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Kebek

Kebek

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Kebek
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  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1509159#Comment_1509159

    Also "just play and if match feels fair then MM is working" is the most horrible excuse ever.

    It's not an excuse, it's how every game with an MMR works, but for some reason only BHVR gets flak for it.

    Other games with MM rating tell you what rank you are and how to increase your MM rating. DBD doesn't do either as of now.

    Ranks don't matter and we go not official answer on what defines a win. Is me hooking survivors 8 times but then they all manage to escape a win or a loss ? Did my rating improve or decrease, I don't know since I don't know what defines a win unlike before where I knew it and just didn't care since it wasn't that great at properly ranking people by skill anyway yet it was better then knowing nothing like now and forcing me to play new players until it supposedly "settles" which I highly doubt ti will.

  • I wish they at least told us what a win is now for each side. With how emblem system was designed I really don't know if killing/surviving is actually skillful when you can hard carry your team and then get facecamped or do 8 hook but then everyone escapes.

    I don't want full description to all actions that the system is based around, just tell me if killing/surviving is the main thing or not.

    Also "just play and if match feels fair then MM is working" is the most horrible excuse ever. I had decent portion of matches that felt just about right with previous system as well and that system defined winning conditions in great detail for me while also telling me where I was rankled so this new one is by all means a huge downgrade.

  • That's like asking for bamboozle to give 30% vault speed. It's an unnecessary buff to already good perk, no thank you.

  • @28_stabs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1506592#Comment_1506592

    Someone like me can play 1 match today, dont play tomorrow, then play only 2-3 matches and take a break again. Dont expect everyone to quickly catch up with you. It will be a mess for weeks. One of my friends in steam show up only on Fridays or Sunday. For that guy it may take a month or two, if he wont play dbd every week. :D

    Then they should have enabled tracking MM in the background and not release this broken #########. I would love to play DBD but I don't want to face new players for sake of raising my MM that I don't even know to raise because devs won't tell us. We just have to trust them that it works or will work or whatever excuse they have for matching my with 4 new players multiple times in a row.

    I want the old ranks back, they at least gave me decent matches and not slaughterfest of new players. Enable tracking in the background and don't release it until it has everyone ranked at appropriate level. That's what a smart person would do thou so ofc that's not what devs did. Or if they did then something is horribly broken to force seasoned players vs new players.

  • Coconuts, I get what you're saying but when I post screenshots of rank 15-20s in my matches I'm posting them because they were the kind of players who when they get hit do 2 spins around you and crouch behind nearest tree. And they do this almost every time or something like that.

    I wouldn't be posting screenshots of players with bad ranks if they played like good players and not like someone who just booted up DBD first time.

    I hope it gets better after like 10-20 matches since right now it's hell. I can't get a match with normal old rank 1 players who would at least look like they know what they're doing, not actually never played DBD and are ranked with seasoned players.

  • First 3 games were really great /s (just cut out ranks and matche's kills when I played my main killer rank 1, not like they had perks anyway)

    shorter.png

    Killing rank 20s who are supposedly on my level has never been so much fun /s.

    I never thought I'll miss old ranking system so much.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1496108#Comment_1496108

    If it's not a big deal then it doesn't justify a strange inconvenience for survivors.

     Yet inconvenience for killers is fine. Even when they're supposed to have this information, it would be inconvenience for survivors to give it so let's not change anything and ignore intended design.

  • @Immerschläfrig said:

    https://forum.deadbydaylight.com/en/discussion/178391/how-does-everyone-feel-about-myers-tombstone-and-tombstone-piece

    Using both of his ultra rares changes the game rules completely and makes it more like youre actually playing against the villain of halloween. He basically has to stalk all game, but once hes done its like Friday the 13th where you either run, or get caught and die instantly. I think the game needs more of these, rather than broken add-ons that are just boring and unfair like iri head.

    "Using both of his ultra rares changes the game rules completely and makes it more like youre actually playing against the villain of halloween"

    This line right here is why I love this addon combo so much. Myers becomes possibly the scariest killer in DBD once he reaches his full form with both of these iri addons and a good build to complement them. They are iridiscent and devs said in the past that iri addons are supposed to (ideally) be huge game changes and his are like the only ones that impact the gameplay to such insane height.

    I wish we had more addons like this that literally unlock completely new ability that is gamebreakingly strong but has also many big drawbacks to balance it out. It doesn't even have to be good (meta wise) but fun in a way that changes killer's playstyle completely. I just love them so much, facing a killer that can actually just grab and kill you once he reaches his full power is so menacing.

  • They are amazing really unique addons with enough drawback for good enough reward. They have counterplay as long as you know how myers works and are observant. By that I mean that MM using Judith's tombstone changes his hand posture into an open hand, here's how it's written on the wiki:

    Judith's Tombstone 

    • All stances are the same as the default Evil Within I stance: relaxed left hand
    • The angle at which he holds his knife on Evil Within III changes and the relaxed hand shows his readiness to grab Survivors
    Judith's Tombstone}}

    Only change they should get is to add open mori hand to both tombstones not just Judith's and make it active for EW II as well as EW III. That's the only change they should get to allow even the less knowledgeable players who can't judge that MM is using these addons based on length of his stalking and general playstyle that they should be ready to use a locker if need arises.

  • For once I agree with calling this one a cash grab.

    Usually I'm quite reserved with BHRV's business practices (like when people say the rift is a cash grab with wich I disagree) but this skin is just so lacking to be legendary that I hope players won't buy it so that devs realise they should make legendary skins that are called legendary for their very high quality and not their legendary price tag.

    It's a shame how little effort was put into this skin overall, it's design is cool & all but it lacks things that would make it legendary like completely different weapon insted of kanabo or switched voice lines etc.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1495888#Comment_1495888

    What do you mean give killer time to prepare? They can literally only see cosmetics and items, what's the tactical advantage you're trying to protect? I say let survivors have just as much time as killers to change their setup.

    Exactly as you said, killer is given time to prepare for survivor's items. For example if killer hates going vs flashlights he can take franklin or lightborn. Same for keys, medkits whatever. If it's not a big deal then there's even less reason to allow last second switching.

  • Well if enough people won't buy them then they'll maybe think about improving their work. I wouldn't by legendary skin that doesn't even change voice line unless I like really really liked it for some reason.

  • People here comparing that survivors can't prepare for killers so why should killer get a chance to prepare is ridiculous.

    Did you notice that you're playing an asymetrical game that has intended design on creating a lobby system to allow killer to prepare perks for survivors and chat for survivors to talk about strategy, synergy builds etc. Game is designed with the idea of giving killer time to prepare and last second switching bypasses that intended design. There's no legitimate reason to defend last second switching.

  • @Katee_Main said:

    https://forum.deadbydaylight.com/en/discussion/comment/1495495#Comment_1495495

    Honestly that a terrible question because midwich just came out and you know how often OoO is ever even used.? I use it as survivor to meme for a good laugh when I'm with a 4 stack of swf....but honestly no one even uses it enough for anybody to actually complain...

    I use it often and it's brokenly OP if you know how to use info it gives you even as solo. People don't run OoO because they suck super hard at chases that's why it's rare (also due to beiing paid DLC perk) to see someone use it.

    I've played on midwitch vs OoO twice and honestly, don't bother chasing the OoO user if he circles on midwitch. He'll waste a ton of your time for free so be happy you haven't played it yet. It's boring to be forced into 2-3 circels if survivor is bad and into even 5-6 if he's good.

  • @Katee_Main said:

    https://forum.deadbydaylight.com/en/discussion/comment/1495325#Comment_1495325

    Lol I'd honestly take you up on that! You really think midwich is going to save you from being hit in under 5 minutes?

    Have you ever played vs OoO on midwitch ? You sound like you didn't since with a good looper that's more then just possible, it's actually the most likely outcome of circling the whole map like 2-3 times and then going for safe pallets and repeat.

  • Sorry, misspelled stream xD My lack of re-reading things I write is showing.

  • @Katee_Main said:

    https://forum.deadbydaylight.com/en/discussion/comment/1495192#Comment_1495192

    I actually do stream. And I'll post something on her soon of actual evidence of how easy killer seems to be for me.

    Link to your stream works just fine.

  • @Katee_Main said:

    https://forum.deadbydaylight.com/en/discussion/comment/1495127#Comment_1495127

    I'd agree with that, except for the fact that no one can tell me that every red rank player I face is a potatoe.

    I face potaotes on red ranks consistently for the duration of 4 years of playing DBD almost daily. So yeah, vast majority of red ranks are potaotes, not that they are horrible players but that they aren't good enough when they face seasoned red rank killer who's generally more skilled then average red rank survivor.

    There are some good solo players in the mix but they themselfs can't hard carry the team unless killer tunnels them hard while they loop well and teammates actually hold M1 (nobody does that btw even at red ranks). Only saving grace for red ranks potatoness is good SWF teams, they're the ones who use everything in survivor's arsenal efficiently which then results in sweaty games that can sometimes be near unwinnable.

    As I said, if you're so godly and face off great players consistently and beat them every game go steam. I'd watch you decimate good SWFs game after game after game to learn from your amazing skills.

  • If it's so esay and you never kill less then 3 or 4 survivors maybe you should start streaming ? I'm sure there's a lot of people who would love to see your godlike skill in action, never losing a single match even vs good SWF teams with midtier killers.

    Maybe there's just too many casual players on console ? Dunno, without seeing the caliber of survivors you face there's no way to tell if you're just stomping potatoes or you're DBD killer god. From experince I'd say it's the first one.

  • The simplest thing you can do is just loop pallets/structures and never drop them. She'll be forced to M1 you due to her hatchet wind up making her lose a lot of time in the loops, especially if she raises her hatched expecting a drop/vault and you'll just run.

    If you want it more advanced, include thinking into the mix and make correct predictions on when she'll go for the throw and when she just walks through and go for well timed pallet stuns. There's a lot you can do, so this is just some basics.

  • "Omg, this chest spawned brown iteam, that's boring, I'd better DC since I won't have fun anyway."

    People still DCing over whatever they "don't like", makes me want to ask devs for even harsher DC punishments.

    Do you flip the chestboard if you make a dumb mistake irl also ?

  • @Peanits said:

    Moris are on the list to be changed at some point, but I can't any details or dates just yet.

    (Before any asks, yes, keys are too. That's not what this thread is about.)

    Does that include tombstones ? I hope not, they have enough counterplay & downsides as it is.

  • I do have legacy and I honestly don't really care if they gave it out. Imao only reason why people want legacy is because it's exclusive so if everyone had it nobody would wear it since they are far far superior cosmetics then a bit of sparkly lines on your clothes.

    It's biggest advantage over other cosmetis is that it's the main exclusive to flex your old-school player status. Like anyone really cares how long do you play DBD.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1488080#Comment_1488080

    That would cool but he also has strong zoning for no reason so that definitely needs a cool down too. If you have words otherwise I can show you a clip of zubat zoning a nea.

    Also why is it bothering you that we want to have a chance to survive chases. You seem very irritated that people want deathslinger to have counterplay.

    I'm irritated that survivors want to ruin killers with unneeded cooldowns and blame everything besides their inability to adapt to different playstyles. I used to love faceing nurses back before her "slight CD nerf", now I'm lucky to find nurse in 1 out of 10 matches. She's still strong but she isn't as fun as she used to be.

    I'd be so much fun to see how would survivors react if they got a cooldown on running or overusing pallets/windows, they certainly wouldn't be happy. Cooldowns are the most boring way to change anything.

    I'm tired of arguing about what is and isn't viable counterplay. I'll just keep playing and see what devs consider as valid counterplay and if it's adding 4 cooldowns on each killer then I'll voice my opinion about it and if they still add them I'll adapt, as I always do, unlike many others.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1488039#Comment_1488039

    No that's just assumption the outcome would not be the same because now you can react meaning you can try to juke,dodge,etc you arent left in the dark.

    So would my suggested change make you happy ? Since if they ever decide for whatever reason to nerf DS I'd like to know if 1s windup with normal MM speed would add the "counterplay" you're looking for. It's as good as doc's windup & MM speed so it should be enough to please your counterplay criteria.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1487959#Comment_1487959

    It's different because those have tells nurse and doctor both pull their hand up and if an nurse does it too fast she wont get anywhere. Why try to defend something with an obvious flaw.

    But the outcome is the same. Would you be happy if Deathslinger could raise his gun in 1s (like doc's shock charge time) and kept his MM speed at 110% to let you know you'll be hit ? Since that's the only difference there is.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1486982#Comment_1486982

    So how do you predict something that that can shoot in less than a second and at any time theres no way to truly know. You seen the clip he provided of zubat right? Comment on that tell me what do you think of that.

    How is that clip different from nurse instantly blinking or doc preventing the pallet drop ? Many killers have powers that make them deadly when close, that's how DBD always was. Some killers can counter such loops while others have to eat it like M1 killers that they are without any ability to mindgame and earn a hit on survivor there which isn't fair towards them either.

  • @mostlyghostly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1487718#Comment_1487718

    First of all, you can juke hatchets SO much better than the spear gun, even if they're fully charged. You can also juke nurse's blinks quite effectively, at least better than deathslinger. Spirit is a whole different arguement, but i'll just say that just because spirit might be also bad to play against it does not make my arguement about deathslinger invalid.. Even if all your points about all these killers were right, it does not make mine wrong.

    Fully charged hatched moves as fast as the spear with only 1 difference, it's as large as a mini van compared to the spear with a hitbox of needle. If you can somehow dodge a hatchet that's fully charged thrown by seasoned huntress then you should be more then able to dodge a spear.

    How exactly do you juke a good nurse in the open that's right infront of you ? Her blink is near instant at that distance and she gets a second for correction + her lunge. I really don't understand the comparison that it's easier to juke nurse then it's to juke deathslinger at close distances.

    You've said that the speargun can't be predicted and that giving it bigger ADS would somehow help which is what I disagree with. Higher ADS would't change counterplay, it would limit opportunities to shoot, survivor's gameplay counter wise wouldn't change at all from such change.

  • @mostlyghostly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1486982#Comment_1486982

    But the problem is survivors can't predict his speargun, the time it takes to shoot a survivor isn't enough for them to juke it. He can just ADS and make the survivors juke themselves and then shoot whenever he wants.

    You also can't somehow know for sure which direction will huntresss thorw fully charged hatchet or where nurse/spirit will blink/phase. If he had higher ADS time you would only know that you should attempt to dodge now, not when/where he'll shoot so then counterplay would stay the same as now, predict it slightly before it happens.

  • People like to make excuses how easy something is to justifiy nerfs for it, be it strong killer or correct use of dead hard.

    I've already had tons of endgame chats where survivors complained how impossible it's to loop new bubba and how it's unfair that he can win loops now due to him beiing so fast. Same thing with the no counterplay, boring killer that forces you to pre-drop pallets. People dislike that some killers require different playstyles and refuse to acknowledge existence of counterplay or invalidate it by excuses like "pure RNG guessing" or "it's not interactive for survivors" when the interaction is there but it's not the kind they want, in other words, one that would be easy for them to do.

    DBD takes a lot of skill to play very efficiently, for both sides equally. Even players who have thousands of hours still can make bad plays (some even consistently repeat them) so I doubt that any would seriously consider DBD to be easy to play casual game when there's so so so much to improve upon.

    Also if I should pick the most skilled action for both sides, it's reading your opponet's next move. Anything from correct pathing prediction which is decently easy to hard ones like evading nurse's, deathslinger's, spirit's powers / landing them correctly when you play them.

  • @ClickyClicky said:

    I know the stats don’t reflect it but I would say Pig.

    What stats ? I hope you don't meant that 2 weeks sample was it, stats that people used as justification on their "this killer is OP" opinions.

  • This no-counterplay "argument" is getting tiresome. Predictions are counterplay, like it or not. Hard to pull off but still counterplay.

    Also if we go by logic "if killer plays perfectly" then about 12 out of 20 killer in DBD don't have counterplay. As unlikely as it may seem killers are just humants and they make mistakes, more when faced with good survivors who can read them while also playing efficiently overall.

  • She has chase counterplay (and a few others), it's called breaking LOS and gaining distance forcing her to make educated guess on where to blink which you can predict as well. Ofc if you're in the open and close to her you're dead meat so evade situations where you'd be in the open vs her as much as possible.

    She's one of the few high tier killers you don't want to be close to you which is what makes her fun to vs, she's not to be messed with and requires different playstyle then other loopable killers.

  • Tbh it's not as hard to hit his stacks at last 1/4 time to get max value from them. Just count down the chainsaw sweeps for each press. First use you press at the end of 4th sweep and then at the end of 3rd sweep. Not that hard honestly.

  • @ill_Boston_lli said:

    https://forum.deadbydaylight.com/en/discussion/comment/1483685#Comment_1483685

    i love how far his saw goes now its disgusting lol i used the tuning guide and you can essential sweep an entire hallway in midwich lol

    It was so frustrating before that survivors could just keep running through pallets/windows and you would never catch up even at times where you read them and actually juked around said pallet/window you still could have missed due to the low reach his chainsaw used to have. I love how much better it's now.

  • He's so much better now. You can finally force survivors into mindgameable situations where if they misjudge distances you can either force really fast pallet break or get free instadown. He's by no means A tier killer but he's improved a lot.

  • I did get that a few times as well. Mainly when you press it at the last chance possible like +- 95% or so. It either doesn't register or does refill the bar but somehow still cancels the chainsaw charge.

  • He's not as strong as you say since he's still kind of countered by properly using windows and pallets but now he can actually mindgame with better reach on his saw. He can snowball really hard if you clear areas around gens from pallets. There are many other killers with better chasing powers but bubba can finally compete with them.

    I like the changes a lot, they make him much more useable and fun in chase.

  • From dev update : "We want to focus on the skill-based gameplay and put an emphasis on using your chainsaw effectively, only adding a small drawback to misusing your chainsaw."

    Overheating is not supposed to limit billy, it's supposed to punish misusing his chainsaw like hard camping with it 90% revved up. Billy isn't supposed to be overheated just because he wants to use his power. So if overheating is rare then it's working as it's supposed to be.

    Imagine making survivors trip for running too long, same thing, it would be really dumb change to punish either side for wanting to play efficiently.

  • I'd be nice if survivor loadouts+characters were at least locked as well so that killer can actually prepare when he's already forced into playing killer they pre-picked while survivors can still last second switch to deny any chance for killer to counter their stuff.

  • These new auras are much harder to see, could we please make them more bright ?

  • As a fellow Ace main I must say that I was hoping for someting better then a Jake like outfit trasnered to Ace. I'm still wishing for something along the lines of magician outfit or someting dapper like that.

    It's a pity that tome/rift about Ace has such underwhelming cosmetic.

  • Unrelenting is actually decent perk that has synergy with a few killer powers mainly Deathslinger or Hag. It can definetly use help but certainly not nerfs or large changes to it's base effect.

  • It's as good as survivors make it to be. If survivors know how to properly manage game's pace they can easily do all 5 totems to prevent NOED's effect, it's rather difficult to coordinate this as solo if you decide to depend on your teammates but it's doable.

    And even when it activates, it's still only as good as survivors make it to be. Killer is generally chasing 1 survivor before final gen pops so most of the time they would catch that survivor even without NOED. Then it all depends on how boldly other survivors play, they can all run into killer and hand out a 4k or hide and find NOED or just leave through gates. Most survivors like to for whatever reason swarm the hook with NOED active and killer camping it and then complain how OP NOED is when they could have easily avoid it in so many ways.

    I think NOED's effect isn't good for DBD's health and could use a rework but it also isn't overpowerd in any way so it's up to debate. Useful inclusion for endgame builds and good perks for unexperienced killers. I don't use it since gutting of good endgame builds of Pig and old Freddy + remember me nerf. It's still good but I don't really find any good killer to synergise it with.

  • I don't really know what are people suddenly on about. Anti-looping killers were here always, not just recently. If utilized properly a lot of killers in DBD are anti-looping killers. Trapper, billy, nurse, hag, huntress, clown are all anti-looping killers to an extent, they can either outplay pallets or force pre-throws or completely bypass some or even like nurse all pallets.

    Just because last 2 killers have very good anti-looping power and 2 before them decent anti-looping power doesn't suddenly mean that chases are unwinnable. To top all that none of them can compete with anti-looping strenght of nurse who also has mobility unlike them so it's not like DBD is suddently making "OP" killers completely countering looping/genrushing meta via strong chases + mobility.

    Imao people are just loud since they have to think more to win chases and are realizing it more now since there wan't really easy to loop killer released in a while.

  • Sucks to be you then. Ask devs if they'll add self destruction sequence any time soon™.

  • In killer's hands, you gotta go take it from them.

  • Hardly, game is designed with spots like this all over the place. So many holes and small spots where you can stand or lunge over someting exist that devs never intended for average gameplay but then new killer comes along with new power that can use all of these in a way they were never intended. As long as they aren't holding the game hostage in some way or create game breaking balance issue then they're fine.

    Not saying that it should stay but that it's fine to use general physics & layout of the game until devs decide to make these techs inaccessible or give a shoutout to not use them.

  • I wonder what makes you a good player now. No knowing is pretty dumb design, did my MMR go up if I saved all my teammates, ran killer for 5min, did 2 gens but then died or did it go down just cause I didn't survive. Same for killers, are killes the most important thing, will facemapers who kill all 4 due to hook rushing go up in ranking or does multiple hook increase your MMR ?

    Nobody knows and that's somehows supposed to be fine.

  • @MyWorldHasCome said:

    https://forum.deadbydaylight.com/en/discussion/comment/1461652#Comment_1461652

    Moderators can't know what developers are doing at the moment. Also, if they have some knowledge, something called privacy clausule (if paid) or confidential information (if free) won't make them tell us nothing sadly.

    But i agree with you in the developer part... If we only got something to know what they're doing with the bots... I think they didn't even started it since the devs stated several times they're working hard on the cross-platform game availability so we must patiently wait until they finish their current job to start a new one!

    Cheers, have a nice day!

    I know mods mostly aren't part of the dev team but a few are (I think) so those might even when they won't, that why I stated "I wish" since it would be super nice to know. One can only hope, nice day to you too.

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