Kurri
Kurri
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- Kurri
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Ngl with the rules on MMR wider, it's more tolerable to play Killer. Getting stomped 1-2 matches in a row isn't a very big deal.
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As long as Hatch exists, slugging for the 4k exists. I am sure Killers would do it a lot less if it wasn't the only way to play around Hatch.
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I would love to see Bill get legendary skins for every L4D character, like the current wish versions in game are fine, but the true Ellis would be beautiful
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Nope, but I did it anyways. All Killers P3 Level 50 bois
There is a slight increase to rarer add-ons you get, but it's so small it's not very relevant. The main reason is to unlock bloody head to show everyone you wasted 3mil bp on one character.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2918180#Comment_2918180
OP has a very valid point. It’s not up to us as players to ensure perks have reasonable synergy with each other. The devs should definitely address this.
It's not required to have all perks to have reasonable synergy with each other either, actually very much the opposite. Like it's often bad to run Corrupt and Ruin because you're just giving survivors encouragement to find Ruin at the start of the match forcing them to run across the map. Likewise some perks have to synergize with other perks like Hex: Undying. Building your loadout is apart of the strategy of the game and some combinations are just bad strategy, like Discordance + Call of Brine.
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It sounds more like you're choosing to run two perks that conflict with each other, and I don't think you will find a way around that. Discordance is really a perk you run when you want to chase 2 survivors off a gen knowing full well the other survivor you don't chase is going to come back and start working on the gen again, better slow downs to work with that are Dying Light, Theatrophobia, Scourge Hook: Gift of Pain, and Hex: Pentimento. Otherwise you will need to remember what gen has Call of Brine, and then make an estimate on if the noise notification came from Brine or Discordance.
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Ah yes, the good ol "You hit me, now I will stand in your pill"
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Agitation and Mad Grit both seems to have a tendency to cause confusion.
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Her phase can go through pallets, windows, and breakable doors
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The problem with CoH wasn't so much everyone can heal, because they have to run to one area to do so, which took time. The real issue is that wouldn't need to take long to heal, and stacking healing speed with other mechanics. If they just updated healing to only get a maximum 100% healing speed (so stacking healing mechanics you can't get over 100%), then CoH and any other healing perk wouldn't be a problem.
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Hex: Devour Hope, Detectives Hunch, Lithe, We'll Make It.
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Yeah it should deactivate. The survivor shouldn't be able to force you to take DS. Nothing is more annoying and unfun then survivors spamming noise notifications by jumping in lockers after getting unhooked.
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Respect the 4%.
I agree since it's just another mechanic in the game that penalizes the killer for playing well, and rewards survivors after making mistakes, but at the same time I realize it's just 4% that is supposedly highly unlikely.
I would say before next match 3 survivors jump off hook one after another. I am pretty sure it's not just 4%, that the chance increases based on some circumstances. I feel like I've seen that mentioned somewhere before.
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If it glows it goes
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I may not agree with anyone's decisions in this game, but I agree with your resolve. They were out of line, you walked away from the problem. You did the right thing.
A breakdown;
- Just because they took party streamers does not mean the players want to farm. If players don't want to farm you can't force them to farm.
- Being toxic, and bullying the killer is not okay. Players who are desensitized to the horror aspect of the game should take a break instead of resorting to this kind of behavior.
- Going AFK is against da rulez, I don't condone it often, but this time it seems merited. You tried to get along with them (Farming and playing normally), but they woke up and chose violence. A victim shouldn't be forced to interact with an abuser, and walking away from bullies was the right thing to do.
- Harassment and hate speech is not okay. How they reacted is typical of bullies, don't feel bad or regret your decision for walking away from an abuser. Take pride in that you did the right thing, and they were the ones to pay for their mistake.
BHVR needs to take more action to prevent this kind of gameplay from happening to the Killer. the Killer is meant to be a terrifying entity in the trial that pressures Survivors, not the other way around. Even a surrender option for Killer that doesn't result in the Killer getting penalized would suffice, even temporarily.
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I am kind of disappointed that the strongest perks to choose from are all about gen control. I would like to see more variety from that.
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@Sluzzy said:
Power creep. The killer meta is actually a huge problem.
Pop Goes The Weasel has been in the game since 2018, what are you smoking?
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It's true, Survivors just don't have the time to be toxic against a bubba. Every window you vault gets blocked. Every pallet you drop get's immediately destroyed. When you have nothing left you're doomed. Growing fear, growing pressure, Bubba.
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Slugging for the 4k is the Killers counter to the Hatch. If you don't like it then ask for the Hatch to be removed.
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Mind you the games were really good, strong killers and strong survivors. A lot of back and fourth, it wasn't a bad time just really long wait time.
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@Bwsted said:
If I may ask, your: region, time of the day playing, platform, crossplay on/off.
For me: EU, anthying from morning to late afternoon, Steam, on, and survivor queues are instant to about 30 sec.
Ymmv.
NA East , All day - but I started getting 15min+ queues in the evening after 8p, PC, Crossplay can't be turned off.
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The problem is it getting used for invulnerability OR distance. When you chase a survivor with Dead Hard, they are waiting for you to swing, if you do, they dodge - and get to the safe tile while you recover. Or you wait for them to use and they just wait to use it to get the distance to reach the tile. In most cases it's a lose/lose situation for killer.
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holy 70000 hours? That's a lot.
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"Bring solo queue closer to swf and then buff killer?"
Yeah, the longest path tends to be the safest. If they would introduce a quick message radial so survivors in game can trade information, that would close the gap between solo and swf. It's worked in more than a dozen other asymmetrical games. Then they buff Killer and boom soon everybody is having fun again.
Alternatively stop thinking so much of if the Survivors are having fun, and think more equally if Survivors and Killers are having fun. Too many updates came back to back where we read the phrase "We changed this because it wasn't fun for survivors", and "We changed this to make it more fun for survivors" till the game was just a free win hand out for survivors, and Killers lose by chance - regardless of skill. They seem to be focusing on bringing buffs out now, but if they buff Killer too much before closing the gap between solo and swf they are still going to have a hard time.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2915752#Comment_2915752
Combination with DS, faster recovery always regardless of self-pick up, the ability to undo multi-person downs, etc. Killer has to slug in some situations, because not doing so is a dumb misplay. But it's also not unbalanced either.
I understand why people think its strong, but if your on a team with good players it rarely ever gets value.
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Hold on, when was unbreakable strong? A second chance perk you get to only use once in a match, if the Killer slugs you, and if the killer can't count to 20?
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Honestly before giving Nemesis the ability to control where the Zombies go. I would fix their AI first so they stop getting stuck in walls. Which I'm not sure why they do that in the first place. Fixing that is as simple as a rule like "If object infront of you - turn around. If object infront and behind you - Turn to left/right". Or a random direction step if the zombie detects it hasn't moved in like 3-4 seconds.
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Yeah by the look of their builds they didn't care about gens too much.
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Not so much a map, but rather the The MacMillan Estate realm. It's not even because the map itself. It's because one content creator said it was one of the "most balanced maps in the game" and everyone just went with it and took it as fact, when I found them to be very survivor sided. Too many pallets. Very safe windows (for the most part). Gen's very well spaced out. Like when I get one of these maps as Survivor, while I am sitting on a gen I already know the next 6 tiles I am running the Killer through if they come, and what door I am leaving when 5 gens are done in one chase.
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@ThatOneDemoPlayer said:
Huntress doesn't have a gun
This is why you don't bring a gun to a hatchet fight. Hatchets have always been the stronger, faster, more reliable weapons in hunting.
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Yeah most likely backfill, or they had other Killers with high mmr so the new killer was an average rating.
Honestly think they should just remove the backfill. I don't mind the extra wait, since the backfill system only hurts players by the end of the day.
Killers should have their own MMR, and your first time playing a new killer shouldn't be based off the average of your other Killers.
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Really I only have one rule of thumb; "Does this player make the game more enjoyable for everyone?"
Then go from there.
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They should go Rift - Event - Rift - Event. I think that would keep players interested, and beat a lot of the grind.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2914083#Comment_2914083
The majority of us dont wanna be at cap or verse the stupidly sweaty games that exist, does that mean everyone should just lower their mmr? No if that's such an issue BHVR should fix it, but so many people will be deranking and the claim we cant make changes because of lower mmr which they currently derank into anyway giving them an unfair advantage...
https://forum.deadbydaylight.com/en/discussion/comment/2914160#Comment_2914160
Well I think its pretty simple to calculate roughly where you are, if you consistently win over 65%+ of your games youd be high mmr.
Although there are some very weird things concerning servers and time played, and it's a huge reason I avoid streamers as they dont get the same experience
You're right they did just fix this in the recent MMR changes. Well at least made it better. A lot of players even in the higher ranges of MMR were not having fun, so they widened the scale to add more assorted games into the matchmaking. Now instead of just getting Balanced - Difficult games, you get a range from Easy - Hard games. Since the recent changes I have already noticed a significant drop in the amount of players dcing, suiciding, and going afk in my matches - so the changes they've made must be working.
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She gets such a bad rep so I don't play her. I think I have been conditioned to play Killers that often get's praise
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I would add an orange justice emote
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9) Performs the hardest badest dab
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Yes even more threads about this idea - excellent. BHVR will have no choice but to implement this!
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Or you know they know how good at the game they are, made it to those high sweaty ratings, learned they didn't want games like that and then chose to de-rank where they play casually and friendly so everyone has fun.
Honestly I would say these are the good guys keeping the community afloat, and I would sooner take their opinion over anyone else.
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What's NOED? I don't think I ever see that perk in the game.
I hope this doesn't fly over your head.
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@toastcrusher said:
https://forum.deadbydaylight.com/en/discussion/comment/2913603#Comment_2913603
as a killer yes....as a survivor.....nope, and i tried 7 games today and they all ended in multiple dc's and stomping at 5 gens
did 2 killer games and had some fun, when they found out i wasn't gonna hook after the second hook they all just wanted to get chased so i gave them all a good chase and nice bp when they all escaped.
My Survivor games have been fine. No longer is every game me just running the Killer 3+ gens before they give up chase or lose the game. Finally facing some Killers that can manage a good chase, and knows how to mind game. Sure a lot of my team seems to be made up of Survivors that don't know how to play and think their meta perks is going to carry them. May get a dc or suicide on hook here and there but I hold the survivor accountable for that, not the Killer or matchmaking.
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As fun as it would be, I don't really want all my games to consist of farming killers and survivors trying to meet a pallet stunning/breaking quota.
Kills VS escapes sounds like a good idea.
Unfortunately anything else will most likely result in a lot of farming. Gens then the survivors will all be gen rushing. Hits then we will just get a bunch of legions farming hits. Totems, every survivor would be running anti-totem, hexes would be useless, and gens wouldn't get done. etc.
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Agreed this is the perfect place for character portraits
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It is now.
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@Agt_Scully said:
https://forum.deadbydaylight.com/en/discussion/comment/2913475#Comment_2913475
The problem is that grades do equate to skill. You can't progress in grades without playing consistently good. Each grade (at the higher levels) requires 5 pips to progress. In order to earn a single pip, you have to play well in the trial match. So the post-game stats displaying grade levels are a good indication of the skill of the player.
Regardless how well you do the grade system is so simple you will get grade Iri 1 eventually with enough time. What grants you emblem points in game a lot is passive, so you can literally pip up doing nothing but hiding all match, still pip if you die, double pip if you get hatch. That's not skill. They always were a terrible indication of skill level, and that's what everyone including the developers themselves is trying to tell you.
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The most nerf I can see them doing to Dead Hard is removing the invulnerability so players stop using it as an extra health state and start using it for distance like it's meant to be used.
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What's your Killer grade at right now? It's easier to do adepts in the lower grades (ash-bronze) because the requirement for a "Merciless" is much slacker.
Play Sadako for 4-6 trials letting all the survivors escape through the gate. This will decrease your MMR exponentially.
Then go for adept.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2913479#Comment_2913479
And how so?
It doesn't show who you hooked already, just how many hookstates are already eliminated.
Example:
3/12 could mean you one hooked survivor a,b and c or that survivor a is dead or someone went to second state and another one is hooked for the first time.
8/12: all survivor are on death hook or two are dead and one on deathhook with the last one never hooked.
Mix that with duplicate character, even worse with the same outfit and it helps you jack if you don't pay attention and keep each survivors hook states in mind.
Not really relaxing if the goal is to kill no one or at least first bring everyone to deathhook before starting to kill.
But good for you i guess if it did somehow.
Truth. There are so many times where I am trying to hook everyone twice, and then end up; "Wait, is it the Steve that still has a hook left, or the Nea?"
Then I do a 50/50 guess, and Steve is dead.
Now suddenly I'm the bad guy because Steve is the only one who didn't get out when I let everyone go.
But if I was tunneling someone, then I always know how many hook stages they have, and are focusing on going for that fast kill. A counter wouldn't tell me that. I'm not dumb that I don't know what hook state the survivor that just got off hook was at.
