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Kurri

Kurri

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Kurri
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  • @Kurri said:

    Hold on let me review the bait chart...

    Not Bait

  • Hold on let me review the bait chart...

  • @MrPenguin said:

    I quit killer and only play survivor if I get on (which I haven't in a few weeks now). Not because of MMR, I just got tired of the survivors being in a winning position by default and having to mess up out of it for the overwhelming majority of the killer roster due to perks and map design. Like if whether I win or lose is mostly out of my control then its frustrating when I lose and feels hollow when I win.

    So it was either play Nurse and Blight every game, only play when I have OP add-ons on a killer (which not all killers have), or switch to survivor and always have access to what makes me strong. I just switched to survivor. Then boons came out, and I'm definitely not going back with those things running around.

    Oh that's apart of it too. In addition to the other things I've mentioned in my comment. Players that are quitting Killer to only play survivor adds even more survivors to the survivors pool, creating as if an even longer line.

  • Obviously C, early stretches' before running from this hook

  • None. Because they are all famous murderers with weapons, and powers granted by an eldritch entity I have no knowledge of.

    I would at least try to reason with Cenobite, since they could be reasoned with in the movies.

  • There's actually a lot going into the longer que times, and players leaving the game is apart of it (a big part of it).

    It's one killer for every 4 survivors, so there could be a smaller amount of killers, and survivors would still find games quickly, because one player takes 4 players out of waiting in que. However the amount of killer players is dropping, leaving there not even enough killers queuing the same time as survivors, resulting in longer wait times till a killer gets out of game to then take the next 4 waiting in line.

    This gets worse with solo survivors leaving, so parties for 3 take even longer to find a game.

    Parties of 2 rely on finding other parties of 2 for their game. Not much changes there other than the fact that less players means less pool, and big differences in MMR.

    4 man SWF is the same, they can find ques faster, but they don't because of just how broken the MMR system is on a Kill/Escape win condition.

    That adds into longer que times, is the fact it is a lot easier to gain MMR as Killer, even if you do poorly or don't have fun. You are going to get 1-3 kills more often - resulting your MMR to barely go down, stay the same, or go up considerably. So we have a majority of killers with high MMR and a majority of survivors getting low MMR, making a large margin of players unable to find killers to face, a small margin of survivors having trouble finding other players to join their lobbies and killers who have to face the best, and SWF before they finally dip and take a break from the game.

    The current work around is to add a decaying MMR to Killers, so that when you reach a point that you are no longer having fun with one Killer, you can switch to another Killer with a slightly less MMR (because all your Killers MMR is based off your highest MMR, but not as high) - allowing the MMR to decay on your previous Killer. Also your Killers MMR will decay when you take a break from Killer to play Survivor. Also your MMR will decay when you take a break from the game. This will result in returning players having more fun, and playing longer - instead of just coming back, play a few games - see nothings changed and then going immediately onto another break. It is a band aid fix, but it's a pretty good one until they fix the MMR system and fun for the Killer role.

    TL;DR there is a lot more to the higher que times for survivor, but players leaving the game doesn't help.

  • Or casual players are just stating the fact that the Killer role is unfun and unfair to play.

    What kind of backwards toxic manipulation is "We all have seen our fair share of these "us vs them" threads, we see them every day, but many of you might have already noticed that such threads made by killer mains are greatly prevailing". You start off talking against "us vs them", and then lead into just assuming every person who has a problem with the killer role to be a killer main.

  • I think you just got unlucky. Unless they turned off the dc penalty recently?

  • @R1ch4rd_N1x0n said:

    Hey buddy I just posted a thread about this very recently and it's still active too. Stealing thread ideas I see.

    Never saw it.

  • How do you counter Pop Goes The Weasel? Don't get hooked? Don't do gens?

  • What happens to the remaining survivor? Do they just escape? Do they get taken by the entity?

    How would Keys work?

  • Hold on what accessibility issue is cured by a skill check, that a macro didn't already fix? Same for reducing wear and tear. They've already capped wiggle to 20ms so you can't just use a macro to instantly break free. Though it seems kind of pointless when the fix was already available.

  • C. Megs Run, so we should run after him. It just makes sense.

  • image.png

    My vote is for the iconic Hash-slinging slasher

  • @TAG said:

    TBH, I don't really see any significant upside to having Survivor names visible in the lobby. I say drop 'em.

    Drop them after they deal with the Hacker issue. There are a lot of hackers that keep using the same screen name, it's nice having the ability to just lobby dodge those lobbies.

  • Every 10th game? Lucky. I've been watching streamers, and like - wow

  • I would be lying if I said I was excited. I used to care about the Q&A's, up until I actually started to get into the community to see that there is a lot of favoritism and gatekeeping - which strongly hints the players go unheard. It explains a lot on the route the game has been going. Someone let me know if they mention anything about plans to make the game more fun for solo or Killers.

  • It may have very little window to counter, but how often do you actually get to use it? Let alone you only get to use it once in a match. Multiple survivors taking it just wastes perk slots so the Survivors are all weaker trying to each use a perk they may not use the entirety of the match.

  • @TAG said:

    What? It totally has a counter. It's called pick up the person. Doesn't mean you can always pick someone up without reprecussion, but not slugging is blatantly the way to play around it.

    What if the only thing you can do in that moment is slug to apply pressure. Picking up could throw the whole game in a lot of situations, and take too much time.

  • It is a party game.

  • Why are you asking for context? It's a discussion. The game is stressful, and a big part of that is because everyone expects you to be the best at it.

    This also isn't Off Topic.

  • I just wish it wasn't so easily abused by cheaters.

  • @GannTM said:

    Bring back old Freddy.

    @furret534 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752978#Comment_2752978

    I loved old Freddy, not because he was good, but because he was funny. There was nothing better than playing as Freddy and getting a 4k pre-rework because it showed how chad you were (Or how bad the survivors were, depending on how you look at it).

    You could tell when you jumped scared a survivor. Gotta love the good ol days

  • BHVR; Is this a feature or a bug?

    Everyone; A disappointment, that's what it is.

  • I don't mean the button after the game. I mean to delete that button entirely, so you can't even open chat after the game.

  • @Ghoste said:

    https://forum.deadbydaylight.com/en/discussion/comment/2754321#Comment_2754321

    They're assuming you have Marvin's Blood, so just 2 tentacle hits on a Survivor gets you Tier 2.

    But 2 hits gets you tier 2 without Marvin's blood. I was always confused when people said that it's slow to tier up with Nemesis. Start of game I always just found a survivor - hit them with the tentacle, dropped chase for another survivor, and then hit that one with a tentacle injure/down/hook and switch again. Once you have tier 2 you have the primary use of their power, and that's to quickly destroy pallets, and use the tentacle to control survivors around tiles. As far as tier 3 goes you usually get it around mid game like this anyways.

  • @Vampwire said:

    Dbd hitboxes only exist to personally screw u over. They're intentional and working perfectly.

    they could at least implement a trip animation, or like the killer hitting their head off the hanging pipe.

  • I wish they would add a setting to the settings menu to just disable end game chat - if it's disabled this way there isn't even a button to turn chat on at the end of the match, and remove the ability to change that same setting during game. You can decide to have it on or off before you get into a lobby.

    Just so I can permanently delete the chat and forget it exists.

  • @KblokoBR said:

    Im really trying to understand why did they nerf a ton of the decents nemesis addons, like mutation rate, a thing that already was hard as f to mutate bc the free boost you grant to survivors. Now this is even worse, you have to wipe them more times and loose more time, making this killer a lot inviable than before. I just want to know why, what's behind this??

    We're all aware that Nemesis receives tier 2 from just 2 tentacle strikes on different healthy survivors correct?

  • To me, I find they already received all of the advise and changes that needed to be implemented a long time ago. The simple reason of it all is Survivors are too strong and easy, while Killers are too weak and difficult.

  • 🙄 The amount of people that came here just to dismiss OP without adding anything to the discussion. For a long time now Survivors have had too much power, and each match their loadouts are literally copy/paste of the same 6 perks. That is an issue, when it's getting so bad it's driving players away. Obviously it's not as simple as "Nerf this perk because it's popular". It is clearly because "This perk needs a nerf because it gives too much of an advantage. Giving them great reward for very little work". Which that is apart of why the old Ruin changed, it gave great reward for little work (other reason being it made matches very difficult for new survivor players). Which also applies to new Killers, who normally would take longer to end chases, well Dead Hard adds another health state, and/or guarantee's reaching another safe tile that will extend a chase another 12-20 seconds.

  • I remember getting this same advice from the person who made this thread 🤣

  • Huntress.

    Now I get Trapper is the face of the game, but in reality if Huntress ever got hit hard - I swear the community would actually straight up Riot. They so much as move a pin's worth on this Killer and people start point guns at BHVR, and she then get's left alone. That's not a bad thing by the way. I love it. I am glad that this Killer can remain relatively balanced and reflect player skill, and avoid getting hit by the big ol' nerf hammer.

  • Don't cut yourself short, you've contributed greatly to the community, and many of us appreciate it. I am glad you're choosing to stay around on the forums. Many of us, myself included would miss you. Sorry the game isn't as fun anymore. I hope it gets better soon.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2751385#Comment_2751385

    u never expected for me, the person that begs people to not take the game seriously and not rush gens/kills as fast as possible, to ask for people to not rush gens/kills as fast as possible?

    lmao shows u really just interacted to see my worst damn

    also what happened to not interacting or is it that i cant interact back but u can like whats the deal u asked me to not talk to u quite explicitly?

    😂1

  • @GoodBoyKaru said:

    1.5x bp and everyone loses their mind and decides to go all out and play as sweaty and unfun as they physically ######### can on both sides. im so tired would it kill you to not end the game in five minutes and let people collect more than 3k points on either side

    Lol never expected to see a post like this from you

  • @Marc_123 said:

    I think people who are seriously offended by tbags or chat are the minority - and they are offended by a lot of other things.

    This is a game for adults and as one you should be able to deal with this stuff. And this is by far not the only game with some toxic players.

    Also from a sales perspective - rage and anger generate far more engagement and interaction - you see how successful this game is.

    Why should you change too much is the money is flowing?

    Successful this game is? It's been going down since September, and just lost another 7% average players after the 10% it lost in November. They are hitting below numbers that normally a chapter release won't jump back from.

    This game WAS successful. For quite a while. The community WAS better, and more of a safe place for most people - we had different groups all playing to have fun.

    With a bit of research you can tell the direction the game is heading currently. I am sure BHVR is aware of it, and most likely talked about it - but they wouldn't have an idea of what to do about it just yet, and certainly not enough information to make a statement to the community.

    (The games also not losing players only because of the toxic community). They have a lot on their plate right now, as they normally do.

  • @CheerfulSpirit said:

    Hello everyone

    I was wondering if anyone had any tips or strategies to help win on Springwood, or at least stand a better chance as killer? This is my weakest realm as killer, as it is for many others. So many gens upstairs and downstairs, difficult to patrol effectively, and the Preschool building, get caught there and you'll lose a lot of time.

    Are there any methods to make this map less frustrating for killers?

    Avoid the buildings, the school, the shack, and the house with the garage. There's a tree area with a bunch of pallets - avoid that too, or make them waste all the pallets there early. This is the same for the park area around the picnic tables. The streets are a pretty good dead zone between tiles.

  • A much nicer community. My first match I stood having a staring contest with a Trapper listening to sounds from a hole in the ground.

    in Closed Comment by Kurri
  • @gendoss said:

    I wonder if the narrative on the forums will ever change from killer's being oppressed. People like Otz and Scott Jund are finally admitting it because there is just so little evidence on the contrary.

    EDIT: I realized that I probably made the title a bit misleading. I meant it as more "not as survivor sided as people make it out to be" than straight up killer sided.

    I am pretty sure this is a bait thread. They literally balance the game around Killers being as good as Otz, and Survivors as bad as first time playing the game.

  • You don't. It's a broken over powered perk. You brute through and hope that someday it gets nerfed, or play a Killer that doesn't rely heavily on injuring multiple survivors.

    Just play Nurse, Spirit, and Freddy. Problem solved.

  • Is teabagging and flashlights that big of a problem? That wastes time. Wouldn't it better to focus on the end game chat, and other stressful aspects of playing Killer. If Killer wasn't so stressful to play in the first place, would so many even be bothered by teabagging and flashlight clicking? Actions like that are in all online games, the added stress is not.

  • I am glad to see the voice lines back and voiced by Doug Bradley even. That's an amazing step in the right direction compared to how they were before.

    Though I don't know if that is enough for me to come back to the game, when I left because of the constant harassment. Hopefully we continue to see better updates in the future. It would be great to see this game and community as great as it was before.

  • @Peanits said:

    I'll start by saying that I'm not trying to throw any shade here. People come and go over the years, and I really don't expect anyone to catch every single thread we've responded to or remember every time we've answered something. I'm willing to bet there's a good chunk of people who weren't even around last time we talked about it, but we have indeed brushed upon this in the past.

    First of all, I just want to clear up this idea that we are only thinking about this now that SBMM is a thing. I can safely say that it is not the case. Over the few years I've been here, there have been loads of conversations about not only this, but many other hot topics that for one reason or another have to get shelved for a while (whether that's time constraints, bottlenecks, bigger fish to fry, etc.).

    We shared this statistic because it gives something concrete to aim for. Previously, we only had ranks 1-20 to work on, and due to the way ranks worked- and since there's not a whole lot of granularity when you only have 20 ranks to work with- players of wildly varying skill levels ended up lumped together. I think anyone who's reached rank 1 on the old system knows that it's not necessarily purely about skill. Just by virtue of playing a lot, many people would end up climbing to rank 1 even if that wasn't where they were most comfortable.

    As a result, the data wasn't very reliable and the gap appeared far smaller than it really was. Does that mean the gap didn't exist? No, absolutely not. Sure, we could feel a difference playing matches, but I think we can all agree that blindly aiming for a target that you cannot see is not a good idea. Doing so makes any change we could do very risky, as it could be totally overkill and buff Survivors way too much, or not enough and still leave solo Survivors behind (as well as wasting development time that could be spent on other issues). Even after the fact, it'd be hard to say whether or not the change was effective because we don't have anything but our gut feeling to determine if it worked.

    With SBMM, on the other hand, we're able to see much more accurate info on just how big the difference is at different skill levels, and more importantly, we have something we can monitor to see how effective any changes are. It gives us a tangible goal beyond "This feels a little better I guess." Now if we do a change, we can see exactly how much the gap has closed (whether it's gone, unchanged, or smaller than before).

    But moreover, the main reason we shared this info- both the statistic and the mechanic- is to be more transparent. I think anyone who's been around for a while can vouch for the fact that we normally don't talk about mechanics like this so early on. It's something that people have been asking for and it's something we've been pushing for as well. We genuinely believe it's better to be open about it and frame the things we're suggesting with reasoning rather than dropping it as a surprise with no context.

    On a personal level, I find it a pretty disheartening that when we do push to reveal things earlier like this, it's often met with conspiracies, fearmongering and passive aggressive jabs at the team. I always get excited when we're able to good news like this with the community, especially when it's a big topic like the SWF gap. But it's really disappointing to see something that people have been asking for somehow get twisted into something negative. Even still, I stand by the fact that it's better to be transparent and share these details than the keep them locked away until the last second.

    Can you give some insight on the Killers fun? It seems like you're only focusing on Survivors ability to face certain Killers (Nurse and Freddy), and Killers skill level playing Killers, but not about the real issue everyone is talking about. That playing Killer isn't fun even when you are doing well.

  • I play both equally, probably survivor more now and know it's Survivor sided. Killer is stressful, absolutely 0 fun, you get abuse when you play well, you get the same treatment when you play poorly. Winning feels like losing, and any footing you make in the game you feel punished for. While playing survivor you feel like you are succeeding when you are losing, and you are not punished for mistakes. I literally eat, chat with friends, watch shows, listen to music, and play other games - WHILE PLAYING SURVIVOR and then win with 3-4 escapes.

    and that's not even the end of it, soon I won't even get hooked when these perks from the PTB go live. Imagine Crotus Penn with Boiled Over, and Lery's with Power Struggle.

  • @Canas said:

    Whoever said that camping makes you a "bad" killer has to be a survivor main, it's by far the most viable strategy a killer has at his disposal.

    https://us.v-cdn.net/6030815/uploads/BIPAAMLFRN5N/camping-gets-the-job-done.png

    Sure, it can seem a bit boring and dull but so is the constant genrushing, this is just my take on "killrushing". You want this to stop or change? First nerf survivors then we'll talk.

    There are strategies you can use against camping. They are not even hard to perform, just most players don't think to execute them at the time.

    For example if 2 survivors go in at once to make the save. One can take a hit, save, and move back - while the other one moves in to body block, take a hit. Then the saved survivor tries to body block for the free protection hit - or if 3 survivors save against camping the 4th survivor can come in to take a hit.

    Then the one survivor being chased runs the killer while the other 3 heal with healing boon and get back on gens - giving the killer no time to recover.

  • I'll would sooner not play the game instead.

    All playing in a way that ruins the fun for survivors has done in the past is get needless nerfs done to Killers we enjoy playing. If you are not enjoying the game speak more with your time and wallet. Also boycotts don't work in Killers favor.

  • How many of those got Entity Displeased. How many of those are just 1 kill per game? Also there is a lot more to this game than just Kills and Escapes, and BHVR is never going to release the real data we are all asking for. They are literally giving you what the majority wants to see, and that is "Killers are doing fine", so they can keep selling their heavily survivor sided game.

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