Katie_met
Katie_met
About
- Username
- Katie_met
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Comments
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Wow they won against a Legion, they must be so good 😍
Unless you were toxic, there's no need for players to taunt like that when you're playing a weak killer.
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Would rather see alchemist's ring changed instead of blighted crow
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I like generic challenges like that, you don't have to think about them or go out of your way to complete them. They'll just get done eventually. It only bothers me when the quantities are ridiculous.
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Flashlight players are just funny (when I'm playing killer). They'll run behind me and follow the chase, clearly not knowing that I can hear them running behind me. I'll down the survivor I'm chasing and then just chase the survivor who blatantly followed for the flashlight.
Not only did they waste time when they could have been doing the gen, not only will they not get the flashlight save, but it results in an injure or even a down.
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I main her. I love her, even when the vomit hitbox messes up.
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Deliverance= broken for 60 seconds (at level 3)
DS= active for 60 seconds (at level 3)
Keep an eye on the survivor that just unhooked themself, when the broken symbol goes, you can chase them/ hook them.
Deliverance can be good for tracking DS as killer tbh. Unless it's engame and they just unhook themself and leave the trial.
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I don't care about this build unless it's on Blight or Nurse. People do not need these perks on these killers, and if someone can't win as these killers unless they're using that build, then they suck.
Funny part is I see this build more on Blight and Nurse, when it would make much more sense for a weaker killer to play this build, but I never see this build on killers such as clown.
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People really keep saying 'just do bones'. I can't emphasise how narrow minded this statement is. So before all the gens are powered you want me to find all of the totems and cleanse all of them? If I waste time doing that then all the gens might not even end up being done. I especially can't do that in solo queue because I can never guarantee my team are doing gens. I also wouldn't spend time finding totems in the trial because I like to imagine that a red rank killer would not play that perk.
Maps also depend on it. Midwich and Lerys has loads of totem spots, I know where majority of these spots are, but it's still very time consuming.
So if no one does totems, it still takes someone to get hit with noed for the survivors to realise the killer has noed. That one down can have a massive impact, the survivor might get camped, even worse, they might be hooked next to the totem, and if the killer is camping the survivor and the totem then nothing can be done other than leave the survivor to die, giving the killer and undeserved kill.
Additionally, if it's end game it takes time to find the totem, and on certain maps like swamp, or any indoor maps, it's unlikely that will happen unless someone has a map or detective's hunch.
And with noed, the issue is that it's so unrewarding, if a team plays super well and efficient, they might then end up losing or giving the killer a kill that they didn't deserve because they lost, and if a killer at red rank is getting constant value out of noed, then they don't belong at red rank.
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@Dito175 said:
https://forum.deadbydaylight.com/en/discussion/comment/2470503#Comment_2470503
What is bugged on Ironworks?
Just the main building. There's a couple of de-sync issues and the stairs are bugged. The rest of the map is fine.
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Spookyloopz made a video recently, talking about how to counter every loop, I'd recommend watching it.
What I say is if someone is gonna be toxic, I'll just do the same :)
I wouldn't encourage toxicity, and would prefer if people weren't toxic. But I say toxicity is allowed if someone did it first.
However, if you have a bad game with a bunch of toxic players, don't take it out on the people in the next game!
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I don't think so since it would encourage players to play more try-hard, and would punish people that want to play casually and don't want to get to the top % of mmr.
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4 maps are currently disabled... and Ironworks main building is bugged so that also needs disabling.
This game is so broken.
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I'm against it for the reason that during the last test, I still got the same weak solo queue teammates, but with more difficult killers. There was no variety in the killer roster either. Every killer I played against was a Blight with Ruin, undying, tinkerer and Alchemist's ring and Blighted crow. Literally 90% of my games. Other than that it was either huntress or spirit.
Currently I can handle the game, sure the teammates still suck most of the time, but at least I can chase the killers for a good time. Of course I still get those top tier Blight players, but they are no where near as common.
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@agonizing said:
https://forum.deadbydaylight.com/en/discussion/comment/2439151#Comment_2439151
https://forum.deadbydaylight.com/en/discussion/comment/2439608#Comment_2439608
Third this. My MMR games were very good and I am happy with the results of the test.
Also OP just because you have 150 days it doesn’t mean that your MMR is high. This is a big misconception with users who have time played judging others’ based on theirs. Time does not equate to skill.
No, time does not equate to skill but it does equate to knowledge. I know that urban evasioning around the map and wasting the pallets is bad for the team, I don't expect people with 5 days to know that
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@SunderMun said:
I wish I was getting Blight every game when I played survivor, tbh.
That said, getting ultra sweat killers when your teammates aren't correctly placed is exactly how the matchmaking already works, but exacerbated somehow lol. I don't want the new system; I've been against it all along, because it just amplifies the toxic feelings you get from frustrating games.
I think mmr just makes the game super competitive. I play survivor and chill out and listen to some music and drink beer, so I'm not prepared to go against top tier Blights. The current poor matchmaking, as painful as some games can be, really fuels the asymmetry of the game. I think they either need to add more ranks, or they need to change they way emblems work.
I also think that someone shouldn't be able to get to a certain rank unless they're a certain devotion level or have played a certain amount of games. I know it might be unfair because if someone is able to get to red ranks then there's no harm, but it would be a good way to ensure people are experienced and understand the game before playing at red ranks.
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Tell me you don't play survivor without telling me you don't play survivor...
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I think that's a bug that's 'here to stay', one that will never get fixed. That, along with so many other things like the lag back when you unhook yourself, Blight being in his rush animation when he's not rushing (that bug has been in the game for a while and it's hilarious), survivors being silent even without iron will, etc.
Dbd is always growing and always adding content so they never have time to go back and fix bugs. That, and the way the game is coded. When dbd was first created, it was an indie game that intended on only having the first 4 survivors and the trapper, so cheap coding was used because they couldn't afford to pay for good coders and also because they didn't expect the game to get this big.
The current set up is like 'spaghetti coding', where when they fix one bug it leads to another because of the way it's all linked. Bugs will always exist in the game unless they recode it but there's no time to do that because the game is always growing and getting new content, and there will be some permanent bugs, such as the nurse blink bug.
Scott Jund made a video, I can't remember the title but it explains why there will always be bugs in dbd.
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If you only play killer then in your eyes it's gonna always feel like the killer gets blamed. If you only play survivor then in your eyes it's gonna always feel like the survivor gets blamed.
Killers and survivors play against each other, so it's always gonna feel like it's the killer or survivor's fault, depending on which role you're playing.
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I don't really like the licenses either and I prefer original characters (with the exception of Quentin, but he feels original because he's not exactly a horror icon), but the point is to attract new players. I'm sure if the game was big then they'd only add their own original characters, but this game seems so focused on growing, hence the back to back licenses and the fact dbd is on stuff like game pass on Xbox.
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I don't mind them that much they just need to get rid of the accuracy ones because I swear they don't do anything
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We should at least be able to opt if we want map offerings to appear in the bloodweb or not. I'd like to get extra items on my boi Quentin, rather than another Lery's or Swamp offering which costs 5k points!
That, or they should at least bring back the old style of map offerings, make them brown so they're only 3k points, and there's only a slight increased chance of going to that map. So then if you see a dreaded Haddonfield offering there's a chance you won't go to it, and you can have a mini celebration when their offering doesn't work.
If needs be, and if you have enough, use sacrificial wards every game. When the RPD offering was re-enabled, I used one every match for the first few days of it being re-enabled, it worked a treat. There's something quite satisfying about bringing a sacrificial ward and getting unexpected value out of it.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2411420#Comment_2411420
One night discord was down and my swf and I were playing without headsets /gasp What was funny was the stuff we setup without being able to talk to each other was pretty hilarious. One game it was huntress map against a gf. He snuck up on us at a gen and we all ran into the cabin. By dumb luck the guy he was chasing happened to run past the locker I was hiding in. I had Head On equipped. I smacked GF, my buddy made it to the 2nd story window and GF ended up changing targets. Headsets help but they are not required.
Yeah I've had times before where I've not been in an Xbox party because I've had a cold and lost my voice or something like that, but still swf with my friends and we've still done well. Like you said, the solo queue teammates need to get good, and that won't happen until MMR comes out, but I remember MMR was first tested some time last year. The fact they've been trying to implement MMR for over a year has made me assume it's probably not going to happen.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2380434#Comment_2380434
Solo doesnt need a buff. Randoms need to git gud.
Honestly that lol. I don't mind not having communication, as long as I can guarantee my teammates are good. Those situations where everyone is dead and hardly any gens have been done, are caused by bad teammates who prioritising searching all the chests and cleansing all the totems before even touching a generator. If more people knew how pallets worked and how to repair a gen and prioritise the objective over searching a chest, solo queue would be playable.
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@Luciferr_2nd said:
I don't have a large issue when i play solo
However, scott jund proposed a ping system that i think is really well designed you should check it out.
Scottjund is great to watch. Dowsey also made a good video about swf/ solo queue, and said that solo queue needs buffing, and when it gets buffed it comes with the advantage of seeing how swf can be nerfed, which is something many players want.
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@Dodgingbears said:
https://forum.deadbydaylight.com/en/discussion/268033/solo-queue-is-genuinely-unplayable
I have played solo queue 98% of my games for 5 years. It is not that bad. you are sensationalizing. Also you have plenty of options to find people to play with, you just arent putting forth effort.
I do play in a swf most of the time. But my friends don't play all of the time. Trying not to become reliant on playing only in a swf, but I can't deal with solo queue.
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Absolutely no one would choose to play with a SWF with the exception of killers that want to play a bit toxic and take it out on SWFs. Honestly the majority of SWFs are not like this, but I think people forget about the casual SWFs because it's not obvious that they're a SWF. I almost only play with my friends because I can't stand solo queue. We're casual, we do survive more often than we would in solo queue, and we get more generators done than we would in solo queue. Personally, I don't think it's obvious we're SWF with the exception of taking hits to help a teammate out of a gate, but things like that can still happen in solo queue. We don't taunt the killer or tbag or follow around with flashlights to clicky clicky. Players like that deserve to get facecamped, and I do believe that teams like that can make killer horrific to play.
However SWF won't be nerfed until solo queue is buffed. Dowsey made a video on this. In order to fix the issues with SWF, solo queue needs to be buffed, so then the devs can fix the issues with SWF, without nerfing it to a point that people don't want to play with their friends anymore,
I understand the stress of teams like this, but you have to understand that not every SWF is like this, and it's unlikely SWF will ever get nerfed just because of the amount of players the game would lose.
All I would say is just try your best to avoid teams, even if it means lobby dodging several times. If I'm going to play killer then I'll play in the evening because queue times are super quick. If you play with crossplay on, maybe look and see if the survivors are on different platforms. I know people can still play in a SWF on separate platforms, but if there's a mixture of platforms then I assume they're more likely to be solo queue. If people join at separate times they're also likely solo queue. I'd also recommend dodging teams that all have the same item (mainly 4 flashlights of 4 toolboxes), and dodge teams with similar names or teams playing the same character/cosmetics.
I know I've listed some very petty reasons, but if you genuinely want to avoid a toxic SWF, those are some tips. I'm sure lobby dodging a few times is better than facing a toxic SWF.
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@Kazim said:
turn off cross platform, xbox killers are easier and you can get people to play with in facebook groups there are always those who are looking for partners.
I think that's the issue, I could handle bad teammates if the killer was equally balanced, but it seems I'm being put with weak teammates but with a strong rank 1 killer who knows what they're doing. And aren't the queue times bad without crossplay? I've not played off crossplay since around November last year
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@Snowbawlzzz said:
Play with Aftercare dude, you'll actually wonder how they managed to rank up. You'll be getting chased and your teammate across the map will be Urban Evasioning behind trees, or Self Caring in a building. Seeing my teammate's aura genuinely makes me want to quit this game.
Haha, I'm always conflicted by using bond because I love how informative bond is, but at the same time it's so painful seeing my temmates crouching around or chucking down all the pallets.
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Meg- moog
Legion- leg
Michael- miguel
Felix- helix
Yun Jin- 'GERAH' (the sound she makes when struggling)
Trapper- crapper
Quentin- goblin
And then I mostly just call the killers by their first name. For example when I'm in a swf I'll just say 'hello Talbot' as a way of telling my teammates who the killer is.
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@danielmaster87 said:
Kiss my grits.
Mhm that's right, that's me baby.
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Here's why they don't go out of their way to make the game great and fix every bug and ensure the community is happy- there's no competition. Scott Jund often mentions this. There are no other games like dbd, and any games similar to it will never really gain the popularity because think about how big dbd is now and how many incredible licenses are in the game. There is no rush because there is no threat from other games, people can threaten to stop playing like they did with the 'dead by boycott', but there would be no other game to play because there are no other games like this.
Additionally, bugs will always exist in this game because of the way the game is coded. Scott Jund also made a video on this. Dbd intended to be a small game, and Trapper was going to be the only killer. The coding that was originally used is cheap and easy coding because they couldn't hire experienced top tier coders because they didn't have the funding for it. Because the game grew and is still growing, they need to keep adding more content, because they keep adding more content to this simple coding, it means when they fix one bug it will just cause another one. The only way this could be resolved is if they recode the game, but because there is so much content, and they keep adding content, it'll take too long to completely recode the game. So it's likely it will always be this way.
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If you want to actually chase survivors, then a trap based killer wouldn't be a good idea since the whole point of trap based killers is that you catch survivors without chasing them. You get some chase with trapper unless he's got iri stone and you stand in a random trap, but if hag is played properly, you get no chase with her at all. And if there was an explosive killer, imagine how op their basement set up would be? That would be like going against basement trapper with bloody coil but worse.
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It's always tinkerer, ruin, undying and bbq/infectious. Always. It actually blows my mind how I can guess the build as soon as I find out who the killer is. I get that people can play whatever build they want, but it's genuinely humorous how basically every Blight uses this build, and it only seems to be the case with this killer lmao.
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I’d love if I didn’t depip for something I can’t help, like being camped or my teammates not unhooking me, but that could be so easily abused. Players could just run the killer near them so that the system registered the killer as camping, or people who rage quit on first hook wouldn’t get punished because the game would’ve registered it as their teammates not unhooking them. A system where I don’t depip for something I can’t help would be good, but I’d rather depip because I was getting facecamped, than have rage quitting become more common because the system would prevent them from depipping.
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I think that the sets should be sort of undone. First of all, why are Cheryl’s green outfits a set? Every piece works well when glitched out. Anyway, I think that the legendaries should stay as a set, but outfits like the goddess Jane should be half sets. The dress should be a set, the skirt doesn’t look right by itself. The top looks good by itself but no one would buy the individual skirt, however there’s no need for the head to be a part of the set. Same with the Kate outfit, the dress should be linked but the head shouldn’t. It would actually encourage players to buy cosmetics because I want the head from Kate’s Oktoberfest outfit but I don’t want the dress.
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Because of the amount of complaints about SWFs, it’s so easily misinterpreted that every single SWF is this top tier squad with meta builds, pounding gens and bullying the killer. Because if someone is arguing for SWF to be removed they don’t want to mention the casual SWFs, or even mention the chance they could be solo queue players because I’ve had games in solo queue where we’ve somehow been so coordinated that we easily could have been misinterpreted as SWF. People really forget about the casual SWFs, because we pose no threat to them, we die and escape just as much as we would if we were solo queue players.
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@Harold_Shipman said:
https://forum.deadbydaylight.com/en/discussion/comment/2247914#Comment_2247914
I would if her hitboxes werent so busted.
With the exception of insta-down killers, huntress can literally get the quickest downs in the game. If you're outpositioned, and she has good aim, she can hit you with a hatchet and because the cooldown is basically quicker than 8 stacks of STBFL, she can then M1 you. While I rarely go down to huntress in that way, there's always the threat of that. I'm not even gonna begin to talk about stretched resolution sniping huntress players.
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Wait...people actually like going against huntress?
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/2247901#Comment_2247901
Funny enough the same bug happened like 2 years ago pretty sure
Poor Ash, he always seems to be bugged. Last chapter there was a bug where he if he went down and started to recover then he would be stood up. Very funny bug, but a shame that he's always bugged :(
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I made a post yesterday about the rusty shackles add-on! Hag is genuinely my least favourite killer, good or bad. I can't stand a good spirit, nurse or huntress, but if they aren't very good then at least they can be countered.
I know with a bad hag they can be countered, but then they just camp and there's not really anything you can do because if you run in for the unhook then her traps are triggered, and if you crouch over the traps then she has enough time to see you're going for the unhook and she can chase you away.
And don't even get me started on basement hag, because I'd debate that a basement hag is worse than a basement trapper.
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Yeah he is :( weirdly enough it's only his Ashy Slashy cosmetic though. I can't use flashlights as Ash because the aim is odd. Sure I could play without the Ashy Slashy cosmetic so my flashlight aim is ok, but what kind of crazy suggestion is that? I just don't use flashlights on Ash.
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While I don't play Ash often, he does hold a special place in my heart. I love his Jacksonville outfit, and I love jumping off hills as Ash, solely because of the grunt he makes when he lands, he makes me laugh so much.
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Ok
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I don't remember solo queue ever being so bad until recently. Ok I get if survivors are bad in chase (waste pallets/ go down fast), chasing can be difficult. But survivors that don't do gens while I loop the killer... what are they actually doing?
If they can't do gens when the killer literally isn't even near them, then how do they expect the game to end? Do they just wait to die and expect that that's how survivor goes?
Blows my mind.
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I'm a survivor main and I never use keys, in fact I really dislike them. I really think they need nerfing as they're such as scummy item. If I load into a lobby and my teammate has a key then I normally lobby dodge as I expect the killer to most likely play unfair to that survivor (understandably), and when survivors last second switch like that it's genuinely pathetic.
If a survivor is bad enough to need to use a key, then they should at least load into the lobby with the item, and let the killer decide what they're gonna do about the item (use Franklin's, lobby dodge etc), rather than last second switching to prevent the killer from retaliating.
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@Shroompy said:
Imo Rusty Shackles actually makes Hag weaker, because one of Hag's strengths is disorienting survivors with the camera flick that happens once they trigger a trap, Rusty Shackles doesnt have that camera flick, so survivors can continue running the path they were taking and in some cases reach a pallet or window when they otherwise couldnt
Also if you trigger a Hag's trap, youre most likely gonna get hit anyway, whats the difference between knowing when she pops up or not? It just makes it slightly more of a jumpscare if anything
Grabbing with rusty shackles is super easy, if a survivor doesn't know who the killer is, or what rusty shackles is, then they're vulnerable to grabs since they don't know they triggered the trap. Not a massive deal, but the power is oddly similar to prayer beads, and doesn't inform the survivor that the killer is using their power.
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Matchmaking in this game is so poor, and going against survivors like that is very painful. But make sure to remember that this game is asymmetrical, and every match you play is different. While the poor matches are awful to play, it makes the matches that you win actually fun, and adds variety to this game.
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She's one of my favourites. I love her lore and her style.
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A very small percentage. Dead by Daylight is on game pass for Xbox, so I can imagine many people have tried it, but sadly it's a game that takes a lot of time to learn and grow to like. I've spoken to many people who've said that dbd is bad, and I'll check their time played and see they have less than one day of play time, because I think that when you start the game it's too confusing, and many people are likely to give it up rather than give it some time.
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Just don't attempt the skill checks and the second time you don't attempt the skill check, it will kill you. Yeah giving up on second stage doesn't kill you as instantaneously as the button mashing mechanic, but the skill checks are better for accessibility, and stops players dying from frame drops.