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LapisInfernalis

LapisInfernalis

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LapisInfernalis
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  • @stargazer9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1547674#Comment_1547674

    For me it’s not the camping, tunneling, etc. at all. My experience playing with Russian players has always been bad. They’re so toxic and they troll a lot. I’m not saying all of them but most of the ones I played with have been like that. Not even in this game only but the other online games I play. I’ll give you one example. I was in a match and the killer suddenly DC’d in the middle of the match. We finished all gens and I went to the exit gate to open it. This Russian player was standing there blocking it. So I go to the other gate and there too this other Russian player was doing the same thing (swf). They would not move at all. After about 10-15 mins they opened the exit gate. In the post game chat they kept talking in Russian and I could tell they were angry. When we asked them why they would do something like that??? They said because we don’t like quitters. I was sooo pissed. The killer dc’d and they decided to punish us and waste our time. So yeah, they do things that raises your blood pressure. It’s not about slugging, camping or any of these things whatsoever.

    I don't know if I understood you right.

    The killer dc'ed and they blocked the gates? How is that possible? When the killer dc's the match ends. Or did he go afk?

    If the latter is the case, those two Russians were complete ######### who you reported, I hope.

    I never had such teammates. My usual daily russian experience is what I described. Tryhards and sweaty killers or toxic Survivors who DC when they get found and down one minute into the match.

    I can't decide what's worse though.

  • If you want to disable Noed, then all the 2nd Chance perks on survivor should be disabled above rank 10. You clearly don't need DH, DS or Adrenaline anymore if you have played some time.


    This was just sarcasm.

    No perk should be disabled by playtime or rank.

    Noed is fine. Add a totem counter and just do Bones.

  • There is no Russian server. Most of them connect to Frankfurt (Ger) or to a server in Asia (no idea where).

    I wish there was a Russian server, because they all have higher ping (150 and up) wich gives killers some odd hits around windows and pallets.

    I can understand your frustration with sweaty killers from Russia. I also get them here in Germany a lot. (Face) camping, Tunneling or a tunnel-mori without reason (reason= desperately need pressure, late game, Object, etc) is not considered as a nice way to play, but it is not a bannable offense or similar. Some people just don't chose to follow the Honor Code of DBD. I know it is hard to accept this, but we have to.

    You can actually guess where you are connecting to by looking at your ping.

    For me it is: 30-50ms Frankfurt, 60-80ms London, 130ms probably US etc...

    I would like to see the server the game is connecting me to. Just 3 letters of the city or the country where the server is that I am connected to.

    I.e. Frankfurt= Fra or Ger, London= Lon or GB

  • @IamDwight said:

    Oh yeah ... Let's totally nerf a perk that gives survivors a chance to NOT BE TUNNELLED.

    If DS was changed and killers were free to IMMEDIATELY re-hook survivors without any consequence, the game would surely lose players.

    I know I wouldn't play if I were tunnelled out of the game every single match with nothing I can do LOL not everyone is a god at looping

    At least I would play more killer, especially when they finally get the MMR to work properly.

    Or I would bring in more keys.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1540202#Comment_1540202

    Meh, it goes both ways, console can now come up against stretched res, cheaters, people with better frames and controls, and PC can now come up against people with worse controls and worse frames. Coming from a PS4 player, having a killer play at 10 FPS vs a survivor on about 60 is a huge disadvantage.

    Of course you can turn cross play off, but point still applies if cross play is on.

    I have an older PC and I get some problems with heat in hot summer months. The VRMs get too hot and downclock the CPU which causes frame drops. If I am unlucky, I also have low FPS when playing killer. On indoor maps (especially Lery's) it is really bad (10-15 FPS). So I know how you feel. And I will be so happy when I get a new PC in a few months.

  • @sad_killer_main said:

    https://deadbydaylight.gamepedia.com/Decisive_Strike

    Here is it the wiki.

    And actually yes, this piece of text says: "Succeeding or failing the Skill Check will disable Decisive Strike".

    But it doesn't say something like for the whole game.

    I'm not a main survivor so I don't know this for sure, but I remember that I tried the perk once they changed it, and I kinda thing I used it twice tho, once per unhook.

    It will be nice if somebody can confirm me this please.

    It is only ONCE per match. You Do or you Don't.

  • @TreSen said:

    The 3 changes I really want to see are not working if you're taken out of a locker, deactivating if you recover from the dying state by yourself, and deactivating if EGC starts

    1. Only in combination with a Mori nerf. DS out of the locker is the only chance not to get intantly tunnel moried. And Tunnel Moris are pure cancer.
    2. I don't use Unbreakable anyways, so I'm fine with that.
    3. I can understand where this comes from, but I am not a fan of that. If the exit is on the other side of the map, you won't get out without DS. I could imagine more players leaving someone behind once EGC starts, because it could be too riky to get the person out without DS. Even if you use BT. Think of Azarov's Resting Place, when both exits are on the far side of the map....
  • it was my last point.

    Edit: I was brain afk. Sorry I was thinking of something else. I don't miss it either.

  • "Uh, I'm never touching it again! Yu do it. I, I'll hide.... Yu see me?"

    "Yes"

    "Eh, no. No! You are perfectly hidden."

    And Nea can perform her Mori on him XD

  • It had weaknesses. Long ago before the Obsession mechanic was changed:

    - The skill check was smaller (Overcharge Lv 3)

    - DS was affected by Unnerving Presence and Enduring

    - You risked getting tunneled because of DL or remember me.

    -The killer could also juggle you.


    Since these were changed,... Well.

  • I just forget that those people with the globe next to their name don't see chat. (i.e. i like to say when i need to open an exit so everyone knows). else it is fine so far.

  • now i have to think of Samination's DbD parodies:

    Trapper: "how do yu do dis gen-o-ra-tor?"

  • No MMR at the moment. They reset it to the old Matchmaking based on ranks.

  • @Tricks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1529673#Comment_1529673

    Good point. "do clock" - it's the new "do bones". lol

    You cant clock your way out of the clowns gas clowd.

    In fact in order to counter Freddies snares / fake pallets you can:

    • 'do clock'
    • 'do wakeup clap'
    • 'do gen explosion'

    Not Freddies fault if you choose not to counter his ability.

    I see it the same way.

    @CookieBaws said:

    https://forum.deadbydaylight.com/en/discussion/comment/1530905#Comment_1530905

    Snares - No drawbacks

    Pallets - No drawbacks

    Oblivious effect on sleeping from pesky BT and ez tunnel at will.

    Powers - Teleport, with no drawbacks.

    HM......

    snares - only truely unavoidable in tight places or if you got a pyramid on your head and don't see it. they are stronger than pallets though and a great tool in chase.

    pallets - are extremely map dependent. i play solely pallet freddy, since i don't have the mindset for snares. on maps like Lery's, pallets are useless. there is only 2-3 spots on the whole map where you can place them before you get pallets out of the way. and then there is maps like Blood Lodge or Autoheaven and MacMillan in general where you can almost place all of your pallets before the first chase starts. also require pallets the survivor looping the tile until he/she drops it. much counterplay for this one.

    oblivious+ no bt+ez tunnel - this is the killer's choice. i play fair. i will use it to my advantage, but i will leave the unhooked person on the floor and get the other. it is not my fault if someone thinks it is a good idea to unhook right infront of me. also oblivious makes Object users (common folk on red ranks) pretty much untouchable opponents. they can see you all the time once asleep. no mingames possible. they see what you try to do (i.e. moonwalking) and react.

    powers - 45s default cooldown (if i recall correctly, it isn't in the wiki for some reason). reduced by addons (-2/3%) and sleeping survivors (-15% per survivor). just. wake. up. also you can see if he teleports to you 5s before he does. mindgames are possible. only Class Photo plays with this but forces to commit to your teleport.

  • I play both sides, total of 3k hrs of experience. 2k on survivor.

    I had about 80 matches as Survivor with at least 2 friends because I got brand new players as mates for like 10 games straight. And I am playing a lot and at red ranks (and I am NOT a Blendette using Urban etc!), so I should have gotten at least decent mates. But it got only worse: I faced dozens of new killers who did not even knew that you don't vault the windows of a LT wall (without Bamboozle of course). I felt so bad for all of these!

    And it was not better for killer (purple/red ranks):

    I played way more than 15 games on my main Freddy and still got newbies who just gave up. I had one, ONE match where I had one good survivor with object and 3 mediocre players in an swf. One match that was not too hard or too easy.


    There was no "Survivor bias" this time. It was bad for many. Even streamers like OhTofu (killer main) or Monto (plays both) had some ######### Matchmaking.

  • There is so many perk which would need some buffs.


    Here are just those I have ideas for. This is only the changes or what I would add:


    - Monstrous Shrine: either make it impossible to kobe from basement hooks and increase the values drastically or make it apply to all hooks.


    - Pharmacy: all chest searches give a med kit up to green rarity. Heals with med kits are 5/10/15% faster.


    - Vigil: make it a global buff like Up the Ante


    - Hangman's Trick: Decreases hook sabotage speed by 50/75/100%.


    - Cruel Limits: change it that the windows are closed within x meters of the killer, so it is actually useful in a chase


    - Mind Breaker: 6/8/10s Exhaustion while gen is under 50% so it is able to do what it should (hinder sprint burst from a Gen).


    - Second Wind: Speed up the healing to 20/18/16s or let it be affected by other healing speed perks like Botany, Resilience etc.


    - Cameraderie: apply it to both hook states.


    - Up the Ante: let the luck buff also work for yourself and let it also apply to bear traps and chests. Maybe increase the values.


    - Distortion: 5 Tokens


    - Blood Pact: once you are injured, you see the aura of other Survivors in 20/28/36m radius. Others see your aura map wide. Increases the odds of becoming the obsession. Still has the issue with the obsession change mechanic.


    - Deathbound: everyone who heals outside of the Killer's TR will scream and get Oblivious when too far away. And show the "Scream bubble". No cooldown. Think of it as reverse nurses calling.

  • @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1526708#Comment_1526708

    a poorly timed miss on the killer's behalf can turn the game as well. Anything regarding dealing damage / not doing so is very critical when it comes to DbD. (Edit: solos couldn't have caused that terrible experience you describe)

    I hate that I can't just have a signature at the end of my posts automatically put there so I don't have to retype my stance on instaheals everytime I make a comment.

    I BELIEVE THAT:

    Instaheals should come back to DbD as only useable outside of chase with the same effects as they had prior to their most recent changes. This ensures no frustration for the killer during chase or immediately after downing survivors (unless the killer isn't paying attention) and encourages survivors to use instaheals as a quick, perk-me-up item rather than as a killer-survivor interaction item. Perhaps instaheals should force a skill check at the beginning of the heal to prevent being used for a one-tap.

    -Kind_Lemon

    A question remains: old insta heal=old syringe or old insta heal= old styptic or both?

    I like the bottled time of the styptic now but I would rather not have 2 stage insta heals again, because it has too much impact if it is stacked.


    Yeah, the 4man swf experience was insane. Pure bad luck I guess. Critical failure incoming!

    I was not as bad as with solos but still bad. I was not as good back then as killer, so maybe it gust gave me lasting nightmares.

    Your concept is better, but still flawed. What about Wraith, Nurse, Myers or Pig who often lose their chase. It would be quite annoying to see Survivors still using it in chase

  • @ZezryoYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1516834#Comment_1516834

    As I said I just don't like unfairly depipping or Waiting 40 Minutes in queue just to play 3 minutes due to being tunneled it's ridiculous fix either and I'm happy.

    I'm sorry to hear about these queue times. Usually I have very short times.

    But insta heals are no solution to tunneling or long queue times. It is only one more thing that would be abused.

    @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1516834#Comment_1516834

    hmm, sounds like a bad time with SWF abusing mechanics and not because of the nature of solo survivors.

    So, #nerfSWFability and #don'truinthesoloexperience

    Oh, I also saw Solos doing this stuff. A well placed insta heal can turn the game. I've seen many diffent versions of these plays. They were all cancer.

  • When I with my 3k hrs of experience still get killers who vault windows of LT walls all the time, after I played about 80-100 matches since the release, something is wrong. It isn't even fun anymore to loop baby killers for eternity because they don't know how to chase properly.

  • I always feel so sad when I see other Survivors tbagging or clicky-clicking at a new killer. I can deal with such behavior, but newbies just don't want to play anymore after this.

    I always feel so sad when I face a killer who vaults the windows of an LT wall, since he's obviously new when he does that. Why bully a new player? Because you were bullied too when you were new?


    I can only give you the advice and disable chat by clicking the speech bubble. Or instantly leave the after game lobby, if they bother you there.

    Alternatively you can learn to deal with it.

    Just ignore the tbaggers. Let karma get them. Maybe they'll get bored and make mistakes so you can get them and laugh in their face while they hang on the hook. Don't facecamp them as punishment. Camping and tunneling is only for the real bad people.

    Stay fair, but play dirty when they do.

  • As Freddy Main, I know what a pain OoO can be. Once they are asleep, they see you all the time. No mindgame possible.

    One problem with OoO is, that there is no Killer Obsession perks anymore which make it really risky to equip these kind of perks for Survivor. Remember Me was gutted, Dying Light benefits the Obsession but no downsides for being it. And Rancor is only dangerous in the end game.

    @Demogordon_Ramsay said:

    On its own, it only really destroys Hag and Trapper. With SWF, it’s actually the strongest Perk in the game, by an absolute landslide. I just think it’s badly designed, as the parallels in its strength between solo queue and SWF is astounding. I think the best solution is to just remake it. Here’s my proposal:

    Object of Obsession

    A link is created between you and the Killer. Whenever the Killer detects you with aura reading abilities, their aura is revealed to you. However, whenever you use aura reading abilities against the Killer, they also see your aura.

    If you are the obsession, your aura cannot be read outside of a range of 72/66/60 meters.

    Increases your chances of becoming the obsession.

    This seems interesting

  • @ble3kaudio said:

    I love this game but ######### this match making right in the goat ass. I hope it gets better. ALSO, WHY ARE THE RATINGS NOT VISIBLE!?!?!? If there is a rating in the background being used for match making based on skill/performance, WHY IS THIS NOT DISPLAYED!?

    The Devs said in a little Q&A here in the forums that there might be some people who would not like to see it. But they think of showing it somehow in the future.

    I hope they do. I want to know if the system thinks I am good or bad. With killer I can assume that getting 3 or 4k increases the MMR. But what is it on survivor? Generally doing well? Escaping (I hope not, because I often sacrifice myself)? Being good in chase? Holding M1? Escaping a chase? Hiding? BP? Time to get all gens?

    There are so many variables on survivor side. The Devs just say "Do your best" but that is not helping at all. Since we all define "doing the best" different. I did my best if I was beneficial for my team, even if I die. But this is not always recognized by the emblem system for example.

    I would like to see how my playstyle is seen by the MMR.

  • @Pawcelot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1515832#Comment_1515832

    BHVR claimed that it did, though. I don't recall which thread but they claimed that they had already been gathering data for a long time in preparation for the MMR system.

    It doesn't seem to do well though. At least on survivor side for me. Killer was fine after 10 matches on my main.

    I have 3k hrs and I am matched with guys who hide all the time or killers who are really new. Is it only because I got tunneled to death, camped or tunnel mori'd days before they brought MMR to live servers? So my background rating went down?

    I just want to know how things like moris affect the MMR loss. Because it does not depend on your skill if the killer decides to be an ######### and tunnel mori you.

  • @ZezryoYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1500194#Comment_1500194

    No I don't want the game to be completely unbalanced that'd be ridiculous I just think tunneling is a huge issue because the victim depips unfairly over it either bring back those instaheals to discourage tunneling or make it so you don't depip for getting tunneled (not pip but have no change to rank).

    So you suggest that I as killer should get punished if survivor X is cocky after being unhooked and wants me to hit him so I "tunnel"?

    Because this would be happening if you would implement such thing. People would abuse it similar to DS.

    No thank you.

    The old insta heal was cancer. I had a 4man swf once. I had the old dying light. I was chasing the obsession and when I got her and did the wiping animation, a mate was there and healed her. Repeat 3 times. Then I picked her up and got DSed (the old one). I just wanted her dead, but a mate blocked her once and then again with MoM (also the old OP version) and again.

    This was the only match I dc'ed as killer. Ever.

    I hope now you understand that the old insta heals were cancer.

  • The only thing I don't like about her is how broken Stridor on her or not having Iron Will is. That is the only thing that needs to get fixed. Because if you are injured and if she phases you are dead unless you are at a pallet and have luck to hear her footsteps so you can stun her.

    Else Spirit is fine.

  • It is not only bad for new players. I am pretty experienced with 3k hrs. My killer Matchmaking is OK now after I played Freddy for 10 matches.

    But on survivor side, I did about 30 matches and I still get newer players as mates who just die in 10s against a killer of my skill. I don't want to solo q anymore. I am sick of dieing on 1st hook because the experienced killer found and killed the newbies first or me looping the killer for minutes and have not a single Gen popping because they are to scared to do anything.

    I mean, I can imagine getting 3 or 4k as killer increases your MMR. But what is it for survivor? Looping? Gens? Hiding? Escaping?

    What does it do when I get tunnel mori'd? Am I bad? Etc etc....

    God... I play both sides and I would like to stay that way, but at the moment I would say I play killer or 4man swf. Nothing else. Solo is a pain.

    And sorry for those newbies who I had to wipe the floor with as killer. I was trying to be nice and chill a bit. You are all so sweet. <3

  • i have no problem on the killer side, but i played at least 30 matches as survivor and i still get rank 20s who fall like apples fall from trees. i had to play swf to not get chased for minutes with no gens done because they were too afraid to do anything.

    or i faced killers with ebony moris who tunneled you to death.

    and i thought they had "collected data from the past few weeks." i play every single day for multiple hours, solo and swf on red ranks for over one year now. i have almost 3k hrs, 2k of this on survivor. how is this possible?! i just want a match were i don't get scared chicks anymore....

  • - BBQ counter: Locker or Distortion. Also go 4s in one direction then in the other. Done. Or use Kindred. Then you instantly know if he's coming.

    - Noed counter: just do bones!

    - Freddy: he is strong, but not OP. He's still a M1 killer. Mindgamable like other M1 killers but with a good tool in chase. His teleport is allright. Just wake yourself up to extend the cooldown. Object of Obsession and the new auras are his main weakness.

    - Honing Stone (Trapper) : is allright. Just... don't get trapped.

    - Fragrant Tuft of Hair (Shape): Just don't feed him. It is your own fault if you let him stalk you. It is fine how it is.

    -Doc: His Streangth is to know where you are. He is an anti stealth killer. Go into a locker so he doesn't get you with the blast. The blast (aka 360) is not spammable. It has a 60s cooldown. The other one you can dodge and has to be timed well to deny pallets and windows.

    - Bubba: Has just been reworked and we all need to get used to him. Too early to judge.

  • @Havocus said:

    It's not working well at all, and there is no way it is not pushing new players away from the game. I, as a rank 1 killer, keep getting put against rank 20 survivors who only have 1 or 2 perks because they JUST started playing the game. My last match was a guys first match ever, his teammates second match ever. They didn't even understand I was trying to help them and let them have gens because they were too scared after the hatchet carnage at the start of the match.

    Mine, and others, experience with the MM so far could be summarized as: rank 1 killers go vs rank 20 survivors. Rank 1 Survivors go vs Rank 20 killers.

    Did you play Huntress lately? If not, then the system still needs to put you somewhere.

    I am Freddy Main (former rank 6-5) but I did not play much killer in general lately (too many sweaty swf). My fist games were with some guys around rank 14ish and some around 4ish but all of them were average at best. Sometimes they didn't even know how the Lullaby worked.

    Then I had one cocky player with object who killed herself after she messed up. And the rest of the team DCed one by one when I found them.

    I only had 3 or 4 matches on Freddy with the new system so far, but I did not get total newbies.

    On Nurse (never really played her because it is not fun to get stomped by reds) on the other hand I got guys with 8hrs max and 3 perks unlocked. I felt so bad that I just stood in the corner to let the Dweet escape after he kobed when he was trying to kill himself on the hook. It took him like 10min to find that thing.

    But even that evened ot a bit after I demolished 2 teams of newbies.

    For Survivor, it seems that I get better matches now. I did about 15 or 20 matches so far (in 2-3man swf). Not getting scared chicks or total baby killers anymore.

  • I guess you had bad luck then. Which killers are more popular depends on your rank or now MMR. On higher MMR you will see more top tier killers like Nurse, Spirit, Freddy or Oni whereas on lower MMR you will find a broader variety of killers.

    Try to use iron will and stop running when she phase walks, so she doesn't see your scratch marks. Then double back or go somewhere else. And try to be quiet. Spirit players have good headphones 😉

  • @Stormhaven13 said:

    I think this is a separate, but related, problem honestly. Assuming the new system stabilizes and performs as its intended (Which I'm hoping it will), this will become much less common, but will still be possible. An MMR system is designed so this will happen, but should be decently rare. However with a game like DBD, being a new player against an experienced player is really hard. My thought was maybe a separate section of people who are in their first 100 games or so. They could leave it at any time, but would give them the ability to only play against other new players. I don't know enough about the size of the player base, or balance in general to know how good an idea that is though.

    Yes. They need the same newbie protection I got when I started 2 years ago. I didn't get green or higher ranks until rank 14 maybe. Then I could get everything since swf was matched by average and not by highest rank as it is today.

    But around rank 20-15 there was only newbies like me and you couldn't depip lower than rank 16 without rank reset, so people couldn't seal club that easily.

    This needs to be implemented in the MMR as well, so newer players are also a bit protected. Maybe not 100 games, but 50 or so on survivor and 50 for killer in general.

  • I think, the problem is that your basic skill with many killers is roughly the same, since you often try to double back to get the hit. Regardless if I play Freddy (my Main) or Doc (daily only).

    Your knowledge of mindgaming stays the same. So you have an advantage if you play one of your weak killers.

    It's 3am for me here so I hope I didn't text #########.

  • @badaB00M3R said:

    https://forum.deadbydaylight.com/en/discussion/comment/1508405#Comment_1508405

    I'm starting to think it's only bad for the first 40 games or so. For me, it was 30 before there was a difference. By the mid-30s it was win some/lose some. By game 40, which was my last, it honestly felt like like they made no change at all. The only difference for me at this point is the queues for survivor at night (CST USA) were quicker.

    I'm only curious now to see how quick I'll queue as killer during the day (which is historically 10-15 minutes for me).

    I also noticed that queuetimes were also almost instant on both sides.

  • I am a 3k hrs player with about 2k hrs on Survivor and I play almost every day, so I have decent experience everywhere. My first 3 survivor matches were against newer or inexperienced killers, but then it quickly evened out on a enjoyable level. Still a bit weak opponents or mates but this is maybe due to the last couple of days where I only faced moris, tunneling and camping and depipped almost every match. :(


    I tried some killers I rarely play and I am satisfied with the outcome so far.


    Although I felt bad for those 5hrs survivors who had to play against me as nurse who is just bad at blinking and players her rarely (I got destroyed on red ranks) but basically understands how she works. But after 2 matches where I demolished "rank 20s" I got one or two guys who knew counterplay to Nurse and were a little bit of a challenge. So it scaled pretty quick.


    The same was for spirit. I just got destroyed at high ranks before. Now I could actually try the adept achievements on rarely played killers again without getting rushed and bullied by experienced Survivors. I still felt a bit bad for the newbies without iron will or DS or similar, when I did adept Spirit, but I only played one match.


    Even on Huntress which I played more lately for the archives, I got a OK match on a bad map.


    I did not test it on my main yet. But I think I will get more experienced players when I play Freddy.

  • As a 3k hrs Survivor my first 3 matches were against newer or inexperienced killers, but then it quickly evened out on a enjoyable level. Still a bit weak but this is maybe due to the last couple of days where I only faced moris, tunneling and camping and depipped almost every match. :(

    I tied some killers I rarely play and I am satisfied with the outcome so far.

    Although I felt bad for those 5hrs survivors who had to play against me as nurse who is just bad at blinking and players her rarely (I got destroyed on red ranks) but basically understands how she works.

    I same was for spirit. I could actually try the adept achievements on rarely played killers again without getting rushed and bullied by experienced Survivors.

    Even on Huntress which I played more lately for the archives, I got a OK match on a bad map.

    I did not test it on my main yet.

  • I can understand they want to hide it so you can't gloat on the forum or in chat. That whole "My MMR is higher than yours, you are noob and your opinion doesn't count" ######### wouldn't be there. And it would make sure No one could abuse the system (but I think some hackers will get it sooner or later) after understanding what affects your rating.

    But I would like to know after the match if it increased much (green double arrow pointing up), a bit (same, but with normal arrow), was approximately stable (grey ~), decreased a little or much (same as above only in red). Same for all others in the match.

    For me, the emblem system doesn't reward my Martyr/Paladin like playstyle well. So I would like to know if this system does it better.

  • @DminuS said:

    hes not that strong mate. good teams with object will annahilate any freddy, i ruined freddies with over 10k in the game.

    That is more an oversight of the Devs I guess. An easy fix would be that being Oblivious also blocks the Killer's aura from being seen.

    Same thing happens if the killer uses Nemesis or Death Bound.

    I would like it to be fixed. I hate Object vs. Freddy... No mindgames possible.

  • @Kisagi1990 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1501383#Comment_1501383

    About 1500 hours on ps4, and 345 on switch.

    And you completely missed what I said just like everybody else. Let me play this out for you so you can understand. But I wont hold my breath.

    I'm working on a generator with good visual in Crotus Prenn with the cathedral.

    You with me?

    Myers comes at us. And we scatter. He chases one of us staying right up our buts.

    Hope I havent lost you.

    He periodically presses the power button while in chase, building up his stalk. Running around trying to get away from killer. Hiding and being found due to scratch marks and again, his nose so far up your butt he could smell what you had for dinner last week.

    Keep up now.

    Then finally he disappears after a generator is done. So we make our way to another generator. Me and another player. Unfortunately its 1 surrounded with walls so no visual except ou a small window with no real visual except in that direct direction.

    Here's the tricky part it seems since nobody listens.

    Myers bursts into this walled area from 1 of 2 directions with no possible visual at all, and instantly puts us in exposed. All he had to do was lightly tap the button.

    You with me?

    He downs the player with me then precedes to chase me. Nose so far up my rear I can taste his breath. I loop and he chases me. I jump through a window and he downs me just before expose wears off and he carrys me to a hook.

    He did this 3 times to my team. Now granted my party members and I died at 1 gen left. But stalk is too bs with the ability to stock it up like that. It makes the game unfair

    And I only see a normal Myers strategy here. Stalk when possible, crash parties and then slug to get a 2nd or a 3rd person. Oni can do the EXACT SAME THING, but somehow you just see Myers here.

    Did he have Discordance maybe? And monitor? Looks like it.

    Just don't group up. Same with Oni. Use Spine Chill. I mean it. How can it be that I don't have any problems with Myers since I started to use this perk 1.5 years ago?


    Just accept that there are power burst killers like Myers or Oni. And that they get their strength through mistakes of others. Deal with it.

    I don't want to be rude, but after the whole conversation we had, I have the feeling that you constantly ignore my points. At least I try to understand where your point of view comes from.

    Maybe it is just a different understanding of fairness we both have. For me Myers is fair. For you not. I think we let it end here because I think this would not lead anywhere productive.

    Have a nice day.

  • @Kisagi1990 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1500163#Comment_1500163

    High walls make it impossible to see the killer while working gens and it's hard to not feed him when he rushes you at a gen and then sits there and stalks you periodically in the chase, tunneling you till 99 then disappears

    What do you want then?

    Line of Sight where you can see Myers from across the map or Protection by walls against stalking while in chase.

    You can't get both.

    I still don't get it what is so bad about 99ing stalk. You only say basically that he can't punish you for the mistakes of others. What if I say that every killer has this tool from a certain point of view? A weak link hurts the whole team. Whether it is Oni or Myers, but also Freddy.

    When I play my Deam Master I can punish the whole group after a quick chase with the weak link to use pop on their Gen. I capitalized on the mistakes of one to get the group.

    Myers is no different. If you have no eyes like Demogorgon or your eyes hidden behind a giant Pyramid so you get stalked easily this is your problem or that of your team. Not that of the Killer's design.

    And from what I can tell of the map and what happened to you, I dare say you THOUGHT you lost him (Maybe he had Monitor and Abuse) then ran to the Gen and leading him directly there. Crotus prenn is also very open except the main building and some jungle Gyms. He probably stalked you from distance (also GF can do this).

    Open maps like most Auto Heaven, Crotus prenn, most MacMillan or Saloon are more difficult against Myers since you can't easily break LOS depending on your location. Lèry's is easiest against Myers. Many walls and windows I can use and break LOS and starving him.


    Only out of curiosity. You said you play since 2017. How many hours do you have?

  • Do you also want old bnp and insta blind and old fast vaults?

    If I get old insta Moris.... I have enough of these for the next 200 matches on my main. So I would use them every time. Have fun.

  • @Kisagi1990 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1499892#Comment_1499892

    Most maps have high walls that make sight difficult to see. Only ones that really dont are cold wind and Macmillan. Red forest has trees or buildings, crotus has high walls, grave of glenvale has lots of buildings, and then indoor maps. So no. Most maps its extra difficult to see him coming.

    How comes it then that I never really had problems against him?

    High walls are there to make loops mindgamable. Which is good.

    @Kisagi1990 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1499866#Comment_1499866

    99ing isnt fair on all sides. 99ing hooks and doors for survivors is bullshit and not fair to the killer. 99ing instant down abilities is not fair to survivors.

    99ing gates.. OK, but 99ing hooks? This is not possible anymore since at least 3 (or was it 6?) months. You were not around lately I guess.

    So basically Myers, Ghost Face and Oni are unfair then? Because they chose when they unleash their power (burst)?

    Sorry to say that, but it never felt unfair to me. Not when I was was a noob 2 years ago, and certainly not now.

    The only thing that pisses me of against Myers is when I get Tombstoned the first time I see that guy. My anger is not against the Killer's design but more against my mates stupidity to give him all the stalk. That's it. Myers strength is 99ing.

    If you really have problems against him, then really try to get used to spine chill. Otherwise Object, if you are more aggressive, Premonition if you have trouble getting the direction he is in. Also Bond or Empathy show you where the chase is and kindred shows you the direction he walks after a hook.

    Else I can't help you. Myers doesn't need a nerf. His stalk is more restricted than that of Ghost Face. 99ing is OK. Tier 1 needs a buff. Trash add-ons (mirror shards, jewelry, lock of hair, Vanity Mirror) need a rework/buff and Scratched Mirror needs immunity again. But else he is fine.

  • @Kisagi1990 said:

    I've used Spine Chill but the radius make it difficult to tell how close they are so doesn't exactly help. And mind you, he left me in my match after I lost him. Then I get to a generator and before I could do anything he bursts in and instantly downed my partner by instantly putting us into exposed. That's the only thing that needs nerfing. Hell buff whatever the hell you think he needs but his stalk needs to be just like everything else with a charge and need to recharge if you dont use it. It's not balanced at all

    If you would do that he would be a worse Ghost Face.

    No thanks.

    Your statement here would also mean to nerf Oni, singe he can do the same. Hit others, walk to your Gen and use his 60s insta down.

    I play with Spine Chill 24/7 and I had never a problem with low TR killers like Myers. Just hide if the icon lights up constantly (not in the locker, though!).

    I got never surprised by him at a Gen. Even if he used EWIII later during the chase, I had some extra distance.

    Also I can recommend using your eyes. Myers is very tall. I can understand missing a crouching Ghost Face, but not Myers.

  • What you describe is the standard Myers tactics. You want to nerf an already power creeped killer further? You know that Ghost Face can also do similar? Oni can also save his power to use it when he wants. And he doesn't have to 99 it.

    I may say that I am quite experienced in DBD (reaching 3k hrs soon). I can tell you this: Your team decides what Myers is capable of. If they feed him in the beginning... well good luck. If they starve him, he will have a hard time to get anything done.

    99ing is not unfair. Everyone should be careful not to kill their mates with their stupidity. Myers power feeds on careless Survivors, tbaggers etc. to use it on stronger opponents. The weak link in the team punishes the strong. That is how Myers works.

    If you'd nerf that, Myers would be very weak.

  • @whiteixal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1495933#Comment_1495933

    Don't see anything wrong with 'abusing' the system as a red rank killer, cause it won't make any difference whatsoever and I know it.

    Why? Got a match with 3-4 sweaty SWFs against my leatherface when he has been my worst killer for the past 2 years, and it's only the second time I used him since the rework.

    I think now it is a problem, since you can't react when you see swf in the lobby. But once the MMR goes live it won't, since you would be matched against low ranked Survivors with your leather face.

    Whenever I play a killer now I rare play I just ecpect that I will get nothing else than Entity Displeased. It is less disappointing then if I loose.

  • @Merridew said:

    https://forum.deadbydaylight.com/en/discussion/comment/1494743#Comment_1494743

    I understand what you're saying, but even so, just as looping, and chase knowledge passes onto each survivor you play, it does for pretty much all the killers too. Just instead of having a toolbox, flashlight, map, etc to help them with their objective, each killer gets a different skills that you do have to learn.

    And if the point of the new MMR is to let people play their killers and get them leveled up by going against a survivor of that killers skill, then not locking the survivors defeats that purpose. Cause unless they lock them or make survivors skill percentage the same as their highest skilled survivor, they could just use a survivor they never play to get a person with a killer they've never played, and then switch to a person with amazing perks. Yes you don't need perks to stay alive, however the difference with and without them is a lot. So someone trying to find low skill matches as a killer they haven't played should be given the chance to actually take use of what the mmr system is supposed to do. Which is give the killer a lower skill match so they can learn, a survivor character with low skill wouldn't always have those helpful perks and items right off the bat, so they would have to make do. Same handicap the killer would have trying to learn their new ability. And if they manage to just click with that killer and slaughter with them, then their MMR with them would go up really fast and they would get thrown into those matches where they have to deal with all the items and perks, and they at least understand their character enough to deal with those things. And it would also mean you'd just have to stock up on bloodpoints to level the low skill character and then play as them. Cause you only really need to play one character at all to get everything for everyone.

    It also doesn't let people spend their bloodpoints while they wait for a match, which is how a lot of people tend to spend their time.

    Like I said though, I don't mind it too much but I see where it causes issues. If both were locked then it would give killers a chance to get poor geared survivors, and survivors the chance to get poor geared killers, and they both will help each other progress and level those low characters. Which sounds pretty nice since I could get a lot of the killers up and learn them, and not just play my piggy all the time to earn everyones bloodpoints cause it's just a pain sometimes to deal with all those decked kits when you are learning or just new to the game.

    I still don't understand why perks or items matter so much, that it should lock the survivor before readying up. It makes 30% most (of total skill), if the player is more dependent on certain perks (mostly common is Self Care, DH or SB). This does not deny the fact that I would be a quite unfair opponent with my experience to a brand new killer. Even if I would choose to go without anything into the match. I would need 2-3 matches to get used to the new circumstances (adjust playstyle etc) but I would have about the same skill as with my base kit.

    And even if I don't play a certain character a lot, I can invest tons of BP on her/him. I rarely play Meg, but I still have 80% of perks on her. So locking the survivor while searching wouldn't make any sense. I would not ready up on a character I wouldn't want to play.

  • @MyWorldHasCome said:

    https://forum.deadbydaylight.com/en/discussion/comment/1496694#Comment_1496694

    A lot of good ideas, but i took this one from you:

    https://us.v-cdn.net/6030815/uploads/5D6DFJHPCCWR/ruin.png

    Gonna look one more from your list, holy crap how much ideas in just one post lol

    XD. Have fun with that :)

    • Decisive Strike: Decisive Locker
    • Dead Hard: Press E to Die
    • Diversion: Pebble Incoming
    • Head On: Dwight Perk 1
    • Q&Q: Dwight Perk 2
    • Inner Strength: Dwight Perk 3
    • Devour Hope: Found in 3 Seconds
    • No One Escapes Death: No One Did Dull Totems
    • Ruin: I Am Ruined
    • Borrowed Time: Farm While Chased
    • Sprint Burst: Walking Simulator
    • Hounted Ground: Not The Hex You're Looking For
    • Deliverance: Kobe in Your Face
    • WGLF: We'll Gonna Be Greedy Forever
    • Stridor: Darth Vader
    • Urban Evasion: Crouching Simulator


  • @PrettyFaceKate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1496519#Comment_1496519

    A feedback system would be very interesting. They probably won't implement it because we don't know what this mmr actually uses as criteria. There could be threads all over the place whining because you 3k'd or escaped and the system told you your mmr went down. It would be the same old song as with the emblem system.

    That is another problem. But getting 3k and having a decreasing MMR could mean that your opponents had a lower MMR and you should have gotten them all.

    Idk... measuring skill is difficult. The Emblem System never understood my type of playstyle i.e.. I do my share, but then sacrifice myself so that all the others could escape. I blackpip mostly in these situations, where all others pip. This is on red ranks btw. Being a martyr isn't quite rewarded by the system. So I guess this new MMR will put me very low then, because I often sacrifice myself and don't survive? please no.

    That's the reason why I would like to know. Only something small like a green arrow for increased, a red arrow for decreased and a yellow/grey arrow for stable.

  • At least I would like to know if it increased or decreased after the match, so I know if I was bad, or if my team was but I did good. It doesn't make any sense if it doesn't give you feedback.

    @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/1495274#Comment_1495274

    Imagine the forums with visible MMR. Every single discussion would be derailed with "My MMR is higher than yours, so your opinion doesn't matter." and then multiple people start arguing until the thread gets closed.

    This could be easily solved by a forum rule that it is forbidden to tell others your rating.

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