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KingFieldShipper

KingFieldShipper

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  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3232391#Comment_3232391

    Dont forget the other 2 Legion members

    Jo, Joe, and Joey

    I thought it was joey, jeffy and jamie :(

    images.jpg


  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/349672/bhvr-can-you-optimise-the-menus-again-or-undo-the-patch

    My Xbox1 has always had the five scratches loading screen entering a lobby, of varying lengths. Are you on PC?

    It's always been this way on PC as well

  • @BringShaggytoDBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/3218652#Comment_3218652

    Did you read the post? I mention voice chat, but this post is about in game commands. You can use them in Rocket League on Nintendo.

    I did, and I agree with it and mentioned that it was talked about before.

    I am just strongly against voice chat. Although I thought you were advocating for both - hence why I went off on that tangent, my b :)

  • Nintendo would never allow it for switch, so it wouldn't even be available on all platforms. The language barrier is 100% an issue - even in the US, would be absolute chaos in EU/Asia. I am also not the only one going to automatically turn off the feature in the first place - I don't like my voice being heard, I don't like hearing other people scream into my ear. And if it was forced I'd honestly quit the game.

    People have suggested #2 already and even talked about it on the q&a, as well as indicators on the hud telling what survivors have doing.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3217667#Comment_3217667

    Blight and Nurse would dominate even more than they already do as they’re cruel and unrestrained on small maps. And the survival rate would continue to drop, driving more survivors from the game. It’s hard to remember but the kill rate for every single killer is above 50%. Additionally, survivors actually need a decent shot at escape, and for them that is considerably map-dependent.

    Hence, me saying "shrink maps first and go from there to adjust killer and survivor balance".

    Although I don't agree with you that survival rate will continue to drop - coal tower, for instance, is a perfectly balanced map considering rng and loop logic the game has in addition to it's size. Survivors, as long as you just don't hold w, have equal shot at escaping as a killer does at a 3-4k.

    Not to mention.. A nurse or blight, or spirit, that would destroy the a group of survivors on mothers dwelling today would still destroy the same team on coal tower or wreckers yard or any of the smaller maps now.

    Maps getting smaller is a benefit to every side imo, and will allow the game to be balanced better in general.

  • @Veinslay said:

    Your post game chat is pretty interesting. It reminds me when Ayrun and his SWF buddy were non stop flashlight saving and dunking on Otz on The Game and they're like "wow he's doing good pressuring!" even though they were clowning on Otz the entire time. ######### is annoying. I love when they message me gg wp after getting a 0k. That annoys me

    I'm interested in what you think the egc should be on a 0k. Should the killer also say nothing if they get a 4k?

  • How about we shrink maps first and go from there to adjust killer and survivor balance instead of a band aid fix for non mobile killers? Shrink everything to at least wreckers yard - my dream would be personally have everything the size of coal tower.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3209252#Comment_3209252

    They would not. This feature only grants prestige levels to characters that could have been prestiged, but weren't (e.g. If you were taking a break from the game at the time and didn't log in to prestige them before the update). Since you can't prestige at level 40, they are not eligible.

    If at 6.1.0 roughly half of my killer roster was at lvl 50, prestige 0 - and then I prestiged them later in the patch (everyone that was p0 is p2 right this second), am I still going to get those 2 prestige levels when the midchapter drops?

    Just like to confirm if I should be spending bloodpoints on them to get to p3 if I am gonna get some extra prestige levels later. I launched the ptb and they were still just at level 2, so I wasn't sure if I should have expected it in the ptb.

  • @SuzuKR said:

    Am I the only one who enjoys facing good SWF players?

    No, I'm here too. There are two of us!

  • @Sumnox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3161654#Comment_3161654

    But these players that are clearly clueless and inexperienced shouldn't be matched with veterans with thousands of hours like me. Another clear example of MMR not working.

    While I agree in some ways, it's hard to you know, do that because not everyone has the same experience against specific killers as you do. I recently played as twins for a daily and this person I faced said that I was their first twins they ever played as and they were at _600_ hours.

    I mostly disagree on survivor mmr in a generalized, concept, match-isolated way - but whole picture I think it's mostly ok - but you still need to find out how to counter killers for yourself, and getting higher in mmr doesn't really make low pick rate killers to be more there, ya know?

  • I don't think I will stop. In fact, I love plaything/pentimento because I get more juicy totems for my quick and quiet, overcome, inner strength, lucky break build, especially if my team doesn't cleanse their totems :)

  • Survivor, solo: 5.5-6.5, depends on the day

    Survivor, swf: 2, my swf sucks and I can't carry them lol

    Killer: 6-7 on most killers, 7-8 on my mains (double engravings billy/huntress), 0 on blight, who makes me physically ill to play

    I'm back from roughly 2.5 month break or so but man I'm so rusty at survivor right now. Weirdly though, killer was just like riding a bike.

  • 1) Can we just stop with us vs them already like christ. I just don't get posts like this

    2) Dead hard was only ever a problem with survivors that, as you said learned "how to play the game" - dead harding for distance requires map knowledge, game sense/situational awareness, timing and people who DHFD know they can greed a pallet or loop because they have dead hard - taking DHFD away doesn't make them any less of a looper - it will make them looping a little bit more safe and maybe prethrow a bit more, and my guess is the people who are really good are going to move to sprint burst - a 99'ed sprint burst in the middle of a chase is incredibly easy to pull off and a lot more frustrating than a dead hard for distance ever was imo

  • I wish we could just stop us vs them and calling using perks/strategies "toxic"

  • @PerfectlyPink said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014851#Comment_3014851

    5 seconds is enough to make it to a pallet or window especially with the haste.

    "Oh but killers will wait it out"

    Yes, if you're on of those survivors who stands in front of the killer to try to take a hit with bt, then yeah they will wait it out, but that's entirely on you playing stupidly

    Sorry I think the first part is mostly true now with the haste but ignores basement/dead zones, but don't agree with that last part. If I'm being tunneled (or if I'm tunneling), I/the killer will already wait out bt regardless of a body block or not, in which 5 seconds does absolutely nothing. If a killer is hell bent on tunneling someone out 5 seconds kind of is nothing..

  • I think the change to noed and some of the hex stuff (ie ruin) and the tinkerer change is good for us solo survivors. Basekit bt is gonna help with any camping killer except bubba, at the very least.

    90 seconds for gens is a huge buff for camping bubbas - which is already hell for solo survivor, and survivors who are on the same page are exceedingly rare and just feed bubba more kills, and just split and do gens (the hard counter to camping, especially bubbas) won't work anymore. I thought DS was perfect as is now - on both sides - but the stun nerf is going to hurt solo players so much - and I rarely even run that perk. At the very least, it should activate twice now with that.

    I see myself playing survivor even less now, though (for reference, I usually play 50/50) until I have a 2 man (which is rare because I don't have friends who play much anymore). Oh well.

    edit: but on the plus side off the record is 100% gonna be in my solo builds now :)

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3005722#Comment_3005722

    It is the official soft cap.

    Really?.. the guy that wins with no perks and 30s afk against people that only needed to hold down one button. I have watched OTZ and some of the survivors he gets are highly questionable.

    Ayrun?!?! the guy that makes troll videos making killers look stupid and gets killers that fall down holes and still fall for dumb tech and CJ tech? Most of my grabs are from morons attempting cj tech. It's so obvious.

    I find it interesting when people say stuff like "oh otz's survivors are kinda bad", but like, I see no difference between his, tofu's, dowsey's, tru3's, coco, ralph, (insert other streamer here).

    I think people who determine themselves to be high mmr silly most of the time (as we all know, it's hidden) but I think we can be 10000% confident otz is at the cap and his survivors, unless the system is figuring out where to place a new player, is pretty indicative of both the soft cap and hard cap. I think the thing with otz is that he handles things pretty gracefully and confidentaly, so people see him dominate survivors with say, trapper with a few ######### perks, but forget is one of the best killers in the game, so realtive to the survivors, a survivor might not seem that good. But also, like, otz has lost plenty of times to good survivors and survivor teams too

    I think we as a community are quick to judge the skill of a killer or survivor based on a single bad match they had - just because someone got killed doesn't mean they are a bad survivor, and a killer who struggled to get someone down or missed hatches or kept screwing up blinks doesn't make them a bad killer - there are lots of factors that go into a match both on like a digital and phsyical/emotional level that can completely change the outcome of the match and it just kinda bugs me when people criticize a survivor they saw for one single match one time on a stream - and hindsight is always 20/20 and it's easier to judge as a viewer and when you are not the one who is actually playing.

  • Ok, few things

    If you play dbd with the xbox, it would still be a possibility of playing with pc players that play through the microsoft store, so that alone kind of breaks this idea completely - same with stadia which you can play on a phone tv or pc. Realistically the only thing this could do is make a switch player only play against switch players, and psX player play with only psX players.

    I also think this is bad for the game health, queues have gotten so much better with full crossplay and I'd rather not wait 10 minutes for a killer game.

    I say this as someone who plays survivor on controller and killer on m+kb (and used to play killer with controller and play occasionally on console), other than ranged killer, kb+m offers little advantage and even then it just takes getting used to - I've encountered some incredible console nurses/huntress players.

    As a survivor, there is literally nothing you can't do on kb+m that you can't do on controller - hell, you can even moonwalk (but that is just harder) and that's not even an advantage.


    Edit: also, how do you know they are on pc? It doesn't even tell you - if they are on any other platform it shows the globe, it doesn't tell if they are pc or not

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2989402#Comment_2989402

    What does my suggestion of optional charm visibility take from you or anyone? That is the whole point of optional. I have no option to not see pride charms in nearly every match I play. The only option I have is to not play the game and I don't want to do that because I love this game. People of faith play this game, as well as many diverse walks of life. I think the option to disable charm visibility would be inclusive for those who don't want to see them and it takes nothing away from you.

    Hi, so I am a devout person of faith myself and also a gay person in a commited relationship with another man, and I wear my pride charms in game with.. pride. Regardless of background, I just don't see the need for hiding them from the client side (ie your screen or my screen) - they are barely even noticeable most of the time in the first place (other than the bright glowy ones, ie the flashlight in this rift)

  • @Pike said:

    https://forum.deadbydaylight.com/en/discussion/comment/2924161#Comment_2924161

    Actually, in the lore he had a girlfriend. Soooo....brush up on your lore my good friend.

    I had a girlfriend too when I was younger, does that mean I'm no longer gay?

  • @Chynonm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2923706#Comment_2923706

    My complaint about this whole situation isn't that David is now gay, it's that we was turned gay just to pander to LGBBQWHATEVER9++, the twitter implies

    1º BHV admitting there were no BBQW chars in DBD.

    2º BHV due to 1º decided to turn a character gay.

    This whole situation wouldn't have disturbed me if this announcement never existed and we just had the lore, or if it just came out and said that David is gay it just had never came up, but having it completelly just worded as "ohh yeah we need more representation so we gay-beamed david" is just insulting for everybody and comes off as pandering.

    Character progression is a thing, but this is not that and is in fact the opposite, randomly swapping a characters sexuality as if it were just a level you could pull because for you BHV it is, but irl it's not and the how the message inplies you just did is insulting.

    Calling us BBQW/LGBBQWHATEVER9++ is honestly more insulting than this lmao

    I find it funny that most people calling it pandering aren't lgbt people, and as a queer man I don't find it pandering at all. IMO I think pandering would have been creating a brand new character JUST to be announced that he is gay. I read someone say on the forums earlier that they liked that it was an existing established character with established lore already - and I tend to agree. A lot of lgbt+ people, including myself, have a growth period of finding this out, including being in straight relationships and it does feel more like a coming out story. That being said it would have been more exciting hearing about it in the lore/tome videos and such than just straight up said in a twitter post. But that's just me and whatever and either way, cool to be represented

  • @FilthyLegionMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2922462#Comment_2922462

    I personally think it's an excuse for more David x Dwight fanart.

    I'm not mad about that at all. I live for this art ;)

    @Azshhh said:

    As a gay man, I'm entirely unbothered. I'm not against representation for other lgbt ppl who hinge on that sort of thing, but retconning existing characters always feels lazy to me.

    The thirsty twinks are overjoyed about the half-naked man being gay though, I'm sure

    Hey now I'm a bear, not a twink ;)

  • Billy doesn't have any problematic addons, and even if he did it certainly isn't double boots which is basically a meme combo.

  • @JeanCharpentier said:

    Just play Billy guys, tier B killer, not too strong,not too weak with average mobility/power.

    Playing this killer will just show you how broken the game is, you will be able to see all the flaws from DbD, especially map design.

    At a good level of skill you will see that you cannot do anything in many occasion, it's not about skill, there will be many situations where you won't be able to use your power and you won't be able to mindgame. You are forced to push the pallet drop.

    When there are 15 pallets on the map, it's more than enough for the survivors to do 8 gens, really.

    The map layout i posted is just impossible to play on with Billy. Spamming windows is enough for the survivor to never go down, it was literally an infinite impossible to deal with.

    I invite everyone to try and play Billy till they reach a MMR high enough to see they cannot do anything anymore.

    You are playing the hardest killer in the game to master. His chainsaw is literally the hardest power in the game to play. It takes a REALLY long time to use properly. Like, hundreds of hundreds hours. I rate him solid mid-A tier IF you actually master his power. If you're bad at billy and his saw and curving and looping with it, well, yeah it's gonna be rough.

    You blocked out your first addon for whatever reason but you are using junkyard airfilter, which is complete garbage. It's not even good for people learning billy. He has a few different playstyles but the strongest are lopro chains + speed or double speed. His speed addons are engravings and using those you are able to curve more tightly and quicker at loops ie shack to down. Lopro and speed of course let's you do a second curve at pallets to get some crazy ass hits. I'd argue most players don't see enough billy players, let alone double engravings billy's and it has really specific counterplay that most people just.. straight up don't know. You can do some meme-y builds with other addons (double boots is fun on like, coldwind maps) and do alright but if you are playing to win and not dick around with the saw either one of those combos are strongly advised.

    I really hate to meme but billy is a killer that requires good looping knowledge and mindgaming with his saw with no true anti loop basekit I mean, sorta is a skill issue. That isn't a jab, it's just fact, being a good billy requires a lot of skill that just comes with time and learning from your mistakes playing him and what you can curve and what and where you can get a hit at. There are some bullshit collision zones like twigs on trees but ya.

    Take a look at gtVel's stream sometime, he's my favorite billy player and knows him inside and out and it will prove to you what billy is capable of to even high skill survivors. He's super helpful and always down to give people tips and advice. Sofareks also has a pretty solid video guide too. That being said I personally would have liked to to see video of your gameplay from this match. I don't want you, or anyone, to give up on billy, he's straight up one of the most fun killers to play and I want more people to play billy. And I want to see more billy's when I play survivor too.

  • @cordonrouge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2904070#Comment_2904070

    https://forum.deadbydaylight.com/en/discussion/comment/2904089#Comment_2904089

    cool. but both teams are managed by bhvr.

    perhaps they can use their budget more efficiently, spending less money on the cosmetics team and hiring more programmers instead?

    I never got the "they're two different teams" excuse.

    by the way, I don't see anyone complaining that we don't have enough cosmetics. in fact, most of them are pretty ugly, and no one cares or looks forward to new ones.

    we just want the damn game to work properly.

    I mean, I don't get this argument either.

    From a development perspective, there is 0 doubt in my mind they are always actively doing anti-cheat and there probably is a team dedicated for that. If you follow console modding/hacking news, hackers are often three steps ahead of the devs at any one time - one hole is patched, but hackers often have backup exploits far in advanced devs aren't aware of. People love to meme the last couple of q&a's but it really is an arms race to stop hackers. No software is secure, by any means - just ask Sony and Nintendo who have more manpower and can poach the best security engineers than bhvr will ever have and one way or another things will be cracked - anti-cheats are no exception. It's trying to make things as complicated as possible to achieve these.

    I also don't think it's a matter of budget resource allocation either. More programmers aren't going to help (new hires, nonetheless, as new hires have more overhead and less productiveness due to onboarding, familiarizing yourself with code, etc), and you can't just throw a bunch of random programmers at a codebase and issues just magically disappear from existence. Not to mention cosmetics (and sales) actively gain money for the game, and at best improved anticheat very slightly passively does - meaning that if they were to hire more developers for security it would probably be paid for by cosmetics.

    In addition to that, while I don't know bhvr's team structure in regards to dbd - they probably have developers specifically for balance, anti-cheat, improvements, general backend/maintenance, etc. From a developer standpoint, too many people on one team who are working over each other causes a worse quality product and generally can cause more issues than not - as well as two or more teams overlapping on the same section of the code. Famously, Amazon uses a pizza analogy for a proper team size for X - that being the perfect amount of people on a team is fed by 2 pizza's.

    Things are probably constantly patched every release, we just aren't told, and that is by design. You don't want to give hackers any information - ever.

  • NGL I never thought I'd agree with you, because spirit used to be and somewhat still is one of my least favorite killers to play and go against, but I kinda miss seeing them as often. I actually do play against spirits regularly - a few times week, it's so much significantly less since the nerf.

    It's sorta strange seeing a lot of people saying she got ruined completely by the nerf but I think she is still solidly in S tier shrugs

  • Just a thought on using character level as basis for mmr, and correct me if I'm misinterpreting your idea but:

    Let's say hypothetically I only play wraith. I am good at him and am high mmr with wraith. But, I'm getting bored and I want to learn sadako. I level them up to 15, get 4 slots perk slots and maybe a whatever build but it will do.

    If we use character level, I am mostly now going to get baby survivors on sadako, who plays almost very similarly as wraith (as all m1 killers do at their core). My skills as an m1 killer in chase still carry over so all the mindgames I'm doing end up with downs, even more so than usual because they are baby survivors.

    On the flip side, what if I start leveling up blight, get his perks unlocked and eventually max him out. Now I'm at 50+ character level on him, using some good addons, and I'm getting really really good survivors and struggling to do anything.

    Let's be real for a moment, a lot of killers don't have a high skill floor to pick up and use if you got the basics to killer down. All 115% killers can play the exact same way - I can play the doctor the same way I can play the artist if we ignore their specific powers. Your skills as a 115% m1 killer absolutely transfer over through out all the killers in that category. While learning artist's crows and zoning with them have a higher skill floor than learning doctor's zaps, at the end of the day you can still just m1 without your power. Like, if I ever get fed up in a chase as huntress or run out of hatchets, I'll m1 a survivor, it's not too far off of a concept.

    As far as how it works now? Is it perfect to learn a new character based on your highest mmr? I think it's close. I think there could be a tweek or two made. I'd like to sorta see an average of all your killers - if I'm tip top mmr nurse, average mmr spirit, and now I'm learning billy, I'm going to get survivors on the same level as my nurse which is gonna be rough.

    And on an engineering standpoint (I don't talk about it often, I'm a software engineer) - this algorithm of basing it factors such as character levels, addons and types of perks chosen would be disgusting to write, test, and would inherently break when perks are changed. I think we should remember that the meta in this game are essentially bandaid fixes for various game mechanics people perceive as unfair (Unbreakable = slugging, DS = tunneling, etc, corrupt = survivors spawing on gens together) and it shouldn't be looked at as static - as perks get nerfed, buffed, reworked the meta changes (with the exception of the survivor meta, the killer meta in regards to perks and addons have a little bit more variety). That is a lot to factor in and when a perk becomes meta, it's not immediately obvious at first until people play around with it and find out it works great (like: pain res/dms). It's not impossible, nothing really is but it's just sort of a bad idea for this game imo.

  • Trapper because I don't look at the ground in obvious spots or forget the trap I even saw them place cause I have a three second memory. If it's a trapper match you can bet I'm the one stepping in all of the traps.

    I'm kinda not great at huntress and trickster counterplay either

  • Billy - improve collision or make it more obvious what is causing collision. Who would win, a sprinting chainsaw maniac or a small twig on a tree? In this game, the twig.

    I think huntress is mostly fine but I wouldn't complain if oak haft was basekit

    I used to main legion and doctor. I think the legion rework is fairly good so no comments. As far as QOL for doctor... high stimulus electrode could be basekit and I think that would bring him up to a better spot and maybe faster recharge time for static blast without would be really nice - always thought a 45 second cooldown would be nice.

  • He had the skin from the tome last year too (or was it 2020?) but yeah.

    It's my understanding valve holds the license real tight and doesn't want them to charge for cosmetics/etc so everything released has to be free so like through events or tomes and it has to be approved by valve. I heard that secondhand so take that with a grain of salt.


    Edit: would love more skins for him though, absolutely

  • @VirtuaTyKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2896450#Comment_2896450

    So it isn't fun having a fairer game? Killers fun doesn't matter?

    What if facing swf is fun to me as killer?

    I love going against swfs, and better if they are good players (because most swfs are kinda not great). Their altruism honestly gets me more kills than not, especially beamer swfs.

    But realistically, nerfing one slot won't even matter to good survivor teams. A good survivor is still a good survivor even without perks. If they are a god looper with perks I mean those skills still carry over without them or using completely different perks.

  • I was originally only going to pick one, but ended up thinking of two more.

    Billy. Amazingly fun on both sides, has many different playstyles you can do and a few neat addon combos, despite most of his addons not being too amazing. Highest skill ceiling in the game to master imo, and has decent/fun counterplay.

    Huntress. Takes skill, can be very powerful but has good counterplay.

    Blight too, as long as we are just talking about basekit. Some addons though..

  • image.png

    I like what I like. F tier sorta ordered.

  • The only time I don't have fun are when survivors hold w and predrop pallets. Chasing is legit the only fun thing in the game, so when I get denied a good chase I have no fun. If I just get those survivors for a while I just stop playing for a few days or a week.

    I also noticed, especially with a lot of the matchmaking tests I'm just getting survivors way below my skill level compared to mmr right now (which does it occasionally), and I hate it. I don't have fun destroying teams that have no chance - it's honestly dreadfully boring. I want more of a challenge in my matches.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891676#Comment_2891676

    Yeah.

    Starting out under ranks was horrible. It was wall to wall smurfing SWFs, and then they removed killer matchmaking protections completely. You can see some of my earliest posts on the forums were after 8 or 9 games of crushing losses and incredibly BM smurf teams, I was still facing purple and red rank SWFs with hundreds of hours more than me.

    The current SBMM system definitely poops the sheets from time to time (I've actually seen a marked improvement in match quality by simply dodging a lobby anyone else has already dodged) but there's plenty of room to improve it - because some days this test cycle have felt incredibly even.

    Yeah, I don't miss the smurfs at all. I remember when I didn't play killer as consistently and just hovered around green/yellow I'd constantly match with a rank 16-20 survivor swf with their red rank friends to get baby killers (as opposed to like a true baby survivor being shown the game with friends and stuff) or like an entire team with thousands of hours that were lower thanks than they should be.

  • Out of curiosity, what killer were you playing as? I don't think devout is really killer based as something like the chaser emblem, but I'm just curious


    The emblem systems for devout rewards hook stages. if I'm not mistaken is:

    2 pts for every sacrifice/mori/dc

    1pt for hooking everyone at 9 times (so having everyone at 1 hook stage left)

    1pt for hooking everyone once


    So based on the end game screen, it seems like maybe the person that got escaped you weren't able to hook as much, if at all? So, 3 deaths = 6 points (silver emblem) - leaving either one or both of those 1 points missing to get up to gold, which would have gotten a pip.


    I personally find it easier to pip up as killer in iri rather than survivor. Survivor, to pip up in iri, you basically need to do at least 2-3 gens, 2-3 heals and unhooks, and get chased a bunch, and to double pip it requires you to not be downed at all during the match. The range of 2-3 depends on where in iri you are.


    @ka_klick said:

    I swear I've de-pipped on 4K basement hook-dive fest's where you end up with a 4k and no gen's done. I get they want to encourage "fair" play, but when you get a fast 4k and at best, 0-pip it's kinda dis-heartening. Play efficient, but not too efficient.

    The reason a 4k != pip is because the game wants you to play out the match - meaning spread out chases, hooks, prevent gens, etc. It's for the same reason if you "gen rush" as a survivor and get out as fast as possible results in a loss of a pip

  • @Mandy said:

    As Peanits said, yes in-game reports do get looked at. However, in many cases further information is required as explained on this post in our Knowledge Base: https://forum.deadbydaylight.com/en/kb/articles/139-game-rules

    Interesting. So, any time I've run into a person exploiting, say an area where I can't pick them up (like that basement bug a while ago), I've always recorded + reported in game and through customer service - which from my understanding you need this video evidence anyway to handle these reports and (temporarily) ban accordingly. But the way that this document is worded, it implies that is optional to provide evidence.

    Is there a reason why that wouldn't require video evidence to handle exploiting bugs/errors in design/undocumented features/etc, as compared to a hacker who is hacking?

    Also suprised lag switching and botting fall under the evidence optional section too.


    I could be misunderstanding and misreading this completely, too, just thought I'd clarify :)

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891403#Comment_2891403

    Categorically not. I feel like I'm the only one who remembers how awful the emblem system of matchmaking was.

    Nope, I'm with you as well. I don't want mmr off either and I don't want emblem matchmaking either.

  • @MilManson said:

    They probably realised that the grades were being involved with MMR and disabled them.

    Or they just realized it doesn't matter to show it and just confused people having that on the end game result they hid them. This is what they did on the last mmr test last year

  • @HexDaddyissues said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891258#Comment_2891258

    objectively, being the operative word there. juuuust about anything can be objectively true given enough information, relative to topic.

    Skill level directly relates to practicing more. i know nothing of your skill level, personally. But given that you think only two killers are viable, that means, objectively, your skill level is lower than what you want it to be/what is required to effectively use other killers.

    get over yourself, just play the game and stop looking for scapegoats to blame for your inability to play.

    I don't think only two killers are viable. We are literally in agreement. I think every killer is viable.

  • @HexDaddyissues said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891190#Comment_2891190

    "im done here, good day" translation: i know you're right and even proved me wrong with statistics but im unwilling to admit im wrong and now ill just leave so i can continue my day thinking im mommys special boy who is the smartest person on the planet and everyone should listen to what i say"

    lol yikes. Maybe play fortnite for a bit if you have such an issue with gaps in skill level

    Huh? My skill level? What do you know about my skill level? This conversation between me and that person also had nothing to do with skill level. In fact, my thoughts on this viability topic seems closer to your other comment about practicing more. edit: see my reply on this thread that starts with: "Also, I actually think all killers are viable as well."

    If I repeat my conclusion, which is objectively true, that tourneys play differently than public matches and viability of killers in tourney matches != viability in public matches, twice and someone misunderstands it, twice, I'm done with that conversation, so yeah.

  • @JeanCharpentier said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891143#Comment_2891143

    Huntress : 3k, 1k, 4k, 1k,1k - average hooks = 3.5 - IS IT VIABLE ?

    Oni : 1k, 2k, 0k, 4k, 4k, 4k - average hooks = 6 - IS IT VIABLE ?

    Wraith : 4k, 0k, 1k, 1k - average hooks = 5 - IS IT VIABLE ?

    DS : 4k, 4k, 2k, 1k, 2k - average hooks = 5 - IS IT VIABLE ?

    Pinhead : 1k, 4k, 4k, 1k, 2k - average hooks = 6,5 - IS IT VIABLE ?

    Twins : 4k, 4k, 4k, 4k, 1k - average hooks = 5,4 - IS IT VIABLE ?

    Spirit : 1k, 1k, 1k, 4k, 0k, 4k - average hooks = 5 - IS IT VIABLE ?

    Blight : 4k, 2k, 4k, 4k, 0k, 3k, 4k, 4k, 0k, 1k - average hooks = 4 - IS IT VIABLE ?

    All killers have had to camp and tunnel to get those results. All SWF had HUGE restriction regarding perks and items.

    Most killers beside Blight and DS got more loss than wins. Most killers are tier A killers.

    So tier A killers cannot compete at high level when survivors cannot multiplicate the use of DH, DS, BT.

    Okay for the non restriction on the first tournament. Now remove the Blight results. What is the kill rate ?

    Your conclusion : the usual matchmaking without any restriction on perks/items is balanced and killers are viable.

    My conclusion, which I said twice already, is that these stats don't matter because a tourney is not a pub match and tourney's are played out differently. This is a thread about viability in public matches. You know, with normal players. Anyways, I'm done here, good day.

  • @JeanCharpentier said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891046#Comment_2891046

    Just an exemple.

    Taking two trials where the killer got lucky doesn't change the statistics made on previous tournaments.

    Wwispy tournaments :

    https://us.v-cdn.net/6030815/uploads/BC2Z2ZBPEYSF/image.png

    Now Swish's tourney : 5 hooks on average, what a joke.

    https://us.v-cdn.net/6030815/uploads/3HJ7LKM50DVK/image.png

    https://us.v-cdn.net/6030815/uploads/6QMSYUQD94IO/image.png

    Awesome that both tournaments had the same average number of kills right ?

    So we can admit that the kill rate at high MMR is 2.14 ONCE you have applied all the restrictive rules that doesn't exist in the casual play.

    Globally the rules go like this :

    • unique perk on surv, some perks are banned
    • some killer perks are banned aswell
    • some maps are not played
    • survivor's items are limited (no addons, yellow item most of the time, unique item)

    The rules for survivors are way way more restrictive than the rules for killers. And still, Nurse is struggling... But ye, it is not true.

    Oh and 4 kills for 5 to 7 hooks = tunneling and camping.

    What you said originally was this:

    "Actually none of them are viable, Nurse being the only one able to win in tournament."

    You said nothing about hook stages. I said nothing about tunneling/camping either.

    Then you go on to show matches that show 4k's with:

    Huntress, Oni 4k 3x, Wraith x2, Deathslinger x2, Pinhead x2, Twins x4, Spirit, Blight x3.

    Which, directly contradicts your original post in that the only killer that has the ability to 4k in a tournament setting.

    It's also worthy to note that wispy's tournament that you posted stats on did NOT have the restrictions on perks, items as swish's tourney did.

    Again, tourney's _arent even a good example_ - they have their own rules, their own scores and doesn't even matter in public matches and a win in a tournament match does not directly correlate to what a win would be in a public match (which, by the way, there is still no official win condition with the exception of what calculates mmr). You don't have to 4k or focus that hard on hook stages to win a match in a tourney if the team you are going against has little/no way to win. You also _are not_ going against tournament players in pub matches. They don't practice in pub matches, they scrim.

  • Also, I actually think all killers are viable as well. There are definitely people who main trapper, pig, etc in "high mmr" (a term I hate using because no one knows their mmr, but anyways) and still win the majority of their games. If you put enough hours of practice in and try to get good at them/their powers. I think, as someone who mained two low tier killers for a long time before moving to billy/huntress, it really comes down to..... game sense. It's so very important. This is the one thing in the game that you can't teach or learn from watching. You need it on both sides. For killer, when to drop chase, when to mindgame/when to loop (like, if a survivor is just holding w don't continue to mindgame at every loop when chasing), when to proxy or tunnel, zoning with traps, baiting DH's where applicable (ie a dead zone where it can't be used for distance), etc etc etc. This gets you very far and even on rougher maps.

    Which leads me to the main issue - maps, not killers, are the biggest problem in the game. I've said many many times in and outside of this forum that if maps are shrunk down more to the size of coal tower and loops/resources added or removed to compensate, there would be no issue for any killer. Almost every issue for lower tier killers that don't have the mobility of nurse/bilght/spirit/billy eventually boils downs to maps and how large they are vs how slow the killer is. I think it's mostly fine for there to be maps that are better for killers and better for survivors still but shrinking the maps will make things more balanced.

    Unless you are truly going up against the "genrush god seal team 6 squads" every match, which I really truly doubt, I firmly believe you can win every single match in dbd. A clown is going to have a harder time getting a 4k than a nurse but I mean, you can still 4k.

  • @JeanCharpentier said:

    https://forum.deadbydaylight.com/en/discussion/comment/2886963#Comment_2886963

    Actually none of them are viable, Nurse being the only one able to win in tournament.

    That's not even true, what tourneys have you watched that ONLY nurse has ever gotten a 4k??

    Like, the last tourney ohtofu hosted ended with the top teams playing twins with a 4k (noed didn't even proc btw), and a twins 3k.

    Tourneys also aren't even a good example because they don't even go by kills vs escapes, the scoring is a lot more complicated and does not even translate to a normal match, on top of the perk restrictions as you said.

  • My friend has to run it due to a disability that makes quick time events really hard for him. This is his favorite game ever so he just deals with the fact he needs the perk and only will ever have 3 perk slots. That being said I really dread the ocassional times we swf getting a gen to like 90% and you just see the percent drop a bunch if he misses.

    I honestly would like to see the penalty be dropped - I think it is a little harsh.

  • @Magicalclawz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2886077#Comment_2886077

    I think he struggles way more, especially against experienced swf, im not taking about swf that are actually garbage players but are only winning cause of communication im talking about swf where every individual player knows how to counter me even when i play to the best of my abillity. buff billy clown and wraith against swf now!

    Is this not true of any killer, though? SWF or not. Most killers have clear counterplay. For instance, while hard, you can give a good nurse a good run for their money and force them into predicting where you go by being unpredictable in your movements and constantly breaking line of sight. Me, who has tons of hours into billy, can run a double engravings billy too while my team might go down in a matter of seconds, doesn't make him not good though against swf.

    I don't think billy needs buffs. Adjustments, sure, but he's completely viable. I'd rate him mid a tier, no where near clown or wraith. He is one of the hardest, if not THE hardest killer to master. His chainsaw is incredibly tough to master. Again, if you are having issues with him vs a swf I'd be happy to analyze some gameplay or something, and honestly recommend watching someone like gtVel (one of the best billies around, and he is always down to give people tips or advice)

  • @Magicalclawz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2883687#Comment_2883687

    Id like to see you play against a swf with clown, billy or wraith. You will start balding from the middle of your head. I dont lose my mind like most other people but my composure is just a physical facade of what o have to endure against swf. But i will say playing against an unorganized team (most of my games btw) is what gives me hope sometimes ...lol.

    Wait wait wait are you trying to say Billy is weak and powerless to swf? Do you even play billy, and if so, how many hours do you have with him? What style of billy do you play? Do you go for curves only (ie double engravings), primarily a m1lly, or are you more of a doom + lopro kinda person, or something else? Why do you think he is massively affected by swf? He isn't affected by swf any more so than blight or nurse is. I main billy, I play double engravings and 90% chance I go against swfs every day and I do just fine. There are many issues with billy right now, namely collision, but swf is really the least a billy should be concerned with.

    I will defend my billy boy until the day I die.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2883987#Comment_2883987

    Oof. Okay...

    • SB is absolutely not stronger than DH, a few extreme exceptions excepted (Myers would be one). DH, when used properly amounts to an extra health state, while SB actually has some counterplay and decision making. DH is 'win button go brrrr'. The simple fact that I have to play anticipating DH at all times says a lot about the perk.
    • I'm not sure which 4 killer perks you are seeing every game, aside from BBQ which is mostly there as a BP booster that also happens to be an okay info perk (seriously the second they make the BP gain baseline/fix the grind, you'll see much less BBQ). I don't think the killer meta has been as varied as it is now, with multiple different viable builds seeing play at high MMR. Survivor...yeah.

    https://forum.deadbydaylight.com/en/discussion/comment/2884000#Comment_2884000

    No, it definitely changed the meta. Combine CoH with medkits and you can heal as a duo essentially mid chase. Medkits run out - but a well sited CoH can cover most of the map and lasts all game.

    https://forum.deadbydaylight.com/en/discussion/comment/2884022#Comment_2884022

    BT and Decisive I'm totally fine with (aside from aggressive DS use with lockers). These all serve an essential part in the meta.

    CoH is an abomination, and should never have been left alone for as long as it did.

    DH has always been a pain, and the fact that the fix amounted to a buff to likely the most prolific survivor perk at high MMRs is ridiculous.

    https://forum.deadbydaylight.com/en/discussion/comment/2883970#Comment_2883970

    CoH should be fine post nerf. It's still whackadooly strong, but it won't be as oppressive as it is now.

    DH...no idea what they can do to it. It's just such a problem perk. The issue is that it's nerf is going to be the biggest survivor meta change we've seen in years. And that isn't going to sit easy with a lot of people who rely on it now.

    I apologize in advance for weird wording, I got 3 hours of sleep last night and I might be wording things strange. Can clarify if needed.

    I heavily, heavily disagree. Let me just preface as I kind of don't care enough about going against exhaustion perks - some of them are just frustrating to go against but in general I just don't care, but I also am just anti-exhaustion in general as wouldn't care if exhaustion perks just all got removed.

    That being said, both of these perks can and are game changing when used properly. Baby meg who just has sprint burst that just runs everywhere and can't manage exhaustion isn't an issue, dead harding when a survivor misaims and dead hards into the tree or window and can't vault in time doesn't matter. Dead hard is used for distance when injured, get's an extra loop. Sprint burst either a) prevents a chase or b) extends a chase further. I'd argue between preventing the chase and extending the chase makes it a lot stronger than a dead hard for distance.

    Let's say I'm working on a gen and I see a pig wander my way in the distance sneakily. Preventing this chase is very strong - pig borderline has no chase power, can't catch up to me easily and now has wasted time going to the gen and now has to take longer to find a survivor. Alternative scenario, I take the chase - I'm exhausted from running to my gen, and I know how to 99 my sprint burst. I get it 99'ed during the chase and I'm at a loop and the pig is about to bloodlust me and get a hit. I stop for half a second to drop the pallet and then speed off uninjured, pig has wasted half a chase and didn't even get an injured state. I get survivors who do the latter quite often. It's truly not tough to effectively 99 your sprint burst, vigil makes it easier.

    The fact that you can deny an injure state like that in the first place is strong. Like, really strong, especially against m1 killers with no mobility or ranged attacks. Try this with four survivors. I'd truly really rather go against survivors with four dead hards for distance than have a chase completely be for nothing and not even get an injured state. The other day I was playing ghostface for a daily against a 4x sb squad that also had vigil in the group, and at the end game they all had hope (they was zooming lol). I consider myself a pretty good killer in general (I mained two different m1 killers for a while before moving to billy/huntress full time and I think that's really helped me in the long run) and truly don't get tilted often/nothing in this game truly makes me upset, but that match just felt bad - I ended up with a 2k, but it still just felt bad, and I normally like a challenge. It's nearly undeniable that the people who are complaining about dh will hate sb even more.

    I have mostly been seeing 4 stacked slowdowns (pain res + dms) and maybe a sprinkle of bbq here and there for specific killers but I just find 4 stacked slowdowns stale and boring to go against. I'll admit at least it's just not ruin/undying/pop/tinkerer anymore, which is mostly what I saw for most of last year. The killer I see the most variety on are actually nurses - I get a lot of startstruck and agi nurses which I enjoy going against. I played 4 survivor games tonight to do some tome challenges and got (I'm anal and log what I go against and perks):

    4x corrupt

    3x tinkerer

    2x dms

    2x pop

    2x jolt

    2x pain res

    1x bbq

  • @SOULWARRIOR71K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2883987#Comment_2883987

    COH did not change the meta, it simply amplified the already busted healing meta. Before COH, survivors were running 4 med kits. Now they don't even need the med kit and can accomplish the same thing (and have the added benefit of getting a 5th perk and freeing up an item slot). Nothing about that is positive for the meta.

    The meta was still shaken up though. Medkits are busted, I'm not denying that, a beefy purple medkit with 4-5 heals especially - but the fact is COH was the first perk _since dead hard_ in 2017 to shake up the meta on the survivor side, other than boil over for a brief moment (which was super busted and I think we'd all like to forget that happened), that got survivors to run more than just a combo of bt/dh/ds/iw/ub, even if it's just one person who brings it into a match

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