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JPA
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@SheKIndaSucks said:
What strange world do you live in where this is true? I routinely get berated and yelled at for winning games as nurse.
Though to be fair, I also had a Nea tell me in great detail that nurse is unfair and unbalanced, and I should play a killer that requires skill like...
....spirit.
Fairly sure she was on crack though. Mountains and mountains of crack.
Let me guess, she ran at least 2 out of Dead Hard, Unbreakable and Decisive Strike, too?
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@KayTwoAyy said:
I will drop the game because i'm tired of looping the killer for 3+ minutes after he downed my entire team in under a minute. If MMR is on, the only thing its looking at is whether or not the survivor escaped. My teammates are not getting any better, and neither are my chances of escaping.
I'm tired of running the killer for multiple minute long chases, without even losing a health state, only to have the killer leave me and down a survivor in under 15 seconds. I'm tired of looping the killer for 3 minutes at the end of the game, only to die on first hook. I'm tired of everything I do feeling meaningless, because my team can't hold a candle to impact I make on a trial.
I'm not being challenged. I'm being tortured.
Maybe they die in 15 seconds cause you used all the pallets in a 3 minute chase
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Probably the first 4k for me was with the Huntress.
My most memorable early match though was also with the Nurse. I got a 2k with her on the Game (which I now know is one of the easier Killer/Nurse maps). But I remember having a super intense stand-off with a David and Cheryl around the bins/pallete near the exit. I kept getting one of them down but then the other would loop me and they'd keep getting each other up. Ended with David running and me carrying Cheryl back in to a hook, but I'd already picked her up at one point so she struggled out easily. I remember I had to take a break after that match my heart was pounding so much.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1900686#Comment_1900686
Well don't be an usher. Never give up. Keep fighting till the bitter end no matter how few hooks you get. You don't want to get those games over quicker. Remember, those are the crucible by which you will make yourself into a better Killer. Games you lose are often more useful, from a training perspective, than the ones you win. In short, keep trying even if you manage nothing more than running them out the gate.
You're right, even in the dying hours of a doomed game I'm likely to get a few chases in where I'll learn a few extra tricks.
And absolutely, the survivors who run rings around me and are painful to play are the very survivors I need to be playing to get better.
I also don't make it easier for myself as I'm constantly cycling Killers who have pretty different playstyles (Huntress, Legion, Oni) which is probably affecting my plays
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1900716#Comment_1900716
Last time MMR was on, the matchmaking was completely broken.
Players with 20 hours going against 3000+ hour players. It was bad.
Ah ok, thanks for explaining, I've been playing since October so I guess that preceded me.
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What makes you think MMR is on if you feel you are being matched with players with very different skills? Surely that means MMR is not on, unless you mean you think it's on but is just totally broken?
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For me recently the anxiety is not so much salt related but more because 3 gens fly and there's still 4 people left and I got 2 hooks or something. Even though I know that 1 gen is going to pop first chase, it still annoys the heck out of me every time. So often at this point I'll just go stand by the exit gate switch ready to usher the survivors out.
I'm still not good enough at mind games quickly and need to know when to drop chase and slug I guess.
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I quite like Discordance too, as it does a similar job but gives you an earlier warning. I guess it's hard countered by survivors hitting 1 gens each
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540 votes and 105 comments so far on Reddit
My link failed to post for some reason
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@kamisen said:
I've played both sides for quite some time. I have drifted more and more towards playing survivor because of the fact that the less I play killer, the less I enjoy it. I've tried to analyze the situation and come to some kind of conclusion. The conclusion is basically the following:
- To avoid being antagonized post game, I stick to a playstyle that is 'fair'. This playstyle is essentially to not camp or tunnel. Problem is, playing 'fair' is not always effective. My objective is to kill survivors and stop them from completing their objective. If I have no snowball I have to generate it. This is no different from survivors prioritizing a gen over a health state and so on. When utilizing 'dirty' tactics to turn a bad situation over, many survivors chastise you for doing so. Even if you win the game, the survivors can deny you the sense of accomplishment by calling you out. This is especially apparent when several players chime in.
- I feel constantly evaluated. My playstyle as survivor is never commented on unless it is in a positive manner. As killer, however, it is totally normal for other players to comment on your decisions, blunders, playstyle etc. Heck, I do it myself sometimes when playing survivor. This creates a lot of performance anxiety as I cannot let my guard down. I rarely play new killers or tactics any more because I cannot cope with the stress.
- Not winning leaves me with a sense of shame. I have no idea why, but I feel much worse when losing in the role of killer as opposed to the role of survivor. This may have something to do with the co-op part of the game where you can carry your team to victory but still lose as an individual.
Does anyone else recognize this?
100% I recognise this, I found this really interesting reddit post on the psychological effect of DB which you might find interesting. Link here
To be totally honest I haven't even seen that many overly toxic players recently, but against good survivors I still find this game super stressful, even when not expecting to win.
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No because perks like BT render his camping largely useless.
If Bubba hooks a single survivor, the remaining 3 can repair most if not all gens before someone dies off a first hook. Camping Bubba is only so effective because of people going for unsafe hooks.
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Any killer is a low rank killer to be honest. Clown with no perks and no add ons can win quite easily in green/yellow ranks.
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Bill
/thread
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Run small game.
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@Ghoste said:
https://forum.deadbydaylight.com/en/discussion/comment/1899850#Comment_1899850
Are we not allowed to talk about it? I'll fully admit I've farmed plenty of times, whether for an Archive challenge or just for straight up shits n giggles. Memeing is more fun than playing sometimes!
The first rule about Farm Club is, you DO NOT TALK ABOUT FARM CLUB.
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@Rittihilatti said:
Agreed, in the case the system is able to ensure that people can not abuse it.
You can not play ranked if you are not experienced enough.
You can not play casual, if you are way more than a casual.
They might try encourage people with some stuff, but there will be always a cut of the playerbase that just want to d*ck on others.
To prevent this, you need force, like it or not.
But that would require a system that can determine your skill level corretcly.
That is a basic condition of a matchmaking that works properly.
I will be surprised if the upcoming MMR could do that.
How would you determine who is "casual", sounds like this would just lead to everyone being stuck in the same game mode again after a while. If there is a ranked and unranked playlist I think everyone should be allowed to play either.
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@Smiler said:
https://forum.deadbydaylight.com/en/discussion/comment/1899489#Comment_1899489
You sure? I still crap my pants when a Myers or Ghostface pops out of nowhere. Or when I think I escaped the Hag and she just out in front of me.
Yeah that first encounter in a game with GF or Myers can provide a jump scare still. I just think designing things around being scary is risky as people will get used to it being exposed to it all the time.
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I'll dodge key lobbies although recently I discovered it's more fun to follow the key user and fail skill checks near them.
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It doesn't really matter how scary something is as playing the game for 10s/100s of hours just leads to desensitisation. Once you've played the same killer or map 20x it loses its surprise/shock factor.
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The salt is just something you have to get used to I guess. Those types of players are always going to complain.
Had a pretty fair match as Huntress the other day and got "reported" for using an "aimbot". Even though the guy who claimed I was aimbotting literally ran in a straight line for an unhook about 20m from me and with not a single attempt at dodging.
These types of players will always find an excuse to justify their loss so just take the W, say gg and move on.
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Yeah just had the same, I'm rank 4 survivor and got 17,18,20 teammates.
Although most survivor games I played today the teammates were not too bad
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When you die, don't leave the match, spectate the survivors and you'll surely pick up a lot of techniques.
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One of the best builds for Oni is: Corrupt, BBQ, Monitor & Abuse, Infectious Fright
Be prepared for a bit of a learning curve, using Oni on certain tiles is a bit more fiddly than it looks if you watch a good Oni player.
Hit up youtube for some tutorial vids, these are usually the best place to start.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1898198#Comment_1898198
You were correct. I took my anger out on you guys, sorry about that.
It's all good bro, keep bringing those ideas though, the community could do with some interesting discussions other than nerf DS/nerf keys
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I think Nemesis is too cool a character to be put in this game to be reduced to a crying mess in the corner with three Claudettes and one Nea clicking away at him
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1898153#Comment_1898153
What was the point of saying that? I'm obviously pissed, why do you feel the need to make somebody more pissed than they already are? And it's not you guys that I'm mad at. I'm pissed at something in real life.
Hope everything's good man, maybe take a computer break and walk somewhere maybe.
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I am really enjoying Huntress and Legion atm, although I feel like they're quite hard to play at higher ranks
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1898125#Comment_1898125
First I want to say that you wouldn't be able to see survivors auras or images of the survivors on the minimap and since the maps are big, you wouldn't really see that well where there are loops and tiles, so that wouldn't really be a problem.
Also, how would it reduce the mental burden of survivors? The minimap would just let you know where you are on the map. It would be a QOL improvement that won't affect the balance of the game.
If the map doesn't even show enough detail to view the tiles and loops then it sounds like it has little to no use and would waste screen space.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1898105#Comment_1898105
What do you mean? It could be useful for newer and inexperienced players, but oh well, this community seems to be against inexperienced players as always.
Sure but when things are designed around casual play it can break the balance at medium or high level play.
At the moment one of the most important skills for a survivor is using the map to loop and waste the killers time, and avoid deadzones etc. It just seems to me like adding a mini-map will make that easier (assuming the map shows the details of each loop, window, used pallet etc.) and a survivor then basically does not have to think about the random map generation, they can just fully focus on efficiently performing the loop and don't even have to remember where loops are in relations to the other structures, as they can use the map.
Given playing survivor atm is already well known to be less stressful than Killer, I don't think it's worth discussing features to further reduce the mental burden of a survivor.
But anyway in general I don't like this idea, if the mini map shows locations of teammates then it renders many aura perks useless. Same with generators, etc.
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1897852#Comment_1897852
It could only run infinitely if Survivors are constantly tapping gens and not finishing them.
And you can't kick an already regression generator.
This is a good point, it's not like you can kick a gen, plus it only lasts as long as the generator regresses, so you can't even do this to a gen at 5% progress and expect it to last long.
The fact it ALSO has a cooldown AND lights up the gen so any decent survivor knows you are coming are also two big drawbacks, on top of it being quite situational. Needs a buff :P
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/1897905#Comment_1897905
Its OK but I still find monitor and abuse to be the most consistent stealth perk in the game.
With Huntress, the difference between a 12m terror radius and 0 is honestly not too much, it’s like 2 seconds at best and you are already in easy hatchet range by the time they hear it.
I've always used Monitor on Oni and PH but yeah will try it out on Huntress too
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Yeah this won me a game as Huntress yesterday, I had someone hooked on my left, there was a generator towards the centre of the map I knew 2 people were on, and I was near a gen. I kicked the gen and just rushed them, the lack of TR allowed me to get a big drop on them as they must have been assuming I was camping the hook and looking in that direction. I was able to down the two on the generator pretty quickly and this perk played no small part in that.
I think with Huntress people are lulled into a sense of security as they can hear your lullaby pretty much all the time, so when you remove the TR they feel pretty safe.
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What if all those teabags at the exit gates were teabags of encouragement
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2 Bubbas.
One to get the downs and one to camp the hooks
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1896308#Comment_1896308
That's not true and it doesn't make it okay for people to call me slurs and not be punished.
I'm pretty sure the hate mail situation is only as bad as it is on console because it's literally the only way a player can hit you with some salt after the game. If they had the chat lobby to get it out of their system then you would get flamed more in the chat and less on your profile.
I don't know what you mean about not getting punished, a friend of mine was given a warning one time for insulting someone (they did racially slur him first), so as far as I know, they do punish people if you report them
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1896526#Comment_1896526
I forget which dev said it but on a stream a dev said that they're changing her add-on to do exactly that. You need to hit someone from x amount of distance away.
I'm hoping it won't just be 1 hatchet capacity anymore
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I thought Killer's get the "Obsession Dead +1000" score event as well but perhaps I'm wrong
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I think the trap carrying capacity buff is definitely needed, the amount of backtracking you need to make without any of his bag add ons is a joke, especially when you take into account just how precious a Killer's time is against an efficient team.
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@Pulsar said:
Do not.
I already get hate mail on Xbox and I do not want to have an endgame chat where people can call me awful things and go completely unpunished
If people had the post game chat lobby to air their thoughts you would get less hate mail
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1890477#Comment_1890477
A good buff would allow bloodwarden to "ruin" a gate (regress it to punish 99ing) so they have to make a choice like blood warden is supposed to.
I disagree with this, someone would know you had blood warden if they 99'd the gate and it regressed, and they would leave before you got the hook to trigger the perk.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1890784#Comment_1890784
Not one of areas of expertise so you probably know more of this than I do so that sounds reasonable.
I suppose this would mean the report system is near entirely placebo then. The devs have said quite frequently that this isn't the case though which seems a little contradictory as to which it is.
Not sure.
When the devs said they watch videos for hackers I suspect they meant if anyone sends them a video with the report they will watch it and ban the hackers. I'm not 100% sure though as I haven't seen the original dev comments.
I think the report system definitely works, it's the "Did you enjoy the game" system I heard was placebo.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1890758#Comment_1890758
They've stated they go back and watch matches for reports of hacking and even if they hadn't said that I figure it would be obvious as then there would be no reason to even have a report option if they can't go back and check. Wouldn't make any sense.
I was watching Otz on a stream go against a hacker, he clipped some footage and attached it to his report. Unless he was doing this to be extra safe in case they lost their copy or something, this made me think they do not record matches.
Just think about the logistics behind this, assuming the game is recording video for 5 players a game, that is say 70MB per player (assuming say a 10 minute game, obviously there will be longer games). So that's 350MB for one game, almost half a GB. If you work out how many game are played each day, this becomes a massive amount. Even if they were storing videos for one day, we're talking big scale here.
Considering stuff like the match enjoyment rating not doing anything (so I've heard), and also the amount of bugs in the game, I just don't see this being likely.
Not to mention this video recording would also have to be streamed from each players machine to some server. Most people have very slow upload speeds. It's not happening.
Some sort of server-side log recording is more feasible, but still, I doubt it.
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@Blueberry said:
Replay would be cool.
I'd really just like a rewatch feature after every match so that I can go back see where my mistakes were and what not to improve. The matches are obviously recorded for devs to go back and check reports of hacking in matches so I'd just lack that video to be available to use as well after the match.
"The matches are obviously recorded". Is this known or been confirmed? It seems like a pretty complex feature to implement (technically they'd have to store and transfer a lot of data to record every single game)
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1890569#Comment_1890569
Disagree, if you get camped/tunneled or no one saves you, you will depip. As killer is way harder to depip, only way it can actually happen is if all gens get done in less than 3 minutes.
Or if you get a SWF and are playing a Killer you are not that familiar with it's fairly easy to depip in this scenario.
Been playing for 2 months, I've spent probably 6x more time as Killer than Survivor, I got to rank 4 pretty easily as survivor and as a Killer I have to SWEAT to stay at rank 7. (inb4 I suck at Killer)
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I don't think it would be unfair if a Killer could smack a gate which would undo 25 or 50% progress. Currently a Killer has no counter to 99'ing a gate (other than blood warden, or not getting into that situation I guess).
Other than the Trapper who can trap a lever, there's not much interactivity a Killer can use around the exit gates.
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The reason I said "you do realise" was because I've seen streamers with 10k+ hours who are still using the space bar to struggle on hook, and I was like, how often do these guys replace their keyboards? I guess I found it surprising that someone does not immediately change the space bar mapping, it probably took 10 games of survivor for me to find a solution, although my keyboard is an ergonomic keyboard, and the space bar is particularly heavy, so it just wasn't suitable.
On the A+D, no I don't know if you can remap that, you could potentially macro it. For that I sometimes just use two hands to reduce the carpal factor, since you don't really need a hand on the mouse anymore.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1883006#Comment_1883006
4k hours here. Both sides are toxic and a lot of killers also face camp at red ranks. Are those also confused on how to get kills?
Perhaps a mix of toxic killers, bored/tired killers, and genuinely bad killers.
Don't get me wrong, I'm not saying Killers cannot be toxic, just definitely disagree with the original point that Killers started off the toxicity or are more prone to it, in my experience its definitely the opposite (although simply because there are 4 survivors in every game to 1 killer, you are more likely to see one bad egg in the 4)
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@Hex_UrbanEvasion said:
https://forum.deadbydaylight.com/en/discussion/comment/1890369#Comment_1890369
That too! Something I did the other night while playing actually knocked out the LEDs in a section of my keyboard. My 3 key keeps popping off for no reason! (That's actually because of an MMO, but still.) I can already feel the WASD will be the next to go. I just know it.
You do realise you can remap the struggle to another button? Such as mouse wheel down, which is literally designed for being used fast anyway
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Oh no wait, I guess the lullaby add on itself takes a lot, so you'd only be able to equip that + the 3 hatchet add on