche skills for a single killer.

    How is he an "M1 Killer" if played to his full potential. If played to his full potential you'll be using M2s to get to the majority of hits, I don't think a blight rush counts as an M1, even if you press M1 to use it.

  • All Otz proved is that if you play the game for 8 hours a day (for years), and use strong builds, you can win consistently. People already knew that.

    Not everyone has as many hours as Otz, or for that matter, as many meta builds on every Killer.

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2673542#Comment_2673542

    Again, your examples of "playing scummy" as survivor weren't scummy. Bodyblocking isn't scummy, it is team play like you said, using flashlights for their literal intention isn't scummy, and BM'ing is scummy, but it doesn't affect gameplay lol. It isn't survivor bias, it is you targeting a specific thing I said, which I said applies to both sides lmao

    lol read my post again, I even specifically said they weren't scummy, just that they were questionable as they were very unfun for the person on the other side

    and you basically ignored all my other valid points

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/297866/survivors-have-gotten-so-stingey

    I've never seen this much.

    Mostly, if they are sticking around, it's to teabag you and flicky flicky to be jerks. At the most charitable, they are hanging around in case one of their friends wants to be a jerk and gets snagged.

    I see it quite often. Less than I see teabags though.

    What I also see, just as often, is people pretending to stand there for free hits, and then DH'ing or running out at the last second, just one last attempt to have yet another petty victory over you.

    Lately I don't even go near the exits, unless I'm opening the doors lol.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2673736#Comment_2673736

    Perhaps that's just my explanations- I don't see a difference between those two things because delaying generators and downing survivors is the killer's objective.

    That's fair, though! I believe the quote I'm remembering was from the most recent QnA stream, if you wanted to go rewatch that to confirm. I'm going off memories, I may have mixed some stuff up.

    Have a good one, dude.

    thanks, you have a good one too bro

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2673736#Comment_2673736

    Perhaps that's just my explanations- I don't see a difference between those two things because delaying generators and downing survivors is the killer's objective.

    That's fair, though! I believe the quote I'm remembering was from the most recent QnA stream, if you wanted to go rewatch that to confirm. I'm going off memories, I may have mixed some stuff up.

    Have a good one, dude.

    Would argue with that, I think the Killers objective is only to get kills.

    Technically, even if you get 4 kills with NOED after all the gens are done, you still won.

    This is another reason why I feel this whole "objective-based" thing doesn't fit with Hexes and Boons, as many of the Hexes do impact gens.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2673711#Comment_2673711

    Right, but that's kind of what a utility buff is, wouldn't you agree? Something that doesn't directly contribute to the objective, but makes it more likely by keeping you around to complete the objective through other means, or by keeping attention off you. That's exactly what it does, and that's why the killer doesn't need to destroy them right away, because the danger they pose to your win state isn't direct and can be circumvented through other means- contrasted to at least the stronger hexes, that directly contribute to keeping survivors from their objective or make downing them easier.

    ...Again, with exceptions. Hexes are a little more varied than sticking to a very rigid formula, and boons may branch out too later on down the line, but right now they fit their mould much more uniformly.

    Also, y'know, CoH is busted and you really should prioritise snuffing that one because it's OP, but we're talking broad strokes rather than just that perk.

    Wait so we now expanded Hexes to "directly contribute to keeping survivors from their objective or make downing them easier"

    I thought the original definition was, Hexes contribute directly to the objective. Boons are utility and not direct.

    But now its Hexes contribute directly to Killers objective, or mitigate Survivors objective.

    But anyway I feel now we're arguing over words any way used by BHVR. If they genuinely said "boons do not contribute to the objective", I would suspect they were just saying this out of fear people would say they're OP, or that they'd impact gen speeds. But I don't even know who said this quote so I can't make that assumption.

    Probably just gonna back out of this one anyway as I drove this thread way off topic

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2673686#Comment_2673686

    Well, consider it this way- healing is not the survivor's objective, nor is looping. They can complete their objective and win without doing either of those two things- when the devs say that it's not going to affect the core objective, they mean (again, I assume) generators and exit gates, because those are the survivor's objective. Contrast that to hexes, which either affect generators (Ruin, Lullaby) or lethality/chases (Devour, Crowd Control, NOED, Haunted Grounds), and those things are the killer's objective.

    At least... in general. Hexes have been in the game for longer and they seem to have had a looser conception of them from the start, so there are weirder ones like Third Seal that don't actually affect the objective, as well as utility/support hexes like Undying and Thrill. It's a little less restrictive on the hex side, but so far, they have been sticking to their description for boons.

    That's not to say they're not strong effects, but outside of how busted strong CoH is, survivors don't complete their objective faster just because a boon totem is up- even when you're both in the radius, that survivor isn't advancing the game, they're just buying time for their teammates to do it or extending their own uptime. So far, I do think the "utility buffs" concept is bearing out, and they are - CoH aside - weaker than the average hex.

    "They don't complete the gens faster because a boon totem is up"

    No, but they might complete the gens in a situation where they wouldn't have, if the boon wasn't up. So, indirectly or not, it's helped them complete their objective.

    Well you've just saved me googling all the Hexes by posting the ones which don't fit in with this pattern.

    I could use the same logic really. Crowd Control blocks windows, but Killers don't need to block windows to complete their objective (just loop for longer).

    Much like, CoH makes healing faster and enables self healing, but Survivors don't need to be able to heal to complete their objective, just don't get injured.

  • Look at all those ash and bronze rank Survivors you absolutely dominated! Not a single team there is not rainbow ranks.

    This doesn't prove much, I could go and drop my MMR and 4K against SoloQ/baby survivors all day.

  • @deadbydaylightdude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2673206#Comment_2673206

    We do? Wym? excuse me but care to explain cause i genuinely wanna know. ive never seen anything dog related in the game

    Sorry to get your hopes up, not an actual dog.

    People refer to Demogorgon sometimes as Demopuppy.

    And there is a general running joke that he's not really an unfathomably violent and dangerous nether being but just a good boye

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2673671#Comment_2673671

    Lucky Break then. Removes scratch marks and blood. No indicator to the killer it is in play.

    You can still see other scratch marks, I guess it would be clunky to have some active effects indicator saying "you can't see scratch marks for Survivor X"

    Also I think when you get hit by Lucky Break, it's pretty obvious so you don't really need a status effect. If all scratch marks are disabled in an area, then I'd still argue this is a "status effect" on the Killer. But I suppose the perk is all about stealth anyway, so yes, it would make it less useful I suppose to advertise it.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2673658#Comment_2673658

    No, I am just assuming that based on the way boons have been discussed and the fact that one of them is absurdly, wildly more powerful than either of the other two. Utility buffs in a small area that don't affect the core objective, as they have been described, implies to me that they're not supposed to be as game-changing as hexes are while they're up.

    Exponential is not going to be stronger than most hexes, nah. It's so situational and easily played around that it's basically only gonna see use when the lit totem is on a different floor to the slugged survivor, as far as I can see.

    It's definitely just CoH that's OP. Shadow Step is far more balanced (albeit really annoying on some maps) and Exponential is lowkey kind of garbage, I'll take those two over CoH any day.

    Fair, yes now you mention it, Exponential is more situational than the other perks, given you have to be downed within range, and it can be totally prevented by not slugging anyway.

    "Utility buffs in a small area that don't affect the core objective"

    So I assume you are quoting here so these may not be your words, but I'd disagree with that description, Survivors healing at a faster rate does affect the objective, it is all time savings that can be converted into gens. The other two boons can help you not die and therefore contribute to the objective.

    You could argue many of the Killer hexes don't affect the objective, cause they don't directly result in kills!

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2673635#Comment_2673635

    Then why do killers not get a popup when Iron Will is in play? Same idea, no?

    I think that is slightly different though.

    Iron Will completely removes the sound from the Survivor (as another Survivor, you can see if a teammate has Iron Will). It's not taken the ability to hear sounds from the Killer.

    Scratch marks however, can only be seen by the Killer. So when you are taking away scratch marks, I could definitely argue you are removing an ability from the Killer.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2673638#Comment_2673638

    So, obviously Haunted Grounds and Retribution are designed with the base assumption that if a survivor sees a hex, they should want to cleanse it. Those perks strengthen my argument, not weaken it, those perks would be literally useless if survivors didn't have a heavy incentive to cleanse (or bless over) a hex.

    Some hexes being weak also doesn't undermine their core design, which is supposed to be perks that impose hefty negative effects onto survivors that encourage them to hunt for its associated totem. I'm fully aware that Lullaby, Third Seal, and a few others are not good perks, but they're not good perks because they don't fit this intended function.

    Boons are supposed to be weaker. Circle of Healing being absurdly overpowered is a problem with that perk. The killer is supposed to have snuffing as an option, but still be able to play around the boon if they decide that their time is better spent finishing a chase or interrupting a specific action- look at Shadow Step and Exponential, you still ultimately don't want them to be up but they're also not so potent that you can't get away with prioritising something else before snuffing them.

    "Boons are supposed to be weaker"

    Has this been stated as such by devs?

    You raise a valid point that specifically it could just be CoH thats OP, but there's only three, and CoH hasn't exactly set a great precedent, and I'm assuming the Unbreakable Boon is going to end up being more powerful than many of the Hexes.

  • @jesterkind said:

    I don't think the killer needs to know what boon totem specifically is up, because that's - so far - something they can figure out by watching its effects, and because hexes are designed for survivors to need to cleanse them whereas boons are designed for snuffing them to be an option you have if you think it's more beneficial than just ignoring it for now.

    What I do think is more reasonable is having the audio cue be made louder towards the edges of the radius- it's loud as all hell when you're right up on the thing, but really quite at the edge of its effective range.

    This logic doesn't hold up.

    If I have Hex: Haunted Ground, or Hex: Retribution, you absolutely do not need to cleanse my totems.

    Then you have Hexes which are weaker than others. Obviously there is more of a need to remove Devour Hope at 4 stacks, then to remove Third Seal at 1 stack.

    Your argument is basically that Boons are designed to be weaker and therefore its acceptable for them to be snuffable and harder to discover. This is absolutely not the case, CoH is now one of the most powerful perks in the game, and is way more powerful than many hexes.

  • @GoshJosh said:

    I think it makes sense. Hexes affect survivors negatively, boons do not directly affect killers (i.e. give them slower movement speed, longer attack cooldown, etc.).

    Also, not all information is equal in this game. And that's on both sides.

    As mentioned in my earlier post, you could definitely argue shadowstep affects Killers.

    Even if, from a programmatic standpoint, the scratch mark belongs to, or is spawned by, a Survivor, the fact a Killer cannot see them is arguably a massive "negative" effect, to use your term.

  • I suppose the argument may be that Hexes affect the Survivor, whereas Boons do not directly affect the Killer, so maybe that's why nothing shows up, as there are no actual status effects in play on the Killer (although I suppose the one which hides scratch marks could be argued to be an effect on the Killer, even if the scratch marks technically belong to the Survivor).

    I'm just arguing to be a devil's advocate though. I think that something to tell you what Boons are in play (not where they are, just a status effect), might be good. As they feel too strong atm.

  • @luvcraft said:

    https://forum.deadbydaylight.com/en/discussion/comment/2673507#Comment_2673507

    I didn't. I immediately quit and linked my account. :D

    oh ok, I'm relieved. Didn't realise Epic games would have crossplay. I was worried someone was about to embark on a double DBD grind 😅

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2673501#Comment_2673501

    Except, I separated the wording between playing scummy, and using the best things to win. Not every survivor needs to play scummy because there isn't really a way to do that, unless you count throwing on the best stuff, but for killer there is most definitely things I can do that are scummy playing as a killer. A survivor can't hold a killer hostage and make them leave the match with less than 9k bp, but a killer can. A survivor can play toxic sure, but besides throwing on the best stuff, then scummy isn't super possible as killer, and if you disagree, then both sides can be scummy, but I separate using the best items, perks, addons, and killers; and playing scummy.

    Also that mindset is most definitely there. You can look anywhere on any platforms and see people complaining about killer and saying they are quitting because winning isn't possible. Did I overexaggerate? Sure, but is it not true to some extent? The amount of people acting like they need noed to get kills, want noed basekit, etc. Do survivors also do this? Of course, but the community instantly shuts them down while on the killer side people act like any change is good even if it is unhealthy.

    Survivors can absolutely hold the game hostage. It's not difficult to hide on the map and rotate between tiles so the crows never appear.

    Any Survivor can do this. You are claiming a Killer can make a player leave the match with less than 9K, that is literally only something a Bubba can do, and even then, you have to down them first, and it's not difficult to loop Bubba.

    Then there's lots of very questionable things which are frustrating to play against, but I wouldn't necessarily call them scummy. Such as, body blocking a hook (I get its team play, but if you are body blocking the first hook when a Killer is already losing badly, then its uncalled for), excessive use of flash lights at every pallet (I get its efficient to use them this way, but its incredibly annoying). Then obviously survivors have the ability to BM at pallets, windows, the exit gates (and BM they do). Flashlight clicking is done specifically to try and rile the Killer up often.

    How is that not scummy?

    Your survivor bias is really showing if you think that only Killers can be "scummy" in this game.

  • @[Deleted User] said:

    Only add-ons worth running are carrion and tar.

    Only used it once but Ink Egg seemed pretty good, have you tried it? Having an extra crow seemed like it could be useful.

    Edit: Also Severed Hands seems OK, saw Otz make some good plays with it.

  • Just based on how fast they bring out DLC, I don't have high hopes for them having the time required to make any fundamental changes to how the game works. Could even be quicker to just make a DBD 2.

  • Why do this to yourself though

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670906#Comment_2670906

    I fully agree, I'm not saying there aren't things that killer needs buffed, killers have needed better gen regression as base for 5+ years now, and some survivor things are just dumb imo, I firmly believe Prove Thyself is the worst designed perk in the game, dead hard second. My post is basically just feeling annoyed at this mindset that killers join a game and then lose instantly with 0 hooks, while I don't have that happen and I see many other great killer mains also still playing good matches.

    Are survivors stronger than killer? Well yeah, survivors don't have variations and differences really like killers do. A trapper will of course be harder, a clown can get smashed harder than a oni, etc, but does that mean killers can't ever win? Not in my eyes, I have seen some of the lowest tier killers dominate high level survivors. It isn't impossible

    "this mindset that killers join a game and then lose instantly with 0 hooks" no one really has that mindset though so your argument is invalid.

    It's widely agreed that against a competent team you can definitely get plenty of hooks, maybe even hook everyone.

    Also some interesting part of your post is that, when describing Survivors running meta perks, you just described it normally. But when you got to Killer...

    "You can play scummy, you can throw on the best perks, you can throw on the best killer"

    Interesting choice of the word "scummy" to use to describe someone who simply wants to win as Killer. Maybe that is one of the issues, any Killer that puts on strong perks or uses strategies like tunnelling/camping is instantly described with quite severe words like scummy. But 4 survivors running DS/IW/UB/DH is just par for the course at this point.

  • @Myla said:

    Pretty garbage for most killers. Too big if you don't have Mobility and seems like totems are easier to see and they're not even bothering to hide it at this point. Strong main building but the only saving grace there is that there seems to be a hook there where you can just body block one side until the survivors dies lol

    Are the hooks not random? Did you see this hook in more than one match?

  • Know that feel, for my first three games today I got:

    • Haddonfield offering
    • RPD offering
    • Haddonfield offering

    Although I did play the new map a bit. It doesn't seem too massive, and it seems like the gens spawn in fairly even spots throughout the map, so don't think it seems too unbalanced?

    Also, I really like the catwalks in the multi-level main building. Had lots of fun shredding between the levels as Demo (can also shred on top of the bookcases, atop which I perched as I watched a sabo squad bleed out.

  • @Thunderfrog said:

    But he's not a fur baby.

    True that, and we'll never get a fur skin for him now.

    OK I'll allow one more dog Killer but they have to be able to summon more dogs

  • Are you forgetting we already have a Puppy?

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/297792/can-99ing-the-gate-backfire

    Sure plenty of times. Its just crazy how people primarily do it to counter 1 perk and just hold to that idea no matter what's happening. Sure in the event they do have blood warden you can negate it but aside from that why not just open the door? Why drag the game out longer than it needs to be? In a lot of the cases I think blood warden triggering can add a little bit of fun back into the mix and makes the other side have a bit of a better game.

    Yeah imagine having to play in a specific way to counter one perk all the time

  • @GannTM said:

    I honestly can’t really think of match where that happened to me. I will say that it’s very risky to 99 a gate against Trapper as he can trap the lever and prevent you from immediately tapping it.

    But he can trap it even if isn't 99d if he's nearby, then you have to remove a trap, and still do the lever.

  • Well if there was some situation where going for the unhook would have been smarter than 99 the gate at that moment (e.g. Killer was not near the hook and pressuring another survivor), then yes, 99ing in that scenario is a bad play.

    In general though, there is no downside to 99ing a gate. It's usually always correct to go and 99 the gate and then go and unhook if you have BT, or help with an unhook feint and bodyblock (if you don't have BT).

    I think the progress on the gate should start to regress (and fast) if it goes above 50%, so you can technically only "50" a gate.

    Cause at the moment theres no downsides to 99ing a gate, and it is a no brainer, win-win situation.

  • @Actionjacksn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671173#Comment_2671173

    I was a dedicated killer main with many hundred hour of playing time who just switched to survivor so i know what u're talking about, but it is still unusual to me....

    If you have hundreds of hours from Killer, and have literally switched from Killer to Survivor yourself, what part of slow survivor queues is still unusual to you?

  • @GoshJosh said:

    This is a new one. Just had a cheating survivor changing my health state while nowhere near me. Along with flying around with a flashlight shining on the whole map, the whole deal. BHVR, what guarantee do I have action won't be taken against me? And when do you plan to take action against these blatant cheaters?

    Seems they have a hard time banning actual hackers so I guess take that as a guarantee that you probably won't be banned.

    Unlucky!

  • Never used it but feels like its basically a less good version of Bond.

    BTW this is a really good website which ranks the perks for their utility (also ranks perks based on their fit for each Killer)

    This page shows you what the best Survivor perks are in the game Dead By Daylight. The data is community based and open for voting.

    You can consult that next time you are about to make a purchase on the shrine.

    Aftercare is B tier, according to this. So not great, but not the worst.

  • @Thunderfrog said:

    Doesn't seem to be working. Something about search engine being down. =(

    Thanks for the link though.

    Odd, maybe its a regional thing. The top leaderboard loads for me, although I didn't try the search function as I'm not on Steam so didn't have a name to search for

  • @UnknownKiller said:

    Okay I suppose when terminator get released we will be able to use a machine gun.

    Yeah we'll get a machine gun, however it will have a 2 minute cooldown, can only fire for 4 second bursts, and probably can only injure but not down

  • No, but if you're on steam you can get some stats on this leaderboard: https://dbd.onteh.net.au/

  • The problem is that low MMR games are too easy, and high MMR games are not fun, so your MMR is kind of related to how much fun you are going to have.

    I think it is sound advice to just focus on enjoying the game though, and not worry what MMR you play at (or more importantly, not worry about winning). But they're massively linked.

  • @Fnatic47 said:

    By the state of the game atm.. i would increase Pop Goes the Weasel from 25% to 50% honestly...

    Yeah I mean survivors can literally pop 3 gens in the time it takes to get a single hook. So why not.

  • Yep, kicking a gen by default should give you a few percentage of regression if you ask me. 3-10 or something.

    Pop could remain where it is now, or maybe go up to 30%, but maybe remove the "cooldown" it has after hooking.

    At the moment, kicking a gen seems useless in the majority of situations.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2672861#Comment_2672861

    I think it's because Lampkin Lane is the only map within the Haddonfield realm. You're more likely to see Haddonfield over, say, Blood Lodge because if you roll Autohaven Wreckers you have five options for what specific map you get; if you roll Haddonfield, you have one option, it'll always be Lampkin Lane.

    Got you, so they randomly select the realm, and then the map?

    What a stupid way to do it.

  • @kaneyboy said:

    Such a boring killer, requires barely any skill. I can just block survivors from looping most areas.

    I think that's basically the whole point of her power. You set them up with a directional area of damage, in order to zone survivors. You only have 3 of them though (without add-ons), and they're very slow to set up, so it is easily countered by leaving the loop. If there is another loop nearby you can just chain them together.

    Maybe try playing the Artist for more than 4 games so you break out of the low MMR with her.

  • @Edilibs said:

    The game has become increasingly more and more difficult for high level killer for the obvious reasons (Boons, perk nerfs like Thrill, killer nerfs like Pig and Deathslinger etc) and this is not including maps in which there are more maps that are disadvantage for killer as opposed to the favorable or balanced ones. So its getting so bad that you see the following:

    • The use of Undying/Ruin despite Unying/Ruin being alot stronger some time ago
    • Being way more strategic
    • You see Corrupt/Pop often
    • The increase of usage on the perk No Way Out
    • Increase in Hex: No One Escapes Death usage
    • Burning the offering that rejects or denies being sent to a certain realm (Unfortunately Haddonfield is at a higher % for getting on random maps which this % needs to be lowered, Haddonfield random generated % and Springwood Elementary ie Bedham)

    Haddonfield has a higher percentage of coming up, even in the normal map selection (i.e. without offerings)?

    Is that confirmed?

    I always thought it popped up a lot but just thought that was negativity bias making it seem like it did.

  • My first impression as playing her was how the power certainly shuts down loops, but its pretty slow to set up, and every time I'm placing a crow I'm basically screaming internally "please don't now just leave the loop, or run in any other direction than right back into my crow". After the first few low MMR games, seems survivors started figuring out and just leaving the loop.

    So feels to me Artist is particularly weak to those map RNG situations were you are basically screwed if there's any area on the map which has a high density of pallets and loop tiles.

    She does seem fun to play though, and had a few fun moments getting multiple hits with one use of the power. Just hoping that moments like this are still possible as you get to high MMR. I'm assuming though that she is just as susceptible to a split gen-rush as any other Killer in the game.

1 2 3 4 … 32