JaviiMii
JaviiMii
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- JaviiMii
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Good afternoon, dear Killer player (main?) I hope you are having a great evening - that RPD match aside. Amidst all the posts surrounding perk nerf, the stream and whatnot there is reason for you to rejoice as well: afaik RPD will get a rework, easing everyone's suffering who didn't happen to try and get the S-Rank achievments on hardcore - or otherwise played the sh* out of RE2.
Until then: I don't usually throw the RPD badge in - but if I do, I do so for memes. But I will take your words to heart in the future and will do as you ask.
Lots of love from the RPD-main hall <3
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Stay. Idk what platform someone plays on. I'm sometimes a bit sad if that means in post game chat that it's just silence --- but no reason to leave. It's soloQ. I don't have any expectations there. Better for my mental health. ๐
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Someone related the line "For now, note that each prestige level will modifyย your Character-specific Prestige Crest, which other players can see in the post-game tally screen. That way, you can proudly showcase your commitment to your favourite character." in the Prestige post with the "special reward" and speculated those who have P3-ed characters prior to the update get a special addition to that Prestige crest and personally I find that speculation to make a lot of sense.
I wouldn't say no to BP and/or Shards though -
Yes - and no.
You see, in SoloQ I don't even expect to survive - or plan on doing so. Because if that's your mindset in SoloQ you won't be playing for long; with that mindset the game is actually unplayable. So, if "getting the objective done and escape" that you assume to be the be-all end-all is in fact not it then what is?
My personal goal is usually one of the two: get a pip or max bp. - Either way healing, regardless of how futile it is, contributes toward that goal much more reliably and consistently than an escape. So if someone runs up to me and wants to be healed, sure I'll take those points. (Though I have to add that I usually run a healing build and there's not a lot of time lost - especially when I still have We'll Make It active.) Besides, if being healed is the perceived safety a player needs to stop crouching in the corner and do absolutely nothing, then yes, I'll heal that one as well.
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The only time I dced on purpose was when a Nea was hookfarming me mid-chase right in the face of Slinger when I was one pip away from the next grade. - Hookfarming can happen, sure. - But that was something else. She was blocking a teamie who had bt and was there to unhook me once the two of them took their chase elsewhere; instead of seeing someone going for the hook rescue and taking the chase somewhere else she ran straight at the hook to unhook me herself. Thing happened two times in a row, in the time span of maybe thirty seconds. I was so pissed.๐ Though, since it takes a moment to actually leave the match I think Slinger even got his mori on me and I was technically dead before I left - because smh I still pipped from that match (which I thought was impossible with a dc?). But since I got the timer I count it as a dc.
There was also an swf round where we contemplated to just all dc at the same time after we got basement bubba several times in a row and were just sick of it. - And another time where the killer just decided to slug at 0 hooks and 5 gens and let us bleed out because I really don't know why. I think both time we didn't. For basement bubba we just all walked into the basement. As for the slug I think we all just got drinks and snacks and by the time we got back the match was over. ยฏ\_(ใ)_/ยฏ
As for other people ...there are some strange situations where people dc - and I think much like me it stems from some kind of being annoyed or upset. Some people are just much more easily upset / annoyed to the point of dc-ing than others. At times it's really hard for me to understand what about a situation could possibly have been that upsetting/annoying but I guess... some people just are like that.
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It's not a character for me - it's a kind of player. That someone who doesn't go for an unhook even if I'm going very far away on purpose - and I know because I saw them because they didn't crouch in time / their butt peeked out from behind a tree/stone. That being said, a certain kind of Claudette seems to be overrepresenting that kind of player, so I guess Clauds get hatches the least often. If a bagging, clicky-clicky player turns out to actually be good I giv ethem hatch - if they turn out to be not as good as they seemingly think, they don't. This happens rather often to Dwights, Steves and Neas.
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No need to get all up in arms. Let's give it a think. You're right, a disconnect at one gen left should definitely not lead to the match just being cancelled at the killer's discretion. You ask if match progression even matters. - And I'd say yes, it does:
We already have a match being cancelled when a player (including a survivor) disconnects while loading into the game. That means a 3v1 at the start of the match is already considered unfair enough to cancel the match altogether.
Now, does "the start of the match" end the second everyone has loaded in? I'd say that no, it doesn't end that very second. I wouldn't put a timer on it either, though. There are survivors who manage to find themselves on a hook within thirty seconds of everyone having loaded into the game. That's bad luck on various levels - but even if they were to dc at that point I'd go out on a limb here and say them staying in the match wouldn't have saved the match for the survivors. On the other hand; if it was gonna be a close match then the survivor side being down one man after 30 seconds due to dc will most likely cost them the match.
I'd say make it a timer with conditions to narrow down what constitutes "no longer start of the match". Off the cuff I'd say a 90 sec timer. Putting a survivor into the dying state cancels the timer. Injuring two survivors by any means cancels the timer. Entering chase with three different survivors cancels the timer. Completing a gen cancels the timer. Completing a heal cancels the timer.
And I'd probably not make it at the killer's discretion; if a survivor dcs while the timer is still running the game freezes, everyone has five seconds to make their choice: if someone wants to cancel it's cancelled (why not majority wins? Cause when one doesn't want to play anymore they go afk or will deliberately try to end the match asap). - Or just cancel the match by default if the timer is still running, much like the error upon someone failing to load into the match.
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We'll Make It - it comes in so handy in 80%+ matches. (And if you have a good medkit - or heaven forbid Botany on top of that - on you it can really be a game changer.)
I've never really thought about Kinship... but I might try that out sometime. It sounds fun.
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Since I'm in the "DH into a wall"-faction and just don't usually get/feel tunneled enough to justify DS the only meta perk I always have is BT -- and man, I'd be so happy if I don't have to bring that one anymore. Pretty much every game I didn't bring it I thought "if only you had BT".
I usually run BT, We'll make it, Botany - and then just one perk I feel like. Usually one of the following: Wake Up, Pharmacy, Hope, Adrenaline, Quick and Quiet, WGLF, Resurgence, Built To Last or Prove Thyself - For The People, Flash Bang, Blast Mine, Artisan and Appraisal are also nice to have but usually don't justify the perkslot. Adrenaline is somewhat meta-ish, so that would drop from the list but I'd fill my perks up with the ones mentioned above.
As for Killer... I apparently don't run any meta perks to begin with, except for jolt, but given that I kinda like kicking gens I've started to replace it with Eruption anyway. So... it'd be Eruption, Fearmonger, Lethal Pursuer/Spies from the Shadows and some random thing. I sometimes like to take Thrill of the Hunt and defend that totem just to see what happens. When a team thinks it must be Devour or something and start putting everything into cleansing it, it's actually kinda funny to watch ๐
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@Cramps said:
I find some of the comments here about being disappointed with certain potential rewards baffling, be it shards, bp's or whatever. Some people are even going so far as to say that if all they get is shards/bp's then prestiging has been a waste of time or they will stop playing the game altogether - this doesn't make sense. Those of you who have prestiged characters already did so of your own accord knowing full well that the only thing you were getting in return was a bloodied cosmetic and a small increase in odds of receiving rarer items in the bloodweb.
How would it now suddenly have been a waste of time if for example, the only reward was 10k bp's, just because they've recently announced that their will be distinct rewards given? Was it not the same "waste of time" prior to the announcement? None of you expected anything for prestiging characters to level 3 until a couple of days ago.
I think it's mostly that they a) brought it up in the stream b) wrote several paragraphs on it on the website c) called it a "special reward". - It's especially c) that just made expectations jump to heights that can probably never be reached. And now not giving any details isn't exactly helping with expectation management.
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I am kinda bummed that none of my squirly wirly survs gets a mask. - But I really like the huntress one, so maybe I'll finally learn how to properly throw hatchets ๐
As for more masks, I kinda hope that they make "Year 7 the year of the masquerade". They did say something about the other big events*; halloween, the Asian one that I don't remember the name of and winter. If it's 6 killer & surv masks for each of those events then I think pretty much all original characters should be covered, right?
(*edit: as in really wanting to focus on those big events)
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geez, calm down people. The thing is "tunneling" in this game, much like "camping", is a term about as clear cut as "freedom" is in the real world. Everyone thinks they know exactly what it is or isn't and is convinced that just the idea to come up with and state a definition/definitions is plain stupid. It isn't. It really, really isn't. Because if everyone throws around these terms and everyone else just hears what they want to hear it's inevitable that people completely miss each other's points. Does knowing which kind of tunneling someone is discussing fix anything? No. Of course not. - But it sure is necessary to discuss what actually needs fixing in the first place.
With that out of the way, I do think only a "hell bent on tunneling someone out of the game asap" (aka order tunneling, I guess) actually counts as a strategy that should probably not be allowed, and certainly not be rewarded, by the game. All other forms of tunneling aren't actually harmful to the game, I think. The killer has no obligation to ignore anyone or avoid anyone - they may choose to do so but no one can expect them to squint just really hard and pretend to not see someone.
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I usually only play killer for fun, bp or just memeing around so I haven't really invested any bp into killers and mostly run around with whatever perks you get with lvl 15. There are a couple killers that I really enjoy for various reasons though and I might actually try and P3 them just in case.
On the survivor side only Felix is missing a couple levels but then I got all survivors I want at P3 at P3.
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Seeing as it is so many perks I found myself wondering if the future baseline is "no perk balance" - and consequently no perk being allowed to significantly change that balance one way or the other; perks essentially being gimmicks and supposed to accomodate personal preferences without having a massive, game deciding impact (think Lightborn, Shadowborn, Lethal Pursuer, Pharmacy, Flashbang, Hope etc. ). And I have to say I don't hate the idea.
As for the big perk categories; In case of gen-regression perks that means base game needs some kind of mechanic that ensures a match has a minimum duration; a duration long enough to reach at least a draw if well played. In terms of second chance perks - especially those that are not about chase but about hook stages (especially bt and ds) - this means a match should have a minimum meaningful match-time for a survivor (aka not timed out or dead) - even if they are tunneled and camped. No idea how they want to accomplish that (or if that's even possible) - but if they somehow manage to do it then that'd be awesome.
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I like Nemo because I don't like pallets as a killer. Getting rid of pallets/making pallets unsafe is his thing - survivors still insisting on using pallets as a safe heaven are usually the ones that are the easiest to down; pre dropping ones or "skilled pallet campers" are the survs getting the most value out of pallets with him. Or at least those two strategies tend to keep me busy with one survivor for a good while. Other than that it seems looping similar to how you would huntress seems to be a good strategy for vaults and tiles in general; breaking line of sight also seems to be a generally good idea if your Nemo really likes his tentacle.
And, since it sounded like someone wasn't aware: you do slow down when pulling the tentacle, similar to huntress winding up. Don't play huntress very often but it at least feels as though she is actually quicker to M1 after putting away a hatchet than Nemo after cancelling the tentacle.
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Thanks for doing the maths. - Almost three seconds are not at all bad and if gen pressure is what's needed and the two of you in a relatively safe spot then yeah - that's something I'll look out for/try to keep in mind when someone nearby is self caring next to gen-doers (be that myself or someone else).
That being said, I think there are also situations where it is helpful that a survivor is healthy after 16 instead of 32 seconds. It's not about the "time saved on gens" but a question of "after 20 seconds one survivor is healthy, or two". E.g. when the killer shows up or protection hits need to be taken for one reason or the other. In the former case you will be the killer's target (which is probably a ok if you enjoy looping and are good enough at it to make do with one health state) in the latter case you're out of the picture until you've finished self-caring.
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You can choose it where you can always choose it already. - Might have to restart Steam. For me it didn't show up; upin restarting Steam it was where it always is :)
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I would love some more colours on our boys.
And even if something bright and unusual might not suit many of the male survivors (who are, indeed, kinda more in the 'grounded' camp as a whole) there can still be different more natural hair colours just to suit player preferences some more. Much like the base outfit recolours. - I can easily imagine a blonde David, a light-brown haired Dwight or Jake and a reddish-brown haired Felix.
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@APoipleTurtle said:
Seems really excessive and unnecessary. If a survivor has decided they want out of the match, they are no longer any value to their team (because they'll most likely just DC, go AFK, or potentially even start sandbagging their team for revenge after getting rescued). I think this would just make the experience more miserable for all survivors without addressing the issue in a meaningful way.
A better way to reduce the amount of self-sacrifice going on would be to add more incentives for survivors to stay in the match so that they don't want to self-sacrifice. One example could be to reward the hooked survivor with points for being rescued, so that they want the help to squeeze out a little extra BP.
This.
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There is no lack of context whatsover. The snapshot gives you every context you need. Two people hooked. Everyone not hooked evidently going "not my problem". One is already effectively dead - and the other is as well ~fifteen seconds later because it's impossible to get there in time. Since the other two didn't bother to get to the first person hooked there is no reason to assume they bother moving for the other one. At this point just failing skill checks to get out of there asap seems like the rational, reasonable and smart thing to do.
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Yes. Only one perk on a survivor, that perk being Dead Hard. - You do not have to actually use it and you do not have to escape the trial. You just need to escape one chase at some point somehow.
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100% agree with Stormy.
There also seems to be something missing from OPs train of thought: if the consensus is that whoever gets hooked first is left to die in a only-two-left-situation what do you think will happen? I can tell you: it will turn into a never ending game of hide and seek and lightly tapping gens, crouching away at the slightest hint of a terror radius so that you won't be the one going on the hook. It is hilarious to watch once or twice - but after that.... well, let me put it this way: while I hate slugging without strategic purpose with a passion, my comment on a killer death-slugging the two of them right in front of a hook while doing happy-dances/freak outs when they do eventually get a hold of them would probably be "very understandable".
In a way going for the 0.01%-success-rate-rescue is a means of bringing the match to a quicker end while also retaining a positive, sportsmanslike attitude. (And if I, as the hooked one, want the other person to get hatch I'll try to communicate that by failing my skill checks.)
Heck. Sometimes, as a killer, that final save is a test of character: if they go for the rescue they get hatch. If they don't go for the rescue I will slap that thing shut and hook them. (And if I know that the two of them can finish the gens in a reasonable timespan cause some gens have good progress I just let them do that. Which is me being a sucker for altruism even as killer --- but so what? I'm happy and that's all I care about when playing a game.)
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Personally, I don't believe in SoloQ miracles. So when I'm on hook and look at the situation and go "yeah, no - there's no way this is gonna work out" I consider my options and at times getting out of the match asap and move on to the next just is the best option. If I end up on hook for the first time when it's only a teamie and me and I know the killer is (proxy) camping, I 4% as a way to let them know they shouldn't bother trying and should just focus on getting hatch.
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@[Deleted User] said:
I think that under accessibility settings, they should have a safe lights mode. They must be able to.. like, blur the screen or have some sort of flat censor that stops the killer from seeing without the strobe effect.
Same with the doctors insanity, etc.
This. For makro clicking make it that you can choose to hear/see clicks ony once every x time, for flashlight and flash bang blinds make it go dark instead of bright. It's not like dbd is about realism, so flashlights darkening the screen instead of brightening it should really not be that difficult.
Though. As for Doctor and I also think Onyro (other killers/powers as well?) it might be a little more challenging since some of the light effects are part of the power and changing them might put those turning on the setting at an advantage.
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From my experience so far: Some seem to spawn right at the beginning. Some spawn later on. I think the most glyphs I've gotten during a trial was six. - There were glyphs in spots later on that have definitely not been there before (e.g. passing the same spot; one time early in the game without the glyph sound, sometime later in the match with the glyph sound).
My assumption: Two glyphs spawn at the beginning. After x match progress (as measured by the points system or as a per gen/hook kinda thing) an additional glyph spawns up to a total of six.
That being said, if you still can't find all glyphs: atm many people have the glyph challenge active. All glyphs can be seen and claimed by all players who have the challenge active. Many glyphs simly get claimed by someone else before you found them (some people call it "stealing" - but it'd only be stealing if everyone regardless of whether or not they have the challenge can see and claim the glyphs - and people who don't have it active do so).
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a) you are supposed to eventually get downed.
b) if a killer reaches T2 or T3 something usually went wrong: Either they made a terrible judgement to (over)commit or the lobby they got is way out of their league and they shouldn't be in it to begin with.
c) if you get downed after that much time and you teammates are not on a completely different level from you, you should be out with one hook stage.
d) if you getting downed eventually results in the tables getting turned and the match going sideways for the survivors, then bloodlust wasn't the problem.
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For me it's really less about who but a lot more about how. Like, sure, every match is competitive in the sense that it is playing "against" someone and not "with" someone. - But whenever it's about flexing at the expense of the other side or straight up taunting them, then it's just... nah.
I usually find it super fun if a match passes the point of "PRESSURE" and both killer and survivor just get lost in a bit of a game of tag and/or hide and seek.
There's no harm in meme-ing a little or dialing it back a notch when you realise the other side has zero chance against you / isn't planning on sweating. I'm always surprised to see how easy it is to establish if people are up for meme-ing or not and to either agree to just mess around in a match - or not. "Reading the room" is an actual thing, I believe xD --- Doesn't guarantee that everyone's on the same page. But in that case I guess you can always opt out and ensure the match is over as quick as possible (e.g. by just not interrupting gen progress).
All that being said, I do like M2-only-Huntresses, Scratch Myers for jumpscares, any non-sweaty Ghostie, Demo is just always kinda great, Pig is actually kinda fun - especially if a boop the snoot is involved - (though, with the traps it can get super frustrating depending on the map; sometimes it's practically impossible to get to the fourth box).
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I smh have great trouble seeing her in her "phasing in and out" stage. Like. I literally can't see her at all - even if I look straight at her on certain maps/certain areas of maps (e.g. around main on the Yamaoka map). First I thought I was just not paying attention - but that's not it. idk what it is though. It's a bit annoying. - That aside I think she's not much different/special when comparing her to other "M1 with a little something"-Killers - the little something in her case being mobility via TVs.
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I like to run something I call
"INJURED NO MORE" : Botany Knowledge, We'll Make It, Desperate Measures, Built To Last OR Pharmacy ---- Ideally along with a Med-Kit with add-ons for Speed & Charges.
--- The healing speed is really nice and at times you get a good reaction out of fellow survivors/killers.
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Depends. Slugging people is about as exciting for me as it is for them. Since I don't care very much for BP or pips with killer I either play along and don't get anywhere (which in principle is fine - though the inevitable 'gg ez' does tick me off - as if you in the killer role don't see what's going on) - or I don't, just go somewhere and leave them all alone. Seems to be the quickest way to end the match without feeding into whatever is going on with them. What I deliberately don't do is to just focus on whoever doesn't seem to be in on it and is playing normally. While I would probably be able to get the kills I know all to well what it's like to be on the receiving end of that and am not a fan.
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The prestige from complete texture to blood overlay (the prestige skins are, atm, effectively a recolor of the standard outfit) is a big one for me too. - I'd love to slap those blood stains on whatever I want.
Other than that... Anti-Aliasing toggle in Options.
Option to sell back stuff in your inventory. Or, heck, even just delete it. It's so cluttered with stuff I don't want T-T
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@Kokujin said:
https://forum.deadbydaylight.com/en/discussion/comment/2946738#Comment_2946738
Precisely. That's why I wanted to keep track and share the results. I think when we use our memory and not hard data we are biased by our emotions. A 0k is painful and makes you forget that you 4k 3 times in a row the hour before.
Makes me want to do sth similar from a Survivors PoV ... Though... Say, 100 SoloQ matches sounds... like torture. But who knows. I mean, It's not like I got anything to do for the rest of the week ๐
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It's kinda sad to see that 14 perks out of 84 make up 2/3 of all the perks used during those matches. I wished there were more viable perk options. (I stand by it: one of the reasons why certain perks get complained about so much is simply because they are everywhere.) If at least every character had an actually viable perk - that would make things so much better. It would still not be all that much - but at least more than 14.
What I also find interesting is how your "Wins-Losses ratio" seems to not at all align with the impression you get when reading threads around here. From forum posts I got the impression that the combined 3k&4k *must* be significantly lower than the combined 0k&1k for the vast majority of people playing killer. But looking at your matches.... that's not at all how it is. (And your stats line up much better with my own experience as well; both as killer and as survivor.)
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I see it often with streamers. - I got it maybe three or four times where it was bad enough to notice in the 50-or-so hours of dbd the past two weeks.
(attemlting to get to iri 1 in soloQ. Do not recommend) -
Isn't it funny how this thread has a very "finals studying time" vibe? -- Yes, the skill floor has apparently become pretty high, judging by all the educational material and studying advice. Now, if there was an Anki set for perks and add-ons that would just be the cherry on top.
But in all seriousness: It will take time. Knowing maps and tiles, aka knowing where you are and where you need to go next - or where you dont even bother going takes a while. Figuring out the killers power also takes a moment, even in Nemo's case. Getting the tentacle to T2 helps massively - especially with survs who love pallets or pressing W. It also takes a moment to make them use up all vaccines - but once they have, it becomes much easier to down people. Ofc, you need to be able to land hits - but both timing, adjusting (quickly) to how Individual survivors tend to dodge the M2 and knowing what you can hit over takes practice, aka time.
One side note: There are people saying camp and tunnel. While they are valid (if imho unfun and boring) strategies in principle they aren't good practising/learning strategies. Someone who has one (bad) chase and proceeds to camp will have a very hard time getting better at chasing. Someone who tunnels to make it a 3v1 as fast as possible will have a hard time at keeping up with whats going on in the match and "reading match progress". Differently put: Someone who has primarily used those strategies will have a very hard time doing anything else. And they will have an extremely hard time when they encounter people who know how to counter these strategies (it happens a lot).
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@gendoss said:
I mean sure but I've never had any trouble getting to rank/grade 1 since I started playing this game. If you just play you'll eventually get it unless you have below 100 hours of play time. I'm all for reworking the grade system in general though because it's useless and doesn't make any sense.
"you'll eventually get it... unless you have below 100hrs" - as in per month? Cause that does seem to be what it takes minimum with average soloQ. It's also a ridiculous amount of time per month in a game if you do anything else in your life. --- But what is beyond ridiculous and actually makes me feel somewhat upset is that it took me well over 15 hours of soloQ only to get from gold1 to iri4 this month because of the things op listed. -- Then it took me five or six swf matches and a duo-match to get from iri4 to iri3. That's not even two hours.
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Now, I refuse to play with more than one meta perk. - For survivor that's BT (usually for basement/egc rescues) and for killer... it depends on the killer (usually a slowdown perk - I also don't camp or tunnel; though not for some kind of moral reason but simply because it's not fun/is too boring). That might have an impact on how I perceive MMR / how I end up where I end up.
Anyway. Survivor. SoloQ is miserable, as always. SWF is pretty fun. Though, I *am* genuinely surprised how I end up in the matches I end up in (read: not with baby teamies or baby killers after a 20-something death-streak that SoloQ tends to turn into). Maybe it's a special place in low(?) MMR; too low for actual newbs to show up and where no "comp player" would ever end up with their sweaty builds. I don't necessarily mind; there's great perk variety and great killer variety and interaction/post game chat is usually pretty friendly - and more often than not people actually know what they're doing so the on-hook-experiences where you see your teamies crouching around edge-map are actually kinda rare. (for SoloQ it's really more the lack of information that screws teams over / everyone having their own personal objective / a general lack of "team spirit"). Overall, I'd say it's like SBMM doesn't exist and it's just random for the most part.
For killer it's very all-or-nothing; one round I 4k (/3kH) and would do so even without any perks equipped - and the next round I have trouble even hitting a single survivor. It's really strange and I would prefer some kind of middle ground where I don't feel obliged to go easy on survs - and also don't feel like some kind of idiot following around a carrot on a stick.
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Mhhhm. I'm not a fan of it going away that fast. - If only healing when 100% certain the heal can be completed was the point then just make it reset, like with cleansing totems. Would actually be less frustrating, imho. Which does make me wonder: what is the point? The 0.x percent that heal mid chase? The x percent that 99 their heal? In that case I find an exponential regression much better; yes, it goes down real fast at first - but it doesn't punish stupid things - like e.g. a medkit being that teeny tiny bit short and another survivor healing you up two seconds later. - Or accidentally making a step, breaking the heal. - Or is this act of "balancing" designed not around four standard survivors but around a team having coh x1, self care x2 and med-kits with add-ons x2?
And here I thought they wanted tobreakthe healing meta. Not reinforce it.That being said, sloppy isn't exactly meta or something that happens to you all the time - neither are the situations that make it feel somewhat unfair/extreme particularily frequent. So yes, I do think it's somewhat short sighted/missing the point --- but no, I don't think it's an issue (atm, anyway.)
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I get the impression it's supposed to go something like this: get found in the deadzone, take a hit on your way to a strong loop - loop it for as long as possible. --- Or at least that seems to be how it's going most matches on that map.
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If I don't have any objectives for the match I'm happy to play along for a while. - Throw on BP perks and off I go. And if I'm getting tired of it/they're not just the meme-ing kind or 'trying a thing' but of the too toxic for my taste kind, I turn hit-and-run and go kick some gens, maybe try and force a 3gen and let them do a lot of the dreaded holding M1 before they get to leave๐ฌ
If I do want to achieve something other than BP... I opt for Franklins & Starstruck and play normally; focusing on what I need to get done. If it doesn't happen to be a 4k in that match, pretty much everything is possible as far as rituals/challenges are concerned.
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Legion was cool at first but got old and boring real fast - and now it starts growing on me again. As far as Ghostie goes... i love the adorkable goofball --- but that the volume has been lowered with the Patch and that it's already confirmed he'll get a new one is all anyone needs to know about it.
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What can I say. I just really like Leon, that adorable big eyed sewer-puppy. Can't help it. - In terms of DBD sailor Steve comes in a close second though. He looks fresh.
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It seemed to be the usual; until late-ish afternoon matchmaking does a decent job. - After that it starts getting weird. Some days are also weirder than others, weekends more so than weekdays.
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As far as actual heal regression is concerned I haven't noticed a difference; I'm rarely interrupted while healing nor am I interrupting survivors healing very often.
On the survivor side it has just become a bit of an eye-roll and sigh moment because it takes longer. Which is also why I run some kind of heal-speed up. Be that a med-kit, we'll make it or botany.
I'm also not entirely sure how it's meant to be gotten "to work", like, what are the expectations?
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"How are you playing ghostface?" - Not very seriously. I just find it hilarious to play peek-a-boo and (maybe) give a survivor a bit of a scare when they get exposed status --- and then proceed to chase them "teabagging". Do you get a lot of hooks/kills like that? Absolutely not. Is it fun? Absolutely! ๐
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@vanGlasse1 said:
https://forum.deadbydaylight.com/en/discussion/comment/2934543#Comment_2934543
haha imagine you're a killer and see a random survivor leading you to the basement, just to find its floor covered with items xD
ngl. That would be hilarious xD
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@Mint_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2934071#Comment_2934071
well thats kinda the point. i might have explained it badly but its basically asking if you would rather have a challenging match and lose, or an easy match and win. (sorry for bad wording)
I had been wondering if you had meant something along those lines.
Most people probably enjoy "progressive overload" - with emphasis on the "progressive". Cause that's the only way to really advance. Make it challenging - but not too challenging.
If it were between "stomping a new killer and they don't get a chance to do anything meaningful in the match" and "getting stomped by a seasoned killer without getting to do anything meaningful myself" ... that would be qually bad. Tho. I might opt for the new killer then. It would be boring - but it wouldn't p*ss me off as much after the third time in a row ๐
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@vanGlasse1 said:
https://forum.deadbydaylight.com/en/discussion/comment/2934055#Comment_2934055
ah so good to see a fellow chest enthusiast xD if I may suggest something, try Ace in the Hole sometime, gives some pretty fun aspect to when you open a chest as it can be something like a decent medkit with a styptic + self adherent wrap or just a random key with prayer rope + scratched pearl lol
I have thought about it. - But so far putting two perks into the chest-hunt seemed like a bit too much. - But maybe I'll give it a try sometime ^-^
(... and maybe go with a 'magpie build' altogether: pharmacy, ace in the hole and appraisal + offering... and just for the fun of it add flash bang on top. And then pile it all up in one place on the map and call it the item shrine.
aight. i'll stop now.) -
Mhm. The situations arent really comparable, imo. In the situations you describe I would opt for the one above my skill - but it has nothing to do with the skill (or "sweaty-ness"). I wouldn't flashlight save after fl save and loop a brand new killer in a way thats bordering on bullying. -- On the other hand I don't particularily care if I escape when I had a fun match with "good chases and tense situations".
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medkits. though. technically, i don't bring them but take them. I routinely run pharmacy and have become a bit of a hoarder ๐ ๐ But if I actually do bring an item, my go to is a medkit - usually a brown, no add-ons. just having that heal on me if need be is kinda reassuring. And leaving a brown in a chest when i take my green out seems like a nice thing to do as well, right?
Flashlights seem like fun too - but the way my matches tend to go there isnt all that much to do with a flashlight.
If it seems to be NOED-o'Clock I bring a map with range & sharing add-ons.